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