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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Test pseudo-random terrain heightfield, based on Solid
*/

#ifndef Terrain_h
#define Terrain_h

#include "Types.h"
#include "Graphic.h"
#include "Geometry.h"
#include "Bitmap.h"
#include "Text.h"

// +--------------------------------------------------------------------+

class Projector;
class Scene;
class TerrainApron;
class TerrainClouds;
class TerrainLayer;
class TerrainPatch;
class TerrainRegion;
class Water;

// +--------------------------------------------------------------------+

struct Vec3B
{
    Vec3B()                                          { }
    Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }

    BYTE x, y, z;
};

// +--------------------------------------------------------------------+

class Terrain
{
public:
    Terrain(TerrainRegion* region);
    virtual ~Terrain();

    virtual void      Activate(Scene& scene);
    virtual void      Deactivate(Scene& scene);

    virtual void      SelectDetail(Projector* proj);
    virtual void      BuildTerrain();
    virtual void      BuildNormals();

    virtual void      ExecFrame(double seconds);

    double            Height(double x, double y) const;

    const Vec3B*      Normals()      const { return terrain_normals;  }
    TerrainRegion*    GetRegion()          { return region;           }
    double            FogFade()      const { return fog_fade;         }

    Bitmap*           Texture()            { return terrain_texture;  }
    Bitmap*           ApronTexture()       { return apron_texture;    }
    Bitmap*           WaterTexture()       { return water_texture;    }
    Bitmap**          EnvironmentTexture() { return env_texture;      }
    Bitmap*           TileTexture(int n)   { return tiles[n];         }
    Bitmap*           CloudTexture(int n)  { return cloud_texture[n]; }
    Bitmap*           ShadeTexture(int n)  { return shade_texture[n]; }
    Bitmap*           DetailTexture(int n) { return noise_texture[n]; }
    Water*            GetWater(int level)  { return water[level];     }
    List<TerrainLayer>& GetLayers()        { return layers;           }

    bool              IsFirstPatch(TerrainPatch* p) const;

    static int        DetailLevel()        { return detail_level;     }
    static void       SetDetailLevel(int detail);

protected:
    TerrainRegion*    region;
    TerrainPatch**    patches;
    TerrainPatch**    water_patches;
    Water**           water;
    TerrainApron**    aprons;
    TerrainClouds**   clouds;
    int               nclouds;

    Bitmap            terrain_patch;
    Bitmap            terrain_apron;
    Bitmap*           terrain_texture;
    Bitmap*           apron_texture;
    Bitmap*           water_texture;
    Bitmap*           env_texture[6];
    Bitmap*           tiles[256];
    Bitmap*           cloud_texture[2];
    Bitmap*           shade_texture[2];
    Bitmap*           noise_texture[2];

    Vec3B*            terrain_normals;
    List<TerrainLayer> layers;

    Text              datapath;
    double            scale;
    double            mtnscale;
    int               subdivisions;
    int               patch_size;
    DWORD             detail_frame;
    double            fog_fade;

    static int        detail_level;
};

#endif  // Terrain_h