/////////////////////////////////////////////////////////////////////////////// // // Name: Terrain.cpp // Author: Rich Cross // Contact: rich@wildfiregames.com // /////////////////////////////////////////////////////////////////////////////// #include "precompiled.h" #include "res/ogl_tex.h" #include "res/mem.h" #include #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 (i0) { CalcPosition(i,j-1,tmp); up=tmp-basepos; } if (j0.00001f) 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/PATCH_SIZE,z/PATCH_SIZE); return &patch->m_MiniPatches[z%PATCH_SIZE][x%PATCH_SIZE]; } float CTerrain::getExactGroundLevel( float x, float y ) const { x /= (float)CELL_SIZE; y /= (float)CELL_SIZE; int xi = (int)floor( x ); int yi = (int)floor( y ); float xf = x - (float)xi; float yf = y - (float)yi; if( xi < 0 ) { xi = 0; xf = 0.0f; } if( xi >= (int)m_MapSize ) { xi = m_MapSize - 1; xf = 1.0f; } if( yi < 0 ) { yi = 0; yf = 0.0f; } if( yi >= (int)m_MapSize ) { yi = m_MapSize - 1; yf = 1.0f; } /* assert( isOnMap( x, y ) ); if( !isOnMap( x, y ) ) return 0.0f; */ float h00 = m_Heightmap[yi*m_MapSize + xi]; float h01 = m_Heightmap[yi*m_MapSize + xi + m_MapSize]; float h10 = m_Heightmap[yi*m_MapSize + xi + 1]; float h11 = m_Heightmap[yi*m_MapSize + xi + m_MapSize + 1]; return( HEIGHT_SCALE * ( ( 1 - yf ) * ( ( 1 - xf ) * h00 + xf * h10 ) + yf * ( ( 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;jm_MapSize) { // entend the last height to the end of the row for (u32 i=0;im_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;im_MapSizePatches) { // copy over the last tile from each column for (u32 n=0;nm_MapSizePatches) { // copy over the last tile from each column CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size]; CPatch* dstpatch=srcpatch+size; for (u32 p=0;pm_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;jInitialize(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;jCalcBounds(); patch->SetDirty(RENDERDATA_UPDATE_VERTICES); } } }