summaryrefslogtreecommitdiffstats
path: root/src/old/cloud.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/old/cloud.cpp')
-rw-r--r--src/old/cloud.cpp676
1 files changed, 338 insertions, 338 deletions
diff --git a/src/old/cloud.cpp b/src/old/cloud.cpp
index 7c1518c..8661cbd 100644
--- a/src/old/cloud.cpp
+++ b/src/old/cloud.cpp
@@ -1,338 +1,338 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-
-#include <windows.h>
-#include <stdio.h>
-#include <d3d.h>
-
-#include "common/struct.h"
-#include "math/geometry.h"
-#include "math/conv.h"
-#include "old/d3dengine.h"
-#include "old/d3dmath.h"
-#include "old/d3dutil.h"
-#include "common/event.h"
-#include "common/misc.h"
-#include "common/iman.h"
-#include "old/math3d.h"
-#include "old/terrain.h"
-#include "object/object.h"
-#include "old/cloud.h"
-
-
-
-const int DIMEXPAND = 4; // extension of the dimensions
-
-
-
-// Constructor of clouds.
-
-CCloud::CCloud(CInstanceManager* iMan, CD3DEngine* engine)
-{
- m_iMan = iMan;
- m_iMan->AddInstance(CLASS_CLOUD, this);
-
- m_engine = engine;
- m_terrain = 0;
-
- m_level = 0.0f;
- m_wind = Math::Vector(0.0f, 0.0f, 0.0f);
- m_subdiv = 8;
- m_filename[0] = 0;
- m_bEnable = true;
-}
-
-// Destructor of clouds.
-
-CCloud::~CCloud()
-{
-}
-
-
-bool CCloud::EventProcess(const Event &event)
-{
- if ( event.event == EVENT_FRAME )
- {
- return EventFrame(event);
- }
-
- return true;
-}
-
-// Makes the clouds evolve.
-
-bool CCloud::EventFrame(const Event &event)
-{
- if ( m_engine->RetPause() ) return true;
-
- m_time += event.rTime;
-
- if ( m_level == 0.0f ) return true;
-
- if ( m_time-m_lastTest < 0.2f ) return true;
- m_lastTest = m_time;
-
- return true;
-}
-
-
-// Adjusts the position to normal, to imitate the clouds
-// at movement.
-
-void CCloud::AdjustLevel(Math::Vector &pos, Math::Vector &eye, float deep,
- Math::Point &uv1, Math::Point &uv2)
-{
- float dist, factor;
-
- uv1.x = (pos.x+20000.0f)/1280.0f;
- uv1.y = (pos.z+20000.0f)/1280.0f;
- uv1.x -= m_time*(m_wind.x/100.0f);
- uv1.y -= m_time*(m_wind.z/100.0f);
-
- uv2.x = 0.0f;
- uv2.y = 0.0f;
-
- dist = Math::DistanceProjected(pos, eye);
- factor = powf(dist/deep, 2.0f);
- pos.y -= m_level*factor*10.0f;
-}
-
-inline DWORD F2DW( FLOAT f )
-{
- return *((DWORD*)&f);
-}
-
-// Draw the clouds.
-
-void CCloud::Draw()
-{
- LPDIRECT3DDEVICE7 device;
- D3DVERTEX2* vertex;
- Math::Matrix* matView;
- D3DMATERIAL7 material;
- Math::Matrix matrix;
- Math::Vector n, pos, p, eye;
- Math::Point uv1, uv2;
- float iDeep, deep, size, fogStart, fogEnd;
- int i, j, u;
-
- if ( !m_bEnable ) return;
- if ( m_level == 0.0f ) return;
- if ( m_lineUsed == 0 ) return;
-
- vertex = (D3DVERTEX2*)malloc(sizeof(D3DVERTEX2)*(m_brick+2)*2);
-
- iDeep = m_engine->RetDeepView();
- deep = (m_brick*m_size)/2.0f;
- m_engine->SetDeepView(deep);
- m_engine->SetFocus(m_engine->RetFocus());
- m_engine->UpdateMatProj(); // increases the depth of view
-
-//? fogStart = deep*0.10f;
-//? fogEnd = deep*0.16f;
- fogStart = deep*0.15f;
- fogEnd = deep*0.24f;
-
- device = m_engine->RetD3DDevice();
- device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0x00000000);
- device->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
- device->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
-//? device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
- device->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- device->SetRenderState(D3DRENDERSTATE_FOGSTART, F2DW(fogStart));
- device->SetRenderState(D3DRENDERSTATE_FOGEND, F2DW(fogEnd));
-
- matView = m_engine->RetMatView();
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(*matView);
- device->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
-
- ZeroMemory( &material, sizeof(D3DMATERIAL7) );
- material.diffuse = m_diffuse;
- material.ambient = m_ambient;
- m_engine->SetMaterial(material);
-
- m_engine->SetTexture(m_filename, 0);
- m_engine->SetTexture(m_filename, 1);
-
-//? m_engine->SetState(D3DSTATETTb|D3DSTATEDUALw|D3DSTATEWRAP);
- m_engine->SetState(D3DSTATETTb|D3DSTATEFOG|D3DSTATEWRAP);
-//? m_engine->SetState(D3DSTATEWRAP);
-
- matrix.LoadIdentity();
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(matrix);
- device->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- size = m_size/2.0f;
- eye = m_engine->RetEyePt();
- n = Math::Vector(0.0f, -1.0f, 0.0f);
-
- // Draws all the lines.
- for ( i=0 ; i<m_lineUsed ; i++ )
- {
- pos.y = m_level;
- pos.z = m_line[i].pz;
- pos.x = m_line[i].px1;
-
- u = 0;
- p.x = pos.x-size;
- p.z = pos.z+size;
- p.y = pos.y;
- AdjustLevel(p, eye, deep, uv1, uv2);
- vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
-
- p.x = pos.x-size;
- p.z = pos.z-size;
- p.y = pos.y;
- AdjustLevel(p, eye, deep, uv1, uv2);
- vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
-
- for ( j=0 ; j<m_line[i].len ; j++ )
- {
- p.x = pos.x+size;
- p.z = pos.z+size;
- p.y = pos.y;
- AdjustLevel(p, eye, deep, uv1, uv2);
- vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
-
- p.x = pos.x+size;
- p.z = pos.z-size;
- p.y = pos.y;
- AdjustLevel(p, eye, deep, uv1, uv2);
- vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
-
- pos.x += size*2.0f;
- }
-
- device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, u, NULL);
- m_engine->AddStatisticTriangle(u-2);
- }
-
- m_engine->SetDeepView(iDeep);
- m_engine->SetFocus(m_engine->RetFocus());
- m_engine->UpdateMatProj(); // gives depth to initial
-
- free(vertex);
-}
-
-
-// Updates the positions, relative to the ground.
-
-bool CCloud::CreateLine(int x, int y, int len)
-{
- float offset;
-
- m_line[m_lineUsed].x = x;
- m_line[m_lineUsed].y = y;
- m_line[m_lineUsed].len = len;
-
- offset = m_brick*m_size/2.0f - m_size/2.0f;
-
- m_line[m_lineUsed].px1 = m_size* m_line[m_lineUsed].x - offset;
- m_line[m_lineUsed].px2 = m_size*(m_line[m_lineUsed].x+m_line[m_lineUsed].len) - offset;
- m_line[m_lineUsed].pz = m_size* m_line[m_lineUsed].y - offset;
-
- m_lineUsed ++;
-
- return ( m_lineUsed < MAXCLOUDLINE );
-}
-
-// Creates all areas of cloud.
-
-bool CCloud::Create(const char *filename,
- D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient,
- float level)
-{
- int y;
-
- m_diffuse = diffuse;
- m_ambient = ambient;
- m_level = level;
- m_time = 0.0f;
- m_lastTest = 0.0f;
- strcpy(m_filename, filename);
-
- if ( m_filename[0] != 0 )
- {
- m_engine->LoadTexture(m_filename, 0);
- m_engine->LoadTexture(m_filename, 1);
- }
-
- if ( m_terrain == 0 )
- {
- m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN);
- }
-
- m_wind = m_terrain->RetWind();
-
- m_brick = m_terrain->RetBrick()*m_terrain->RetMosaic()*DIMEXPAND;
- m_size = m_terrain->RetSize();
-
- m_brick /= m_subdiv*DIMEXPAND;
- m_size *= m_subdiv*DIMEXPAND;
-
- if ( m_level == 0.0f ) return true;
-
- m_lineUsed = 0;
- for ( y=0 ; y<m_brick ; y++ )
- {
- CreateLine(0, y, m_brick);
- }
- return true;
-}
-
-// Removes all the clouds.
-
-void CCloud::Flush()
-{
- m_level = 0.0f;
-}
-
-
-// Modifies the cloud level.
-
-bool CCloud::SetLevel(float level)
-{
- m_level = level;
-
- return Create(m_filename, m_diffuse, m_ambient,
- m_level);
-}
-
-// Returns the current level of clouds.
-
-float CCloud::RetLevel()
-{
- return m_level;
-}
-
-
-// Activate management of clouds.
-
-void CCloud::SetEnable(bool bEnable)
-{
- m_bEnable = bEnable;
-}
-
-bool CCloud::RetEnable()
-{
- return m_bEnable;
-}
-
+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * This program is free software: you can redistribute it and/or modify
+// * it under the terms of the GNU General Public License as published by
+// * the Free Software Foundation, either version 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program is distributed in the hope that it will be useful,
+// * but WITHOUT ANY WARRANTY; without even the implied warranty of
+// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// * GNU General Public License for more details.
+// *
+// * You should have received a copy of the GNU General Public License
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "common/struct.h"
+#include "math/geometry.h"
+#include "math/conv.h"
+#include "old/d3dengine.h"
+#include "old/d3dmath.h"
+#include "old/d3dutil.h"
+#include "common/event.h"
+#include "common/misc.h"
+#include "common/iman.h"
+#include "old/math3d.h"
+#include "old/terrain.h"
+#include "object/object.h"
+#include "old/cloud.h"
+
+
+
+const int DIMEXPAND = 4; // extension of the dimensions
+
+
+
+// Constructor of clouds.
+
+CCloud::CCloud(CInstanceManager* iMan, CD3DEngine* engine)
+{
+ m_iMan = iMan;
+ m_iMan->AddInstance(CLASS_CLOUD, this);
+
+ m_engine = engine;
+ m_terrain = 0;
+
+ m_level = 0.0f;
+ m_wind = Math::Vector(0.0f, 0.0f, 0.0f);
+ m_subdiv = 8;
+ m_filename[0] = 0;
+ m_bEnable = true;
+}
+
+// Destructor of clouds.
+
+CCloud::~CCloud()
+{
+}
+
+
+bool CCloud::EventProcess(const Event &event)
+{
+ if ( event.event == EVENT_FRAME )
+ {
+ return EventFrame(event);
+ }
+
+ return true;
+}
+
+// Makes the clouds evolve.
+
+bool CCloud::EventFrame(const Event &event)
+{
+ if ( m_engine->RetPause() ) return true;
+
+ m_time += event.rTime;
+
+ if ( m_level == 0.0f ) return true;
+
+ if ( m_time-m_lastTest < 0.2f ) return true;
+ m_lastTest = m_time;
+
+ return true;
+}
+
+
+// Adjusts the position to normal, to imitate the clouds
+// at movement.
+
+void CCloud::AdjustLevel(Math::Vector &pos, Math::Vector &eye, float deep,
+ Math::Point &uv1, Math::Point &uv2)
+{
+ float dist, factor;
+
+ uv1.x = (pos.x+20000.0f)/1280.0f;
+ uv1.y = (pos.z+20000.0f)/1280.0f;
+ uv1.x -= m_time*(m_wind.x/100.0f);
+ uv1.y -= m_time*(m_wind.z/100.0f);
+
+ uv2.x = 0.0f;
+ uv2.y = 0.0f;
+
+ dist = Math::DistanceProjected(pos, eye);
+ factor = powf(dist/deep, 2.0f);
+ pos.y -= m_level*factor*10.0f;
+}
+
+inline DWORD F2DW( FLOAT f )
+{
+ return *((DWORD*)&f);
+}
+
+// Draw the clouds.
+
+void CCloud::Draw()
+{
+ LPDIRECT3DDEVICE7 device;
+ D3DVERTEX2* vertex;
+ Math::Matrix* matView;
+ D3DMATERIAL7 material;
+ Math::Matrix matrix;
+ Math::Vector n, pos, p, eye;
+ Math::Point uv1, uv2;
+ float iDeep, deep, size, fogStart, fogEnd;
+ int i, j, u;
+
+ if ( !m_bEnable ) return;
+ if ( m_level == 0.0f ) return;
+ if ( m_lineUsed == 0 ) return;
+
+ vertex = (D3DVERTEX2*)malloc(sizeof(D3DVERTEX2)*(m_brick+2)*2);
+
+ iDeep = m_engine->RetDeepView();
+ deep = (m_brick*m_size)/2.0f;
+ m_engine->SetDeepView(deep);
+ m_engine->SetFocus(m_engine->RetFocus());
+ m_engine->UpdateMatProj(); // increases the depth of view
+
+//? fogStart = deep*0.10f;
+//? fogEnd = deep*0.16f;
+ fogStart = deep*0.15f;
+ fogEnd = deep*0.24f;
+
+ device = m_engine->RetD3DDevice();
+ device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0x00000000);
+ device->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
+ device->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
+//? device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
+ device->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
+ device->SetRenderState(D3DRENDERSTATE_FOGSTART, F2DW(fogStart));
+ device->SetRenderState(D3DRENDERSTATE_FOGEND, F2DW(fogEnd));
+
+ matView = m_engine->RetMatView();
+ {
+ D3DMATRIX mat = MAT_TO_D3DMAT(*matView);
+ device->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
+ }
+
+ ZeroMemory( &material, sizeof(D3DMATERIAL7) );
+ material.diffuse = m_diffuse;
+ material.ambient = m_ambient;
+ m_engine->SetMaterial(material);
+
+ m_engine->SetTexture(m_filename, 0);
+ m_engine->SetTexture(m_filename, 1);
+
+//? m_engine->SetState(D3DSTATETTb|D3DSTATEDUALw|D3DSTATEWRAP);
+ m_engine->SetState(D3DSTATETTb|D3DSTATEFOG|D3DSTATEWRAP);
+//? m_engine->SetState(D3DSTATEWRAP);
+
+ matrix.LoadIdentity();
+ {
+ D3DMATRIX mat = MAT_TO_D3DMAT(matrix);
+ device->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
+ }
+
+ size = m_size/2.0f;
+ eye = m_engine->RetEyePt();
+ n = Math::Vector(0.0f, -1.0f, 0.0f);
+
+ // Draws all the lines.
+ for ( i=0 ; i<m_lineUsed ; i++ )
+ {
+ pos.y = m_level;
+ pos.z = m_line[i].pz;
+ pos.x = m_line[i].px1;
+
+ u = 0;
+ p.x = pos.x-size;
+ p.z = pos.z+size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ p.x = pos.x-size;
+ p.z = pos.z-size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ for ( j=0 ; j<m_line[i].len ; j++ )
+ {
+ p.x = pos.x+size;
+ p.z = pos.z+size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ p.x = pos.x+size;
+ p.z = pos.z-size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ pos.x += size*2.0f;
+ }
+
+ device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, u, NULL);
+ m_engine->AddStatisticTriangle(u-2);
+ }
+
+ m_engine->SetDeepView(iDeep);
+ m_engine->SetFocus(m_engine->RetFocus());
+ m_engine->UpdateMatProj(); // gives depth to initial
+
+ free(vertex);
+}
+
+
+// Updates the positions, relative to the ground.
+
+bool CCloud::CreateLine(int x, int y, int len)
+{
+ float offset;
+
+ m_line[m_lineUsed].x = x;
+ m_line[m_lineUsed].y = y;
+ m_line[m_lineUsed].len = len;
+
+ offset = m_brick*m_size/2.0f - m_size/2.0f;
+
+ m_line[m_lineUsed].px1 = m_size* m_line[m_lineUsed].x - offset;
+ m_line[m_lineUsed].px2 = m_size*(m_line[m_lineUsed].x+m_line[m_lineUsed].len) - offset;
+ m_line[m_lineUsed].pz = m_size* m_line[m_lineUsed].y - offset;
+
+ m_lineUsed ++;
+
+ return ( m_lineUsed < MAXCLOUDLINE );
+}
+
+// Creates all areas of cloud.
+
+bool CCloud::Create(const char *filename,
+ D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient,
+ float level)
+{
+ int y;
+
+ m_diffuse = diffuse;
+ m_ambient = ambient;
+ m_level = level;
+ m_time = 0.0f;
+ m_lastTest = 0.0f;
+ strcpy(m_filename, filename);
+
+ if ( m_filename[0] != 0 )
+ {
+ m_engine->LoadTexture(m_filename, 0);
+ m_engine->LoadTexture(m_filename, 1);
+ }
+
+ if ( m_terrain == 0 )
+ {
+ m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN);
+ }
+
+ m_wind = m_terrain->RetWind();
+
+ m_brick = m_terrain->RetBrick()*m_terrain->RetMosaic()*DIMEXPAND;
+ m_size = m_terrain->RetSize();
+
+ m_brick /= m_subdiv*DIMEXPAND;
+ m_size *= m_subdiv*DIMEXPAND;
+
+ if ( m_level == 0.0f ) return true;
+
+ m_lineUsed = 0;
+ for ( y=0 ; y<m_brick ; y++ )
+ {
+ CreateLine(0, y, m_brick);
+ }
+ return true;
+}
+
+// Removes all the clouds.
+
+void CCloud::Flush()
+{
+ m_level = 0.0f;
+}
+
+
+// Modifies the cloud level.
+
+bool CCloud::SetLevel(float level)
+{
+ m_level = level;
+
+ return Create(m_filename, m_diffuse, m_ambient,
+ m_level);
+}
+
+// Returns the current level of clouds.
+
+float CCloud::RetLevel()
+{
+ return m_level;
+}
+
+
+// Activate management of clouds.
+
+void CCloud::SetEnable(bool bEnable)
+{
+ m_bEnable = bEnable;
+}
+
+bool CCloud::RetEnable()
+{
+ return m_bEnable;
+}
+