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0ad/source/graphics/Terrain.cpp

293 lines
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C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "res/tex.h"
#include "res/mem.h"
#include <string.h>
#include "Terrain.h"
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// 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
memcpy(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;
}
///////////////////////////////////////////////////////////////////////////////
// CalcPosition: calculate the world space position of the vertex at (i,j)
void CTerrain::CalcPosition(u32 i,u32 j,CVector3D& pos)
{
u16 height=m_Heightmap[j*m_MapSize + i];
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)
{
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 (x,z) in patch space, or null if the patch is
// out of bounds
CPatch* CTerrain::GetPatch(int32_t x,int32_t z)
{
if (x<0 || x>=int32_t(m_MapSizePatches)) return 0;
if (z<0 || z>=int32_t(m_MapSizePatches)) return 0;
return &m_Patches[(z*m_MapSizePatches)+x];
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the tile at (x,z) in tile space, or null if the tile is out
// of bounds
CMiniPatch* CTerrain::GetTile(int32_t x,int32_t z)
{
if (x<0 || x>=int32_t(m_MapSize)-1) return 0;
if (z<0 || z>=int32_t(m_MapSize)-1) return 0;
CPatch* patch=GetPatch(x/16,z/16);
return &patch->m_MiniPatches[z%16][x%16];
}
///////////////////////////////////////////////////////////////////////////////
// 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++) {
memcpy(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++) {
memcpy(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) {
memcpy(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*16*16);
}
}
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<16;m++) {
CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
for (int k=0;k<16;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<16;m++) {
for (int k=0;k<16;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
memcpy(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->CalcBounds();
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
}
}
}