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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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
    ========
    A Single Multi-LOD Section of a Terrain Object
*/

#ifndef TerrainPatch_h
#define TerrainPatch_h

#include "Types.h"
#include "Solid.h"
#include "Geometry.h"
#include "Polygon.h"

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

class Projector;
class Terrain;
class Water;

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

class TerrainPatch : public Solid
{
public:
    TerrainPatch(Terrain* terrain,
    const Bitmap* patch, const Rect& rect,
    const Point&  p1,    const Point& p2);
    TerrainPatch(Terrain* terrain,    const Rect& rect,
    const Point&  p1,    const Point& p2,
    double sea_level);
    virtual ~TerrainPatch();

    virtual void      SelectDetail(Projector* projector);
    virtual void      Render(Video* video, DWORD flags);

    virtual int       CollidesWith(Graphic& o);

    // accessors:
    double            Scale()           const { return scale;      }
    double            MountainScale()   const { return mtnscale;   }
    double            SeaLevel()        const { return base;       }
    double            MinHeight()       const { return min_height; }
    double            MaxHeight()       const { return max_height; }
    bool              IsWater()         const { return water != 0; }

    void              UpdateSurfaceWaves(Vec3& eyePos);

    void              SetScales(double scale, double mtnscale, double base);
    void              SetDetailLevel(int nd);

    virtual int       CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
    bool treat_translucent_polys_as_solid=true);

    double            Height(double x, double y) const;
    DWORD             BlendValue(double y);
    int               CalcLayer(Poly* p);
    void              Illuminate(Color ambient, List<Light>& lights);

protected:
    virtual bool      BuildDetailLevel(int level);

    enum { MAX_LOD=8 };

    Terrain*          terrain;
    int               patch_size;
    int               ndetail;
    int               max_detail;
    int               terrain_width;

    Rect              rect;
    float*            heights;
    Model*            detail_levels[MAX_LOD];
    List<Material>    materials;
    Water*            water;

    double            scale;
    double            mtnscale;
    double            base;
    double            size;
    float             min_height;
    float             max_height;
};

#endif  // TerrainPatch_h