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https://github.com/ioquake/jedi-academy.git
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193 lines
6.6 KiB
C++
193 lines
6.6 KiB
C++
#ifndef _INC_LANDSCAPE_H
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#define _INC_LANDSCAPE_H
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// Number of TriTreeNodes available
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#define POOL_SIZE (50000)
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#define TEXTURE_ALPHA_TL 0x000000ff
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#define TEXTURE_ALPHA_TR 0x0000ff00
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#define TEXTURE_ALPHA_BL 0x00ff0000
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#define TEXTURE_ALPHA_BR 0x000000ff
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#define INDEX_TL 0
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#define INDEX_TR 1
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#define INDEX_BL 2
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#define INDEX_BR 3
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#define VARIANCE_MIN 0.0f
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#define VARIANCE_MAX 2000.0f
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#define SPLIT_VARIANCE_SIZE 20
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#define SPLIT_VARIANCE_STEP (VARIANCE_MAX / SPLIT_VARIANCE_SIZE)
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#define VectorAverage(a,b,c) (((c)[0]=((a)[0]+(b)[0])*0.5f),((c)[1]=((a)[1]+(b)[1])*0.5f),((c)[2]=((a)[2]+(b)[2])*0.5f))
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class CTerVert
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{
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public:
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vec3_t coords; // real world coords of terxel
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vec3_t normal; // required to calculate lighting and used in physics
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color4ub_t tint; // tint at this terxel
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float tex[2]; // texture coordinates at this terxel
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int height; // Copy of heightmap data
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int tessIndex; // Index of the vert in the tess array
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int tessRegistration; // ...... for the tess with this registration
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CTerVert( void ) { memset(this, 0, sizeof(*this)); }
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~CTerVert( void ) { }
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};
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class CTRHeightDetails
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{
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private:
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qhandle_t mShader;
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public:
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CTRHeightDetails( void ) { }
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~CTRHeightDetails( void ) { }
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const qhandle_t GetShader( void ) const { return(mShader); }
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void SetShader(const qhandle_t shader) { mShader = shader; }
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};
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//
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// Information of each patch (tessellated area) of a CTRLandScape
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//
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class CTRPatch
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{
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private:
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class CCMLandScape *owner;
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class CTRLandScape *localowner;
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CCMPatch *common;
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vec3_t mCenter; // Real world center of the patch
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// vec3_t mNormal[2];
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// float mDistance[2];
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CTerVert *mRenderMap; // Modulation value and texture coords per vertex
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shader_t *mTLShader; // Dynamically created blended shader for the top left triangle
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shader_t *mBRShader; // Dynamically created blended shader for the bottom right triangle
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bool misVisible; // Is this patch visible in the current frame?
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public:
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CTRPatch(void) { }
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~CTRPatch(void) { }
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// Accessors
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const vec3_t &GetWorld(void) const { return(common->GetWorld()); }
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const vec3_t &GetMins(void) const { return(common->GetMins()); }
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const vec3_t &GetMaxs(void) const { return(common->GetMaxs()); }
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const vec3pair_t &GetBounds(void) const { return(common->GetBounds()); }
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shader_t *GetTLShader(void) { return mTLShader; }
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shader_t *GetBRShader(void) { return mBRShader; }
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void SetCommon(CCMPatch *in) { common = in; }
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const CCMPatch *GetCommon(void) const { return(common); }
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bool isVisible(void) { return(misVisible); }
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void SetTLShader(qhandle_t in) { mTLShader = R_GetShaderByHandle(in); }
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void SetBRShader(qhandle_t in) { mBRShader = R_GetShaderByHandle(in); }
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void SetOwner(CCMLandScape *in) { owner = in; }
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void SetLocalOwner(CTRLandScape *in) { localowner = in; }
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void Clear(void) { memset(this, 0, sizeof(*this)); }
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void SetCenter(void) { VectorAverage(common->GetMins(), common->GetMaxs(), mCenter); }
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void CalcNormal(void);
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// Prototypes
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void SetVisibility(bool visCheck);
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void RenderCorner(ivec5_t corner);
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void Render(int Part);
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void RecurseRender(int depth, ivec5_t left, ivec5_t right, ivec5_t apex);
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void SetRenderMap(const int x, const int y);
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int RenderWaterVert(int x, int y);
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void RenderWater(void);
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const bool HasWater(void) const;
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};
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#define PI_TOP 1
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#define PI_BOTTOM 2
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#define PI_BOTH 3
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typedef struct SPatchInfo
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{
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CTRPatch *mPatch;
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shader_t *mShader;
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int mPart;
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} TPatchInfo;
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//
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// The master class used to define an area of terrain
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//
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class CTRLandScape
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{
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private:
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const CCMLandScape *common;
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CTRPatch *mTRPatches; // Local patch info
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TPatchInfo *mSortedPatches;
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int mPatchMinx, mPatchMaxx;
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int mPatchMiny, mPatchMaxy;
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int mMaxNode; // terxels * terxels = exit condition for splitting
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int mSortedCount;
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float mPatchSize;
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shader_t *mShader; // shader the terrain got its contents from
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CTerVert *mRenderMap; // modulation value and texture coords per vertex
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float mTextureScale; // Scale of texture mapped to terrain
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float mScalarSize;
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shader_t *mWaterShader; // Water shader
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qhandle_t mFlatShader; // Flat ground shader
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CTRHeightDetails mHeightDetails[HEIGHT_RESOLUTION]; // Array of info specific to height
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#if _DEBUG
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int mCycleCount;
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#endif
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public:
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CTRLandScape(const char *configstring);
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~CTRLandScape(void);
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// Accessors
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const int GetBlockWidth(void) const { return(common->GetBlockWidth()); }
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const int GetBlockHeight(void) const { return(common->GetBlockHeight()); }
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const vec3_t &GetMins(void) const { return(common->GetMins()); }
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const vec3_t &GetMaxs(void) const { return(common->GetMaxs()); }
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const vec3_t &GetTerxelSize(void) const { return(common->GetTerxelSize()); }
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const vec3_t &GetPatchSize(void) const { return(common->GetPatchSize()); }
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const int GetWidth(void) const { return(common->GetWidth()); }
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const int GetHeight(void) const { return(common->GetHeight()); }
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const int GetRealWidth(void) const { return(common->GetRealWidth()); }
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const int GetRealHeight(void) const { return(common->GetRealHeight()); }
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void SetCommon(const CCMLandScape *landscape) { common = landscape; }
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const CCMLandScape *GetCommon( void ) const { return(common); }
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const thandle_t GetCommonId( void ) const { return(common->GetTerrainId()); }
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shader_t *GetShader(void) const { return(mShader); }
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CTerVert *GetRenderMap(const int x, const int y) const { return(mRenderMap + x + (y * common->GetRealWidth())); }
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CTRPatch *GetPatch(const int x, const int y) const { return(mTRPatches + (common->GetBlockWidth() * y) + x); }
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const CTRHeightDetails *GetHeightDetail(int height) const { return(mHeightDetails + height); }
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const float GetScalarSize(void) const { return(mScalarSize); }
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const int GetMaxNode(void) const { return(mMaxNode); }
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// Prototypes
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void CalculateRegion(void);
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void Reset(bool visCheck = true);
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void Render(void);
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void CalculateRealCoords(void);
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void CalculateNormals(void);
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void CalculateTextureCoords(void);
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void CalculateLighting(void);
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void CalculateShaders(void);
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qhandle_t GetBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites);
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void LoadTerrainDef(const char *td);
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void CopyHeightMap(void);
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void SetShaders(const int height, const qhandle_t shader);
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};
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void R_CalcTerrainVisBounds(CTRLandScape *landscape);
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void R_AddTerrainSurfaces(void);
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#endif //INC_LANDSCAPE_H
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