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forked from 0ad/0ad
0ad/source/graphics/Terrain.cpp
Ykkrosh ee3243ff92 # Fixes for simulation speed in scenario edtior. Various code cleanups.
Game, Simulation, etc: Separated 'update' and 'interpolate', and made
'update' return whether it's going fast enough (so callers can decide to
do more updates per render). Changed some time variables to 'double' so
they have enough precision in long games.
Atlas: Added "Fast" playback button. Made simulation sometimes go at
real-time speed, if it's just slightly too slow at rendering.
VertexBuffer: Removed some non-useful glGetError calls.
Entity: Commented out redundant Tick code. Fixed syntax error in
disabled code that confused the IDE.
Aura: Changed string code again, to simply use ASCII instead of UTF-16.
(SpiderMonkey seems to handle it just as efficiently, for small
strings.)
Misc: Some more minor header-file cleanup.
SVN log: Added feed link.

This was SVN commit r4807.
2007-01-24 20:17:28 +00:00

493 lines
13 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include "lib/res/graphics/ogl_tex.h"
#include "lib/res/mem.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation/Entity.h"
#include "TerrainProperties.h"
#include "TextureEntry.h"
#include "TextureManager.h"
#include <string.h>
#include "Terrain.h"
#include "Patch.h"
#include "maths/MathUtil.h"
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::CTerrain()
: m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0),
m_BaseColour(255, 255, 255, 255)
{
}
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::~CTerrain()
{
ReleaseData();
}
///////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete any data allocated by this terrain
void CTerrain::ReleaseData()
{
delete[] m_Heightmap;
delete[] m_Patches;
}
///////////////////////////////////////////////////////////////////////////////
// Initialise: initialise this terrain to the given size (in patches per side);
// using given heightmap to setup elevation data
bool CTerrain::Initialize(u32 size,const u16* data)
{
// clean up any previous terrain
ReleaseData();
// store terrain size
m_MapSize=(size*PATCH_SIZE)+1;
m_MapSizePatches=size;
// allocate data for new terrain
m_Heightmap=new u16[m_MapSize*m_MapSize];
m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches];
// given a heightmap?
if (data) {
// yes; keep a copy of it
memcpy2(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16));
} else {
// build a flat terrain
memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16));
}
// setup patch parents, indices etc
InitialisePatches();
return true;
}
///////////////////////////////////////////////////////////////////////////////
float CTerrain::getExactGroundLevel(const CVector2D& v) const
{
return getExactGroundLevel(v.x, v.y);
}
bool CTerrain::isOnMap(const CVector2D& v) const
{
return isOnMap(v.x, v.y);
}
bool CTerrain::isPassable(const CVector2D &loc/*tile space*/, HEntity entity) const
{
CMiniPatch *pTile = GetTile(loc.x, loc.y);
if(!pTile->Tex1)
{
return false; // Invalid terrain type in the scenario file
}
CTextureEntry *pTexEntry = g_TexMan.FindTexture(pTile->Tex1);
CTerrainPropertiesPtr pProperties = pTexEntry->GetProperties();
return pProperties->IsPassable(entity);
}
///////////////////////////////////////////////////////////////////////////////
// CalcPosition: calculate the world space position of the vertex at (i,j)
void CTerrain::CalcPosition(i32 i, i32 j, CVector3D& pos) const
{
u16 height;
if ((u32)i < m_MapSize && (u32)j < m_MapSize) // will reject negative coordinates
height = m_Heightmap[j*m_MapSize + i];
else
height = 0;
pos.X = float(i*CELL_SIZE);
pos.Y = float(height*HEIGHT_SCALE);
pos.Z = float(j*CELL_SIZE);
}
///////////////////////////////////////////////////////////////////////////////
// CalcNormal: calculate the world space normal of the vertex at (i,j)
void CTerrain::CalcNormal(u32 i, u32 j, CVector3D& normal) const
{
CVector3D left, right, up, down;
left.Clear();
right.Clear();
up.Clear();
down.Clear();
// get position of vertex where normal is being evaluated
CVector3D basepos;
CalcPosition(i,j,basepos);
CVector3D tmp;
if (i>0) {
CalcPosition(i-1,j,tmp);
left=tmp-basepos;
}
if (i<m_MapSize-1) {
CalcPosition(i+1,j,tmp);
right=tmp-basepos;
}
if (j>0) {
CalcPosition(i,j-1,tmp);
up=tmp-basepos;
}
if (j<m_MapSize-1) {
CalcPosition(i,j+1,tmp);
down=tmp-basepos;
}
CVector3D n0 = up.Cross(left);
CVector3D n1 = left.Cross(down);
CVector3D n2 = down.Cross(right);
CVector3D n3 = right.Cross(up);
normal = n0 + n1 + n2 + n3;
float nlen=normal.GetLength();
if (nlen>0.00001f) normal*=1.0f/nlen;
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the patch at (i,j) in patch space, or null if the patch is
// out of bounds
CPatch* CTerrain::GetPatch(i32 i, i32 j) const
{
// range check: >= 0 and < m_MapSizePatches
if( (unsigned)i >= m_MapSizePatches || (unsigned)j >= m_MapSizePatches )
return 0;
return &m_Patches[(j*m_MapSizePatches)+i];
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the tile at (i,j) in tile space, or null if the tile is out
// of bounds
CMiniPatch* CTerrain::GetTile(i32 i, i32 j) const
{
// see above
if( (unsigned)i >= m_MapSize-1 || (unsigned)j >= m_MapSize-1 )
return 0;
CPatch* patch=GetPatch(i/PATCH_SIZE, j/PATCH_SIZE);
return &patch->m_MiniPatches[j%PATCH_SIZE][i%PATCH_SIZE];
}
float CTerrain::getVertexGroundLevel(int i, int j) const
{
if (i < 0)
i = 0;
else if (i >= (int) m_MapSize)
i = m_MapSize - 1;
if (j < 0)
j = 0;
else if (j >= (int) m_MapSize)
j = m_MapSize - 1;
return HEIGHT_SCALE * m_Heightmap[j*m_MapSize + i];
}
float CTerrain::getSlope(float x, float z) const
{
x /= (float)CELL_SIZE;
z /= (float)CELL_SIZE;
int xi = (int)floor(x);
int zi = (int)floor(z);
clampCoordToMap(xi);
clampCoordToMap(zi);
float h00 = m_Heightmap[zi*m_MapSize + xi];
float h01 = m_Heightmap[zi*m_MapSize + xi + m_MapSize];
float h10 = m_Heightmap[zi*m_MapSize + xi + 1];
float h11 = m_Heightmap[zi*m_MapSize + xi + m_MapSize + 1];
//Difference of highest point from lowest point
return std::max(std::max(h00, h01), std::max(h10, h11)) -
std::min(std::min(h00, h01), std::min(h10, h11));
}
CVector2D CTerrain::getSlopeAngleFace( CEntity* entity ) const
{
CVector2D ret;
const float D = 0.1f; // Amount to look forward to calculate the slope
float x = entity->m_position.X;
float z = entity->m_position.Z;
// Get forward slope and use it as the x angle
CVector2D d = entity->m_ahead.normalize() * D;
float dy = getExactGroundLevel(x+d.x, z+d.y) - getExactGroundLevel(x-d.x, z-d.y);
ret.x = atan2(dy, 2*D);
// Get sideways slope and use it as the y angle
CVector2D d2(-d.y, d.x);
float dy2 = getExactGroundLevel(x+d2.x, z+d2.y) - getExactGroundLevel(x-d2.x, z-d2.y);
ret.y = atan2(dy2, 2*D);
return ret;
}
float CTerrain::getExactGroundLevel(float x, float z) const
{
x /= (float)CELL_SIZE;
z /= (float)CELL_SIZE;
int xi = (int)floor(x);
int zi = (int)floor(z);
float xf = x - (float)xi;
float zf = z - (float)zi;
if (xi < 0)
{
xi = 0; xf = 0.0f;
}
else if (xi >= (int)m_MapSize-1)
{
xi = m_MapSize - 2; xf = 1.0f;
}
if (zi < 0)
{
zi = 0; zf = 0.0f;
}
else if (zi >= (int)m_MapSize-1)
{
zi = m_MapSize - 2; zf = 1.0f;
}
float h00 = m_Heightmap[zi*m_MapSize + xi];
float h01 = m_Heightmap[zi*m_MapSize + xi + m_MapSize];
float h10 = m_Heightmap[zi*m_MapSize + xi + 1];
float h11 = m_Heightmap[zi*m_MapSize + xi + m_MapSize + 1];
return (HEIGHT_SCALE * (
(1 - zf) * ((1 - xf) * h00 + xf * h10)
+ zf * ((1 - xf) * h01 + xf * h11)));
}
///////////////////////////////////////////////////////////////////////////////
// Resize: resize this terrain to the given size (in patches per side)
void CTerrain::Resize(u32 size)
{
if (size==m_MapSizePatches) {
// inexplicable request to resize terrain to the same size .. ignore it
return;
}
if (!m_Heightmap) {
// not yet created a terrain; build a default terrain of the given size now
Initialize(size,0);
return;
}
// allocate data for new terrain
u32 newMapSize=(size*PATCH_SIZE)+1;
u16* newHeightmap=new u16[newMapSize*newMapSize];
CPatch* newPatches=new CPatch[size*size];
if (size>m_MapSizePatches) {
// new map is bigger than old one - zero the heightmap so we don't get uninitialised
// height data along the expanded edges
memset(newHeightmap,0,newMapSize*newMapSize);
}
// now copy over rows of data
u32 j;
u16* src=m_Heightmap;
u16* dst=newHeightmap;
u32 copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize;
for (j=0;j<copysize;j++) {
memcpy2(dst,src,copysize*sizeof(u16));
dst+=copysize;
src+=m_MapSize;
if (newMapSize>m_MapSize) {
// entend the last height to the end of the row
for (u32 i=0;i<newMapSize-m_MapSize;i++) {
*dst++=*(src-1);
}
}
}
if (newMapSize>m_MapSize) {
// copy over heights of the last row to any remaining rows
src=newHeightmap+((m_MapSize-1)*newMapSize);
dst=src+newMapSize;
for (u32 i=0;i<newMapSize-m_MapSize;i++) {
memcpy2(dst,src,newMapSize*sizeof(u16));
dst+=newMapSize;
}
}
// now build new patches
for (j=0;j<size;j++) {
for (u32 i=0;i<size;i++) {
// copy over texture data from existing tiles, if possible
if (i<m_MapSizePatches && j<m_MapSizePatches) {
memcpy2(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*PATCH_SIZE*PATCH_SIZE);
}
}
if (j<m_MapSizePatches && size>m_MapSizePatches) {
// copy over the last tile from each column
for (u32 n=0;n<size-m_MapSizePatches;n++) {
for (int m=0;m<PATCH_SIZE;m++) {
CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
for (int k=0;k<PATCH_SIZE;k++) {
CMiniPatch& dst=newPatches[j*size+m_MapSizePatches+n].m_MiniPatches[m][k];
dst.Tex1=src.Tex1;
dst.Tex1Priority=src.Tex1Priority;
}
}
}
}
}
if (size>m_MapSizePatches) {
// copy over the last tile from each column
CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size];
CPatch* dstpatch=srcpatch+size;
for (u32 p=0;p<size-m_MapSizePatches;p++) {
for (u32 n=0;n<size;n++) {
for (int m=0;m<PATCH_SIZE;m++) {
for (int k=0;k<PATCH_SIZE;k++) {
CMiniPatch& src=srcpatch->m_MiniPatches[15][k];
CMiniPatch& dst=dstpatch->m_MiniPatches[m][k];
dst.Tex1=src.Tex1;
dst.Tex1Priority=src.Tex1Priority;
}
}
srcpatch++;
dstpatch++;
}
}
}
// release all the original data
ReleaseData();
// store new data
m_Heightmap=newHeightmap;
m_Patches=newPatches;
m_MapSize=newMapSize;
m_MapSizePatches=size;
// initialise all the new patches
InitialisePatches();
}
///////////////////////////////////////////////////////////////////////////////
// InitialisePatches: initialise patch data
void CTerrain::InitialisePatches()
{
for (u32 j=0;j<m_MapSizePatches;j++) {
for (u32 i=0;i<m_MapSizePatches;i++) {
CPatch* patch=GetPatch(i,j);
patch->Initialize(this,i,j);
}
}
}
///////////////////////////////////////////////////////////////////////////////
// SetHeightMap: set up a new heightmap from 16-bit source data;
// assumes heightmap matches current terrain size
void CTerrain::SetHeightMap(u16* heightmap)
{
// keep a copy of the given heightmap
memcpy2(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16));
// recalculate patch bounds, invalidate vertices
for (u32 j=0;j<m_MapSizePatches;j++) {
for (u32 i=0;i<m_MapSizePatches;i++) {
CPatch* patch=GetPatch(i,j);
patch->InvalidateBounds();
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
}
}
}
///////////////////////////////////////////////////////////////////////////////
// FlattenArea: flatten out an area of terrain (specified in world space
// coords); return the average height of the flattened area
float CTerrain::FlattenArea(float x0, float x1, float z0, float z1)
{
u32 tx0=u32(clamp(int(float(x0/CELL_SIZE)), 0, int(m_MapSize)));
u32 tx1=u32(clamp(int(float(x1/CELL_SIZE)+1.0f), 0, int(m_MapSize)));
u32 tz0=u32(clamp(int(float(z0/CELL_SIZE)), 0, int(m_MapSize)));
u32 tz1=u32(clamp(int(float(z1/CELL_SIZE)+1.0f), 0, int(m_MapSize)));
u32 count=0;
u32 y=0;
for (u32 x=tx0;x<=tx1;x++) {
for (u32 z=tz0;z<=tz1;z++) {
y+=m_Heightmap[z*m_MapSize + x];
count++;
}
}
y/=count;
for (u32 x=tx0;x<=tx1;x++) {
for (u32 z=tz0;z<=tz1;z++) {
m_Heightmap[z*m_MapSize + x]=(u16)y;
CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
}
}
return y*HEIGHT_SCALE;
}
///////////////////////////////////////////////////////////////////////////////
void CTerrain::MakeDirty(int i0, int j0, int i1, int j1, int dirtyFlags)
{
// flag vertex data as dirty for affected patches, and rebuild bounds of these patches
int pi0 = clamp((i0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
int pi1 = clamp((i1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
int pj0 = clamp((j0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
int pj1 = clamp((j1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
for (int j = pj0; j < pj1; j++) {
for (int i = pi0; i < pi1; i++) {
CPatch* patch = GetPatch(i,j);
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
patch->CalcBounds();
patch->SetDirty(dirtyFlags);
}
}
}
void CTerrain::MakeDirty(int dirtyFlags)
{
for (u32 j = 0; j < m_MapSizePatches; j++) {
for (u32 i = 0; i < m_MapSizePatches; i++) {
CPatch* patch = GetPatch(i,j);
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
patch->CalcBounds();
patch->SetDirty(dirtyFlags);
}
}
}