2009-04-18 19:00:33 +02:00
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/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2009-04-18 19:51:05 +02:00
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/*
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* Describes ground via heightmap and array of CPatch.
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2007-05-07 18:33:24 +02:00
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*/
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2004-05-29 22:56:24 +02:00
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2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2005-08-12 19:06:53 +02:00
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#include "lib/res/graphics/ogl_tex.h"
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2004-05-29 22:56:24 +02:00
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2006-02-13 04:30:34 +01:00
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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2006-06-09 18:44:16 +02:00
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#include "simulation/Entity.h"
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2006-05-04 06:14:48 +02:00
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2006-11-12 05:02:36 +01:00
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#include "TerrainProperties.h"
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#include "TextureEntry.h"
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#include "TextureManager.h"
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2004-05-29 22:56:24 +02:00
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#include <string.h>
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#include "Terrain.h"
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2006-06-09 18:44:16 +02:00
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#include "Patch.h"
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2006-06-02 04:10:27 +02:00
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#include "maths/MathUtil.h"
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2009-10-11 23:27:35 +02:00
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#include "ps/CLogger.h"
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2004-05-29 22:56:24 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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2006-09-26 03:44:20 +02:00
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CTerrain::CTerrain()
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: m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0),
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m_BaseColour(255, 255, 255, 255)
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2004-05-29 22:56:24 +02:00
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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CTerrain::~CTerrain()
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{
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ReleaseData();
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}
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///////////////////////////////////////////////////////////////////////////////
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// ReleaseData: delete any data allocated by this terrain
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void CTerrain::ReleaseData()
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{
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delete[] m_Heightmap;
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delete[] m_Patches;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Initialise: initialise this terrain to the given size (in patches per side);
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// using given heightmap to setup elevation data
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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bool CTerrain::Initialize(ssize_t size,const u16* data)
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2004-05-29 22:56:24 +02:00
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{
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// clean up any previous terrain
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ReleaseData();
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// store terrain size
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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m_MapSize=size*PATCH_SIZE+1;
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2004-05-29 22:56:24 +02:00
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m_MapSizePatches=size;
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// allocate data for new terrain
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m_Heightmap=new u16[m_MapSize*m_MapSize];
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m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches];
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// given a heightmap?
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if (data) {
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// yes; keep a copy of it
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2007-04-25 20:19:35 +02:00
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cpu_memcpy(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16));
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2004-05-29 22:56:24 +02:00
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} else {
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// build a flat terrain
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memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16));
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}
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// setup patch parents, indices etc
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InitialisePatches();
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return true;
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}
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2006-06-09 18:44:16 +02:00
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///////////////////////////////////////////////////////////////////////////////
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2007-05-02 14:07:08 +02:00
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float CTerrain::GetExactGroundLevel(const CVector2D& v) const
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2006-10-08 19:39:46 +02:00
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{
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2007-05-02 14:07:08 +02:00
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return GetExactGroundLevel(v.x, v.y);
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2006-10-08 19:39:46 +02:00
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}
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2007-05-02 14:07:08 +02:00
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bool CTerrain::IsOnMap(const CVector2D& v) const
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2006-06-09 18:44:16 +02:00
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{
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2007-05-02 14:07:08 +02:00
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return IsOnMap(v.x, v.y);
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2006-06-09 18:44:16 +02:00
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}
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2007-05-02 14:07:08 +02:00
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bool CTerrain::IsPassable(const CVector2D &loc/*tile space*/, HEntity entity) const
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2006-06-09 18:44:16 +02:00
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{
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2006-11-12 05:02:36 +01:00
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CMiniPatch *pTile = GetTile(loc.x, loc.y);
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2006-12-20 06:41:54 +01:00
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if(!pTile->Tex1)
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return false; // Invalid terrain type in the scenario file
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2006-11-12 05:02:36 +01:00
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CTextureEntry *pTexEntry = g_TexMan.FindTexture(pTile->Tex1);
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CTerrainPropertiesPtr pProperties = pTexEntry->GetProperties();
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2009-10-11 23:27:35 +02:00
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if(!pProperties)
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{
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2009-11-03 22:46:35 +01:00
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VfsPath texturePath = pTexEntry->GetTexturePath();
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LOGWARNING(L"no properties loaded for %ls\n", texturePath.string().c_str());
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2009-10-11 23:27:35 +02:00
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return false;
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}
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2006-11-12 05:02:36 +01:00
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return pProperties->IsPassable(entity);
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2006-06-09 18:44:16 +02:00
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}
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2004-05-29 22:56:24 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// CalcPosition: calculate the world space position of the vertex at (i,j)
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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void CTerrain::CalcPosition(ssize_t i, ssize_t j, CVector3D& pos) const
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2004-05-29 22:56:24 +02:00
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{
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2005-10-07 23:09:29 +02:00
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u16 height;
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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if ((size_t)i < (size_t)m_MapSize && (size_t)j < (size_t)m_MapSize) // will reject negative coordinates
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2005-10-07 23:09:29 +02:00
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height = m_Heightmap[j*m_MapSize + i];
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else
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height = 0;
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2006-04-17 22:02:51 +02:00
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pos.X = float(i*CELL_SIZE);
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pos.Y = float(height*HEIGHT_SCALE);
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pos.Z = float(j*CELL_SIZE);
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2004-05-29 22:56:24 +02:00
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcNormal: calculate the world space normal of the vertex at (i,j)
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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void CTerrain::CalcNormal(ssize_t i, ssize_t j, CVector3D& normal) const
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2004-05-29 22:56:24 +02:00
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{
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CVector3D left, right, up, down;
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2006-02-13 15:18:20 +01:00
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2004-05-29 22:56:24 +02:00
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left.Clear();
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right.Clear();
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up.Clear();
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down.Clear();
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2006-02-13 15:18:20 +01:00
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2004-05-29 22:56:24 +02:00
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// get position of vertex where normal is being evaluated
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CVector3D basepos;
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CalcPosition(i,j,basepos);
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CVector3D tmp;
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if (i>0) {
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CalcPosition(i-1,j,tmp);
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left=tmp-basepos;
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}
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if (i<m_MapSize-1) {
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CalcPosition(i+1,j,tmp);
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right=tmp-basepos;
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}
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if (j>0) {
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CalcPosition(i,j-1,tmp);
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up=tmp-basepos;
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}
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if (j<m_MapSize-1) {
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CalcPosition(i,j+1,tmp);
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down=tmp-basepos;
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}
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CVector3D n0 = up.Cross(left);
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CVector3D n1 = left.Cross(down);
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CVector3D n2 = down.Cross(right);
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2006-02-13 15:18:20 +01:00
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CVector3D n3 = right.Cross(up);
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2004-05-29 22:56:24 +02:00
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normal = n0 + n1 + n2 + n3;
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2007-05-02 14:07:08 +02:00
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float nlen=normal.Length();
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2004-05-29 22:56:24 +02:00
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if (nlen>0.00001f) normal*=1.0f/nlen;
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}
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///////////////////////////////////////////////////////////////////////////////
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2006-04-17 22:02:51 +02:00
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// GetPatch: return the patch at (i,j) in patch space, or null if the patch is
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2004-05-29 22:56:24 +02:00
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// out of bounds
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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CPatch* CTerrain::GetPatch(ssize_t i, ssize_t j) const
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2004-05-29 22:56:24 +02:00
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{
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2006-08-26 22:25:37 +02:00
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// range check: >= 0 and < m_MapSizePatches
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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if( (size_t)i >= (size_t)m_MapSizePatches || (size_t)j >= (size_t)m_MapSizePatches )
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2006-08-26 22:25:37 +02:00
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return 0;
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2006-04-17 22:02:51 +02:00
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return &m_Patches[(j*m_MapSizePatches)+i];
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2004-05-29 22:56:24 +02:00
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}
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///////////////////////////////////////////////////////////////////////////////
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2006-04-17 22:02:51 +02:00
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// GetPatch: return the tile at (i,j) in tile space, or null if the tile is out
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2004-05-29 22:56:24 +02:00
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// of bounds
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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|
|
CMiniPatch* CTerrain::GetTile(ssize_t i, ssize_t j) const
|
2004-05-29 22:56:24 +02:00
|
|
|
{
|
2006-08-26 22:25:37 +02:00
|
|
|
// see above
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
if( (size_t)i >= (size_t)(m_MapSize-1) || (size_t)j >= (size_t)(m_MapSize-1) )
|
2006-08-26 22:25:37 +02:00
|
|
|
return 0;
|
2004-05-29 22:56:24 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
CPatch* patch=GetPatch(i/PATCH_SIZE, j/PATCH_SIZE);
|
|
|
|
return &patch->m_MiniPatches[j%PATCH_SIZE][i%PATCH_SIZE];
|
2004-05-29 22:56:24 +02:00
|
|
|
}
|
|
|
|
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
float CTerrain::GetVertexGroundLevel(ssize_t i, ssize_t j) const
|
2006-02-13 15:18:20 +01:00
|
|
|
{
|
2006-04-17 22:02:51 +02:00
|
|
|
if (i < 0)
|
|
|
|
i = 0;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
else if ((size_t)i >= (size_t)m_MapSize)
|
2006-04-17 22:02:51 +02:00
|
|
|
i = m_MapSize - 1;
|
2005-10-09 05:43:03 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
if (j < 0)
|
|
|
|
j = 0;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
else if ((size_t)j >= (size_t)m_MapSize)
|
2006-04-17 22:02:51 +02:00
|
|
|
j = m_MapSize - 1;
|
2005-10-09 05:43:03 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
return HEIGHT_SCALE * m_Heightmap[j*m_MapSize + i];
|
2005-10-09 05:43:03 +02:00
|
|
|
}
|
|
|
|
|
2007-05-02 14:07:08 +02:00
|
|
|
float CTerrain::GetSlope(float x, float z) const
|
2006-04-09 02:36:52 +02:00
|
|
|
{
|
|
|
|
x /= (float)CELL_SIZE;
|
2006-04-17 22:02:51 +02:00
|
|
|
z /= (float)CELL_SIZE;
|
2006-04-09 02:36:52 +02:00
|
|
|
|
|
|
|
int xi = (int)floor(x);
|
2006-04-17 22:02:51 +02:00
|
|
|
int zi = (int)floor(z);
|
2006-04-09 02:36:52 +02:00
|
|
|
|
2007-05-02 14:07:08 +02:00
|
|
|
ClampCoordToMap(xi);
|
|
|
|
ClampCoordToMap(zi);
|
2006-04-09 02:36:52 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
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];
|
2006-04-22 07:52:23 +02:00
|
|
|
|
|
|
|
//Difference of highest point from lowest point
|
2006-10-20 03:06:43 +02:00
|
|
|
return std::max(std::max(h00, h01), std::max(h10, h11)) -
|
|
|
|
std::min(std::min(h00, h01), std::min(h10, h11));
|
2006-04-09 02:36:52 +02:00
|
|
|
}
|
2007-05-02 14:07:08 +02:00
|
|
|
CVector2D CTerrain::GetSlopeAngleFace( CEntity* entity ) const
|
2006-04-22 07:52:23 +02:00
|
|
|
{
|
2006-05-04 06:14:48 +02:00
|
|
|
CVector2D ret;
|
2006-04-22 07:52:23 +02:00
|
|
|
|
2006-09-16 22:13:40 +02:00
|
|
|
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
|
2007-05-02 14:07:08 +02:00
|
|
|
CVector2D d = entity->m_ahead.Normalize() * D;
|
|
|
|
float dy = GetExactGroundLevel(x+d.x, z+d.y) - GetExactGroundLevel(x-d.x, z-d.y);
|
2006-09-16 22:16:42 +02:00
|
|
|
ret.x = atan2(dy, 2*D);
|
2006-09-16 22:13:40 +02:00
|
|
|
|
|
|
|
// Get sideways slope and use it as the y angle
|
|
|
|
CVector2D d2(-d.y, d.x);
|
2007-05-02 14:07:08 +02:00
|
|
|
float dy2 = GetExactGroundLevel(x+d2.x, z+d2.y) - GetExactGroundLevel(x-d2.x, z-d2.y);
|
2006-09-16 22:16:42 +02:00
|
|
|
ret.y = atan2(dy2, 2*D);
|
2006-09-16 22:13:40 +02:00
|
|
|
|
2006-05-04 06:14:48 +02:00
|
|
|
return ret;
|
2006-04-22 07:52:23 +02:00
|
|
|
}
|
2006-04-09 02:36:52 +02:00
|
|
|
|
2007-05-02 14:07:08 +02:00
|
|
|
float CTerrain::GetExactGroundLevel(float x, float z) const
|
2004-07-23 12:56:52 +02:00
|
|
|
{
|
|
|
|
x /= (float)CELL_SIZE;
|
2006-04-17 22:02:51 +02:00
|
|
|
z /= (float)CELL_SIZE;
|
2004-07-23 12:56:52 +02:00
|
|
|
|
2005-10-07 23:09:29 +02:00
|
|
|
int xi = (int)floor(x);
|
2006-04-17 22:02:51 +02:00
|
|
|
int zi = (int)floor(z);
|
2004-07-23 12:56:52 +02:00
|
|
|
float xf = x - (float)xi;
|
2006-04-17 22:02:51 +02:00
|
|
|
float zf = z - (float)zi;
|
2004-07-23 12:56:52 +02:00
|
|
|
|
2005-10-07 23:09:29 +02:00
|
|
|
if (xi < 0)
|
2004-08-03 01:14:54 +02:00
|
|
|
{
|
|
|
|
xi = 0; xf = 0.0f;
|
|
|
|
}
|
2005-12-09 02:08:08 +01:00
|
|
|
else if (xi >= (int)m_MapSize-1)
|
2004-08-03 01:14:54 +02:00
|
|
|
{
|
2005-12-09 02:08:08 +01:00
|
|
|
xi = m_MapSize - 2; xf = 1.0f;
|
2004-08-03 01:14:54 +02:00
|
|
|
}
|
2005-10-07 23:09:29 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
if (zi < 0)
|
2004-08-03 01:14:54 +02:00
|
|
|
{
|
2006-04-17 22:02:51 +02:00
|
|
|
zi = 0; zf = 0.0f;
|
2004-08-03 01:14:54 +02:00
|
|
|
}
|
2006-04-17 22:02:51 +02:00
|
|
|
else if (zi >= (int)m_MapSize-1)
|
2004-08-03 01:14:54 +02:00
|
|
|
{
|
2006-04-17 22:02:51 +02:00
|
|
|
zi = m_MapSize - 2; zf = 1.0f;
|
2004-08-03 01:14:54 +02:00
|
|
|
}
|
2005-10-07 23:09:29 +02:00
|
|
|
|
2006-04-17 22:02:51 +02:00
|
|
|
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];
|
2005-10-07 23:09:29 +02:00
|
|
|
return (HEIGHT_SCALE * (
|
2006-04-17 22:02:51 +02:00
|
|
|
(1 - zf) * ((1 - xf) * h00 + xf * h10)
|
|
|
|
+ zf * ((1 - xf) * h01 + xf * h11)));
|
2004-07-23 12:56:52 +02:00
|
|
|
}
|
2004-05-29 22:56:24 +02:00
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Resize: resize this terrain to the given size (in patches per side)
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
void CTerrain::Resize(ssize_t size)
|
2004-05-29 22:56:24 +02:00
|
|
|
{
|
|
|
|
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
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
ssize_t newMapSize=size*PATCH_SIZE+1;
|
2004-05-29 22:56:24 +02:00
|
|
|
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
|
2005-10-08 05:55:21 +02:00
|
|
|
u16* src=m_Heightmap;
|
2004-05-29 22:56:24 +02:00
|
|
|
u16* dst=newHeightmap;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
ssize_t copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize;
|
|
|
|
for (ssize_t j=0;j<copysize;j++) {
|
2007-04-25 20:19:35 +02:00
|
|
|
cpu_memcpy(dst,src,copysize*sizeof(u16));
|
2004-05-29 22:56:24 +02:00
|
|
|
dst+=copysize;
|
|
|
|
src+=m_MapSize;
|
|
|
|
if (newMapSize>m_MapSize) {
|
|
|
|
// entend the last height to the end of the row
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (size_t i=0;i<newMapSize-(size_t)m_MapSize;i++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
*dst++=*(src-1);
|
|
|
|
}
|
2006-02-13 15:18:20 +01:00
|
|
|
}
|
2004-05-29 22:56:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (newMapSize>m_MapSize) {
|
|
|
|
// copy over heights of the last row to any remaining rows
|
|
|
|
src=newHeightmap+((m_MapSize-1)*newMapSize);
|
|
|
|
dst=src+newMapSize;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t i=0;i<newMapSize-m_MapSize;i++) {
|
2007-04-25 20:19:35 +02:00
|
|
|
cpu_memcpy(dst,src,newMapSize*sizeof(u16));
|
2004-05-29 22:56:24 +02:00
|
|
|
dst+=newMapSize;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// now build new patches
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t j=0;j<size;j++) {
|
|
|
|
for (ssize_t i=0;i<size;i++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
// copy over texture data from existing tiles, if possible
|
|
|
|
if (i<m_MapSizePatches && j<m_MapSizePatches) {
|
2007-04-25 20:19:35 +02:00
|
|
|
cpu_memcpy(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*PATCH_SIZE*PATCH_SIZE);
|
2006-02-13 15:18:20 +01:00
|
|
|
}
|
2004-05-29 22:56:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if (j<m_MapSizePatches && size>m_MapSizePatches) {
|
|
|
|
// copy over the last tile from each column
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t n=0;n<size-m_MapSizePatches;n++) {
|
|
|
|
for (ssize_t m=0;m<PATCH_SIZE;m++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
|
2009-07-28 11:27:56 +02:00
|
|
|
for (ssize_t k=0;k<PATCH_SIZE;k++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
CMiniPatch& dst=newPatches[j*size+m_MapSizePatches+n].m_MiniPatches[m][k];
|
|
|
|
dst.Tex1=src.Tex1;
|
|
|
|
dst.Tex1Priority=src.Tex1Priority;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-02-13 15:18:20 +01:00
|
|
|
|
2004-05-29 22:56:24 +02:00
|
|
|
if (size>m_MapSizePatches) {
|
|
|
|
// copy over the last tile from each column
|
|
|
|
CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size];
|
|
|
|
CPatch* dstpatch=srcpatch+size;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t p=0;p<(ssize_t)size-m_MapSizePatches;p++) {
|
|
|
|
for (ssize_t n=0;n<(ssize_t)size;n++) {
|
|
|
|
for (ssize_t m=0;m<PATCH_SIZE;m++) {
|
|
|
|
for (ssize_t k=0;k<PATCH_SIZE;k++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
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;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
m_MapSize=(ssize_t)newMapSize;
|
|
|
|
m_MapSizePatches=(ssize_t)size;
|
2004-05-29 22:56:24 +02:00
|
|
|
|
|
|
|
// initialise all the new patches
|
|
|
|
InitialisePatches();
|
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
// InitialisePatches: initialise patch data
|
|
|
|
void CTerrain::InitialisePatches()
|
|
|
|
{
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t j=0;j<m_MapSizePatches;j++) {
|
|
|
|
for (ssize_t i=0;i<m_MapSizePatches;i++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
CPatch* patch=GetPatch(i,j);
|
|
|
|
patch->Initialize(this,i,j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
2006-02-13 15:18:20 +01:00
|
|
|
// SetHeightMap: set up a new heightmap from 16-bit source data;
|
2004-05-29 22:56:24 +02:00
|
|
|
// assumes heightmap matches current terrain size
|
|
|
|
void CTerrain::SetHeightMap(u16* heightmap)
|
|
|
|
{
|
|
|
|
// keep a copy of the given heightmap
|
2007-04-25 20:19:35 +02:00
|
|
|
cpu_memcpy(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16));
|
2004-05-29 22:56:24 +02:00
|
|
|
|
|
|
|
// recalculate patch bounds, invalidate vertices
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t j=0;j<m_MapSizePatches;j++) {
|
|
|
|
for (ssize_t i=0;i<m_MapSizePatches;i++) {
|
2004-05-29 22:56:24 +02:00
|
|
|
CPatch* patch=GetPatch(i,j);
|
2005-02-10 00:19:48 +01:00
|
|
|
patch->InvalidateBounds();
|
2004-05-29 22:56:24 +02:00
|
|
|
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2004-10-06 20:45:59 +02:00
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
2006-02-13 15:18:20 +01:00
|
|
|
// FlattenArea: flatten out an area of terrain (specified in world space
|
2004-10-06 20:45:59 +02:00
|
|
|
// coords); return the average height of the flattened area
|
2006-04-17 22:02:51 +02:00
|
|
|
float CTerrain::FlattenArea(float x0, float x1, float z0, float z1)
|
2004-10-06 20:45:59 +02:00
|
|
|
{
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
ssize_t tx0=clamp(ssize_t((x0/CELL_SIZE)), ssize_t(0), m_MapSize);
|
|
|
|
ssize_t tx1=clamp(ssize_t((x1/CELL_SIZE)+1.0f), ssize_t(0), m_MapSize);
|
|
|
|
ssize_t tz0=clamp(ssize_t((z0/CELL_SIZE)), ssize_t(0), m_MapSize);
|
|
|
|
ssize_t tz1=clamp(ssize_t((z1/CELL_SIZE)+1.0f), ssize_t(0), m_MapSize);
|
|
|
|
|
|
|
|
size_t count=0;
|
|
|
|
size_t y=0;
|
|
|
|
for (ssize_t x=tx0;x<=tx1;x++) {
|
|
|
|
for (ssize_t z=tz0;z<=tz1;z++) {
|
2004-10-06 20:45:59 +02:00
|
|
|
y+=m_Heightmap[z*m_MapSize + x];
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
y/=count;
|
|
|
|
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t x=tx0;x<=tx1;x++) {
|
|
|
|
for (ssize_t z=tz0;z<=tz1;z++) {
|
2005-08-09 17:55:44 +02:00
|
|
|
m_Heightmap[z*m_MapSize + x]=(u16)y;
|
2004-10-06 20:45:59 +02:00
|
|
|
CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
|
|
|
|
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return y*HEIGHT_SCALE;
|
|
|
|
}
|
|
|
|
|
2005-07-03 18:25:48 +02:00
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
void CTerrain::MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
|
2005-07-03 18:25:48 +02:00
|
|
|
{
|
|
|
|
// flag vertex data as dirty for affected patches, and rebuild bounds of these patches
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
ssize_t pi0 = clamp((i0/PATCH_SIZE)-1, ssize_t(0), m_MapSizePatches);
|
|
|
|
ssize_t pi1 = clamp((i1/PATCH_SIZE)+1, ssize_t(0), m_MapSizePatches);
|
|
|
|
ssize_t pj0 = clamp((j0/PATCH_SIZE)-1, ssize_t(0), m_MapSizePatches);
|
|
|
|
ssize_t pj1 = clamp((j1/PATCH_SIZE)+1, ssize_t(0), m_MapSizePatches);
|
|
|
|
for (ssize_t j = pj0; j < pj1; j++) {
|
|
|
|
for (ssize_t i = pi0; i < pi1; i++) {
|
2005-07-03 18:25:48 +02:00
|
|
|
CPatch* patch = GetPatch(i,j);
|
2005-11-06 06:05:07 +01:00
|
|
|
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
|
|
|
|
patch->CalcBounds();
|
|
|
|
patch->SetDirty(dirtyFlags);
|
2005-07-03 18:25:48 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-11-05 05:59:54 +01:00
|
|
|
|
2005-11-06 06:05:07 +01:00
|
|
|
void CTerrain::MakeDirty(int dirtyFlags)
|
2005-11-05 05:59:54 +01:00
|
|
|
{
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
for (ssize_t j = 0; j < m_MapSizePatches; j++) {
|
|
|
|
for (ssize_t i = 0; i < m_MapSizePatches; i++) {
|
2005-11-05 05:59:54 +01:00
|
|
|
CPatch* patch = GetPatch(i,j);
|
2005-11-06 06:05:07 +01:00
|
|
|
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
|
|
|
|
patch->CalcBounds();
|
|
|
|
patch->SetDirty(dirtyFlags);
|
2005-11-05 05:59:54 +01:00
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|
|
}
|
|
|
|
}
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|
|
|
}
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