//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" // this include must remain at the top of every CPP file #include "tr_local.h" #if !defined(GENERICPARSER2_H_INC) #include "../qcommon/GenericParser2.h" #endif // To do: // Alter variance dependent on global distance from player (colour code this for cg_terrainCollisionDebug) // Improve texture blending on edge conditions // Link to neightbouring terrains or architecture (edge conditions) // Post process generated light data to make sure there are no bands within a patch #include "../qcommon/cm_landscape.h" #include "tr_landscape.h" cvar_t *r_drawTerrain; cvar_t *r_showFrameVariance; cvar_t *r_terrainTessellate; cvar_t *r_terrainWaterOffset; static int TerrainFog = 0; static float TerrainDistanceCull; // // Render the tree. // void CTRPatch::RenderCorner(ivec5_t corner) { if((corner[3] < 0) || (tess.registration != corner[4])) { CTerVert *vert; vert = mRenderMap + (corner[1] * owner->GetRealWidth()) + corner[0]; VectorCopy(vert->coords, tess.xyz[tess.numVertexes]); VectorCopy(vert->normal, tess.normal[tess.numVertexes]); *(ulong *)tess.vertexColors[tess.numVertexes] = *(ulong *)vert->tint; *(ulong *)tess.vertexAlphas[tess.numVertexes] = corner[2]; tess.texCoords[tess.numVertexes][0][0] = vert->tex[0]; //rwwRMG - reverse coords array from sof2 tess.texCoords[tess.numVertexes][0][1] = vert->tex[1]; tess.indexes[tess.numIndexes++] = tess.numVertexes; corner[3] = tess.numVertexes++; corner[4] = tess.registration; } else { tess.indexes[tess.numIndexes++] = corner[3]; } } void CTRPatch::RecurseRender(int depth, ivec5_t left, ivec5_t right, ivec5_t apex) { // All non-leaf nodes have both children, so just check for one if (depth >= 0) { ivec5_t center; byte *centerAlphas; byte *leftAlphas; byte *rightAlphas; // Work out the centre of the hypoteneuse center[0] = (left[0] + right[0]) >> 1; center[1] = (left[1] + right[1]) >> 1; // Work out the relevant texture coefficients at that point leftAlphas = (byte *)&left[2]; rightAlphas = (byte *)&right[2]; centerAlphas = (byte *)¢er[2]; centerAlphas[0] = (leftAlphas[0] + rightAlphas[0]) >> 1; centerAlphas[1] = (leftAlphas[1] + rightAlphas[1]) >> 1; centerAlphas[2] = (leftAlphas[2] + rightAlphas[2]) >> 1; centerAlphas[3] = (leftAlphas[3] + rightAlphas[3]) >> 1; // Make sure the vert index and tesselation registration are not set center[3] = -1; center[4] = 0; if (apex[0] == left[0] && apex[0] == center[0]) { depth = 0; } RecurseRender(depth-1, apex, left, center); RecurseRender(depth-1, right, apex, center); } else { if (left[0] == right[0] && left[0] == apex[0]) { return; } if (left[1] == right[1] && left[1] == apex[1]) { return; } // A leaf node! Output a triangle to be rendered. RB_CheckOverflow(4, 4); // assert(left[0] != right[0] || left[1] != right[1]); // assert(left[0] != apex[0] || left[1] != apex[1]); RenderCorner(left); RenderCorner(right); RenderCorner(apex); } } // // Render the mesh. // // The order of triangles is critical to the subdivision working void CTRPatch::Render(int Part) { ivec5_t TL, TR, BL, BR; VectorSet5(TL, 0, 0, TEXTURE_ALPHA_TL, -1, 0); VectorSet5(TR, owner->GetTerxels(), 0, TEXTURE_ALPHA_TR, -1, 0); VectorSet5(BL, 0, owner->GetTerxels(), TEXTURE_ALPHA_BL, -1, 0); VectorSet5(BR, owner->GetTerxels(), owner->GetTerxels(), TEXTURE_ALPHA_BR, -1, 0); if ((Part & PI_TOP) && mTLShader) { /* float d; d = DotProduct (backEnd.refdef.vieworg, mNormal[0]) - mDistance[0]; if (d <= 0.0)*/ { RecurseRender(r_terrainTessellate->integer, BL, TR, TL); } } if ((Part & PI_BOTTOM) && mBRShader) { /* float d; d = DotProduct (backEnd.refdef.vieworg, mNormal[1]) - mDistance[1]; if (d >= 0.0)*/ { RecurseRender(r_terrainTessellate->integer, TR, BL, BR); } } } // // At this point the patch is visible and at least part of it is below water level // int CTRPatch::RenderWaterVert(int x, int y) { CTerVert *vert; vert = mRenderMap + x + (y * owner->GetRealWidth()); if(vert->tessRegistration == tess.registration) { return(vert->tessIndex); } tess.xyz[tess.numVertexes][0] = vert->coords[0]; tess.xyz[tess.numVertexes][1] = vert->coords[1]; tess.xyz[tess.numVertexes][2] = owner->GetWaterHeight(); *(ulong *)tess.vertexColors[tess.numVertexes] = 0xffffffff; tess.texCoords[tess.numVertexes][0][0] = vert->tex[0]; //rwwRMG - reverse coords from sof2mp tess.texCoords[tess.numVertexes][0][1] = vert->tex[1]; vert->tessIndex = tess.numVertexes; vert->tessRegistration = tess.registration; tess.numVertexes++; return(vert->tessIndex); } void CTRPatch::RenderWater(void) { RB_CheckOverflow(4, 6); // Get the neighbouring patches int TL = RenderWaterVert(0, 0); int TR = RenderWaterVert(owner->GetTerxels(), 0); int BL = RenderWaterVert(0, owner->GetTerxels()); int BR = RenderWaterVert(owner->GetTerxels(), owner->GetTerxels()); // TL tess.indexes[tess.numIndexes++] = BL; tess.indexes[tess.numIndexes++] = TR; tess.indexes[tess.numIndexes++] = TL; // BR tess.indexes[tess.numIndexes++] = TR; tess.indexes[tess.numIndexes++] = BL; tess.indexes[tess.numIndexes++] = BR; } const bool CTRPatch::HasWater(void) const { owner->SetRealWaterHeight( owner->GetBaseWaterHeight() + r_terrainWaterOffset->integer ); return(common->GetMins()[2] < owner->GetWaterHeight()); } extern bool CM_CullWorldBox (const cplane_t *frustum, const vec3pair_t bounds); //rwwRMG - added (cm_trace.cpp) void CTRPatch::SetVisibility(bool visCheck) { if(visCheck) { if(DistanceSquared(mCenter, backEnd.refdef.vieworg) > TerrainDistanceCull) { misVisible = false; } else { // Set the visibility of the patch misVisible = !CM_CullWorldBox(backEnd.viewParms.frustum, GetBounds()); } } else { misVisible = true; } } /* void CTRPatch::CalcNormal(void) { CTerVert *vert1, *vert2, *vert3; ivec5_t TL, TR, BL, BR; vec3_t v1, v2; VectorSet5(TL, 0, 0, TEXTURE_ALPHA_TL, -1, 0); VectorSet5(TR, owner->GetTerxels(), 0, TEXTURE_ALPHA_TR, -1, 0); VectorSet5(BL, 0, owner->GetTerxels(), TEXTURE_ALPHA_BL, -1, 0); VectorSet5(BR, owner->GetTerxels(), owner->GetTerxels(), TEXTURE_ALPHA_BR, -1, 0); vert1 = mRenderMap + (BL[1] * owner->GetRealWidth()) + BL[0]; vert2 = mRenderMap + (TR[1] * owner->GetRealWidth()) + TR[0]; vert3 = mRenderMap + (TL[1] * owner->GetRealWidth()) + TL[0]; VectorSubtract(vert2->coords, vert1->coords, v1); VectorSubtract(vert3->coords, vert1->coords, v2); CrossProduct(v1, v2, mNormal[0]); VectorNormalize(mNormal[0]); mDistance[0] = DotProduct (vert1->coords, mNormal[0]); vert1 = mRenderMap + (BL[1] * owner->GetRealWidth()) + BL[0]; vert2 = mRenderMap + (TR[1] * owner->GetRealWidth()) + TR[0]; vert3 = mRenderMap + (BR[1] * owner->GetRealWidth()) + BR[0]; VectorSubtract(vert2->coords, vert1->coords, v1); VectorSubtract(vert3->coords, vert1->coords, v2); CrossProduct(v1, v2, mNormal[1]); VectorNormalize(mNormal[1]); mDistance[1] = DotProduct (vert1->coords, mNormal[1]); } */ // // Reset all patches, recompute variance if needed // void CTRLandScape::Reset(bool visCheck) { int x, y; CTRPatch *patch; TerrainDistanceCull = tr.distanceCull + mPatchSize; TerrainDistanceCull *= TerrainDistanceCull; // Go through the patches performing resets, compute variances, and linking. for(y = mPatchMiny; y < mPatchMaxy; y++) { for(x = mPatchMinx; x < mPatchMaxx; x++, patch++) { patch = GetPatch(x, y); patch->SetVisibility(visCheck); } } } // // Render each patch of the landscape & adjust the frame variance. // void CTRLandScape::Render(void) { int x, y; CTRPatch *patch; TPatchInfo *current; int i; // Render all the visible patches current = mSortedPatches; for(i=0;imPatch->isVisible()) { if (tess.shader != current->mShader) { RB_EndSurface(); RB_BeginSurface(current->mShader, TerrainFog); } current->mPatch->Render(current->mPart); } current++; } RB_EndSurface(); // Render all the water for visible patches // Done as a separate iteration to reduce the number of tesses created if(mWaterShader && (mWaterShader != tr.defaultShader)) { RB_BeginSurface( mWaterShader, tr.world->globalFog ); for(y = mPatchMiny; y < mPatchMaxy; y++ ) { for(x = mPatchMinx; x < mPatchMaxx; x++ ) { patch = GetPatch(x, y); if(patch->isVisible() && patch->HasWater()) { patch->RenderWater(); } } } RB_EndSurface(); } } void CTRLandScape::CalculateRegion(void) { vec3_t mins, maxs, size, offset; #if _DEBUG mCycleCount++; #endif VectorCopy(GetPatchSize(), size); VectorCopy(GetMins(), offset); mins[0] = backEnd.refdef.vieworg[0] - tr.distanceCull - (size[0] * 2.0f) - offset[0]; mins[1] = backEnd.refdef.vieworg[1] - tr.distanceCull - (size[1] * 2.0f) - offset[1]; maxs[0] = backEnd.refdef.vieworg[0] + tr.distanceCull + (size[0] * 2.0f) - offset[0]; maxs[1] = backEnd.refdef.vieworg[1] + tr.distanceCull + (size[1] * 2.0f) - offset[1]; mPatchMinx = Com_Clampi(0, GetBlockWidth(), floorf(mins[0] / size[0])); mPatchMaxx = Com_Clampi(0, GetBlockWidth(), ceilf(maxs[0] / size[0])); mPatchMiny = Com_Clampi(0, GetBlockHeight(), floorf(mins[1] / size[1])); mPatchMaxy = Com_Clampi(0, GetBlockHeight(), ceilf(maxs[1] / size[1])); } void CTRLandScape::CalculateRealCoords(void) { int x, y; // Work out the real world coordinates of each heightmap entry for(y = 0; y < GetRealHeight(); y++) { for(x = 0; x < GetRealWidth(); x++) { ivec3_t icoords; int offset; offset = (y * GetRealWidth()) + x; VectorSet(icoords, x, y, mRenderMap[offset].height); VectorScaleVectorAdd(GetMins(), icoords, GetTerxelSize(), mRenderMap[offset].coords); } } } void CTRLandScape::CalculateNormals(void) { int x, y, offset = 0; // Work out the normals for every face for(y = 0; y < GetHeight(); y++) { for(x = 0; x < GetWidth(); x++) { vec3_t vcenter, vleft; offset = (y * GetRealWidth()) + x; VectorSubtract(mRenderMap[offset].coords, mRenderMap[offset + 1].coords, vcenter); VectorSubtract(mRenderMap[offset].coords, mRenderMap[offset + GetRealWidth()].coords, vleft); CrossProduct(vcenter, vleft, mRenderMap[offset].normal); VectorNormalize(mRenderMap[offset].normal); } // Duplicate right edge condition VectorCopy(mRenderMap[offset].normal, mRenderMap[offset + 1].normal); } // Duplicate bottom line offset = GetHeight() * GetRealWidth(); for(x = 0; x < GetRealWidth(); x++) { VectorCopy(mRenderMap[offset - GetRealWidth() + x].normal, mRenderMap[offset + x].normal); } } void CTRLandScape::CalculateLighting(void) { int x, y, offset = 0; // Work out the vertex normal (average of every attached face normal) and apply to the direction of the light for(y = 0; y < GetHeight(); y++) { for(x = 0; x < GetWidth(); x++) { vec3_t ambient; vec3_t directed, direction; vec3_t total, tint; vec_t dp; offset = (y * GetRealWidth()) + x; // Work out average normal VectorCopy(GetRenderMap(x, y)->normal, total); VectorAdd(total, GetRenderMap(x + 1, y)->normal, total); VectorAdd(total, GetRenderMap(x + 1, y + 1)->normal, total); VectorAdd(total, GetRenderMap(x, y + 1)->normal, total); VectorNormalize(total); if (!R_LightForPoint(mRenderMap[offset].coords, ambient, directed, direction)) { mRenderMap[offset].tint[0] = mRenderMap[offset].tint[1] = mRenderMap[offset].tint[2] = 255 >> tr.overbrightBits; mRenderMap[offset].tint[3] = 255; continue; } if(mRenderMap[offset].coords[2] < common->GetBaseWaterHeight()) { VectorScale(ambient, 0.75f, ambient); } // Both normalised, so -1.0 < dp < 1.0 dp = Com_Clampi(0.0f, 1.0f, DotProduct(direction, total)); dp = powf(dp, 3); VectorScale(ambient, (1.0 - dp) * 0.5, ambient); VectorMA(ambient, dp, directed, tint); mRenderMap[offset].tint[0] = (byte)Com_Clampi(0.0f, 255.0f, tint[0] ) >> tr.overbrightBits; mRenderMap[offset].tint[1] = (byte)Com_Clampi(0.0f, 255.0f, tint[1] ) >> tr.overbrightBits; mRenderMap[offset].tint[2] = (byte)Com_Clampi(0.0f, 255.0f, tint[2] ) >> tr.overbrightBits; mRenderMap[offset].tint[3] = 0xff; /* mRenderMap[offset].tint[0] += tr.identityLight * 32; mRenderMap[offset].tint[1] += tr.identityLight * 32; mRenderMap[offset].tint[2] += tr.identityLight * 32; */ } mRenderMap[offset + 1].tint[0] = mRenderMap[offset].tint[0]; mRenderMap[offset + 1].tint[1] = mRenderMap[offset].tint[1]; mRenderMap[offset + 1].tint[2] = mRenderMap[offset].tint[2]; mRenderMap[offset + 1].tint[3] = 0xff; } // Duplicate bottom line offset = GetHeight() * GetRealWidth(); for(x = 0; x < GetRealWidth(); x++) { mRenderMap[offset + x].tint[0] = mRenderMap[offset - GetRealWidth() + x].tint[0]; mRenderMap[offset + x].tint[1] = mRenderMap[offset - GetRealWidth() + x].tint[1]; mRenderMap[offset + x].tint[2] = mRenderMap[offset - GetRealWidth() + x].tint[2]; mRenderMap[offset + x].tint[3] = 0xff; } } void CTRLandScape::CalculateTextureCoords(void) { int x, y; for(y = 0; y < GetRealHeight(); y++) { for(x = 0; x < GetRealWidth(); x++) { int offset = (y * GetRealWidth()) + x; mRenderMap[offset].tex[0] = x * mTextureScale * GetTerxelSize()[0]; mRenderMap[offset].tex[1] = y * mTextureScale * GetTerxelSize()[1]; } } } void CTRLandScape::SetShaders(const int height, const qhandle_t shader) { int i; for(i = height; shader && (i < HEIGHT_RESOLUTION); i++) { if(!mHeightDetails[i].GetShader()) { mHeightDetails[i].SetShader(shader); } } } void CTRLandScape::LoadTerrainDef(const char *td) { #ifndef PRE_RELEASE_DEMO char terrainDef[MAX_QPATH]; CGenericParser2 parse; CGPGroup *basegroup, *classes, *items; Com_sprintf(terrainDef, MAX_QPATH, "ext_data/RMG/%s.terrain", td); Com_Printf("R_Terrain: Loading and parsing terrainDef %s.....\n", td); mWaterShader = NULL; mFlatShader = NULL; if(!Com_ParseTextFile(terrainDef, parse)) { Com_sprintf(terrainDef, MAX_QPATH, "ext_data/arioche/%s.terrain", td); if(!Com_ParseTextFile(terrainDef, parse)) { Com_Printf("Could not open %s\n", terrainDef); return; } } // The whole file.... basegroup = parse.GetBaseParseGroup(); // The root { } struct classes = basegroup->GetSubGroups(); while(classes) { items = classes->GetSubGroups(); while(items) { const char* type = items->GetName ( ); if(!Q_stricmp( type, "altitudetexture")) { int height; const char *shaderName; qhandle_t shader; // Height must exist - the rest are optional height = atol(items->FindPairValue("height", "0")); // Shader for this height shaderName = items->FindPairValue("shader", ""); if(strlen(shaderName)) { shader = RE_RegisterShader(shaderName); if(shader) { SetShaders(height, shader); } } } else if(!Q_stricmp(type, "water")) { mWaterShader = R_GetShaderByHandle(RE_RegisterShader(items->FindPairValue("shader", ""))); } else if(!Q_stricmp(type, "flattexture")) { mFlatShader = RE_RegisterShader ( items->FindPairValue("shader", "") ); } items = (CGPGroup *)items->GetNext(); } classes = (CGPGroup *)classes->GetNext(); } Com_ParseTextFileDestroy(parse); #endif // PRE_RELEASE_DEMO } qhandle_t CTRLandScape::GetBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites) { qhandle_t blended; // Special case single pass shader if((a == b) && (a == c)) { return(a); } blended = R_CreateBlendedShader(a, b, c, surfaceSprites ); return(blended); } static int ComparePatchInfo(const TPatchInfo *arg1, const TPatchInfo *arg2) { shader_t *s1, *s2; if ((arg1->mPart & PI_TOP)) { s1 = arg1->mPatch->GetTLShader(); } else { s1 = arg1->mPatch->GetBRShader(); } if ((arg2->mPart & PI_TOP)) { s2 = arg2->mPatch->GetTLShader(); } else { s2 = arg2->mPatch->GetBRShader(); } if (s1 < s2) { return -1; } else if (s1 > s2) { return 1; } return 0; } void CTRLandScape::CalculateShaders(void) { #ifndef PRE_RELEASE_DEMO int x, y; int width, height; int offset; // int offsets[4]; qhandle_t handles[4]; CTRPatch *patch; qhandle_t *shaders; TPatchInfo *current = mSortedPatches; width = GetWidth ( ) / common->GetTerxels ( ); height = GetHeight ( ) / common->GetTerxels ( ); shaders = new qhandle_t [ (width+1) * (height+1) ]; // On the first pass determine all of the shaders for the entire // terrain assuming no flat ground offset = 0; for ( y = 0; y < height + 1; y ++ ) { if ( y <= height ) { offset = common->GetTerxels ( ) * y * GetRealWidth ( ); } else { offset = common->GetTerxels ( ) * (y-1) * GetRealWidth ( ); offset += GetRealWidth ( ); } for ( x = 0; x < width + 1; x ++, offset += common->GetTerxels ( ) ) { // Save the shader shaders[y * width + x] = GetHeightDetail(mRenderMap[offset].height)->GetShader ( ); } } // On the second pass determine flat ground and replace the shader // at that point with the flat ground shader if ( mFlatShader ) { for ( y = 1; y < height; y ++ ) { for ( x = 1; x < width; x ++ ) { int offset; int xx; int yy; byte* flattenMap = common->GetFlattenMap ( ); bool flat = false; offset = (x) * common->GetTerxels ( ); offset += (y) * common->GetTerxels ( ) * GetRealWidth(); offset -= GetRealWidth(); offset -= 1; for ( yy = 0; yy < 3 && !flat; yy++ ) { for ( xx = 0; xx < 3 && !flat; xx++ ) { if ( flattenMap [ offset + xx] & 0x80) { flat = true; break; } } offset += GetRealWidth(); } /* // Calculate the height map offset offset = x * common->GetTerxels ( ); offset += (y * common->GetTerxels ( ) * GetRealWidth()); // Calculate the offsets around this particular shader location offsets[INDEX_TL] = offset - 1 - GetRealWidth(); offsets[INDEX_TR] = offsets[INDEX_TL] + 1; offsets[INDEX_BL] = offsets[INDEX_TL] + GetRealWidth(); offsets[INDEX_BR] = offsets[INDEX_BL] + 1; // If not equal to the top left one then skip if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_TL]].height ) { continue; } // If not equal to the top right one then skip if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_TR]].height ) { continue; } // If not equal to the bottom left one then skip if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_BL]].height ) { continue; } // If not equal to the bottom right one then skip if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_BR]].height ) { continue; } */ // This shader is now a flat shader if ( flat ) { shaders[y * width + x] = mFlatShader; } #ifdef _DEBUG OutputDebugString ( va("Flat Area: %f %f\n", GetMins()[0] + (GetMaxs()[0]-GetMins()[0])/width * x, GetMins()[1] + (GetMaxs()[1]-GetMins()[1])/height * y) ); #endif } } } // Now that the shaders have been determined, set them for each patch patch = mTRPatches; mSortedCount = 0; for ( y = 0; y < height; y ++ ) { for ( x = 0; x < width; x ++, patch++ ) { bool surfaceSprites = true; handles[INDEX_TL] = shaders[ x + y * width ]; handles[INDEX_TR] = shaders[ x + 1 + y * width ]; handles[INDEX_BL] = shaders[ x + (y + 1) * width ]; handles[INDEX_BR] = shaders[ x + 1 + (y + 1) * width ]; if ( handles[INDEX_TL] == mFlatShader || handles[INDEX_TR] == mFlatShader || handles[INDEX_BL] == mFlatShader || handles[INDEX_BR] == mFlatShader ) { surfaceSprites = false; } patch->SetTLShader(GetBlendedShader(handles[INDEX_TR], handles[INDEX_BL], handles[INDEX_TL], surfaceSprites)); current->mPatch = patch; current->mShader = patch->GetTLShader(); current->mPart = PI_TOP; patch->SetBRShader(GetBlendedShader(handles[INDEX_TR], handles[INDEX_BL], handles[INDEX_BR], surfaceSprites)); if (patch->GetBRShader() == current->mShader) { current->mPart |= PI_BOTTOM; } else { mSortedCount++; current++; current->mPatch = patch; current->mShader = patch->GetBRShader(); current->mPart = PI_BOTTOM; } mSortedCount++; current++; } } // Cleanup our temporary array delete[] shaders; qsort(mSortedPatches, mSortedCount, sizeof(*mSortedPatches), (int (__cdecl *)(const void *,const void *))ComparePatchInfo); #endif // PRE_RELEASE_DEMO } void CTRPatch::SetRenderMap(const int x, const int y) { mRenderMap = localowner->GetRenderMap(x, y); } void InitRendererPatches( CCMPatch *patch, void *userdata ) { int tx, ty, bx, by; CTRPatch *localpatch; CCMLandScape *owner; CTRLandScape *localowner; // Set owning landscape localowner = (CTRLandScape *)userdata; owner = (CCMLandScape *)localowner->GetCommon(); // Get TRPatch pointer tx = patch->GetHeightMapX(); ty = patch->GetHeightMapY(); bx = tx / owner->GetTerxels(); by = ty / owner->GetTerxels(); localpatch = localowner->GetPatch(bx, by); localpatch->Clear(); localpatch->SetCommon(patch); localpatch->SetOwner(owner); localpatch->SetLocalOwner(localowner); localpatch->SetRenderMap(tx, ty); localpatch->SetCenter(); // localpatch->CalcNormal(); } void CTRLandScape::CopyHeightMap(void) { const CCMLandScape *common = GetCommon(); const byte *heightMap = common->GetHeightMap(); CTerVert *renderMap = mRenderMap; int i; for(i = 0; i < common->GetRealArea(); i++) { renderMap->height = *heightMap; renderMap++; heightMap++; } } CTRLandScape::~CTRLandScape(void) { if(mTRPatches) { Z_Free(mTRPatches); mTRPatches = NULL; } if (mSortedPatches) { Z_Free(mSortedPatches); mSortedPatches = 0; } if(mRenderMap) { Z_Free(mRenderMap); mRenderMap = NULL; } } extern CCMLandScape *CM_RegisterTerrain(const char *config, bool server); //cm_load.cpp CTRLandScape::CTRLandScape(const char *configstring) { #ifndef PRE_RELEASE_DEMO int shaderNum; const CCMLandScape *common; memset(this, 0, sizeof(*this)); // Sets up the common aspects of the terrain common = CM_RegisterTerrain(configstring, false); SetCommon(common); tr.landScape.landscape = this; mTextureScale = (float)atof(Info_ValueForKey(configstring, "texturescale")) / common->GetTerxels(); LoadTerrainDef(Info_ValueForKey(configstring, "terrainDef")); // To normalise the variance value to a reasonable number mScalarSize = VectorLengthSquared(common->GetSize()); // Calculate and set variance depth mMaxNode = (Q_log2(common->GetTerxels()) << 1) - 1; // Allocate space for the renderer specific data mRenderMap = (CTerVert *)Z_Malloc(sizeof(CTerVert) * common->GetRealArea(), TAG_R_TERRAIN); // Copy byte heightmap to rendermap to speed up calcs CopyHeightMap(); // Calculate the real world location for each heightmap entry CalculateRealCoords(); // Calculate the normal of each terxel CalculateNormals(); // Calculate modulation values for the heightmap CalculateLighting(); // Calculate texture coords (not projected - real) CalculateTextureCoords(); Com_Printf ("R_Terrain: Creating renderer patches.....\n"); // Initialise all terrain patches mTRPatches = (CTRPatch *)Z_Malloc(sizeof(CTRPatch) * common->GetBlockCount(), TAG_R_TERRAIN); mSortedCount = 2 * common->GetBlockCount(); mSortedPatches = (TPatchInfo *)Z_Malloc(sizeof(TPatchInfo) * mSortedCount, TAG_R_TERRAIN); CM_TerrainPatchIterate(common, InitRendererPatches, this); // Calculate shaders dependent on the .terrain file CalculateShaders(); // Get the contents shader shaderNum = atol(Info_ValueForKey(configstring, "shader"));; mShader = R_GetShaderByHandle(R_GetShaderByNum(shaderNum, *tr.world)); mPatchSize = VectorLength(common->GetPatchSize()); #if _DEBUG mCycleCount = 0; #endif #endif // PRE_RELEASE_DEMO } // --------------------------------------------------------------------- void RB_SurfaceTerrain( surfaceInfo_t *surf ) { /* if(backEnd.refdef.rdflags & RDF_PROJECTION2D) { return; } */ srfTerrain_t *ls = (srfTerrain_t *)surf; CTRLandScape *landscape = ls->landscape; TerrainFog = tr.world->globalFog; landscape->CalculateRegion(); landscape->Reset(); // landscape->Tessellate(); landscape->Render(); } void R_CalcTerrainVisBounds(CTRLandScape *landscape) { const CCMLandScape *common = landscape->GetCommon(); // Set up the visbounds using terrain data if ( common->GetMins()[0] < tr.viewParms.visBounds[0][0] ) { tr.viewParms.visBounds[0][0] = common->GetMins()[0]; } if ( common->GetMins()[1] < tr.viewParms.visBounds[0][1] ) { tr.viewParms.visBounds[0][1] = common->GetMins()[1]; } if ( common->GetMins()[2] < tr.viewParms.visBounds[0][2] ) { tr.viewParms.visBounds[0][2] = common->GetMins()[2]; } if ( common->GetMaxs()[0] > tr.viewParms.visBounds[1][0] ) { tr.viewParms.visBounds[1][0] = common->GetMaxs()[0]; } if ( common->GetMaxs()[1] > tr.viewParms.visBounds[1][1] ) { tr.viewParms.visBounds[1][1] = common->GetMaxs()[1]; } if ( common->GetMaxs()[2] > tr.viewParms.visBounds[1][2] ) { tr.viewParms.visBounds[1][2] = common->GetMaxs()[2]; } } void R_AddTerrainSurfaces(void) { CTRLandScape *landscape; if (!r_drawTerrain->integer || (tr.refdef.rdflags & RDF_NOWORLDMODEL)) { return; } landscape = tr.landScape.landscape; if(landscape) { R_AddDrawSurf( (surfaceType_t *)(&tr.landScape), landscape->GetShader(), 0, qfalse ); R_CalcTerrainVisBounds(landscape); } } void RE_InitRendererTerrain( const char *info ) { CTRLandScape *ls; if ( !info || !info[0] ) { Com_Printf( "RE_RegisterTerrain: NULL name\n" ); return; } Com_Printf("R_Terrain: Creating RENDERER data.....\n"); // Create and register a new landscape structure ls = new CTRLandScape(info); } void R_TerrainInit(void) { tr.landScape.surfaceType = SF_TERRAIN; tr.landScape.landscape = NULL; r_terrainTessellate = Cvar_Get("r_terrainTessellate", "3", CVAR_CHEAT); r_drawTerrain = Cvar_Get("r_drawTerrain", "1", CVAR_CHEAT); r_showFrameVariance = Cvar_Get("r_showFrameVariance", "0", 0); r_terrainWaterOffset = Cvar_Get("r_terrainWaterOffset", "0", 0); tr.distanceCull = 6000; tr.distanceCullSquared = tr.distanceCull * tr.distanceCull; } extern void CM_ShutdownTerrain( thandle_t terrainId ); //cm_load.cpp void R_TerrainShutdown(void) { CTRLandScape *ls; // Com_Printf("R_Terrain: Shutting down RENDERER terrain.....\n"); ls = tr.landScape.landscape; if(ls) { CM_ShutdownTerrain(0); delete ls; tr.landScape.landscape = NULL; } } // end