mirror of
https://github.com/ptitSeb/Serious-Engine
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130 lines
3.6 KiB
C++
130 lines
3.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef TERRAINEDITING_H
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#define TERRAINEDITING_H
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#include <Engine/Terrain/TerrainEditing.h>
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#define FLT_FINEBLUR 0
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#define FLT_SHARPEN 1
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#define FLT_EMBOSS 2
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#define FLT_EDGEDETECT 3
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#define FLT_COUNT 4
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enum ETerrainEdit {
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TE_NONE,
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// brush based altitude editing tools
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TE_BRUSH_ALTITUDE_START,
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TE_BRUSH_ALTITUDE_PAINT,
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TE_BRUSH_ALTITUDE_SMOOTH,
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TE_BRUSH_ALTITUDE_FILTER,
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TE_BRUSH_ALTITUDE_MINIMUM,
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TE_BRUSH_ALTITUDE_MAXIMUM,
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TE_BRUSH_ALTITUDE_FLATTEN,
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TE_BRUSH_ALTITUDE_POSTERIZE,
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TE_BRUSH_ALTITUDE_RND_NOISE,
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TE_BRUSH_ALTITUDE_CONTINOUS_NOISE,
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TE_BRUSH_ALTITUDE_END,
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// brush based layer texture editing tools
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TE_BRUSH_LAYER_START,
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TE_BRUSH_LAYER_PAINT,
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TE_BRUSH_LAYER_SMOOTH,
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TE_BRUSH_LAYER_FILTER,
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TE_BRUSH_LAYER_RND_NOISE,
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TE_BRUSH_LAYER_CONTINOUS_NOISE,
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TE_BRUSH_LAYER_END,
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// edge editing tools
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TE_BRUSH_EDGE_START,
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TE_BRUSH_EDGE_ERASE,
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TE_BRUSH_EDGE_END,
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// whole terrain altitude operations
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TE_ALTITUDE_START,
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TE_ALTITUDE_SMOOTH,
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TE_ALTITUDE_FILTER,
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TE_ALTITUDE_MINIMUM,
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TE_ALTITUDE_MAXIMUM,
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TE_ALTITUDE_FLATTEN,
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TE_ALTITUDE_POSTERIZE,
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TE_ALTITUDE_RND_NOISE,
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TE_ALTITUDE_CONTINOUS_NOISE,
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TE_ALTITUDE_END,
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// generate terrain
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TE_GENERATE_TERRAIN,
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// equalize heightmap
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TE_ALTITUDE_EQUALIZE,
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// tile painting
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TE_TILE_PAINT,
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// whole layer operations
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TE_LAYER_START,
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TE_LAYER_SMOOTH,
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TE_LAYER_FILTER,
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TE_LAYER_RND_NOISE,
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TE_LAYER_CONTINOUS_NOISE,
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TE_CLEAR_LAYER_MASK,
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TE_FILL_LAYER_MASK,
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TE_LAYER_END,
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};
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class CTerrainUndo {
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public:
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ULONG tu_ulEntityID;
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UWORD *tu_puwUndoBuffer;
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UWORD *tu_puwRedoBuffer;
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Rect tu_rcRect;
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BufferType tu_btUndoBufferType;
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INDEX tu_iUndoBufferData;
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// constructor
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CTerrainUndo();
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};
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class CTileInfo {
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public:
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INDEX ti_ix;
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INDEX ti_iy;
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BOOL ti_bSwapXY;
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BOOL ti_bFlipX;
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BOOL ti_bFlipY;
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CTileInfo();
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};
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extern CTextureData *_ptdContinousRandomNoise;
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extern CTextureData *_ptdDistributionRandomNoise;
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BOOL SetupContinousNoiseTexture( void);
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void FreeContinousNoiseTexture( void);
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BOOL SetupDistributionNoiseTexture( void);
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void FreeDistributionNoiseTexture( void);
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void RandomizeWhiteNoise(void);
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FLOAT *GenerateTerrain_FBMBuffer(PIX pixW, PIX pixH, INDEX ctOctaves, FLOAT fHighFrequencyStep,
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FLOAT fStepFactor, FLOAT fMaxAmplitude, FLOAT fAmplitudeDecreaser,
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BOOL bAddNegativeValues, BOOL bRandomOffest, FLOAT &fMin, FLOAT &fMax);
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void GenerateLayerDistribution(INDEX iForLayer, Rect rect);
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void GenerateLayerDistribution(INDEX iLayer);
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void OptimizeLayers(void);
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void RecalculateShadows(void);
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void SetHMPixel( UWORD pix, INDEX x, INDEX y);
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UWORD GetHMPixel(INDEX x, INDEX y);
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void EditTerrain(CTextureData *ptdBrush, FLOAT3D &vHitPoint, FLOAT fStrength, ETerrainEdit teTool);
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void UpdateLayerDistribution(void);
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void ApplyFilterOntoTerrain(void);
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void ApplySmoothOntoTerrain(void);
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void ApplyContinousNoiseOntoTerrain(void);
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void ApplyRndNoiseOntoTerrain(void);
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void ApplyGenerateTerrain(void);
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void ApplyEqualizeOntoTerrain(void);
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void ApplyMinimumOntoTerrain(void);
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void ApplyMaximumOntoTerrain(void);
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void ApplyFlattenOntoTerrain(void);
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void ApplyPosterizeOntoTerrain(void);
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void DiscardLayerDistribution(Rect rect);
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void ApplyTerrainUndo(CTerrainUndo *ptrud);
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void ApplyTerrainRedo(CTerrainUndo *ptrud);
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void DeleteTerrainUndo(CWorldEditorDoc* pDoc);
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void TerrainEditBegin(void);
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void TerrainEditEnd(void);
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void ObtainLayerTileInfo(CDynamicContainer<CTileInfo> *pdcTileInfo, CTextureData *ptdTexture, INDEX &ctTilesPerRaw);
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#endif // TERRAINEDITING_H
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