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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
========
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
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