Serious-Engine/Sources/Engine/Terrain/Terrain.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_TERRAIN_H
#define SE_INCL_TERRAIN_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Lists.h>
#include <Engine/Base/FileName.h>
#include <Engine/Math/AABBox.h>
#include <Engine/Brushes/BrushBase.h>
#include <Engine/Graphics/Texture.h>
#include <Engine/Terrain/TerrainLayer.h>
#include <Engine/Terrain/TerrainTile.h>
#include <Engine/Terrain/ArrayHolder.h>
#include <Engine/Templates/StaticArray.cpp>
#define TR_REGENERATE (1UL<<0) // terrain needs to be regenerated
#define TR_REGENERATE_TOP_MAP (1UL<<1) // regenerate terrain top map
#define TR_ALLOW_TOP_MAP_REGEN (1UL<<2) // allow top map regen (top map is not regenerate if this flag is not set)
#define TR_REBUILD_QUADTREE (1UL<<3) // rebuild higher levels of quad tree nodes (last levels are rebuild by tile flags)
#define TR_UPDATE_SHADOWMAP (1UL<<4) // update terrain shadow map (NOT USED!)
#define TR_ALLOW_SHADOW_MAP_UPDATE (1UL<<5) // allow terrain shadow map update (NOT USED!)
#define TR_SHOW_SELECTION (1UL<<6) // show selection
#define TR_HAS_FOG (1UL<<7) // terrain has fog
#define TR_HAS_HAZE (1UL<<8) // terrain has haze
struct QuadTreeNode
{
FLOATaabbox3D qtn_aabbox; // Bounding box for this quadtree node
INDEX qtn_iTileIndex;// Index of tile that this node represents
INDEX qtn_iChild[4]; // Indices of children for this quadtree node
};
struct QuadTreeLevel
{
INDEX qtl_iFirstNode; // Index of first quadtree node in this level
INDEX qtl_ctNodes; // Count of nodes in this level
INDEX qtl_ctNodesCol; // Count of nodes in col
INDEX qtl_ctNodesRow; // Count of nodes in row
};
struct Point {
Point() {}
~Point() {}
Point(const Point &ptOther) {
*this = ptOther;
}
INDEX pt_iX;
INDEX pt_iY;
};
struct Rect {
Rect() {}
~Rect() {}
Rect(const Rect &rcOther) {
*this = rcOther;
}
Rect(INDEX iLeft, INDEX iTop, INDEX iRight, INDEX iBottom) {
rc_iLeft = iLeft;
rc_iTop = iTop;
rc_iRight = iRight;
rc_iBottom = iBottom;
}
INDEX Width() {return rc_iRight-rc_iLeft;}
INDEX Height() {return rc_iBottom-rc_iTop;}
INDEX rc_iLeft;
INDEX rc_iRight;
INDEX rc_iTop;
INDEX rc_iBottom;
};
class ENGINE_API CTerrain : public CBrushBase
{
public:
CTerrain();
~CTerrain();
// Render terrain tiles
void Render(CAnyProjection3D &apr, CDrawPort *pdp);
// Render terrain tiles in wireframe
void RenderWireFrame(CAnyProjection3D &apr, CDrawPort *pdp, COLOR &colEdges);
// Create empty terrain with given size
void CreateEmptyTerrain_t(PIX pixWidth,PIX pixHeight);
// Import height map from targa file
void ImportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b = TRUE);
// Export height map to targa file
void ExportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b = TRUE);
// Rebuild all terrain
void ReBuildTerrain(BOOL bDelayTileRegen=FALSE);
// Refresh terrain
void RefreshTerrain(void);
// Set height map size
void AllocateHeightMap(PIX pixWidth, PIX pixHeight);
// Change height map size
void ReAllocateHeightMap(PIX pixWidth, PIX pixHeight);
// Set terrain size
void SetTerrainSize(FLOAT3D vSize);
// Set shadow map size aspect (relative to height map size) and shading map aspect (relative to shadow map size)
void SetShadowMapsSize(INDEX iShadowMapAspect, INDEX iShadingMapAspect);
// Set size of top map texture
void SetGlobalTopMapSize(PIX pixTopMapSize);
// Set size of top map texture for tiles in lower lods
void SetTileTopMapSize(PIX pixLodTopMapSize);
// Set lod distance factor
void SetLodDistanceFactor(FLOAT fLodDistance);
// Get shadow map size
PIX GetShadowMapWidth(void);
PIX GetShadowMapHeight(void);
// Get shading map size
PIX GetShadingMapWidth(void);
PIX GetShadingMapHeight(void);
// Get reference to layer
CTerrainLayer &GetLayer(INDEX iLayer);
// Add new layer
CTerrainLayer &AddLayer_t(CTFileName fnTexture, LayerType ltType = LT_NORMAL, BOOL bUpdateTerrain=TRUE);
// Remove one layer
void RemoveLayer(INDEX iLayer, BOOL bUpdateTerrain=TRUE);
// Move layer to new position
INDEX SetLayerIndex(INDEX iLayer,INDEX iNewIndex, BOOL bUpdateTerrain=TRUE);
// Add tile to reqen queue
void AddTileToRegenQueue(INDEX iTileIndex);
// Add all tiles to regen queue
void AddAllTilesToRegenQueue(void);
// Clear current regen list
void ClearRegenList(void);
// Update shadow map
void UpdateShadowMap(FLOATaabbox3D *pbboxUpdate=NULL, BOOL bAbsoluteSpace=FALSE);
// Update top map
void UpdateTopMap(INDEX iTileIndex, Rect *prcDest = NULL);
// Terrain flags handling
inline ULONG &GetFlags(void) { return tr_ulTerrainFlags; }
inline void SetFlags(ULONG ulFlags) { tr_ulTerrainFlags = ulFlags; }
inline void AddFlag(ULONG ulFlag) { tr_ulTerrainFlags |= ulFlag; }
inline void RemoveFlag(ULONG ulFlag) { tr_ulTerrainFlags &= ~ulFlag; }
// get first quad tree node bounding box (all tiles box)
void GetAllTerrainBBox(FLOATaabbox3D &bbox);
INDEX GetBrushType(void) { return CBrushBase::BT_TERRAIN; } // this is terrain not brush
// Get shading color from tex coords in shading map
COLOR GetShadeColor(CShadingInfo *psi);
// Get plane from given point
FLOATplane3D GetPlaneFromPoint(FLOAT3D &vAbsPoint);
// Sets number of quads in row of one tile
void SetQuadsPerTileRow(INDEX ctQuadsPerTileRow);
inline INDEX GetQuadsPerTileRow(void) {return tr_ctQuadsInTileRow;}
inline INDEX GetVerticesPerTileRow(void) {return tr_ctVerticesInTileRow;}
// Read from stream.
void ReadVersion_t( CTStream *istrFile, INDEX iSavedVersion);
// Read from stream.
void Read_t( CTStream *istrFile); // throw char *
// Write to stream.
void Write_t( CTStream *ostrFile); // throw char *
// Copy terrain data from other terrain
void Copy(CTerrain &trOther);
// Clean terrain data (does not remove layers)
void Clean(BOOL bCleanLayers=TRUE);
// Clean terrain data
void Clear(void);
// Renders visible terrain tiles in wireframe
void RenderWire(void);
// Render vertices of all terrain tiles
void RenderPoints(void);
// Generate terrain tiles
void ReGenerate(void);
// Build terrain data
void BuildTerrainData(void);
// Build quadtree for terrain
void BuildQuadTree(void);
// Update quadtree for terrain
void UpdateQuadTree(void);
// Generate terrain top map
void GenerateTerrainTopMap(void);
// Draws one quad node and its children
void DrawQuadNode(INDEX iqn);
// Set Terrain stretch
void SetTerrainStretch(FLOAT3D vStretch);
// Add default layer
void AddDefaultLayer_t(void);
// Discard all cached shading info for models
void DiscardShadingInfos(void);
// Clear height map
void ClearHeightMap(void);
// Clear shadow map
void ClearShadowMap(void);
// Clear edge map
void ClearEdgeMap(void);
// Clear all topmaps
void ClearTopMaps(void);
// Clear tiles
void ClearTiles(void);
// Clear arrays
void ClearArrays(void);
// Clear quadtree
void ClearQuadTree(void);
// Clear layers
void ClearLayers(void);
public:
CListNode tr_lnInActiveTerrains; // for linking in list of active terrains in renderer
CListHead tr_lhShadingInfos; // for linking shading infos of entities
CEntity *tr_penEntity; // pointer to entity that holds this terrain
INDEX tr_ctTiles; // Terrain tiles count
INDEX tr_ctTilesX; // Terrain tiles count in row
INDEX tr_ctTilesY; // Terrain tiles count in col
INDEX tr_iMaxTileLod; // Maximum lod in witch one tile can be
FLOAT3D tr_vStretch; // Terrain stretch
FLOAT tr_fDistFactor; // Distance for lod switching
CStaticStackArray<QuadTreeNode> tr_aqtnQuadTreeNodes; // Array of quadtree nodes
CStaticStackArray<QuadTreeLevel> tr_aqtlQuadTreeLevels; // Array of quadtree levels
CStaticArray<class CTerrainTile> tr_attTiles; // Array of terrain tiles for terrain
CStaticArray<class CArrayHolder> tr_aArrayHolders; // Array of memory holders for each lod
CStaticStackArray<class CTerrainLayer> tr_atlLayers; // Array of terrain layers
CDynamicContainer<class CTextureData> tr_atdTopMaps; // Array of top maps for each tile array (used by ArrayHolder)
CStaticStackArray<INDEX> tr_auiRegenList; // List of tiles that need to be regenerated
/* Do not change any of this params directly */
UWORD *tr_auwHeightMap; // Terrain height map
UWORD *tr_auwShadingMap; // Terrain shading map
UBYTE *tr_aubEdgeMap; // Terrain edge map
CTextureData tr_tdTopMap; // Terrain top map
CTextureData tr_tdShadowMap; // Terrain shadow map
CTextureData *tr_ptdDetailMap; // Terrain detail map
PIX tr_pixHeightMapWidth; // Terrain height map widht
PIX tr_pixHeightMapHeight; // Terrain height map height
PIX tr_pixTopMapWidth; // Width of terrain top map
PIX tr_pixTopMapHeight; // Height of terrain top map
PIX tr_pixFirstMipTopMapWidth; // Width of tile first mip top map
PIX tr_pixFirstMipTopMapHeight;// Height of tile first mip top map
INDEX tr_iShadowMapSizeAspect; // Size of shadow map (relative to height map size)
INDEX tr_iShadingMapSizeAspect; // Size of shading map (relative to shadow map)
INDEX tr_ctQuadsInTileRow; // Count of quads in one row in tile
INDEX tr_ctVerticesInTileRow; // Count of vertices in one row in tile
ULONG tr_ulTerrainFlags; // Terrain flags
FLOAT3D tr_vTerrainSize; // Terrain size in metars
INDEX tr_iSelectedLayer; // Selected layer in we
private:
INDEX tr_ctDriverChanges;
};
#endif