/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "Engine/StdH.h" #include #include #include #include #include #include #include CTerrainLayer::CTerrainLayer() { tl_ptdTexture = NULL; tl_aubColors = NULL; tl_iMaskWidth = 0; tl_iMaskHeight = 0; ResetLayerParams(); } CTerrainLayer::~CTerrainLayer() { Clear(); } CTextureData *CTerrainLayer::GetThumbnail(INDEX iWidth, INDEX iHeight) { tl_tdThumbNail.Clear(); tl_tdThumbNail.DefaultAnimation(); INDEX iMaskWidth = tl_iMaskWidth-1; INDEX iMaskHeight = tl_iMaskHeight-1; if(iWidth>iMaskWidth) { // ASSERT(FALSE); iWidth = iMaskWidth; } if(iHeight>iMaskHeight) { // ASSERT(FALSE); iHeight = iMaskHeight; } CreateTexture(tl_tdThumbNail,iWidth,iHeight,TEX_STATIC); INDEX iStepX = iMaskWidth/iWidth; INDEX iStepY = iMaskHeight/iHeight - 1; UBYTE *paubMask = tl_aubColors; GFXColor *pcolTexture = (GFXColor*)tl_tdThumbNail.td_pulFrames; for(INDEX iy=0;iyub.r = *paubMask; pcolTexture->ub.g = *paubMask; pcolTexture->ub.b = *paubMask; pcolTexture->ub.a = 0xFF; pcolTexture++; paubMask+=iStepX; } paubMask+=(tl_iMaskWidth*iStepY)+1; } // make mipmaps INDEX ctMips = GetNoOfMipmaps(iWidth,iHeight); MakeMipmaps(ctMips, tl_tdThumbNail.td_pulFrames, iWidth, iHeight); tl_tdThumbNail.SetAsCurrent(0,TRUE); return &tl_tdThumbNail; } // Set layer size void CTerrainLayer::SetLayerSize(INDEX iTerrainWidth, INDEX iTerrainHeight) { // if array of vertex colors was initialized if(tl_aubColors!=NULL) { // free array FreeMemory(tl_aubColors); tl_aubColors = NULL; } // if size of mask is greater than 0 INDEX iSize = iTerrainWidth*iTerrainHeight; if(iSize>0) { // Allocate new memory for vertex colors tl_aubColors = (UBYTE*)AllocMemory(iSize); // Reset color values memset(&tl_aubColors[0],0,sizeof(UBYTE)*iSize); } tl_iMaskWidth = iTerrainWidth; tl_iMaskHeight = iTerrainHeight; } // Set base texture this layer will be using void CTerrainLayer::SetLayerTexture_t(CTFileName fnTexture) { // if layer has valid texture if(tl_ptdTexture!=NULL) { // release texture from stock _pTextureStock->Release(tl_ptdTexture); tl_ptdTexture = NULL; } // get reguested texture tl_ptdTexture = _pTextureStock->Obtain_t(fnTexture); tl_ptdTexture->Force(TEX_STATIC); // if this is tile layer if(tl_ltType == LT_TILE) { // Update tile widht and height SetTilesPerRow(GetTilesPerRow()); } } // Set num of tiles in one row void CTerrainLayer::SetTilesPerRow(INDEX ctTilesInRow) { ASSERT(tl_ltType == LT_TILE); tl_ctTilesInRow = ctTilesInRow; // Calc one tile widht tl_pixTileWidth = tl_ptdTexture->GetPixWidth() / ctTilesInRow; // Calc num of tiles in texture col tl_ctTilesInCol = tl_ptdTexture->GetPixHeight() / tl_pixTileWidth; tl_fTileU = 1.0f / tl_ctTilesInRow; tl_fTileV = 1.0f / tl_ctTilesInCol; } INDEX CTerrainLayer::GetTilesPerRow() { ASSERT(tl_ltType == LT_TILE); return tl_ctTilesInRow; } // Import layer mask from targa file void CTerrainLayer::ImportLayerMask_t(CTFileName fnLayerMask) { // Load targa file CImageInfo iiLayerMask; iiLayerMask.LoadAnyGfxFormat_t(fnLayerMask); if(iiLayerMask.ii_Width != tl_iMaskWidth) { ThrowF_t(TRANS("Layer mask width is %d, but it must be same size as terrain width %d"),iiLayerMask.ii_Width,tl_iMaskWidth); } if(iiLayerMask.ii_Height != tl_iMaskHeight) { ThrowF_t(TRANS("Layer mask height is %d, but it must be same size as terrain height %d"),iiLayerMask.ii_Height,tl_iMaskHeight); } UBYTE *pubSrc = &iiLayerMask.ii_Picture[0]; UBYTE *pubDst = &tl_aubColors[0]; INDEX iBpp = iiLayerMask.ii_BitsPerPixel/8; // for each byte in loaded image INDEX iMaskSize = tl_iMaskWidth * tl_iMaskHeight; for(INDEX ib=0;ibul.abgr = 0x00000000; pacolImage->ub.r = *pubMask; pacolImage++; pubMask++; } iiHeightMap.SaveTGA_t(fnLayerMask); iiHeightMap.Clear(); } // Reset layer mask void CTerrainLayer::ResetLayerMask(UBYTE ubMaskFill) { memset(&tl_aubColors[0],ubMaskFill,sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight); } // Reset layer params void CTerrainLayer::ResetLayerParams() { tl_iMaskWidth = 0; tl_iMaskHeight = 0; tl_strName = "NoName"; tl_bVisible = TRUE; tl_colMultiply = C_GRAY|CT_OPAQUE; tl_fSmoothness = 1.0f; tl_ltType = LT_NORMAL; tl_fRotateX=0.0f; tl_fRotateY=0.0f; tl_fStretchX=1.0f; tl_fStretchY=1.0f; tl_fOffsetX=0; tl_fOffsetY=0; tl_bAutoRegenerated=FALSE; tl_fCoverage=1.0f; tl_fCoverageNoise=0.5f; tl_fCoverageRandom=0.0f; tl_bApplyMinAltitude=TRUE; tl_fMinAltitude=0.0f; tl_fMinAltitudeFade=0.25f; tl_fMinAltitudeNoise=0.25f; tl_fMinAltitudeRandom=0; tl_bApplyMaxAltitude=TRUE; tl_fMaxAltitude=1.0f; tl_fMaxAltitudeFade=0.25f; tl_fMaxAltitudeNoise=0.25f; tl_fMaxAltitudeRandom=0; tl_bApplyMinSlope=TRUE; tl_fMinSlope=0.0f; tl_fMinSlopeFade=0.25f; tl_fMinSlopeNoise=0.25f; tl_fMinSlopeRandom=0; tl_bApplyMaxSlope=TRUE; tl_fMaxSlope=1.0f; tl_fMaxSlopeFade=0.25f; tl_fMaxSlopeNoise=0.25f; tl_fMaxSlopeRandom=0; // Tile layer properties tl_ctTilesInRow = 1; tl_ctTilesInCol = 1; tl_iSelectedTile = 0; tl_pixTileWidth = 128; tl_pixTileHeight = 128; tl_fTileU = 1.0f; tl_fTileV = 1.0f; } void CTerrainLayer::operator=(const CTerrainLayer &tlOther) { Copy(tlOther); } // Copy terrain data from other terrain void CTerrainLayer::Copy(const CTerrainLayer &tlOther) { // clear current layer data Clear(); // if texture exists if(tlOther.tl_ptdTexture!=NULL) { // Copy texture SetLayerTexture_t(tlOther.tl_ptdTexture->GetName()); } // Allocate memory for vertex colors SetLayerSize(tlOther.tl_iMaskWidth,tlOther.tl_iMaskHeight); // Copy vertex colors memcpy(tl_aubColors,tlOther.tl_aubColors,sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight); // Copy reast of params tl_strName = tlOther.tl_strName; tl_bVisible = tlOther.tl_bVisible; tl_colMultiply = tlOther.tl_colMultiply; tl_fSmoothness = tlOther.tl_fSmoothness; tl_ltType = tlOther.tl_ltType; tl_fRotateX = tlOther.tl_fRotateX; tl_fRotateY = tlOther.tl_fRotateY; tl_fStretchX = tlOther.tl_fStretchX; tl_fStretchY = tlOther.tl_fStretchY; tl_fOffsetX = tlOther.tl_fOffsetX; tl_fOffsetY = tlOther.tl_fOffsetY; tl_bAutoRegenerated = tlOther.tl_bAutoRegenerated; tl_fCoverage = tlOther.tl_fCoverage; tl_fCoverageNoise = tlOther.tl_fCoverageNoise; tl_fCoverageRandom = tlOther.tl_fCoverageRandom; tl_bApplyMinAltitude = tlOther.tl_bApplyMinAltitude; tl_fMinAltitude = tlOther.tl_fMinAltitude; tl_fMinAltitudeFade = tlOther.tl_fMinAltitudeFade; tl_fMinAltitudeNoise = tlOther.tl_fMinAltitudeNoise; tl_fMinAltitudeRandom = tlOther.tl_fMinAltitudeRandom; tl_bApplyMaxAltitude = tlOther.tl_bApplyMaxAltitude; tl_fMaxAltitude = tlOther.tl_fMaxAltitude; tl_fMaxAltitudeFade = tlOther.tl_fMaxAltitudeFade; tl_fMaxAltitudeNoise = tlOther.tl_fMaxAltitudeNoise; tl_fMaxAltitudeRandom = tlOther.tl_fMaxAltitudeRandom; tl_bApplyMinSlope = tlOther.tl_bApplyMinSlope; tl_fMinSlope = tlOther.tl_fMinSlope; tl_fMinSlopeFade = tlOther.tl_fMinSlopeFade; tl_fMinSlopeNoise = tlOther.tl_fMinSlopeNoise; tl_fMinSlopeRandom = tlOther.tl_fMinSlopeRandom; tl_bApplyMaxSlope = tlOther.tl_bApplyMaxSlope; tl_fMaxSlope = tlOther.tl_fMaxSlope; tl_fMaxSlopeFade = tlOther.tl_fMaxSlopeFade; tl_fMaxSlopeNoise = tlOther.tl_fMaxSlopeNoise; tl_fMaxSlopeRandom = tlOther.tl_fMaxSlopeRandom; // Tile layer properties tl_ctTilesInRow = tlOther.tl_ctTilesInRow; tl_ctTilesInCol = tlOther.tl_ctTilesInCol; tl_iSelectedTile = tlOther.tl_iSelectedTile; tl_pixTileWidth = tlOther.tl_pixTileWidth; tl_pixTileHeight = tlOther.tl_pixTileHeight; tl_fTileU = tlOther.tl_fTileU; tl_fTileV = tlOther.tl_fTileV; } // Read from stream. void CTerrainLayer::Read_t(CTStream *istrFile,INDEX iSavedVersion) { CTFileName fn; INDEX iMaskWidth; INDEX iMaskHeight; // Read terrain layer texture (*istrFile).ExpectID_t("TLTX"); // 'Terrain layer texture' (*istrFile)>>fn; // Add texture to layer SetLayerTexture_t(fn); // Read terrain layer mask (*istrFile).ExpectID_t("TLMA"); // 'Terrain layer mask' (*istrFile)>>iMaskWidth; (*istrFile)>>iMaskHeight; // Set layer size SetLayerSize(iMaskWidth,iMaskHeight); (*istrFile).Read_t(&tl_aubColors[0],sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight); if(istrFile->PeekID_t()==CChunkID("TLPA")) { // 'Terrain edge map' // Read terrain layer params (*istrFile).ExpectID_t("TLPA"); // 'Terrain layer params' (*istrFile)>>tl_strName; (*istrFile)>>tl_bVisible; FLOAT fDummy; (*istrFile)>>tl_fRotateX; (*istrFile)>>tl_fRotateY; (*istrFile)>>tl_fStretchX; (*istrFile)>>tl_fStretchY; (*istrFile)>>tl_fOffsetX; (*istrFile)>>tl_fOffsetY; (*istrFile)>>tl_bAutoRegenerated; (*istrFile)>>tl_fCoverage; (*istrFile)>>tl_fCoverageNoise; (*istrFile)>>fDummy; (*istrFile)>>fDummy; (*istrFile)>>fDummy; (*istrFile)>>fDummy; (*istrFile)>>tl_fMinSlope; (*istrFile)>>tl_fMaxSlope; (*istrFile)>>fDummy; (*istrFile)>>fDummy; } else { // Read terrain layer params (*istrFile).ExpectID_t("TLPR"); // 'Terrain layer params' (*istrFile)>>tl_strName; (*istrFile)>>tl_bVisible; (*istrFile)>>tl_fRotateX; (*istrFile)>>tl_fRotateY; (*istrFile)>>tl_fStretchX; (*istrFile)>>tl_fStretchY; (*istrFile)>>tl_fOffsetX; (*istrFile)>>tl_fOffsetY; (*istrFile)>>tl_bAutoRegenerated; (*istrFile)>>tl_fCoverage; (*istrFile)>>tl_fCoverageNoise; (*istrFile)>>tl_fCoverageRandom; (*istrFile)>>tl_bApplyMinAltitude; (*istrFile)>>tl_fMinAltitude; (*istrFile)>>tl_fMinAltitudeFade; (*istrFile)>>tl_fMinAltitudeNoise; (*istrFile)>>tl_fMinAltitudeRandom; (*istrFile)>>tl_bApplyMaxAltitude; (*istrFile)>>tl_fMaxAltitude; (*istrFile)>>tl_fMaxAltitudeFade; (*istrFile)>>tl_fMaxAltitudeNoise; (*istrFile)>>tl_fMaxAltitudeRandom; (*istrFile)>>tl_bApplyMinSlope; (*istrFile)>>tl_fMinSlope; (*istrFile)>>tl_fMinSlopeFade; (*istrFile)>>tl_fMinSlopeNoise; (*istrFile)>>tl_fMinSlopeRandom; (*istrFile)>>tl_bApplyMaxSlope; (*istrFile)>>tl_fMaxSlope; (*istrFile)>>tl_fMaxSlopeFade; (*istrFile)>>tl_fMaxSlopeNoise; (*istrFile)>>tl_fMaxSlopeRandom; if(iSavedVersion>=9) { INDEX iType; (*istrFile)>>tl_colMultiply; (*istrFile)>>tl_fSmoothness; (*istrFile)>>iType; tl_ltType = (LayerType)iType; // Tile layer properties (*istrFile)>>tl_ctTilesInRow; (*istrFile)>>tl_ctTilesInCol; (*istrFile)>>tl_iSelectedTile; (*istrFile)>>tl_pixTileWidth; (*istrFile)>>tl_pixTileHeight; (*istrFile)>>tl_fTileU; (*istrFile)>>tl_fTileV; } } } // Write to stream. void CTerrainLayer::Write_t( CTStream *ostrFile) { (*ostrFile).WriteID_t("TLTX"); // 'Terrain layer texture' const CTFileName &fn = tl_ptdTexture->GetName(); (*ostrFile)<Release(tl_ptdTexture); tl_ptdTexture = NULL; } // Clear tumbnail texture tl_tdThumbNail.Clear(); } // Count used memory SLONG CTerrainLayer::GetUsedMemory(void) { SLONG slUsedMemory=0; slUsedMemory += sizeof(CTerrainLayer); slUsedMemory += sizeof(UBYTE)*tl_iMaskWidth*tl_iMaskHeight; return slUsedMemory; }