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authorPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 21:32:44 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 21:32:44 +0200
commit878eec8eea26deedf3b1346df71bff391424c325 (patch)
treed574aa7408f239cd46553433e9b63a07474b824f /src
parentf7e78b21e9655604ba6fba1d068a9bf7f00b85a5 (diff)
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CTerrain implementation
Added rewritten CTerrain implementation Compiles OK, but functions are missing from other classes Also needs testing
Diffstat (limited to 'src')
-rw-r--r--src/graphics/engine/cloud.h4
-rw-r--r--src/graphics/engine/engine.cpp5
-rw-r--r--src/graphics/engine/engine.h3
-rw-r--r--src/graphics/engine/particle.h6
-rw-r--r--src/graphics/engine/terrain.cpp1802
-rw-r--r--src/graphics/engine/terrain.h258
-rw-r--r--src/graphics/engine/water.h14
7 files changed, 1988 insertions, 104 deletions
diff --git a/src/graphics/engine/cloud.h b/src/graphics/engine/cloud.h
index d2d29d7..562f651 100644
--- a/src/graphics/engine/cloud.h
+++ b/src/graphics/engine/cloud.h
@@ -56,10 +56,10 @@ public:
void Draw();
bool SetLevel(float level);
- float RetLevel();
+ float GetLevel();
void SetEnable(bool bEnable);
- bool RetEnable();
+ bool GetEnable();
protected:
bool EventFrame(const Event &event);
diff --git a/src/graphics/engine/engine.cpp b/src/graphics/engine/engine.cpp
index c5d2a1d..4bf80d2 100644
--- a/src/graphics/engine/engine.cpp
+++ b/src/graphics/engine/engine.cpp
@@ -674,6 +674,11 @@ Math::IntSize Gfx::CEngine::InterfaceToWindowSize(Math::Size size)
static_cast<int>(size.h * m_size.h));
}
+std::string Gfx::CEngine::GetTextureDir()
+{
+ return m_texPath;
+}
+
void Gfx::CEngine::DrawMouse()
{
if (! m_mouseVisible)
diff --git a/src/graphics/engine/engine.h b/src/graphics/engine/engine.h
index 3f7f4f2..cd89a1c 100644
--- a/src/graphics/engine/engine.h
+++ b/src/graphics/engine/engine.h
@@ -552,6 +552,7 @@ public:
//! Converts interface size to window size
Math::IntSize InterfaceToWindowSize(Math::Size size);
+ std::string GetTextureDir();
bool WriteProfile();
@@ -606,7 +607,7 @@ public:
bool AddSurface(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material &mat,
int state, std::string texName1, std::string texName2,
float min, float max, bool globalUpdate);
- bool AddQuick(int objRank, Gfx::EngineObjLevel5* buffer,
+ bool AddQuick(int objRank, const Gfx::EngineObjLevel5& buffer,
std::string texName1, std::string texName2,
float min, float max, bool globalUpdate);
Gfx::EngineObjLevel5* SearchTriangle(int objRank, const Gfx::Material &mat,
diff --git a/src/graphics/engine/particle.h b/src/graphics/engine/particle.h
index bd9741f..94aacfc 100644
--- a/src/graphics/engine/particle.h
+++ b/src/graphics/engine/particle.h
@@ -260,7 +260,7 @@ public:
CParticle(CInstanceManager* iMan, CEngine* engine);
~CParticle();
- void SetGLDevice(CDevice device);
+ void SetDevice(CDevice* device);
void FlushParticle();
void FlushParticle(int sheet);
@@ -283,7 +283,7 @@ public:
void SetPhase(int channel, ParticlePhase phase, float duration);
bool GetPosition(int channel, Math::Vector &pos);
- Gfx::Color RetFogColor(Math::Vector pos);
+ Gfx::Color GetFogColor(Math::Vector pos);
void SetFrameUpdate(int sheet, bool bUpdate);
void FrameParticle(float rTime);
@@ -311,7 +311,7 @@ protected:
protected:
CInstanceManager* m_iMan;
CEngine* m_engine;
- CDevice* m_pDevice;
+ CDevice* m_device;
CRobotMain* m_main;
CTerrain* m_terrain;
CWater* m_water;
diff --git a/src/graphics/engine/terrain.cpp b/src/graphics/engine/terrain.cpp
index c489321..6d4fcd3 100644
--- a/src/graphics/engine/terrain.cpp
+++ b/src/graphics/engine/terrain.cpp
@@ -19,5 +19,1805 @@
#include "graphics/engine/terrain.h"
+#include "app/app.h"
+#include "common/iman.h"
+#include "common/image.h"
+#include "common/logger.h"
+#include "graphics/engine/engine.h"
+#include "graphics/engine/water.h"
+#include "math/geometry.h"
-// TODO implementation
+#include <sstream>
+
+#include <SDL/SDL.h>
+
+const int LEVEL_MAT_PREALLOCATE_COUNT = 101;
+const int FLYING_LIMIT_PREALLOCATE_COUNT = 10;
+const int BUILDING_LEVEL_PREALLOCATE_COUNT = 101;
+
+
+Gfx::CTerrain::CTerrain(CInstanceManager* iMan)
+{
+ m_iMan = iMan;
+ m_iMan->AddInstance(CLASS_TERRAIN, this);
+
+ m_engine = static_cast<Gfx::CEngine*>( m_iMan->SearchInstance(CLASS_ENGINE) );
+ m_water = static_cast<Gfx::CWater*>( m_iMan->SearchInstance(CLASS_WATER) );
+
+ m_mosaic = 20;
+ m_brick = 1 << 4;
+ m_size = 10.0f;
+ m_vision = 200.0f;
+ m_scaleMapping = 0.01f;
+ m_scaleRelief = 1.0f;
+ m_subdivMapping = 1;
+ m_depth = 2;
+ m_levelMatMax = 0;
+ m_multiText = true;
+ m_levelText = false;
+ m_wind = Math::Vector(0.0f, 0.0f, 0.0f);
+ m_defHardness = 0.5f;
+
+ m_levelMat.reserve(LEVEL_MAT_PREALLOCATE_COUNT);
+ m_flyingLimits.reserve(FLYING_LIMIT_PREALLOCATE_COUNT);
+ m_buildingLevels.reserve(BUILDING_LEVEL_PREALLOCATE_COUNT);
+}
+
+Gfx::CTerrain::~CTerrain()
+{
+}
+
+/**
+ The terrain is composed of mosaics, themselves composed of bricks.
+ Each brick is composed of two triangles.
+ mosaic: number of mosaics along the axes X and Z
+ brick: number of bricks (power of 2)
+ size: size of a brick along the axes X and Z
+ vision: vision before a change of resolution
+ scaleMapping: scale textures for mapping
+
+\verbatim
+ ^ z
+ | <---> brick*size
+ +---+---+---+---+
+ | | | |_|_| mosaic = 4
+ | | | | | | brick = 2 (brickP2=1)
+ +---+---+---+---+
+ |\ \| | | |
+ |\ \| | | |
+ +---+---o---+---+---> x
+ | | | | |
+ | | | | |
+ +---+---+---+---+
+ | | | | | The land is viewed from above here.
+ | | | | |
+ +---+---+---+---+
+ <---------------> mosaic*brick*size
+\endverbatim */
+bool Gfx::CTerrain::Generate(int mosaic, int brickPow2, float size, float vision,
+ int depth, float hardness)
+{
+ m_mosaic = mosaic;
+ m_brick = 1 << brickPow2;
+ m_size = size;
+ m_vision = vision;
+ m_depth = depth;
+ m_defHardness = hardness;
+
+ m_engine->SetTerrainVision(vision);
+
+ m_multiText = true;
+ m_levelText = false;
+ m_scaleMapping = 1.0f / (m_brick*m_size);
+ m_subdivMapping = 1;
+
+ int dim = 0;
+
+ dim = (m_mosaic*m_brick+1)*(m_mosaic*m_brick+1);
+ std::vector<float>(dim).swap(m_relief);
+
+ dim = m_mosaic*m_subdivMapping*m_mosaic*m_subdivMapping;
+ std::vector<int>(dim).swap(m_texture);
+
+ dim = m_mosaic*m_mosaic;
+ std::vector<int>(dim).swap(m_objRank);
+
+ return true;
+}
+
+
+int Gfx::CTerrain::GetMosaic()
+{
+ return m_mosaic;
+}
+
+int Gfx::CTerrain::GetBrick()
+{
+ return m_brick;
+}
+
+float Gfx::CTerrain::GetSize()
+{
+ return m_size;
+}
+
+float Gfx::CTerrain::GetScaleRelief()
+{
+ return m_scaleRelief;
+}
+
+bool Gfx::CTerrain::InitTextures(const std::string& baseName, int* table, int dx, int dy)
+{
+ m_levelText = false;
+ m_texBaseName = baseName;
+ size_t pos = baseName.find('.');
+ if (pos == baseName.npos)
+ {
+ m_texBaseExt = ".png";
+ }
+ else
+ {
+ m_texBaseName = m_texBaseName.substr(0, pos);
+ m_texBaseExt = m_texBaseName.substr(pos);
+ }
+
+ for (int y = 0; y < m_mosaic*m_subdivMapping; y++)
+ {
+ for (int x = 0; x < m_mosaic*m_subdivMapping; x++)
+ {
+ m_texture[x+y*m_mosaic] = table[(x%dx)+(y%dy)*dx];
+ }
+ }
+ return true;
+}
+
+
+void Gfx::CTerrain::LevelFlush()
+{
+ m_levelMat.clear();
+ m_levelMatMax = 0;
+ m_levelID = 1000;
+ LevelCloseTable();
+}
+
+void Gfx::CTerrain::LevelMaterial(int id, std::string& baseName, float u, float v,
+ int up, int right, int down, int left,
+ float hardness)
+{
+ LevelOpenTable();
+
+ if (id == 0)
+ id = m_levelID++; // puts an ID internal standard
+
+ Gfx::TerrainMaterial tm;
+ tm.texName = baseName;
+ tm.id = id;
+ tm.u = u;
+ tm.v = v;
+ tm.mat[0] = up;
+ tm.mat[1] = right;
+ tm.mat[2] = down;
+ tm.mat[3] = left;
+ tm.hardness = hardness;
+
+ m_levelMat.push_back(tm);
+
+ if (m_levelMatMax < up+1 ) m_levelMatMax = up+1;
+ if (m_levelMatMax < right+1) m_levelMatMax = right+1;
+ if (m_levelMatMax < down+1 ) m_levelMatMax = down+1;
+ if (m_levelMatMax < left+1 ) m_levelMatMax = left+1;
+
+ m_levelText = true;
+ m_subdivMapping = 4;
+}
+
+
+/**
+ The size of the image must be dimension dx and dy with dx=dy=(mosaic*brick)+1.
+ The image must be 24 bits/pixel
+
+ Converts coordinated image (x;y) -> world (x;-;z) :
+ Wx = 5*Ix-400
+ Wz = -(5*Iy-400)
+
+ Converts coordinated world (x;-;z) -> image (x;y) :
+ Ix = (400+Wx)/5
+ Iy = (400-Wz)/5 */
+bool Gfx::CTerrain::ResFromPNG(const std::string& fileName)
+{
+ CImage img;
+ if (! img.Load(CApplication::GetInstance().GetDataFilePath(m_engine->GetTextureDir(), fileName)))
+ return false;
+
+ ImageData *data = img.GetData();
+
+ int size = (m_mosaic*m_brick)+1;
+
+ m_resources.clear();
+
+ std::vector<unsigned char>(3*size*size).swap(m_resources);
+
+ if ( (data->surface->w != size) || (data->surface->h != size) ||
+ (data->surface->format->BytesPerPixel != 3) )
+ return false;
+
+ // Assuming the data format is compatible
+ memcpy(&m_resources[0], data->surface->pixels, 3*size*size);
+
+ return true;
+}
+
+Gfx::TerrainRes Gfx::CTerrain::GetResource(const Math::Vector &p)
+{
+ if (m_resources.empty())
+ return Gfx::TR_NULL;
+
+ int x = static_cast<int>((p.x + (m_mosaic*m_brick*m_size)/2.0f)/m_size);
+ int y = static_cast<int>((p.z + (m_mosaic*m_brick*m_size)/2.0f)/m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick )
+ return Gfx::TR_NULL;
+
+ int size = (m_mosaic*m_brick)+1;
+
+ int resR = m_resources[3*x+3*size*(size-y-1)];
+ int resG = m_resources[3*x+3*size*(size-y-1)+1];
+ int resB = m_resources[3*x+3*size*(size-y-1)+2];
+
+ if (resR == 255 && resG == 0 && resB == 0) return Gfx::TR_STONE;
+ if (resR == 255 && resG == 255 && resB == 0) return Gfx::TR_URANIUM;
+ if (resR == 0 && resG == 255 && resB == 0) return Gfx::TR_POWER;
+
+ // TODO key res values
+ //if (ress == 24) return Gfx::TR_KEY_A; // ~green?
+ //if (ress == 25) return Gfx::TR_KEY_B; // ~green?
+ //if (ress == 26) return Gfx::TR_KEY_C; // ~green?
+ //if (ress == 27) return Gfx::TR_KEY_D; // ~green?
+
+ return TR_NULL;
+}
+
+void Gfx::CTerrain::FlushRelief()
+{
+ m_relief.clear();
+}
+
+/**
+ The size of the image must be dimension dx and dy with dx=dy=(mosaic*brick)+1.
+ The image must be 24 bits/pixel, but gray scale:
+ white = ground (y=0)
+ black = mountain (y=255*scaleRelief)
+
+ Converts coordinated image(x;y) -> world (x;-;z) :
+ Wx = 5*Ix-400
+ Wz = -(5*Iy-400)
+
+ Converts coordinated world (x;-;z) -> image (x;y) :
+ Ix = (400+Wx)/5
+ Iy = (400-Wz)/5 */
+bool Gfx::CTerrain::ReliefFromPNG(const std::string &fileName, float scaleRelief,
+ bool adjustBorder)
+{
+ m_scaleRelief = scaleRelief;
+
+ CImage img;
+ if (! img.Load(CApplication::GetInstance().GetDataFilePath(m_engine->GetTextureDir(), fileName)))
+ return false;
+
+ ImageData *data = img.GetData();
+
+ int size = (m_mosaic*m_brick)+1;
+
+ if ( (data->surface->w != size) || (data->surface->h != size) ||
+ (data->surface->format->BytesPerPixel != 3) )
+ return false;
+
+ unsigned char* pixels = static_cast<unsigned char*>(data->surface->pixels);
+
+ float limit = 0.9f;
+ for (int y = 0; y < size; y++)
+ {
+ for (int x = 0; x < size; x++)
+ {
+ float level = (255 - pixels[3*x+3*size*(size-y-1)]) * scaleRelief;
+
+ float dist = Math::Max(fabs(static_cast<float>(x-size/2)),
+ fabs(static_cast<float>(y-size/2)));
+ dist = dist/ static_cast<float>(size / 2);
+ if (dist > limit && adjustBorder)
+ {
+ dist = (dist-limit)/(1.0f-limit); // 0..1
+ if (dist > 1.0f) dist = 1.0f;
+ float border = 300.0f+Math::Rand()*20.0f;
+ level = level+dist*(border-level);
+ }
+
+ m_relief[x+y*size] = level;
+ }
+ }
+
+ return true;
+}
+
+bool Gfx::CTerrain::ReliefAddDot(Math::Vector pos, float scaleRelief)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+ int size = (m_mosaic*m_brick)+1;
+
+ pos.x = (pos.x+dim)/m_size;
+ pos.z = (pos.z+dim)/m_size;
+
+ int x = static_cast<int>(pos.x);
+ int y = static_cast<int>(pos.z);
+
+ if ( x < 0 || x >= size ||
+ y < 0 || y >= size ) return false;
+
+ if (m_relief[x+y*size] < pos.y*scaleRelief)
+ m_relief[x+y*size] = pos.y*scaleRelief;
+
+ return true;
+}
+
+void Gfx::CTerrain::LimitPos(Math::Vector &pos)
+{
+// TODO: #if _TEEN
+// dim = (m_mosaic*m_brick*m_size)/2.0f*0.98f;
+
+ float dim = (m_mosaic*m_brick*m_size)/2.0f*0.92f;
+
+ if (pos.x < -dim) pos.x = -dim;
+ if (pos.x > dim) pos.x = dim;
+ if (pos.z < -dim) pos.z = -dim;
+ if (pos.z > dim) pos.z = dim;
+}
+
+void Gfx::CTerrain::AdjustRelief()
+{
+ if (m_depth == 1) return;
+
+ int ii = m_mosaic*m_brick+1;
+ int b = 1 << (m_depth-1);
+
+ for (int y = 0; y < m_mosaic*m_brick; y += b)
+ {
+ for (int x = 0; x < m_mosaic*m_brick; x += b)
+ {
+ int xx = 0;
+ int yy = 0;
+ if ((y+yy)%m_brick == 0)
+ {
+ float level1 = m_relief[(x+0)+(y+yy)*ii];
+ float level2 = m_relief[(x+b)+(y+yy)*ii];
+ for (xx = 1; xx < b; xx++)
+ {
+ m_relief[(x+xx)+(y+yy)*ii] = ((level2-level1)/b)*xx+level1;
+ }
+ }
+
+ yy = b;
+ if ((y+yy)%m_brick == 0)
+ {
+ float level1 = m_relief[(x+0)+(y+yy)*ii];
+ float level2 = m_relief[(x+b)+(y+yy)*ii];
+ for (xx = 1; xx < b; xx++)
+ {
+ m_relief[(x+xx)+(y+yy)*ii] = ((level2-level1)/b)*xx+level1;
+ }
+ }
+
+ xx = 0;
+ if ((x+xx)%m_brick == 0)
+ {
+ float level1 = m_relief[(x+xx)+(y+0)*ii];
+ float level2 = m_relief[(x+xx)+(y+b)*ii];
+ for (yy = 1; yy < b; yy++)
+ {
+ m_relief[(x+xx)+(y+yy)*ii] = ((level2-level1)/b)*yy+level1;
+ }
+ }
+
+ xx = b;
+ if ((x+xx)%m_brick == 0)
+ {
+ float level1 = m_relief[(x+xx)+(y+0)*ii];
+ float level2 = m_relief[(x+xx)+(y+b)*ii];
+ for (yy = 1; yy < b; yy++)
+ {
+ m_relief[(x+xx)+(y+yy)*ii] = ((level2-level1)/b)*yy+level1;
+ }
+ }
+ }
+ }
+}
+
+Math::Vector Gfx::CTerrain::GetVector(int x, int y)
+{
+ Math::Vector p;
+ p.x = x*m_size - (m_mosaic*m_brick*m_size)/2;
+ p.z = y*m_size - (m_mosaic*m_brick*m_size)/2;
+
+ if ( !m_relief.empty() &&
+ x >= 0 && x <= m_mosaic*m_brick &&
+ y >= 0 && y <= m_mosaic*m_brick )
+ {
+ p.y = m_relief[x+y*(m_mosaic*m_brick+1)];
+ }
+ else
+ {
+ p.y = 0.0f;
+ }
+
+ return p;
+}
+
+/** Calculates a normal soft, taking into account the six adjacent triangles:
+
+\verbatim
+ ^ y
+ |
+ b---c---+
+ |\ |\ |
+ | \| \|
+ a---o---d
+ |\ |\ |
+ | \| \|
+ +---f---e--> x
+\endverbatim */
+Gfx::VertexTex2 Gfx::CTerrain::GetVertex(int x, int y, int step)
+{
+ Gfx::VertexTex2 v;
+
+ Math::Vector o = GetVector(x, y);
+ v.coord = o;
+
+ Math::Vector a = GetVector(x-step, y );
+ Math::Vector b = GetVector(x-step, y+step);
+ Math::Vector c = GetVector(x, y+step);
+ Math::Vector d = GetVector(x+step, y );
+ Math::Vector e = GetVector(x+step, y-step);
+ Math::Vector f = GetVector(x, y-step);
+
+ Math::Vector s(0.0f, 0.0f, 0.0f);
+
+ if (x-step >= 0 && y+step <= m_mosaic*m_brick+1)
+ {
+ s += Math::NormalToPlane(b,a,o);
+ s += Math::NormalToPlane(c,b,o);
+ }
+
+ if (x+step <= m_mosaic*m_brick+1 && y+step <= m_mosaic*m_brick+1)
+ s += Math::NormalToPlane(d,c,o);
+
+ if (x+step <= m_mosaic*m_brick+1 && y-step >= 0)
+ {
+ s += Math::NormalToPlane(e,d,o);
+ s += Math::NormalToPlane(f,e,o);
+ }
+
+ if (x-step >= 0 && y-step >= 0)
+ s += Math::NormalToPlane(a,f,o);
+
+ s = Normalize(s);
+ v.normal = s;
+
+ if (m_multiText)
+ {
+ int brick = m_brick/m_subdivMapping;
+ Math::Vector oo = GetVector((x/brick)*brick, (y/brick)*brick);
+ o = GetVector(x, y);
+ v.texCoord.x = (o.x-oo.x)*m_scaleMapping*m_subdivMapping;
+ v.texCoord.y = 1.0f - (o.z-oo.z)*m_scaleMapping*m_subdivMapping;
+ }
+ else
+ {
+ v.texCoord.x = o.x*m_scaleMapping;
+ v.texCoord.y = o.z*m_scaleMapping;
+ }
+
+ return v;
+}
+
+/** The origin of mosaic is its center.
+\verbatim
+ ^ z
+ |
+ | 2---4---6--
+ | |\ |\ |\
+ | | \| \|
+ | 1---3---5--- ...
+ |
+ +-------------------> x
+\endverbatim */
+bool Gfx::CTerrain::CreateMosaic(int ox, int oy, int step, int objRank,
+ const Gfx::Material &mat,
+ float min, float max)
+{
+ std::string texName1;
+ std::string texName2;
+
+ if ( step == 1 && m_engine->GetGroundSpot() )
+ {
+ int i = (ox/5) + (oy/5)*(m_mosaic/5);
+ std::stringstream s;
+ s << "shadow";
+ s.width(2);
+ s.fill('0');
+ s << i;
+ s << ".png";
+ texName2 = s.str();
+ }
+
+ int brick = m_brick/m_subdivMapping;
+
+ Gfx::VertexTex2 o = GetVertex(ox*m_brick+m_brick/2, oy*m_brick+m_brick/2, step);
+ int total = ((brick/step)+1)*2;
+
+ float pixel = 1.0f/256.0f; // 1 pixel cover (*)
+ float dp = 1.0f/512.0f;
+
+ Math::Point uv;
+
+ for (int my = 0; my < m_subdivMapping; my++)
+ {
+ for (int mx = 0; mx < m_subdivMapping; mx++)
+ {
+ if (m_levelText)
+ {
+ int xx = ox*m_brick + mx*(m_brick/m_subdivMapping);
+ int yy = oy*m_brick + my*(m_brick/m_subdivMapping);
+ LevelTextureName(xx, yy, texName1, uv);
+ }
+ else
+ {
+ int i = (ox*m_subdivMapping+mx)+(oy*m_subdivMapping+my)*m_mosaic;
+ std::stringstream s;
+ s << m_texBaseName;
+ s.width(3);
+ s.fill('0');
+ s << m_texture[i];
+ s << m_texBaseExt;
+ texName1 = s.str();
+ }
+
+ for (int y = 0; y < brick; y += step)
+ {
+ Gfx::EngineObjLevel5 buffer;
+ buffer.vertices.reserve(total);
+
+ buffer.type = Gfx::ENG_TRIANGLE_TYPE_6S;
+ buffer.material = mat;
+
+ buffer.state = Gfx::ENG_RSTATE_WRAP;
+
+ buffer.state |= Gfx::ENG_RSTATE_SECOND;
+ if (step == 1)
+ buffer.state |= Gfx::ENG_RSTATE_DUAL_BLACK;
+
+ for (int x = 0; x <= brick; x += step)
+ {
+ Gfx::VertexTex2 p1 = GetVertex(ox*m_brick+mx*brick+x, oy*m_brick+my*brick+y+0 , step);
+ Gfx::VertexTex2 p2 = GetVertex(ox*m_brick+mx*brick+x, oy*m_brick+my*brick+y+step, step);
+ p1.coord.x -= o.coord.x; p1.coord.z -= o.coord.z;
+ p2.coord.x -= o.coord.x; p2.coord.z -= o.coord.z;
+
+ if (m_multiText)
+ {
+ if (x == 0)
+ {
+ p1.texCoord.x = 0.0f+(0.5f/256.0f);
+ p2.texCoord.x = 0.0f+(0.5f/256.0f);
+ }
+ if (x == brick)
+ {
+ p1.texCoord.x = 1.0f-(0.5f/256.0f);
+ p2.texCoord.x = 1.0f-(0.5f/256.0f);
+ }
+ if (y == 0)
+ p1.texCoord.y = 1.0f-(0.5f/256.0f);
+
+ if (y == brick - step)
+ p2.texCoord.y = 0.0f+(0.5f/256.0f);
+ }
+
+ if (m_levelText)
+ {
+ p1.texCoord.x /= m_subdivMapping; // 0..1 -> 0..0.25
+ p1.texCoord.y /= m_subdivMapping;
+ p2.texCoord.x /= m_subdivMapping;
+ p2.texCoord.y /= m_subdivMapping;
+
+ if (x == 0)
+ {
+ p1.texCoord.x = 0.0f+dp;
+ p2.texCoord.x = 0.0f+dp;
+ }
+ if (x == brick)
+ {
+ p1.texCoord.x = (1.0f/m_subdivMapping)-dp;
+ p2.texCoord.x = (1.0f/m_subdivMapping)-dp;
+ }
+ if (y == 0)
+ p1.texCoord.y = (1.0f/m_subdivMapping)-dp;
+
+ if (y == brick - step)
+ p2.texCoord.y = 0.0f+dp;
+
+ p1.texCoord.x += uv.x;
+ p1.texCoord.y += uv.y;
+ p2.texCoord.x += uv.x;
+ p2.texCoord.y += uv.y;
+ }
+
+ int xx = mx*(m_brick/m_subdivMapping) + x;
+ int yy = my*(m_brick/m_subdivMapping) + y;
+ p1.texCoord2.x = (static_cast<float>(ox%5)*m_brick+xx+0.0f)/(m_brick*5);
+ p1.texCoord2.y = (static_cast<float>(oy%5)*m_brick+yy+0.0f)/(m_brick*5);
+ p2.texCoord2.x = (static_cast<float>(ox%5)*m_brick+xx+0.0f)/(m_brick*5);
+ p2.texCoord2.y = (static_cast<float>(oy%5)*m_brick+yy+1.0f)/(m_brick*5);
+
+// Correction for 1 pixel cover
+// There is 1 pixel cover around each of the 16 surfaces:
+//
+// |<--------------256-------------->|
+// | |<----------254---------->| |
+// |---|---|---|-- ... --|---|---|---|
+// | 0.0 1.0 |
+// | | | |
+// 0.0 min max 1.0
+//
+// The uv coordinates used for texturing are between min and max (instead of 0 and 1)
+// This allows to exclude the pixels situated in a margin of a pixel around the surface
+
+ p1.texCoord2.x = (p1.texCoord2.x+pixel)*(1.0f-pixel)/(1.0f+pixel);
+ p1.texCoord2.y = (p1.texCoord2.y+pixel)*(1.0f-pixel)/(1.0f+pixel);
+ p2.texCoord2.x = (p2.texCoord2.x+pixel)*(1.0f-pixel)/(1.0f+pixel);
+ p2.texCoord2.y = (p2.texCoord2.y+pixel)*(1.0f-pixel)/(1.0f+pixel);
+
+
+ buffer.vertices.push_back(p1);
+ buffer.vertices.push_back(p2);
+ }
+ m_engine->AddQuick(objRank, buffer, texName1, texName2, min, max, true);
+ }
+ }
+ }
+
+ Math::Matrix transform;
+ transform.LoadIdentity();
+ transform.Set(1, 4, o.coord.x);
+ transform.Set(3, 4, o.coord.z);
+ m_engine->SetObjectTransform(objRank, transform);
+
+ return true;
+}
+
+Gfx::TerrainMaterial* Gfx::CTerrain::LevelSearchMat(int id)
+{
+ for (int i = 0; i < static_cast<int>( m_levelMat.size() ); i++)
+ {
+ if (id == m_levelMat[i].id)
+ return &m_levelMat[i];
+ }
+
+ return nullptr;
+}
+
+void Gfx::CTerrain::LevelTextureName(int x, int y, std::string& name, Math::Point &uv)
+{
+ x /= m_brick/m_subdivMapping;
+ y /= m_brick/m_subdivMapping;
+
+ TerrainMaterial* tm = LevelSearchMat(m_levelDot[x+y*m_levelDotSize].id);
+ if (tm == nullptr)
+ {
+ name = "xxx.png";
+ uv.x = 0.0f;
+ uv.y = 0.0f;
+ }
+ else
+ {
+ name = tm->texName;
+ uv.x = tm->u;
+ uv.y = tm->v;
+ }
+}
+
+float Gfx::CTerrain::LevelGetHeight(int x, int y)
+{
+ int size = (m_mosaic*m_brick+1);
+
+ if (x < 0 ) x = 0;
+ if (x >= size) x = size-1;
+ if (y < 0 ) y = 0;
+ if (y >= size) y = size-1;
+
+ return m_relief[x+y*size];
+}
+
+bool Gfx::CTerrain::LevelGetDot(int x, int y, float min, float max, float slope)
+{
+ float hc = LevelGetHeight(x, y);
+ float h[4] =
+ {
+ LevelGetHeight(x+0, y+1),
+ LevelGetHeight(x+1, y+0),
+ LevelGetHeight(x+0, y-1),
+ LevelGetHeight(x-1, y+0)
+ };
+
+ if (hc < min || hc > max)
+ return false;
+
+ if (slope == 0.0f)
+ return true;
+
+ if (slope > 0.0f)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ if (fabs(hc - h[i]) >= slope)
+ return false;
+ }
+ return true;
+ }
+
+ if (slope < 0.0f)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ if (fabs(hc - h[i]) < -slope)
+ return false;
+ }
+ return true;
+ }
+
+ return false;
+}
+
+
+/** Returns the index within m_levelMat or -1 if there is not.
+ m_levelMat[i].id gives the identifier. */
+int Gfx::CTerrain::LevelTestMat(char *mat)
+{
+ for (int i = 0; i < static_cast<int>( m_levelMat.size() ); i++)
+ {
+ if ( m_levelMat[i].mat[0] == mat[0] &&
+ m_levelMat[i].mat[1] == mat[1] &&
+ m_levelMat[i].mat[2] == mat[2] &&
+ m_levelMat[i].mat[3] == mat[3] ) return i;
+ }
+
+ return -1;
+}
+
+void Gfx::CTerrain::LevelSetDot(int x, int y, int id, char *mat)
+{
+ TerrainMaterial* tm = LevelSearchMat(id);
+ if (tm == nullptr) return;
+
+ if ( tm->mat[0] != mat[0] ||
+ tm->mat[1] != mat[1] ||
+ tm->mat[2] != mat[2] ||
+ tm->mat[3] != mat[3] ) // id incompatible with mat?
+ {
+ int ii = LevelTestMat(mat);
+ if (ii == -1) return;
+ id = m_levelMat[ii].id; // looking for a id compatible with mat
+ }
+
+ // Changes the point
+ m_levelDot[x+y*m_levelDotSize].id = id;
+ m_levelDot[x+y*m_levelDotSize].mat[0] = mat[0];
+ m_levelDot[x+y*m_levelDotSize].mat[1] = mat[1];
+ m_levelDot[x+y*m_levelDotSize].mat[2] = mat[2];
+ m_levelDot[x+y*m_levelDotSize].mat[3] = mat[3];
+
+ // Changes the lower neighbor
+ if ( (x+0) >= 0 && (x+0) < m_levelDotSize &&
+ (y-1) >= 0 && (y-1) < m_levelDotSize )
+ {
+ int i = (x+0)+(y-1)*m_levelDotSize;
+ if (m_levelDot[i].mat[0] != mat[2])
+ {
+ m_levelDot[i].mat[0] = mat[2];
+ int ii = LevelTestMat(m_levelDot[i].mat);
+ if (ii != -1)
+ m_levelDot[i].id = m_levelMat[ii].id;
+ }
+ }
+
+ // Modifies the left neighbor
+ if ( (x-1) >= 0 && (x-1) < m_levelDotSize &&
+ (y+0) >= 0 && (y+0) < m_levelDotSize )
+ {
+ int i = (x-1)+(y+0)*m_levelDotSize;
+ if (m_levelDot[i].mat[1] != mat[3])
+ {
+ m_levelDot[i].mat[1] = mat[3];
+ int ii = LevelTestMat(m_levelDot[i].mat);
+ if (ii != -1)
+ m_levelDot[i].id = m_levelMat[ii].id;
+ }
+ }
+
+ // Changes the upper neighbor
+ if ( (x+0) >= 0 && (x+0) < m_levelDotSize &&
+ (y+1) >= 0 && (y+1) < m_levelDotSize )
+ {
+ int i = (x+0)+(y+1)*m_levelDotSize;
+ if (m_levelDot[i].mat[2] != mat[0])
+ {
+ m_levelDot[i].mat[2] = mat[0];
+ int ii = LevelTestMat(m_levelDot[i].mat);
+ if (ii != -1)
+ m_levelDot[i].id = m_levelMat[ii].id;
+ }
+ }
+
+ // Changes the right neighbor
+ if ( (x+1) >= 0 && (x+1) < m_levelDotSize &&
+ (y+0) >= 0 && (y+0) < m_levelDotSize )
+ {
+ int i = (x+1)+(y+0)*m_levelDotSize;
+ if ( m_levelDot[i].mat[3] != mat[1] )
+ {
+ m_levelDot[i].mat[3] = mat[1];
+ int ii = LevelTestMat(m_levelDot[i].mat);
+ if (ii != -1)
+ m_levelDot[i].id = m_levelMat[ii].id;
+ }
+ }
+}
+
+bool Gfx::CTerrain::LevelIfDot(int x, int y, int id, char *mat)
+{
+ char test[4];
+
+ // Compatible with lower neighbor?
+ if ( x+0 >= 0 && x+0 < m_levelDotSize &&
+ y-1 >= 0 && y-1 < m_levelDotSize )
+ {
+ test[0] = mat[2];
+ test[1] = m_levelDot[(x+0)+(y-1)*m_levelDotSize].mat[1];
+ test[2] = m_levelDot[(x+0)+(y-1)*m_levelDotSize].mat[2];
+ test[3] = m_levelDot[(x+0)+(y-1)*m_levelDotSize].mat[3];
+
+ if ( LevelTestMat(test) == -1 ) return false;
+ }
+
+ // Compatible with left neighbor?
+ if ( x-1 >= 0 && x-1 < m_levelDotSize &&
+ y+0 >= 0 && y+0 < m_levelDotSize )
+ {
+ test[0] = m_levelDot[(x-1)+(y+0)*m_levelDotSize].mat[0];
+ test[1] = mat[3];
+ test[2] = m_levelDot[(x-1)+(y+0)*m_levelDotSize].mat[2];
+ test[3] = m_levelDot[(x-1)+(y+0)*m_levelDotSize].mat[3];
+
+ if ( LevelTestMat(test) == -1 ) return false;
+ }
+
+ // Compatible with upper neighbor?
+ if ( x+0 >= 0 && x+0 < m_levelDotSize &&
+ y+1 >= 0 && y+1 < m_levelDotSize )
+ {
+ test[0] = m_levelDot[(x+0)+(y+1)*m_levelDotSize].mat[0];
+ test[1] = m_levelDot[(x+0)+(y+1)*m_levelDotSize].mat[1];
+ test[2] = mat[0];
+ test[3] = m_levelDot[(x+0)+(y+1)*m_levelDotSize].mat[3];
+
+ if ( LevelTestMat(test) == -1 ) return false;
+ }
+
+ // Compatible with right neighbor?
+ if ( x+1 >= 0 && x+1 < m_levelDotSize &&
+ y+0 >= 0 && y+0 < m_levelDotSize )
+ {
+ test[0] = m_levelDot[(x+1)+(y+0)*m_levelDotSize].mat[0];
+ test[1] = m_levelDot[(x+1)+(y+0)*m_levelDotSize].mat[1];
+ test[2] = m_levelDot[(x+1)+(y+0)*m_levelDotSize].mat[2];
+ test[3] = mat[1];
+
+ if ( LevelTestMat(test) == -1 ) return false;
+ }
+
+ LevelSetDot(x, y, id, mat); // puts the point
+ return true;
+}
+
+bool Gfx::CTerrain::LevelPutDot(int x, int y, int id)
+{
+ char mat[4];
+
+ x /= m_brick/m_subdivMapping;
+ y /= m_brick/m_subdivMapping;
+
+ if ( x < 0 || x >= m_levelDotSize ||
+ y < 0 || y >= m_levelDotSize ) return false;
+
+ TerrainMaterial* tm = LevelSearchMat(id);
+ if (tm == nullptr) return false;
+
+ // Tries without changing neighbors.
+ if ( LevelIfDot(x, y, id, tm->mat) ) return true;
+
+ // Tries changing a single neighbor (4x).
+ for (int up = 0; up < m_levelMatMax; up++)
+ {
+ mat[0] = up;
+ mat[1] = tm->mat[1];
+ mat[2] = tm->mat[2];
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+
+ for (int right = 0; right < m_levelMatMax; right++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = right;
+ mat[2] = tm->mat[2];
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+
+ for (int down = 0; down < m_levelMatMax; down++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = tm->mat[1];
+ mat[2] = down;
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+
+ for (int left = 0; left < m_levelMatMax; left++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = tm->mat[1];
+ mat[2] = tm->mat[2];
+ mat[3] = left;
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+
+ // Tries changing two neighbors (6x).
+ for (int up = 0; up < m_levelMatMax; up++)
+ {
+ for (int down = 0; down < m_levelMatMax; down++)
+ {
+ mat[0] = up;
+ mat[1] = tm->mat[1];
+ mat[2] = down;
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ for (int right = 0; right < m_levelMatMax; right++)
+ {
+ for (int left = 0; left < m_levelMatMax; left++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = right;
+ mat[2] = tm->mat[2];
+ mat[3] = left;
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ for (int up = 0; up < m_levelMatMax; up++)
+ {
+ for (int right = 0; right < m_levelMatMax; right++)
+ {
+ mat[0] = up;
+ mat[1] = right;
+ mat[2] = tm->mat[2];
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ for (int right = 0; right < m_levelMatMax; right++)
+ {
+ for (int down = 0; down < m_levelMatMax; down++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = right;
+ mat[2] = down;
+ mat[3] = tm->mat[3];
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ for (int down = 0; down < m_levelMatMax; down++)
+ {
+ for (int left = 0; left < m_levelMatMax; left++)
+ {
+ mat[0] = tm->mat[0];
+ mat[1] = tm->mat[1];
+ mat[2] = down;
+ mat[3] = left;
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ for (int up = 0; up < m_levelMatMax; up++)
+ {
+ for (int left = 0; left < m_levelMatMax; left++)
+ {
+ mat[0] = up;
+ mat[1] = tm->mat[1];
+ mat[2] = tm->mat[2];
+ mat[3] = left;
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+
+ // Tries changing all the neighbors.
+ for (int up = 0; up < m_levelMatMax; up++)
+ {
+ for (int right = 0; right < m_levelMatMax; right++)
+ {
+ for (int down = 0; down < m_levelMatMax; down++)
+ {
+ for (int left = 0; left < m_levelMatMax; left++)
+ {
+ mat[0] = up;
+ mat[1] = right;
+ mat[2] = down;
+ mat[3] = left;
+
+ if (LevelIfDot(x, y, id, mat)) return true;
+ }
+ }
+ }
+ }
+
+ GetLogger()->Error("LevelPutDot error\n");
+ return false;
+}
+
+bool Gfx::CTerrain::LevelInit(int id)
+{
+ TerrainMaterial* tm = LevelSearchMat(id);
+ if (tm == nullptr) return false;
+
+ for (int i = 0; i < m_levelDotSize*m_levelDotSize; i++)
+ {
+ m_levelDot[i].id = id;
+
+ for (int j = 0; j < 4; j++)
+ m_levelDot[i].mat[j] = tm->mat[j];
+ }
+
+ return true;
+}
+
+bool Gfx::CTerrain::LevelGenerate(int *id, float min, float max,
+ float slope, float freq,
+ Math::Vector center, float radius)
+{
+ static char random[100] =
+ {
+ 84,25,12, 6,34,52,85,38,97,16,
+ 21,31,65,19,62,40,72,22,48,61,
+ 56,47, 8,53,73,77, 4,91,26,88,
+ 76, 1,44,93,39,11,71,17,98,95,
+ 88,83,18,30, 3,57,28,49,74, 9,
+ 32,13,96,66,15,70,36,10,59,94,
+ 45,86, 2,29,63,42,51, 0,79,27,
+ 54, 7,20,69,89,23,64,43,81,92,
+ 90,33,46,14,67,35,50, 5,87,60,
+ 68,55,24,78,41,75,58,80,37,82,
+ };
+
+ TerrainMaterial* tm = nullptr;
+
+ int i = 0;
+ while ( id[i] != 0 )
+ {
+ tm = LevelSearchMat(id[i++]);
+ if (tm == nullptr) return false;
+ }
+ int numID = i;
+
+ int group = m_brick / m_subdivMapping;
+
+ if (radius > 0.0f && radius < 5.0f) // just a square?
+ {
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int xx = static_cast<int>((center.x+dim)/m_size);
+ int yy = static_cast<int>((center.z+dim)/m_size);
+
+ int x = xx/group;
+ int y = yy/group;
+
+ tm = LevelSearchMat(id[0]);
+ if (tm != nullptr)
+ LevelSetDot(x, y, id[0], tm->mat); // puts the point
+ }
+ else
+ {
+ for (int y = 0; y < m_levelDotSize; y++)
+ {
+ for (int x = 0; x < m_levelDotSize; x++)
+ {
+ if (radius != 0.0f)
+ {
+ Math::Vector pos;
+ pos.x = (static_cast<float>(x)-m_levelDotSize/2.0f)*group*m_size;
+ pos.z = (static_cast<float>(y)-m_levelDotSize/2.0f)*group*m_size;
+ if (Math::DistanceProjected(pos, center) > radius) continue;
+ }
+
+ if (freq < 100.0f)
+ {
+ int rnd = random[(x%10)+(y%10)*10];
+ if ( static_cast<float>(rnd) > freq ) continue;
+ }
+
+ int xx = x*group + group/2;
+ int yy = y*group + group/2;
+
+ if (LevelGetDot(xx, yy, min, max, slope))
+ {
+ int rnd = random[(x%10)+(y%10)*10];
+ int ii = rnd % numID;
+ LevelPutDot(xx, yy, id[ii]);
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+void Gfx::CTerrain::LevelOpenTable()
+{
+ if (! m_levelText) return;
+ if (! m_levelDot.empty()) return; // already allocated
+
+ m_levelDotSize = (m_mosaic*m_brick)/(m_brick/m_subdivMapping)+1;
+ std::vector<Gfx::DotLevel>(m_levelDotSize*m_levelDotSize).swap(m_levelDot);
+
+ for (int i = 0; i < m_levelDotSize * m_levelDotSize; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ m_levelDot[i].mat[j] = 0;
+ }
+}
+
+void Gfx::CTerrain::LevelCloseTable()
+{
+ m_levelDot.clear();
+}
+
+bool Gfx::CTerrain::CreateSquare(bool multiRes, int x, int y)
+{
+ Gfx::Material mat;
+ mat.diffuse = Gfx::Color(1.0f, 1.0f, 1.0f);
+ mat.ambient = Gfx::Color(0.0f, 0.0f, 0.0f);
+
+ int objRank = m_engine->CreateObject();
+ m_engine->SetObjectType(objRank, Gfx::ENG_OBJTYPE_TERRAIN); // it is a terrain
+
+ m_objRank[x+y*m_mosaic] = objRank;
+
+ if (multiRes)
+ {
+ float min = 0.0f;
+ float max = m_vision;
+ max *= m_engine->GetClippingDistance();
+ for (int step = 0; step < m_depth; step++)
+ {
+ CreateMosaic(x, y, 1 << step, objRank, mat, min, max);
+ min = max;
+ max *= 2;
+ if (step == m_depth-1) max = Math::HUGE_NUM;
+ }
+ }
+ else
+ {
+ CreateMosaic(x, y, 1, objRank, mat, 0.0f, Math::HUGE_NUM);
+ }
+
+ return true;
+}
+
+bool Gfx::CTerrain::CreateObjects(bool multiRes)
+{
+ AdjustRelief();
+
+ for (int y = 0; y < m_mosaic; y++)
+ {
+ for (int x = 0; x < m_mosaic; x++)
+ CreateSquare(multiRes, x, y);
+ }
+
+ return true;
+}
+
+/** ATTENTION: ok only with m_depth = 2! */
+bool Gfx::CTerrain::Terraform(const Math::Vector &p1, const Math::Vector &p2, float height)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ Math::IntPoint tp1, tp2;
+ tp1.x = static_cast<int>((p1.x+dim+m_size/2.0f)/m_size);
+ tp1.y = static_cast<int>((p1.z+dim+m_size/2.0f)/m_size);
+ tp2.x = static_cast<int>((p2.x+dim+m_size/2.0f)/m_size);
+ tp2.y = static_cast<int>((p2.z+dim+m_size/2.0f)/m_size);
+
+ if (tp1.x > tp2.x)
+ {
+ int x = tp1.x;
+ tp1.x = tp2.x;
+ tp2.x = x;
+ }
+
+ if (tp1.y > tp2.y)
+ {
+ int y = tp1.y;
+ tp1.y = tp2.y;
+ tp2.y = y;
+ }
+
+ int size = (m_mosaic*m_brick)+1;
+
+ // Calculates the current average height
+ float avg = 0.0f;
+ int nb = 0;
+ for (int y = tp1.y; y <= tp2.y; y++)
+ {
+ for (int x = tp1.x; x <= tp2.x; x++)
+ {
+ avg += m_relief[x+y*size];
+ nb ++;
+ }
+ }
+ avg /= static_cast<float>(nb);
+
+ // Changes the description of the relief
+ for (int y = tp1.y; y <= tp2.y; y++)
+ {
+ for (int x = tp1.x; x <= tp2.x; x++)
+ {
+ m_relief[x+y*size] = avg+height;
+
+ if (x % m_brick == 0 && y % m_depth != 0)
+ {
+ m_relief[(x+0)+(y-1)*size] = avg+height;
+ m_relief[(x+0)+(y+1)*size] = avg+height;
+ }
+
+ if (y % m_brick == 0 && x % m_depth != 0)
+ {
+ m_relief[(x-1)+(y+0)*size] = avg+height;
+ m_relief[(x+1)+(y+0)*size] = avg+height;
+ }
+ }
+ }
+ AdjustRelief();
+
+ Math::IntPoint pp1, pp2;
+ pp1.x = (tp1.x-2)/m_brick;
+ pp1.y = (tp1.y-2)/m_brick;
+ pp2.x = (tp2.x+1)/m_brick;
+ pp2.y = (tp2.y+1)/m_brick;
+
+ if (pp1.x < 0 ) pp1.x = 0;
+ if (pp1.x >= m_mosaic) pp1.x = m_mosaic-1;
+ if (pp1.y < 0 ) pp1.y = 0;
+ if (pp1.y >= m_mosaic) pp1.y = m_mosaic-1;
+
+ for (int y = pp1.y; y <= pp2.y; y++)
+ {
+ for (int x = pp1.x; x <= pp2.x; x++)
+ {
+ m_engine->DeleteObject(m_objRank[x+y*m_mosaic]);
+ CreateSquare(m_multiText, x, y); // recreates the square
+ }
+ }
+ m_engine->Update();
+
+ return true;
+}
+
+void Gfx::CTerrain::SetWind(Math::Vector speed)
+{
+ m_wind = speed;
+}
+
+Math::Vector Gfx::CTerrain::GetWind()
+{
+ return m_wind;
+}
+
+float Gfx::CTerrain::GetFineSlope(const Math::Vector &pos)
+{
+ Math::Vector n;
+ if (! GetNormal(n, pos)) return 0.0f;
+ return fabs(Math::RotateAngle(Math::Point(n.x, n.z).Length(), n.y) - Math::PI/2.0f);
+}
+
+float Gfx::CTerrain::GetCoarseSlope(const Math::Vector &pos)
+{
+ if (m_relief.empty()) return 0.0f;
+
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x = static_cast<int>((pos.x+dim)/m_size);
+ int y = static_cast<int>((pos.z+dim)/m_size);
+
+ if ( x < 0 || x >= m_mosaic*m_brick ||
+ y < 0 || y >= m_mosaic*m_brick ) return 0.0f;
+
+ float level[4] =
+ {
+ m_relief[(x+0)+(y+0)*(m_mosaic*m_brick+1)],
+ m_relief[(x+1)+(y+0)*(m_mosaic*m_brick+1)],
+ m_relief[(x+0)+(y+1)*(m_mosaic*m_brick+1)],
+ m_relief[(x+1)+(y+1)*(m_mosaic*m_brick+1)],
+ };
+
+ float min = Math::Min(level[0], level[1], level[2], level[3]);
+ float max = Math::Max(level[0], level[1], level[2], level[3]);
+
+ return atanf((max-min)/m_size);
+}
+
+bool Gfx::CTerrain::GetNormal(Math::Vector &n, const Math::Vector &p)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x = static_cast<int>((p.x+dim)/m_size);
+ int y = static_cast<int>((p.z+dim)/m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick ) return false;
+
+ Math::Vector p1 = GetVector(x+0, y+0);
+ Math::Vector p2 = GetVector(x+1, y+0);
+ Math::Vector p3 = GetVector(x+0, y+1);
+ Math::Vector p4 = GetVector(x+1, y+1);
+
+ if ( fabs(p.z - p2.z) < fabs(p.x - p2.x) )
+ n = Math::NormalToPlane(p1,p2,p3);
+ else
+ n = Math::NormalToPlane(p2,p4,p3);
+
+ return true;
+}
+
+float Gfx::CTerrain::GetFloorLevel(const Math::Vector &p, bool brut, bool water)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x = static_cast<int>((p.x+dim)/m_size);
+ int y = static_cast<int>((p.z+dim)/m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick ) return false;
+
+ Math::Vector p1 = GetVector(x+0, y+0);
+ Math::Vector p2 = GetVector(x+1, y+0);
+ Math::Vector p3 = GetVector(x+0, y+1);
+ Math::Vector p4 = GetVector(x+1, y+1);
+
+ Math::Vector ps = p;
+ if ( fabs(p.z-p2.z) < fabs(p.x-p2.x) )
+ {
+ if ( !IntersectY(p1, p2, p3, ps) ) return 0.0f;
+ }
+ else
+ {
+ if ( !IntersectY(p2, p4, p3, ps) ) return 0.0f;
+ }
+
+ if (! brut) AdjustBuildingLevel(ps);
+
+ if (water) // not going underwater?
+ {
+ float level = m_water->GetLevel();
+ if (ps.y < level) ps.y = level; // not under water
+ }
+
+ return ps.y;
+}
+
+
+/** This height is positive when you are above the ground */
+float Gfx::CTerrain::GetFloorHeight(const Math::Vector &p, bool brut, bool water)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x = static_cast<int>((p.x+dim)/m_size);
+ int y = static_cast<int>((p.z+dim)/m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick ) return false;
+
+ Math::Vector p1 = GetVector(x+0, y+0);
+ Math::Vector p2 = GetVector(x+1, y+0);
+ Math::Vector p3 = GetVector(x+0, y+1);
+ Math::Vector p4 = GetVector(x+1, y+1);
+
+ Math::Vector ps = p;
+ if ( fabs(p.z-p2.z) < fabs(p.x-p2.x) )
+ {
+ if ( !IntersectY(p1, p2, p3, ps) ) return 0.0f;
+ }
+ else
+ {
+ if ( !IntersectY(p2, p4, p3, ps) ) return 0.0f;
+ }
+
+ if (! brut) AdjustBuildingLevel(ps);
+
+ if (water) // not going underwater?
+ {
+ float level = m_water->GetLevel();
+ if ( ps.y < level ) ps.y = level; // not under water
+ }
+
+ return p.y-ps.y;
+}
+
+bool Gfx::CTerrain::MoveOnFloor(Math::Vector &p, bool brut, bool water)
+{
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x = static_cast<int>((p.x + dim) / m_size);
+ int y = static_cast<int>((p.z + dim) / m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick ) return false;
+
+ Math::Vector p1 = GetVector(x+0, y+0);
+ Math::Vector p2 = GetVector(x+1, y+0);
+ Math::Vector p3 = GetVector(x+0, y+1);
+ Math::Vector p4 = GetVector(x+1, y+1);
+
+ if (fabs(p.z - p2.z) < fabs(p.x - p2.x))
+ {
+ if (! Math::IntersectY(p1, p2, p3, p)) return false;
+ }
+ else
+ {
+ if (! Math::IntersectY(p2, p4, p3, p)) return false;
+ }
+
+ if (! brut) AdjustBuildingLevel(p);
+
+ if (water) // not going underwater?
+ {
+ float level = m_water->GetLevel();
+ if (p.y < level) p.y = level; // not under water
+ }
+
+ return true;
+}
+
+
+/** Returns false if the initial coordinate was too far */
+bool Gfx::CTerrain::ValidPosition(Math::Vector &p, float marging)
+{
+ bool ok = true;
+
+ float limit = m_mosaic*m_brick*m_size/2.0f - marging;
+
+ if (p.x < -limit)
+ {
+ p.x = -limit;
+ ok = false;
+ }
+
+ if (p.z < -limit)
+ {
+ p.z = -limit;
+ ok = false;
+ }
+
+ if (p.x > limit)
+ {
+ p.x = limit;
+ ok = false;
+ }
+
+ if (p.z > limit)
+ {
+ p.z = limit;
+ ok = false;
+ }
+
+ return ok;
+}
+
+void Gfx::CTerrain::FlushBuildingLevel()
+{
+ m_buildingLevels.clear();
+}
+
+bool Gfx::CTerrain::AddBuildingLevel(Math::Vector center, float min, float max,
+ float height, float factor)
+{
+ int i = 0;
+ for ( ; i < static_cast<int>( m_buildingLevels.size() ); i++)
+ {
+ if ( center.x == m_buildingLevels[i].center.x &&
+ center.z == m_buildingLevels[i].center.z )
+ {
+ break;
+ }
+ }
+
+ if (i == static_cast<int>( m_buildingLevels.size() ))
+ m_buildingLevels.push_back(Gfx::BuildingLevel());
+
+ m_buildingLevels[i].center = center;
+ m_buildingLevels[i].min = min;
+ m_buildingLevels[i].max = max;
+ m_buildingLevels[i].level = GetFloorLevel(center, true);
+ m_buildingLevels[i].height = height;
+ m_buildingLevels[i].factor = factor;
+ m_buildingLevels[i].bboxMinX = center.x-max;
+ m_buildingLevels[i].bboxMaxX = center.x+max;
+ m_buildingLevels[i].bboxMinZ = center.z-max;
+ m_buildingLevels[i].bboxMaxZ = center.z+max;
+
+ return true;
+}
+
+bool Gfx::CTerrain::UpdateBuildingLevel(Math::Vector center)
+{
+ for (int i = 0; i < static_cast<int>( m_buildingLevels.size() ); i++)
+ {
+ if ( center.x == m_buildingLevels[i].center.x &&
+ center.z == m_buildingLevels[i].center.z )
+ {
+ m_buildingLevels[i].center = center;
+ m_buildingLevels[i].level = GetFloorLevel(center, true);
+ return true;
+ }
+ }
+ return false;
+}
+
+bool Gfx::CTerrain::DeleteBuildingLevel(Math::Vector center)
+{
+ for (int i = 0; i < static_cast<int>( m_buildingLevels.size() ); i++)
+ {
+ if ( center.x == m_buildingLevels[i].center.x &&
+ center.z == m_buildingLevels[i].center.z )
+ {
+ for (int j = i+1; j < static_cast<int>( m_buildingLevels.size() ); j++)
+ m_buildingLevels[j-1] = m_buildingLevels[j];
+
+ m_buildingLevels.pop_back();
+ return true;
+ }
+ }
+ return false;
+}
+
+float Gfx::CTerrain::GetBuildingFactor(const Math::Vector &p)
+{
+ for (int i = 0; i < static_cast<int>( m_buildingLevels.size() ); i++)
+ {
+ if ( p.x < m_buildingLevels[i].bboxMinX ||
+ p.x > m_buildingLevels[i].bboxMaxX ||
+ p.z < m_buildingLevels[i].bboxMinZ ||
+ p.z > m_buildingLevels[i].bboxMaxZ ) continue;
+
+ float dist = Math::DistanceProjected(p, m_buildingLevels[i].center);
+
+ if (dist <= m_buildingLevels[i].max)
+ return m_buildingLevels[i].factor;
+ }
+ return 1.0f; // it is normal on the ground
+}
+
+void Gfx::CTerrain::AdjustBuildingLevel(Math::Vector &p)
+{
+ for (int i = 0; i < static_cast<int>( m_buildingLevels.size() ); i++)
+ {
+ if ( p.x < m_buildingLevels[i].bboxMinX ||
+ p.x > m_buildingLevels[i].bboxMaxX ||
+ p.z < m_buildingLevels[i].bboxMinZ ||
+ p.z > m_buildingLevels[i].bboxMaxZ ) continue;
+
+ float dist = Math::DistanceProjected(p, m_buildingLevels[i].center);
+
+ if (dist > m_buildingLevels[i].max) continue;
+
+ if (dist < m_buildingLevels[i].min)
+ {
+ p.y = m_buildingLevels[i].level + m_buildingLevels[i].height;
+ return;
+ }
+
+ Math::Vector border;
+ border.x = ((p.x - m_buildingLevels[i].center.x) * m_buildingLevels[i].max) /
+ dist + m_buildingLevels[i].center.x;
+ border.z = ((p.z - m_buildingLevels[i].center.z) * m_buildingLevels[i].max) /
+ dist + m_buildingLevels[i].center.z;
+
+ float base = GetFloorLevel(border, true);
+
+ p.y = (m_buildingLevels[i].max - dist) /
+ (m_buildingLevels[i].max - m_buildingLevels[i].min) *
+ (m_buildingLevels[i].level + m_buildingLevels[i].height-base) +
+ base;
+
+ return;
+ }
+}
+
+
+// returns the hardness of the ground in a given place.
+// The hardness determines the noise (SOUND_STEP and SOUND_BOUM).
+
+float Gfx::CTerrain::GetHardness(const Math::Vector &p)
+{
+ float factor = GetBuildingFactor(p);
+ if (factor != 1.0f) return 1.0f; // on building
+
+ if (m_levelDot.empty()) return m_defHardness;
+
+ float dim = (m_mosaic*m_brick*m_size)/2.0f;
+
+ int x, y;
+
+ x = static_cast<int>((p.x+dim)/m_size);
+ y = static_cast<int>((p.z+dim)/m_size);
+
+ if ( x < 0 || x > m_mosaic*m_brick ||
+ y < 0 || y > m_mosaic*m_brick ) return m_defHardness;
+
+ x /= m_brick/m_subdivMapping;
+ y /= m_brick/m_subdivMapping;
+
+ if ( x < 0 || x >= m_levelDotSize ||
+ y < 0 || y >= m_levelDotSize ) return m_defHardness;
+
+ int id = m_levelDot[x+y*m_levelDotSize].id;
+ TerrainMaterial* tm = LevelSearchMat(id);
+ if (tm == nullptr) return m_defHardness;
+
+ return tm->hardness;
+}
+
+void Gfx::CTerrain::GroundFlat(Math::Vector pos)
+{
+ static char table[41*41];
+
+
+ float rapport = 3200.0f/1024.0f;
+
+ for (int y = 0; y <= 40; y++)
+ {
+ for (int x = 0; x <= 40; x++)
+ {
+ int i = x + y*41;
+ table[i] = 0;
+
+ Math::Vector p;
+ p.x = (x-20)*rapport;
+ p.z = (y-20)*rapport;
+ p.y = 0.0f;
+
+ if (Math::Point(p.x, p.y).Length() > 20.0f*rapport)
+ continue;
+
+ float angle = GetFineSlope(pos+p);
+
+ if (angle < FLATLIMIT)
+ table[i] = 1;
+ else
+ table[i] = 2;
+ }
+ }
+
+ m_engine->GroundMarkCreate(pos, 40.0f, 0.001f, 15.0f, 0.001f, 41, 41, table);
+}
+
+float Gfx::CTerrain::GetFlatZoneRadius(Math::Vector center, float max)
+{
+ float angle = GetFineSlope(center);
+ if (angle >= Gfx::FLATLIMIT)
+ return 0.0f;
+
+ float ref = GetFloorLevel(center, true);
+
+ float radius = 1.0f;
+ while (radius <= max)
+ {
+ angle = 0.0f;
+ int nb = static_cast<int>(2.0f*Math::PI*radius);
+ if (nb < 8) nb = 8;
+
+ for (int i = 0; i < nb; i++)
+ {
+ Math::Point c(center.x, center.z);
+ Math::Point p (center.x+radius, center.z);
+ p = Math::RotatePoint(c, angle, p);
+ Math::Vector pos;
+ pos.x = p.x;
+ pos.z = p.y;
+ float h = GetFloorLevel(pos, true);
+ if ( fabs(h-ref) > 1.0f ) return radius;
+
+ angle += Math::PI*2.0f/8.0f;
+ }
+ radius += 1.0f;
+ }
+ return max;
+}
+
+void Gfx::CTerrain::SetFlyingMaxHeight(float height)
+{
+ m_flyingMaxHeight = height;
+}
+
+float Gfx::CTerrain::GetFlyingMaxHeight()
+{
+ return m_flyingMaxHeight;
+}
+
+void Gfx::CTerrain::FlushFlyingLimit()
+{
+ m_flyingMaxHeight = 280.0f;
+ m_flyingLimits.clear();
+}
+
+void Gfx::CTerrain::AddFlyingLimit(Math::Vector center,
+ float extRadius, float intRadius,
+ float maxHeight)
+{
+ Gfx::FlyingLimit fl;
+ fl.center = center;
+ fl.extRadius = extRadius;
+ fl.intRadius = intRadius;
+ fl.maxHeight = maxHeight;
+ m_flyingLimits.push_back(fl);
+}
+
+float Gfx::CTerrain::GetFlyingLimit(Math::Vector pos, bool noLimit)
+{
+ if (noLimit)
+ return 280.0f;
+
+ if (m_flyingLimits.empty())
+ return m_flyingMaxHeight;
+
+ for (int i = 0; i < static_cast<int>( m_flyingLimits.size() ); i++)
+ {
+ float dist = Math::DistanceProjected(pos, m_flyingLimits[i].center);
+
+ if (dist >= m_flyingLimits[i].extRadius)
+ continue;
+
+ if (dist <= m_flyingLimits[i].intRadius)
+ return m_flyingLimits[i].maxHeight;
+
+ dist -= m_flyingLimits[i].intRadius;
+
+ float h = dist * (m_flyingMaxHeight - m_flyingLimits[i].maxHeight) /
+ (m_flyingLimits[i].extRadius - m_flyingLimits[i].intRadius);
+
+ return h + m_flyingLimits[i].maxHeight;
+ }
+
+ return m_flyingMaxHeight;
+}
diff --git a/src/graphics/engine/terrain.h b/src/graphics/engine/terrain.h
index 8d8b165..a198590 100644
--- a/src/graphics/engine/terrain.h
+++ b/src/graphics/engine/terrain.h
@@ -40,56 +40,72 @@ enum TerrainRes
TR_STONE = 1,
TR_URANIUM = 2,
TR_POWER = 3,
- TR_KEYa = 4,
- TR_KEYb = 5,
- TR_KEYc = 6,
- TR_KEYd = 7,
+ TR_KEY_A = 4,
+ TR_KEY_B = 5,
+ TR_KEY_C = 6,
+ TR_KEY_D = 7,
};
-
-const short MAXBUILDINGLEVEL = 100;
-
struct BuildingLevel
{
- Math::Vector center;
- float factor;
- float min;
- float max;
- float level;
- float height;
- float bboxMinX;
- float bboxMaxX;
- float bboxMinZ;
- float bboxMaxZ;
+ Math::Vector center;
+ float factor;
+ float min;
+ float max;
+ float level;
+ float height;
+ float bboxMinX;
+ float bboxMaxX;
+ float bboxMinZ;
+ float bboxMaxZ;
+
+ BuildingLevel()
+ {
+ factor = min = max = level = height = 0.0f;
+ bboxMinX = bboxMaxX = bboxMinZ = bboxMaxZ = 0.0f;
+ }
};
-
-const short MAXMATTERRAIN = 100;
-
struct TerrainMaterial
{
short id;
- char texName[20];
+ std::string texName;
float u,v;
float hardness;
char mat[4]; // up, right, down, left
+
+ TerrainMaterial()
+ {
+ id = 0;
+ u = v = 0.0f;
+ hardness = 0.0f;
+ mat[0] = mat[1] = mat[2] = mat[3] = 0;
+ }
};
struct DotLevel
{
short id;
char mat[4]; // up, right, down, left
-};
-
-const short MAXFLYINGLIMIT = 10;
+ DotLevel()
+ {
+ id = 0;
+ mat[0] = mat[1] = mat[2] = mat[3] = 0;
+ }
+};
struct FlyingLimit
{
- Math::Vector center;
- float extRadius;
- float intRadius;
- float maxHeight;
+ Math::Vector center;
+ float extRadius;
+ float intRadius;
+ float maxHeight;
+
+ FlyingLimit()
+ {
+ extRadius = intRadius = maxHeight = 0.0f;
+ }
};
@@ -100,72 +116,124 @@ public:
CTerrain(CInstanceManager* iMan);
~CTerrain();
- bool Generate(int mosaic, int brickP2, float size, float vision, int depth, float hardness);
- bool InitTextures(char* baseName, int* table, int dx, int dy);
+ //! Generates a new flat terrain
+ bool Generate(int mosaic, int brickPow2, float size, float vision, int depth, float hardness);
+ //! Initializes the names of textures to use for the land
+ bool InitTextures(const std::string& baseName, int* table, int dx, int dy);
+ //! Empties level
void LevelFlush();
- bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ //! Initializes the names of textures to use for the land
+ void LevelMaterial(int id, std::string& baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ //! Initializes all the ground with a material
bool LevelInit(int id);
+ //! Generates a level in the terrain
bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
+ //! Initializes a completely flat terrain
void FlushRelief();
- bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder);
- bool ReliefFromDXF(const char* filename, float scaleRelief);
- bool ResFromBMP(const char* filename);
- bool CreateObjects(bool bMultiRes);
- bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height);
-
- void SetWind(Math::Vector speed);
- Math::Vector RetWind();
-
- float RetFineSlope(const Math::Vector &pos);
- float RetCoarseSlope(const Math::Vector &pos);
- bool GetNormal(Math::Vector &n, const Math::Vector &p);
- float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false);
- float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false);
- bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false);
- bool ValidPosition(Math::Vector &p, float marging);
- TerrainRes RetResource(const Math::Vector &p);
+ //! Load relief from a PNG file
+ bool ReliefFromPNG(const std::string& filename, float scaleRelief, bool adjustBorder);
+ //! Load resources from a PNG file
+ bool ResFromPNG(const std::string& filename);
+ //! Creates all objects of the terrain within the 3D engine
+ bool CreateObjects(bool multiRes);
+ //! Modifies the terrain's relief
+ bool Terraform(const Math::Vector& p1, const Math::Vector& p2, float height);
+
+ //@{
+ //! Management of the wind
+ void SetWind(Math::Vector speed);
+ Math::Vector GetWind();
+ //@}
+
+ //! Gives the exact slope of the terrain of a place given
+ float GetFineSlope(const Math::Vector& pos);
+ //! Gives the approximate slope of the terrain of a specific location
+ float GetCoarseSlope(const Math::Vector& pos);
+ //! Gives the normal vector at the position p (x,-,z) of the ground
+ bool GetNormal(Math::Vector& n, const Math::Vector &p);
+ //! returns the height of the ground
+ float GetFloorLevel(const Math::Vector& p, bool brut=false, bool water=false);
+ //! Returns the height to the ground
+ float GetFloorHeight(const Math::Vector& p, bool brut=false, bool water=false);
+ //! Modifies the coordinate "y" of point "p" to rest on the ground floor
+ bool MoveOnFloor(Math::Vector& p, bool brut=false, bool water=false);
+ //! Modifies a coordinate so that it is on the ground
+ bool ValidPosition(Math::Vector& p, float marging);
+ //! Returns the resource type available underground
+ Gfx::TerrainRes GetResource(const Math::Vector& p);
+ //! Adjusts a position so that it does not exceed the boundaries
void LimitPos(Math::Vector &pos);
+ //! Empty the table of elevations
void FlushBuildingLevel();
+ //! Adds a new elevation for a building
bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor);
+ //! Updates the elevation for a building when it was moved up (after a terraforming)
bool UpdateBuildingLevel(Math::Vector center);
+ //! Removes the elevation for a building when it was destroyed
bool DeleteBuildingLevel(Math::Vector center);
- float RetBuildingFactor(const Math::Vector &p);
- float RetHardness(const Math::Vector &p);
+ //! Returns the influence factor whether a position is on a possible rise
+ float GetBuildingFactor(const Math::Vector& p);
+ float GetHardness(const Math::Vector& p);
- int RetMosaic();
- int RetBrick();
- float RetSize();
- float RetScaleRelief();
+ int GetMosaic();
+ int GetBrick();
+ float GetSize();
+ float GetScaleRelief();
+ //! Shows the flat areas on the ground
void GroundFlat(Math::Vector pos);
- float RetFlatZoneRadius(Math::Vector center, float max);
+ //! Calculates the radius of the largest flat area available
+ float GetFlatZoneRadius(Math::Vector center, float max);
+ //@{
+ //! Management of the global max flying height
void SetFlyingMaxHeight(float height);
- float RetFlyingMaxHeight();
+ float GetFlyingMaxHeight();
+ //@}
+ //! Empty the table of flying limits
void FlushFlyingLimit();
- bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
- float RetFlyingLimit(Math::Vector pos, bool bNoLimit);
+ //! Adds a new flying limit
+ void AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
+ //! Returns the maximum height of flight
+ float GetFlyingLimit(Math::Vector pos, bool noLimit);
protected:
+ //! Adds a point of elevation in the buffer of relief
bool ReliefAddDot(Math::Vector pos, float scaleRelief);
+ //! Adjust the edges of each mosaic to be compatible with all lower resolutions
void AdjustRelief();
- Math::Vector RetVector(int x, int y);
- Gfx::VertexTex2 RetVertex(int x, int y, int step);
- bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material &mat, float min, float max);
- bool CreateSquare(bool bMultiRes, int x, int y);
-
- TerrainMaterial* LevelSearchMat(int id);
- void LevelTextureName(int x, int y, char *name, Math::Point &uv);
- float LevelRetHeight(int x, int y);
+ //! Calculates a vector of the terrain
+ Math::Vector GetVector(int x, int y);
+ //! Calculates a vertex of the terrain
+ Gfx::VertexTex2 GetVertex(int x, int y, int step);
+ //! Creates all objects of a mosaic
+ bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material& mat, float min, float max);
+ //! Creates all objects in a mesh square ground
+ bool CreateSquare(bool multiRes, int x, int y);
+
+ //! Seeks a materials based on theirs identifier
+ Gfx::TerrainMaterial* LevelSearchMat(int id);
+ //! Chooses texture to use for a given square
+ void LevelTextureName(int x, int y, std::string& name, Math::Point &uv);
+ //! Returns the height of the terrain
+ float LevelGetHeight(int x, int y);
+ //! Decide whether a point is using the materials
bool LevelGetDot(int x, int y, float min, float max, float slope);
+ //! Seeks if material exists
int LevelTestMat(char *mat);
+ //! Modifies the state of a point and its four neighbors, without testing if possible
void LevelSetDot(int x, int y, int id, char *mat);
+ //! Tests if a material can give a place, according to its four neighbors. If yes, puts the point.
bool LevelIfDot(int x, int y, int id, char *mat);
+ //! Modifies the state of a point
bool LevelPutDot(int x, int y, int id);
+ //! Initializes a table with empty levels
void LevelOpenTable();
+ //! Closes the level table
void LevelCloseTable();
+ //! Adjusts a position according to a possible rise
void AdjustBuildingLevel(Math::Vector &p);
protected:
@@ -173,39 +241,49 @@ protected:
CEngine* m_engine;
CWater* m_water;
- int m_mosaic; // number of mosaics
- int m_brick; // number of bricks per mosaics
- float m_size; // size of an item in an brick
- float m_vision; // vision before a change of resolution
- float* m_relief; // table of the relief
- int* m_texture; // table of textures
- int* m_objRank; // table of rows of objects
- bool m_bMultiText;
- bool m_bLevelText;
- float m_scaleMapping; // scale of the mapping
+ //! Number of mosaics
+ int m_mosaic;
+ //! Number of bricks per mosaics
+ int m_brick;
+ int m_levelDotSize;
+ //! Size of an item in a brick
+ float m_size;
+ //! Vision before a change of resolution
+ float m_vision;
+ //! Table of the relief
+ std::vector<float> m_relief;
+ //! Table of textures
+ std::vector<int> m_texture;
+ //! Table of rows of objects
+ std::vector<int> m_objRank;
+ //! Table of resources
+ std::vector<unsigned char> m_resources;
+ bool m_multiText;
+ bool m_levelText;
+ //! Scale of the mapping
+ float m_scaleMapping;
float m_scaleRelief;
- int m_subdivMapping;
- int m_depth; // number of different resolutions (1,2,3,4)
- char m_texBaseName[20];
- char m_texBaseExt[10];
+ int m_subdivMapping;
+ //! Number of different resolutions (1,2,3,4)
+ int m_depth;
+ std::string m_texBaseName;
+ std::string m_texBaseExt;
float m_defHardness;
- TerrainMaterial m_levelMat[MAXMATTERRAIN+1];
- int m_levelMatTotal;
+ std::vector<TerrainMaterial> m_levelMat;
+ std::vector<Gfx::DotLevel> m_levelDot;
int m_levelMatMax;
- int m_levelDotSize;
- DotLevel* m_levelDot;
int m_levelID;
- int m_buildingUsed;
- BuildingLevel m_buildingTable[MAXBUILDINGLEVEL];
+ std::vector<Gfx::BuildingLevel> m_buildingLevels;
- unsigned char* m_resources;
- Math::Vector m_wind; // wind speed
+ //! Wind speed
+ Math::Vector m_wind;
+ //! Global flying height limit
float m_flyingMaxHeight;
- int m_flyingLimitTotal;
- FlyingLimit m_flyingLimit[MAXFLYINGLIMIT];
+ //! List of local flight limits
+ std::vector<Gfx::FlyingLimit> m_flyingLimits;
};
}; // namespace Gfx
diff --git a/src/graphics/engine/water.h b/src/graphics/engine/water.h
index 67be9dc..6d3736e 100644
--- a/src/graphics/engine/water.h
+++ b/src/graphics/engine/water.h
@@ -72,7 +72,7 @@ public:
CWater(CInstanceManager* iMan, Gfx::CEngine* engine);
~CWater();
- void SetGLDevice(Gfx::CDevice device);
+ void SetDevice(Gfx::CDevice* device);
bool EventProcess(const Event &event);
void Flush();
bool Create(WaterType type1, WaterType type2, const char *filename, Gfx::Color diffuse, Gfx::Color ambient, float level, float glint, Math::Vector eddy);
@@ -80,11 +80,11 @@ public:
void DrawSurf();
bool SetLevel(float level);
- float RetLevel();
- float RetLevel(CObject* object);
+ float GetLevel();
+ float GetLevel(CObject* object);
void SetLava(bool bLava);
- bool RetLava();
+ bool GetLava();
void AdjustEye(Math::Vector &eye);
@@ -92,7 +92,7 @@ protected:
bool EventFrame(const Event &event);
void LavaFrame(float rTime);
void AdjustLevel(Math::Vector &pos, Math::Vector &norm, Math::Point &uv1, Math::Point &uv2);
- bool RetWater(int x, int y);
+ bool GetWater(int x, int y);
bool CreateLine(int x, int y, int len);
void VaporFlush();
@@ -101,8 +101,8 @@ protected:
protected:
CInstanceManager* m_iMan;
- CEngine* m_engine;
- CDevice* m_pDevice;
+ CEngine* m_engine;
+ CDevice* m_device;
CTerrain* m_terrain;
CParticle* m_particule;
CSound* m_sound;