2016-03-11 14:57:17 +01:00
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_TERRAIN_H
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#define SE_INCL_TERRAIN_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/FileName.h>
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#include <Engine/Math/AABBox.h>
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#include <Engine/Brushes/BrushBase.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Terrain/TerrainLayer.h>
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#include <Engine/Terrain/TerrainTile.h>
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#include <Engine/Terrain/ArrayHolder.h>
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#include <Engine/Templates/StaticArray.cpp>
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#define TR_REGENERATE (1UL<<0) // terrain needs to be regenerated
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#define TR_REGENERATE_TOP_MAP (1UL<<1) // regenerate terrain top map
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#define TR_ALLOW_TOP_MAP_REGEN (1UL<<2) // allow top map regen (top map is not regenerate if this flag is not set)
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#define TR_REBUILD_QUADTREE (1UL<<3) // rebuild higher levels of quad tree nodes (last levels are rebuild by tile flags)
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#define TR_UPDATE_SHADOWMAP (1UL<<4) // update terrain shadow map (NOT USED!)
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#define TR_ALLOW_SHADOW_MAP_UPDATE (1UL<<5) // allow terrain shadow map update (NOT USED!)
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#define TR_SHOW_SELECTION (1UL<<6) // show selection
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#define TR_HAS_FOG (1UL<<7) // terrain has fog
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#define TR_HAS_HAZE (1UL<<8) // terrain has haze
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struct QuadTreeNode
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{
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FLOATaabbox3D qtn_aabbox; // Bounding box for this quadtree node
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INDEX qtn_iTileIndex;// Index of tile that this node represents
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INDEX qtn_iChild[4]; // Indices of children for this quadtree node
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};
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struct QuadTreeLevel
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{
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INDEX qtl_iFirstNode; // Index of first quadtree node in this level
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INDEX qtl_ctNodes; // Count of nodes in this level
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INDEX qtl_ctNodesCol; // Count of nodes in col
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INDEX qtl_ctNodesRow; // Count of nodes in row
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};
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struct Point {
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Point() {}
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~Point() {}
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Point(const Point &ptOther) {
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*this = ptOther;
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}
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INDEX pt_iX;
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INDEX pt_iY;
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};
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struct Rect {
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Rect() {}
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~Rect() {}
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Rect(const Rect &rcOther) {
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*this = rcOther;
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}
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Rect(INDEX iLeft, INDEX iTop, INDEX iRight, INDEX iBottom) {
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rc_iLeft = iLeft;
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rc_iTop = iTop;
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rc_iRight = iRight;
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rc_iBottom = iBottom;
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}
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INDEX Width() {return rc_iRight-rc_iLeft;}
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INDEX Height() {return rc_iBottom-rc_iTop;}
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INDEX rc_iLeft;
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INDEX rc_iRight;
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INDEX rc_iTop;
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INDEX rc_iBottom;
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};
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class ENGINE_API CTerrain : public CBrushBase
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{
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public:
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CTerrain();
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~CTerrain();
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// Render terrain tiles
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void Render(CAnyProjection3D &apr, CDrawPort *pdp);
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// Render terrain tiles in wireframe
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void RenderWireFrame(CAnyProjection3D &apr, CDrawPort *pdp, COLOR &colEdges);
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// Create empty terrain with given size
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void CreateEmptyTerrain_t(PIX pixWidth,PIX pixHeight);
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// Import height map from targa file
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void ImportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b = TRUE);
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// Export height map to targa file
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void ExportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b = TRUE);
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// Rebuild all terrain
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void ReBuildTerrain(BOOL bDelayTileRegen=FALSE);
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// Refresh terrain
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void RefreshTerrain(void);
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// Set height map size
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void AllocateHeightMap(PIX pixWidth, PIX pixHeight);
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// Change height map size
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void ReAllocateHeightMap(PIX pixWidth, PIX pixHeight);
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// Set terrain size
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void SetTerrainSize(FLOAT3D vSize);
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// Set shadow map size aspect (relative to height map size) and shading map aspect (relative to shadow map size)
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void SetShadowMapsSize(INDEX iShadowMapAspect, INDEX iShadingMapAspect);
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// Set size of top map texture
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void SetGlobalTopMapSize(PIX pixTopMapSize);
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// Set size of top map texture for tiles in lower lods
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void SetTileTopMapSize(PIX pixLodTopMapSize);
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// Set lod distance factor
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void SetLodDistanceFactor(FLOAT fLodDistance);
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// Get shadow map size
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PIX GetShadowMapWidth(void);
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PIX GetShadowMapHeight(void);
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// Get shading map size
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PIX GetShadingMapWidth(void);
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PIX GetShadingMapHeight(void);
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// Get reference to layer
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CTerrainLayer &GetLayer(INDEX iLayer);
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// Add new layer
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CTerrainLayer &AddLayer_t(CTFileName fnTexture, LayerType ltType = LT_NORMAL, BOOL bUpdateTerrain=TRUE);
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// Remove one layer
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void RemoveLayer(INDEX iLayer, BOOL bUpdateTerrain=TRUE);
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// Move layer to new position
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INDEX SetLayerIndex(INDEX iLayer,INDEX iNewIndex, BOOL bUpdateTerrain=TRUE);
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// Add tile to reqen queue
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void AddTileToRegenQueue(INDEX iTileIndex);
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// Add all tiles to regen queue
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void AddAllTilesToRegenQueue(void);
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// Clear current regen list
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void ClearRegenList(void);
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// Update shadow map
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void UpdateShadowMap(FLOATaabbox3D *pbboxUpdate=NULL, BOOL bAbsoluteSpace=FALSE);
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// Update top map
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void UpdateTopMap(INDEX iTileIndex, Rect *prcDest = NULL);
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// Terrain flags handling
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inline ULONG &GetFlags(void) { return tr_ulTerrainFlags; }
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inline void SetFlags(ULONG ulFlags) { tr_ulTerrainFlags = ulFlags; }
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inline void AddFlag(ULONG ulFlag) { tr_ulTerrainFlags |= ulFlag; }
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inline void RemoveFlag(ULONG ulFlag) { tr_ulTerrainFlags &= ~ulFlag; }
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// get first quad tree node bounding box (all tiles box)
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void GetAllTerrainBBox(FLOATaabbox3D &bbox);
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INDEX GetBrushType(void) { return CBrushBase::BT_TERRAIN; } // this is terrain not brush
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// Get shading color from tex coords in shading map
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COLOR GetShadeColor(CShadingInfo *psi);
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// Get plane from given point
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FLOATplane3D GetPlaneFromPoint(FLOAT3D &vAbsPoint);
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// Sets number of quads in row of one tile
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void SetQuadsPerTileRow(INDEX ctQuadsPerTileRow);
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inline INDEX GetQuadsPerTileRow(void) {return tr_ctQuadsInTileRow;}
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inline INDEX GetVerticesPerTileRow(void) {return tr_ctVerticesInTileRow;}
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// Read from stream.
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void ReadVersion_t( CTStream *istrFile, INDEX iSavedVersion);
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// Read from stream.
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void Read_t( CTStream *istrFile); // throw char *
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// Write to stream.
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void Write_t( CTStream *ostrFile); // throw char *
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// Copy terrain data from other terrain
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void Copy(CTerrain &trOther);
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// Clean terrain data (does not remove layers)
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void Clean(BOOL bCleanLayers=TRUE);
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// Clean terrain data
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void Clear(void);
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// Renders visible terrain tiles in wireframe
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void RenderWire(void);
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// Render vertices of all terrain tiles
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void RenderPoints(void);
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// Generate terrain tiles
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void ReGenerate(void);
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// Build terrain data
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void BuildTerrainData(void);
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// Build quadtree for terrain
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void BuildQuadTree(void);
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// Update quadtree for terrain
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void UpdateQuadTree(void);
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// Generate terrain top map
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void GenerateTerrainTopMap(void);
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// Draws one quad node and its children
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void DrawQuadNode(INDEX iqn);
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// Set Terrain stretch
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void SetTerrainStretch(FLOAT3D vStretch);
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// Add default layer
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void AddDefaultLayer_t(void);
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// Discard all cached shading info for models
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void DiscardShadingInfos(void);
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// Clear height map
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void ClearHeightMap(void);
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// Clear shadow map
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void ClearShadowMap(void);
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// Clear edge map
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void ClearEdgeMap(void);
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// Clear all topmaps
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void ClearTopMaps(void);
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// Clear tiles
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void ClearTiles(void);
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// Clear arrays
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void ClearArrays(void);
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// Clear quadtree
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void ClearQuadTree(void);
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// Clear layers
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void ClearLayers(void);
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public:
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CListNode tr_lnInActiveTerrains; // for linking in list of active terrains in renderer
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CListHead tr_lhShadingInfos; // for linking shading infos of entities
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CEntity *tr_penEntity; // pointer to entity that holds this terrain
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INDEX tr_ctTiles; // Terrain tiles count
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INDEX tr_ctTilesX; // Terrain tiles count in row
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INDEX tr_ctTilesY; // Terrain tiles count in col
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INDEX tr_iMaxTileLod; // Maximum lod in witch one tile can be
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FLOAT3D tr_vStretch; // Terrain stretch
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FLOAT tr_fDistFactor; // Distance for lod switching
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CStaticStackArray<QuadTreeNode> tr_aqtnQuadTreeNodes; // Array of quadtree nodes
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CStaticStackArray<QuadTreeLevel> tr_aqtlQuadTreeLevels; // Array of quadtree levels
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CStaticArray<class CTerrainTile> tr_attTiles; // Array of terrain tiles for terrain
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CStaticArray<class CArrayHolder> tr_aArrayHolders; // Array of memory holders for each lod
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CStaticStackArray<class CTerrainLayer> tr_atlLayers; // Array of terrain layers
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CDynamicContainer<class CTextureData> tr_atdTopMaps; // Array of top maps for each tile array (used by ArrayHolder)
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CStaticStackArray<INDEX> tr_auiRegenList; // List of tiles that need to be regenerated
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/* Do not change any of this params directly */
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UWORD *tr_auwHeightMap; // Terrain height map
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UWORD *tr_auwShadingMap; // Terrain shading map
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UBYTE *tr_aubEdgeMap; // Terrain edge map
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CTextureData tr_tdTopMap; // Terrain top map
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CTextureData tr_tdShadowMap; // Terrain shadow map
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CTextureData *tr_ptdDetailMap; // Terrain detail map
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PIX tr_pixHeightMapWidth; // Terrain height map widht
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PIX tr_pixHeightMapHeight; // Terrain height map height
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PIX tr_pixTopMapWidth; // Width of terrain top map
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PIX tr_pixTopMapHeight; // Height of terrain top map
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PIX tr_pixFirstMipTopMapWidth; // Width of tile first mip top map
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PIX tr_pixFirstMipTopMapHeight;// Height of tile first mip top map
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INDEX tr_iShadowMapSizeAspect; // Size of shadow map (relative to height map size)
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INDEX tr_iShadingMapSizeAspect; // Size of shading map (relative to shadow map)
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INDEX tr_ctQuadsInTileRow; // Count of quads in one row in tile
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INDEX tr_ctVerticesInTileRow; // Count of vertices in one row in tile
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ULONG tr_ulTerrainFlags; // Terrain flags
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FLOAT3D tr_vTerrainSize; // Terrain size in metars
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INDEX tr_iSelectedLayer; // Selected layer in we
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private:
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INDEX tr_ctDriverChanges;
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};
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2016-03-29 03:03:54 +02:00
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#endif
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2016-03-11 14:57:17 +01:00
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