2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 #include "Environment/Terrain.hpp"
24 #include "Objects/Object.hpp"
25 #include "Utils/Folders.hpp"
26 #include "Tutorial.hpp"
29 extern float viewdistance;
30 extern float fadestart;
31 extern int environment;
32 extern float texscale;
34 extern float multiplier;
35 extern FRUSTUM frustum;
36 extern float texdetail;
38 extern bool decalstoggle;
39 extern float blurness;
40 extern float targetblurness;
41 extern bool skyboxtexture;
45 int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZ *p)
48 static float distance;
49 static float olddistance;
50 static int intersecting;
51 static int firstintersecting;
53 static int startx, starty;
54 static int endx, endy;
55 static float highest, lowest;
57 firstintersecting = -1;
91 for (i = startx; i <= endx; i++) {
92 for (j = starty; j <= endy; j++) {
95 for (k = 0; k < 2; k++) {
96 if (heightmap[i + k][j] > highest)
97 highest = heightmap[i + k][j];
98 if (heightmap[i + k][j] < lowest)
99 lowest = heightmap[i + k][j];
100 if (heightmap[i + k][j + 1] > highest)
101 highest = heightmap[i + k][j + 1];
102 if (heightmap[i + k][j + 1] < lowest)
103 lowest = heightmap[i + k][j + 1];
105 if ((p1.y <= highest || p2.y <= highest) && (p1.y >= lowest || p2.y >= lowest)) {
107 triangles[0].y = heightmap[i][j];
111 triangles[1].y = heightmap[i][j + 1];
112 triangles[1].z = j + 1;
114 triangles[2].x = i + 1;
115 triangles[2].y = heightmap[i + 1][j];
118 intersecting = LineFacet(p1, p2, triangles[0], triangles[1], triangles[2], &point);
119 distance = distsq(&p1, &point);
120 if ((distance < olddistance || firstintersecting == -1) && intersecting == 1) {
121 olddistance = distance;
122 firstintersecting = 1;
126 triangles[0].x = i + 1;
127 triangles[0].y = heightmap[i + 1][j];
131 triangles[1].y = heightmap[i][j + 1];
132 triangles[1].z = j + 1;
134 triangles[2].x = i + 1;
135 triangles[2].y = heightmap[i + 1][j + 1];
136 triangles[2].z = j + 1;
138 intersecting = LineFacet(p1, p2, triangles[0], triangles[1], triangles[2], &point);
139 distance = distsq(&p1, &point);
140 if ((distance < olddistance || firstintersecting == -1) && intersecting == 1) {
141 olddistance = distance;
142 firstintersecting = 1;
148 return firstintersecting;
151 void Terrain::UpdateTransparency(int whichx, int whichy)
154 static int i, j, a, b, c, d, patch_size, stepsize;
155 static float distance;
157 static float viewdistsquared;
159 viewdistsquared = viewdistance * viewdistance;
160 patch_size = size / subdivision;
163 c = whichx * patch_elements + whichy * patch_elements * subdivision;
165 for (i = patch_size * whichx; i < patch_size * (whichx + 1) + 1; i += stepsize) {
166 for (j = patch_size * whichy; j < patch_size * (whichy + 1) + 1; j += stepsize) {
167 if (i < size && j < size) {
168 vertex.x = i * scale;
169 vertex.z = j * scale;
170 vertex.y = heightmap[i][j] * scale;
171 distance = distsq(&viewer, &vertex);
172 if (distance > viewdistsquared)
173 distance = viewdistsquared;
174 colors[i][j][3] = (viewdistsquared - (distance - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
179 for (i = patch_size * whichx; i < patch_size * (whichx + 1); i += stepsize) {
180 for (j = patch_size * whichy; j < patch_size * (whichy + 1); j += stepsize) {
181 a = (i - (patch_size * whichx)) / stepsize;
182 b = (j - (patch_size * whichy)) / stepsize;
183 d = (a * 54) + (b * 54 * patch_size / stepsize);
184 vArray[d + c + 6] = colors[i][j][3];
186 vArray[d + c + 15] = colors[i][j + stepsize][3];
188 vArray[d + c + 24] = colors[i + stepsize][j][3];
190 vArray[d + c + 33] = colors[i + stepsize][j][3];
192 vArray[d + c + 42] = colors[i][j + stepsize][3];
194 vArray[d + c + 51] = colors[i + stepsize][j + stepsize][3];
199 void Terrain::UpdateTransparencyother(int whichx, int whichy)
201 static int i, j, a, b, c, d, patch_size, stepsize;
203 patch_size = size / subdivision;
206 c = whichx * patch_elements + whichy * patch_elements * subdivision;
208 for (i = patch_size * whichx; i < patch_size * (whichx + 1); i += stepsize) {
209 for (j = patch_size * whichy; j < patch_size * (whichy + 1); j += stepsize) {
210 a = (i - (patch_size * whichx)) / stepsize;
211 b = (j - (patch_size * whichy)) / stepsize;
212 d = (a * 54) + (b * 54 * patch_size / stepsize);
213 vArray[d + c + 6] = colors[i][j][3] * opacityother[i][j];
215 vArray[d + c + 15] = colors[i][j + stepsize][3] * opacityother[i][j + stepsize];
217 vArray[d + c + 24] = colors[i + stepsize][j][3] * opacityother[i + stepsize][j];
219 vArray[d + c + 33] = colors[i + stepsize][j][3] * opacityother[i + stepsize][j];
221 vArray[d + c + 42] = colors[i][j + stepsize][3] * opacityother[i][j + stepsize];
223 vArray[d + c + 51] = colors[i + stepsize][j + stepsize][3] * opacityother[i + stepsize][j + stepsize];
228 void Terrain::UpdateTransparencyotherother(int whichx, int whichy)
231 static int i, j, a, b, c, d, patch_size, stepsize;
232 static float distance;
234 static float viewdistsquared;
236 viewdistsquared = viewdistance * viewdistance;
237 patch_size = size / subdivision;
240 c = whichx * patch_elements + whichy * patch_elements * subdivision;
242 for (i = patch_size * whichx; i < patch_size * (whichx + 1) + 1; i += stepsize) {
243 for (j = patch_size * whichy; j < patch_size * (whichy + 1) + 1; j += stepsize) {
244 if (i < size && j < size) {
245 vertex.x = i * scale;
246 vertex.z = j * scale;
247 vertex.y = heightmap[i][j] * scale;
248 distance = distsq(&viewer, &vertex);
249 if (distance > viewdistsquared)
250 distance = viewdistsquared;
251 colors[i][j][3] = (viewdistsquared - (distance - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
256 for (i = patch_size * whichx; i < patch_size * (whichx + 1); i += stepsize) {
257 for (j = patch_size * whichy; j < patch_size * (whichy + 1); j += stepsize) {
258 a = (i - (patch_size * whichx)) / stepsize;
259 b = (j - (patch_size * whichy)) / stepsize;
260 d = (a * 54) + (b * 54 * patch_size / stepsize);
261 vArray[d + c + 6] = colors[i][j][3];
263 vArray[d + c + 15] = colors[i][j + stepsize][3];
265 vArray[d + c + 24] = colors[i + stepsize][j][3];
267 vArray[d + c + 33] = colors[i + stepsize][j][3];
269 vArray[d + c + 42] = colors[i][j + stepsize][3];
271 vArray[d + c + 51] = colors[i + stepsize][j + stepsize][3];
276 void Terrain::UpdateVertexArray(int whichx, int whichy)
278 static int i, j, a, b, c, patch_size, stepsize;
281 numtris[whichx][whichy] = 0;
283 patch_size = size / subdivision;
286 c = whichx * patch_elements + whichy * patch_elements * subdivision;
287 for (i = patch_size * whichx; i < patch_size * (whichx + 1); i += stepsize) {
288 for (j = patch_size * whichy; j < patch_size * (whichy + 1); j += stepsize) {
289 a = (i - ((float)size / subdivision * (float)whichx)) / stepsize;
290 b = (j - ((float)size / subdivision * (float)whichy)) / stepsize;
291 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 0] = i * scale;
292 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 1] = heightmap[i][j] * scale;
293 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 2] = j * scale;
294 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 3] = colors[i][j][0];
295 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 4] = colors[i][j][1];
296 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 5] = colors[i][j][2];
297 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 6] = colors[i][j][3];
298 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 7] = i * scale * texscale + texoffsetx[i][j];
299 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 8] = j * scale * texscale + texoffsety[i][j];
301 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 9] = i * scale;
302 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 10] = heightmap[i][j + stepsize] * scale;
303 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 11] = j * scale + stepsize * scale;
304 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 12] = colors[i][j + stepsize][0];
305 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 13] = colors[i][j + stepsize][1];
306 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 14] = colors[i][j + stepsize][2];
307 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 15] = colors[i][j + stepsize][3];
308 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 16] = i * scale * texscale + texoffsetx[i][j + stepsize];
309 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 17] = j * scale * texscale + stepsize * scale * texscale + texoffsety[i][j + stepsize];
311 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 18] = i * scale + stepsize * scale;
312 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 19] = heightmap[i + stepsize][j] * scale;
313 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 20] = j * scale;
314 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 21] = colors[i + stepsize][j][0];
315 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 22] = colors[i + stepsize][j][1];
316 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 23] = colors[i + stepsize][j][2];
317 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 24] = colors[i + stepsize][j][3];
318 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 25] = i * scale * texscale + stepsize * scale * texscale + texoffsetx[i + stepsize][j];
319 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 26] = j * scale * texscale + texoffsety[i + stepsize][j];
321 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 27] = i * scale + stepsize * scale;
322 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 28] = heightmap[i + stepsize][j] * scale;
323 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 29] = j * scale;
324 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 30] = colors[i + stepsize][j][0];
325 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 31] = colors[i + stepsize][j][1];
326 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 32] = colors[i + stepsize][j][2];
327 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 33] = colors[i + stepsize][j][3];
328 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 34] = i * scale * texscale + stepsize * scale * texscale + texoffsetx[i + stepsize][j];
329 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 35] = j * scale * texscale + texoffsety[i + stepsize][j];
331 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 36] = i * scale;
332 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 37] = heightmap[i][j + stepsize] * scale;
333 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 38] = j * scale + stepsize * scale;
334 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 39] = colors[i][j + stepsize][0];
335 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 40] = colors[i][j + stepsize][1];
336 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 41] = colors[i][j + stepsize][2];
337 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 42] = colors[i][j + stepsize][3];
338 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 43] = i * scale * texscale + texoffsetx[i][j + stepsize];
339 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 44] = j * scale * texscale + stepsize * scale * texscale + texoffsety[i][j + stepsize];
341 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 45] = i * scale + stepsize * scale;
342 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 46] = heightmap[i + stepsize][j + stepsize] * scale;
343 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 47] = j * scale + stepsize * scale;
344 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 48] = colors[i + stepsize][j + stepsize][0];
345 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 49] = colors[i + stepsize][j + stepsize][1];
346 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 50] = colors[i + stepsize][j + stepsize][2];
347 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 51] = colors[i + stepsize][j + stepsize][3];
348 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 52] = i * scale * texscale + stepsize * scale * texscale + texoffsetx[i + stepsize][j + stepsize];
349 vArray[(a * 54) + (b * 54 * patch_size / stepsize) + c + 53] = j * scale * texscale + stepsize * scale * texscale + texoffsety[i + stepsize][j + stepsize];
350 numtris[whichx][whichy] += 2;
354 maxypatch[whichx][whichy] = -10000;
355 minypatch[whichx][whichy] = 10000;
356 for (a = 0; a < size / subdivision; a++) {
357 for (b = 0; b < size / subdivision; b++) {
358 if (heightmap[(size / subdivision)*whichx + a][(size / subdivision)*whichy + b]*scale > maxypatch[whichx][whichy])
359 maxypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
360 if (heightmap[(size / subdivision)*whichx + a][(size / subdivision)*whichy + b]*scale < minypatch[whichx][whichy])
361 minypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
364 heightypatch[whichx][whichy] = (maxypatch[whichx][whichy] - minypatch[whichx][whichy]);
365 if (heightypatch[whichx][whichy] < size / subdivision * scale)
366 heightypatch[whichx][whichy] = size / subdivision * scale;
367 avgypatch[whichx][whichy] = (minypatch[whichx][whichy] + maxypatch[whichx][whichy]) / 2;
369 for (i = whichx * size / subdivision; i < (whichx + 1)*size / subdivision - 1; i++) {
370 for (j = whichy * size / subdivision; j < (whichy + 1)*size / subdivision - 1; j++) {
371 triangles[(i * (size - 1) * 2) + (j * 2)][0].x = i * scale;
372 triangles[(i * (size - 1) * 2) + (j * 2)][0].y = heightmap[i][j] * scale;
373 triangles[(i * (size - 1) * 2) + (j * 2)][0].z = j * scale;
375 triangles[(i * (size - 1) * 2) + (j * 2)][1].x = i * scale;
376 triangles[(i * (size - 1) * 2) + (j * 2)][1].y = heightmap[i][j + 1] * scale;
377 triangles[(i * (size - 1) * 2) + (j * 2)][1].z = j * scale + scale;
379 triangles[(i * (size - 1) * 2) + (j * 2)][2].x = i * scale + 1 * scale;
380 triangles[(i * (size - 1) * 2) + (j * 2)][2].y = heightmap[i + 1][j] * scale;
381 triangles[(i * (size - 1) * 2) + (j * 2)][2].z = j * scale;
383 triangles[(i * (size - 1) * 2) + (j * 2) + 1][0].x = i * scale + 1 * scale;
384 triangles[(i * (size - 1) * 2) + (j * 2) + 1][0].y = heightmap[i + 1][j] * scale;
385 triangles[(i * (size - 1) * 2) + (j * 2) + 1][0].z = j * scale;
387 triangles[(i * (size - 1) * 2) + (j * 2) + 1][1].x = i * scale;
388 triangles[(i * (size - 1) * 2) + (j * 2) + 1][1].y = heightmap[i][j + 1] * scale;
389 triangles[(i * (size - 1) * 2) + (j * 2) + 1][1].z = j * scale + 1 * scale;
391 triangles[(i * (size - 1) * 2) + (j * 2) + 1][2].x = i * scale + 1 * scale;
392 triangles[(i * (size - 1) * 2) + (j * 2) + 1][2].y = heightmap[i + 1][j + 1] * scale;
393 triangles[(i * (size - 1) * 2) + (j * 2) + 1][2].z = j * scale + 1 * scale;
400 bool Terrain::load(const std::string& fileName)
404 static float patch_size;
406 float temptexdetail = texdetail;
411 if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
416 if (texture.bpp > 24) {
417 int bytesPerPixel = texture.bpp / 8;
420 for (i = 0; i < (long)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
422 texture.data[tempnum] = texture.data[i];
428 Game::LoadingScreen();
430 texdetail = temptexdetail;
432 size = texture.sizeX;
434 for (i = 0; i < size; i++) {
435 for (j = 0; j < size; j++) {
436 heightmap[size - 1 - i][j] = (float)((texture.data[(i + (j * size)) * texture.bpp / 8])) / 5;
440 Game::LoadingScreen();
444 for (i = 0; i < subdivision; i++) {
445 for (j = 0; j < subdivision; j++) {
446 textureness[i][j] = -1;
449 Game::LoadingScreen();
452 for (i = 0; i < size; i++) {
453 for (j = 0; j < size; j++) {
454 heightmap[i][j] *= .5;
456 texoffsetx[i][j] = (float)abs(Random() % 100) / 1200 / scale * 3;
457 texoffsety[i][j] = (float)abs(Random() % 100) / 1200 / scale * 3;
460 if (environment == snowyenvironment) {
461 if (j != 0 && heightmap[i][j] - heightmap[i][j - 1] > slopeness) {
462 slopeness = heightmap[i][j] - heightmap[i][j - 1];
464 opacityother[i][j] = slopeness * slopeness * 2;
465 if (opacityother[i][j] > 1)
466 opacityother[i][j] = 1;
467 opacityother[i][j] -= (float)abs(Random() % 100) / 300;
469 if (environment == desertenvironment) {
470 if (j != 0 && heightmap[i][j] - heightmap[i][j - 1] > slopeness) {
471 slopeness = heightmap[i][j] - heightmap[i][j - 1];
473 opacityother[i][j] = slopeness * slopeness * 2;
474 if (opacityother[i][j] > 1)
475 opacityother[i][j] = 1;
476 opacityother[i][j] -= (float)abs(Random() % 100) / 300;
478 if (environment == grassyenvironment) {
479 if (i != 0 && heightmap[i][j] - heightmap[i - 1][j] > slopeness) {
480 slopeness = heightmap[i][j] - heightmap[i - 1][j];
482 if (j != 0 && heightmap[i][j] - heightmap[i][j - 1] > slopeness) {
483 slopeness = heightmap[i][j] - heightmap[i][j - 1];
485 if (i < size - 1 && heightmap[i][j] - heightmap[i + 1][j] > slopeness) {
486 slopeness = heightmap[i][j] - heightmap[i + 1][j];
488 if (j < size - 1 && heightmap[i][j] - heightmap[i][j + 1] > slopeness) {
489 slopeness = heightmap[i][j] - heightmap[i][j + 1];
491 opacityother[i][j] = slopeness * slopeness * 10;
492 if (opacityother[i][j] > 1)
493 opacityother[i][j] = 1;
494 opacityother[i][j] -= (float)abs(Random() % 100) / 100;
498 Game::LoadingScreen();
500 for (i = 0; i < size; i++) {
501 for (j = 0; j < size; j++) {
502 if (environment == snowyenvironment) {
503 heightmap[i][j] -= opacityother[i][j];
505 if (environment == desertenvironment) {
506 heightmap[i][j] -= opacityother[i][j];
510 Game::LoadingScreen();
512 for (i = 0; i < size; i++) {
513 for (j = 0; j < size; j++) {
514 if (opacityother[i][j] < .1)
515 opacityother[i][j] = 0;
516 if (textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == -1) {
517 if (!opacityother[i][j])
518 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = allfirst;
519 if (opacityother[i][j] == 1)
520 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = allsecond;
522 if (opacityother[i][j] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
523 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
524 if (opacityother[i][j] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
525 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
531 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
532 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
533 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
534 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
535 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
536 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
537 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
538 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
542 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
543 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
544 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
545 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
546 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
547 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
548 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
549 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
555 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
556 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
557 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
558 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
559 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
560 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
561 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
562 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
570 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
571 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
572 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
573 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
574 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
575 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
576 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
577 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
581 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
582 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
583 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
584 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
585 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
586 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
587 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
588 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
594 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
595 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
596 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
597 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
598 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
599 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
600 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
601 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
609 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
610 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
611 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
612 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
613 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
614 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
615 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
616 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
622 if (opacityother[x][y] && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allfirst)
623 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
624 if (opacityother[x][y] != 1 && textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] == allsecond)
625 textureness[(int)(i * subdivision / size)][(int)(j * subdivision / size)] = mixed;
626 if (opacityother[i][j] && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allfirst)
627 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
628 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
629 textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
635 Game::LoadingScreen();
637 patch_size = size / subdivision;
638 patch_elements = (patch_size) * (patch_size) * 54;
644 void Terrain::CalculateNormals()
647 static XYZ facenormal;
648 static XYZ p, q, a, b, c;
650 for (i = 0; i < size; i++) {
651 for (j = 0; j < size; j++) {
658 for (i = 0; i < size - 1; i++) {
659 for (j = 0; j < size - 1; j++) {
661 a.y = heightmap[i][j];
664 b.y = heightmap[i][j + 1];
667 c.y = heightmap[i + 1][j];
677 CrossProduct(&p, &q, &facenormal);
679 facenormals[i][j] = facenormal;
681 normals[i][j] = normals[i][j] + facenormal;
682 normals[i][j + 1] = normals[i][j + 1] + facenormal;
683 normals[i + 1][j] = normals[i + 1][j] + facenormal;
687 a.y = heightmap[i + 1][j];
690 b.y = heightmap[i][j + 1];
693 c.y = heightmap[i + 1][j + 1];
703 CrossProduct(&p, &q, &facenormal);
705 normals[i + 1][j + 1] = normals[i + 1][j + 1] + facenormal;
706 normals[i][j + 1] = normals[i][j + 1] + facenormal;
707 normals[i + 1][j] = normals[i + 1][j] + facenormal;
709 Normalise(&facenormals[i][j]);
713 for (i = 0; i < size; i++) {
714 for (j = 0; j < size; j++) {
715 Normalise(&normals[i][j]);
720 void Terrain::drawpatch(int whichx, int whichy, float opacity)
726 UpdateTransparency(whichx, whichy);
729 glColor4f(1, 1, 1, 1);
731 //Set up vertex array
732 glEnableClientState(GL_VERTEX_ARRAY);
733 glEnableClientState(GL_COLOR_ARRAY);
734 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
735 glVertexPointer(3, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[0 + whichx * patch_elements + whichy * patch_elements * subdivision]);
736 glColorPointer(4, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[3 + whichx * patch_elements + whichy * patch_elements * subdivision]);
737 glTexCoordPointer(2, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[7 + whichx * patch_elements + whichy * patch_elements * subdivision]);
740 glDrawArrays(GL_TRIANGLES, 0, numtris[whichx][whichy] * 3);
742 glDisableClientState(GL_VERTEX_ARRAY);
743 glDisableClientState(GL_COLOR_ARRAY);
744 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
747 void Terrain::drawpatchother(int whichx, int whichy, float opacity)
751 UpdateTransparency(whichx, whichy);
753 UpdateTransparencyother(whichx, whichy);
755 glColor4f(1, 1, 1, 1);
757 //Set up vertex array
758 glEnableClientState(GL_VERTEX_ARRAY);
759 glEnableClientState(GL_COLOR_ARRAY);
760 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
761 glVertexPointer(3, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[0 + whichx * patch_elements + whichy * patch_elements * subdivision]);
762 glColorPointer(4, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[3 + whichx * patch_elements + whichy * patch_elements * subdivision]);
763 glTexCoordPointer(2, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[7 + whichx * patch_elements + whichy * patch_elements * subdivision]);
766 glDrawArrays(GL_TRIANGLES, 0, numtris[whichx][whichy] * 3);
768 glDisableClientState(GL_VERTEX_ARRAY);
769 glDisableClientState(GL_COLOR_ARRAY);
770 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
773 void Terrain::drawpatchotherother(int whichx, int whichy)
776 UpdateTransparencyotherother(whichx, whichy);
778 glMatrixMode(GL_TEXTURE);
782 glColor4f(1, 1, 1, 1);
784 //Set up vertex array
785 glEnableClientState(GL_VERTEX_ARRAY);
786 glEnableClientState(GL_COLOR_ARRAY);
787 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
788 glVertexPointer(3, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[0 + whichx * patch_elements + whichy * patch_elements * subdivision]);
789 glColorPointer(4, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[3 + whichx * patch_elements + whichy * patch_elements * subdivision]);
790 glTexCoordPointer(2, GL_FLOAT, 9 * sizeof(GLfloat), &vArray[7 + whichx * patch_elements + whichy * patch_elements * subdivision]);
793 glDrawArrays(GL_TRIANGLES, 0, numtris[whichx][whichy] * 3);
795 glDisableClientState(GL_VERTEX_ARRAY);
796 glDisableClientState(GL_COLOR_ARRAY);
797 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
800 glMatrixMode(GL_MODELVIEW);
804 float Terrain::getHeight(float pointx, float pointz)
806 static int tilex, tiley;
807 static XYZ startpoint, endpoint, intersect, triangle[3];
812 if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
815 startpoint.x = pointx;
816 startpoint.y = -1000;
817 startpoint.z = pointz;
819 endpoint = startpoint;
825 triangle[0].x = tilex;
826 triangle[0].z = tiley;
827 triangle[0].y = heightmap[tilex][tiley];
829 triangle[1].x = tilex + 1;
830 triangle[1].z = tiley;
831 triangle[1].y = heightmap[tilex + 1][tiley];
833 triangle[2].x = tilex;
834 triangle[2].z = tiley + 1;
835 triangle[2].y = heightmap[tilex][tiley + 1];
837 if (!LineFacetd(&startpoint, &endpoint, &triangle[0], &triangle[1], &triangle[2], &intersect)) {
838 triangle[0].x = tilex + 1;
839 triangle[0].z = tiley;
840 triangle[0].y = heightmap[tilex + 1][tiley];
842 triangle[1].x = tilex + 1;
843 triangle[1].z = tiley + 1;
844 triangle[1].y = heightmap[tilex + 1][tiley + 1];
846 triangle[2].x = tilex;
847 triangle[2].z = tiley + 1;
848 triangle[2].y = heightmap[tilex][tiley + 1];
849 LineFacetd(&startpoint, &endpoint, &triangle[0], &triangle[1], &triangle[2], &intersect);
851 return intersect.y * scale + getOpacity(pointx * scale, pointz * scale) / 8;
854 float Terrain::getOpacity(float pointx, float pointz)
856 static float height1, height2;
857 static int tilex, tiley;
862 if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
868 height1 = opacityother[tilex][tiley] * (1 - (pointx - tilex)) + opacityother[tilex + 1][tiley] * (pointx - tilex);
869 height2 = opacityother[tilex][tiley + 1] * (1 - (pointx - tilex)) + opacityother[tilex + 1][tiley + 1] * (pointx - tilex);
871 return height1 * (1 - (pointz - tiley)) + height2 * (pointz - tiley);
874 XYZ Terrain::getNormal(float pointx, float pointz)
876 static XYZ height1, height2, total;
877 static int tilex, tiley;
883 if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
888 height1 = normals[tilex][tiley] * (1 - (pointx - tilex)) + normals[tilex + 1][tiley] * (pointx - tilex);
889 height2 = normals[tilex][tiley + 1] * (1 - (pointx - tilex)) + normals[tilex + 1][tiley + 1] * (pointx - tilex);
890 total = height1 * (1 - (pointz - tiley)) + height2 * (pointz - tiley);
895 XYZ Terrain::getLighting(float pointx, float pointz)
897 static XYZ height1, height2;
898 static int tilex, tiley;
904 if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
909 height1.x = colors[tilex][tiley][0] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley][0] * (pointx - tilex);
910 height1.y = colors[tilex][tiley][1] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley][1] * (pointx - tilex);
911 height1.z = colors[tilex][tiley][2] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley][2] * (pointx - tilex);
912 height2.x = colors[tilex][tiley + 1][0] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley + 1][0] * (pointx - tilex);
913 height2.y = colors[tilex][tiley + 1][1] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley + 1][1] * (pointx - tilex);
914 height2.z = colors[tilex][tiley + 1][2] * (1 - (pointx - tilex)) + colors[tilex + 1][tiley + 1][2] * (pointx - tilex);
916 return height1 * (1 - (pointz - tiley)) + height2 * (pointz - tiley);
919 void Terrain::draw(int layer)
922 static float opacity;
923 static XYZ terrainpoint;
924 static float distance[subdivision][subdivision];
926 static int beginx, endx;
927 static int beginz, endz;
929 static float patch_size = size / subdivision * scale;
930 static float viewdistsquared;
932 viewdistsquared = viewdistance * viewdistance;
935 beginx = (viewer.x - viewdistance) / (patch_size) - 1;
938 beginz = (viewer.z - viewdistance) / (patch_size) - 1;
942 endx = (viewer.x + viewdistance) / (patch_size) + 1;
943 if (endx > subdivision)
945 endz = (viewer.z + viewdistance) / (patch_size) + 1;
946 if (endz > subdivision)
950 for (i = beginx; i < endx; i++) {
951 for (j = beginz; j < endz; j++) {
952 terrainpoint.x = i * patch_size + (patch_size) / 2;
953 terrainpoint.y = viewer.y; //heightmap[i][j]*scale;
954 terrainpoint.z = j * patch_size + (patch_size) / 2;
955 distance[i][j] = distsq(&viewer, &terrainpoint);
959 for (i = beginx; i < endx; i++) {
960 for (j = beginz; j < endz; j++) {
961 if (distance[i][j] < (viewdistance + patch_size) * (viewdistance + patch_size)) {
963 if (distance[i][j] > viewdistsquared * fadestart - viewdistsquared)
965 if (opacity == 1 && i != subdivision)
966 if (distance[i + 1][j] > viewdistsquared * fadestart - viewdistsquared)
968 if (opacity == 1 && j != subdivision)
969 if (distance[i][j + 1] > viewdistsquared * fadestart - viewdistsquared)
971 if (opacity == 1 && j != subdivision && i != subdivision)
972 if (distance[i + 1][j + 1] > viewdistsquared * fadestart - viewdistsquared)
974 glMatrixMode(GL_MODELVIEW);
976 if (frustum.CubeInFrustum(i * patch_size + patch_size * .5, avgypatch[i][j], j * patch_size + patch_size * .5, heightypatch[i][j] / 2)) {
977 if (environment == desertenvironment && distance[i][j] > viewdistsquared / 4)
978 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
979 else if (environment == desertenvironment)
980 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
981 if (!layer && textureness[i][j] != allsecond)
982 drawpatch(i, j, opacity);
983 if (layer == 1 && textureness[i][j] != allfirst)
984 drawpatchother(i, j, opacity);
985 if (layer == 2 && textureness[i][j] != allfirst)
986 drawpatchotherother(i, j);
992 if (environment == desertenvironment)
993 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
996 void Terrain::drawdecals()
999 static float distancemult;
1000 static int lasttype;
1002 static float viewdistsquared;
1005 viewdistsquared = viewdistance * viewdistance;
1010 glDisable(GL_LIGHTING);
1011 glDisable(GL_CULL_FACE);
1012 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1014 for (unsigned int i = 0; i < decals.size(); i++) {
1015 if (decals[i].type == blooddecalfast && decals[i].alivetime < 2)
1016 decals[i].alivetime = 2;
1017 if (decals[i].type != lasttype) {
1018 if (decals[i].type == shadowdecal || decals[i].type == shadowdecalpermanent) {
1019 shadowtexture.bind();
1022 glAlphaFunc(GL_GREATER, 0.0001);
1023 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1026 if (decals[i].type == footprintdecal) {
1027 footprinttexture.bind();
1030 glAlphaFunc(GL_GREATER, 0.0001);
1031 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1034 if (decals[i].type == bodyprintdecal) {
1035 bodyprinttexture.bind();
1038 glAlphaFunc(GL_GREATER, 0.0001);
1039 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1042 if (decals[i].type == blooddecal || decals[i].type == blooddecalslow) {
1043 bloodtexture.bind();
1046 glAlphaFunc(GL_GREATER, 0.15);
1047 glBlendFunc(GL_ONE, GL_ZERO);
1050 if (decals[i].type == blooddecalfast) {
1051 bloodtexture2.bind();
1054 glAlphaFunc(GL_GREATER, 0.15);
1055 glBlendFunc(GL_ONE, GL_ZERO);
1059 if (decals[i].type == shadowdecal || decals[i].type == shadowdecalpermanent) {
1060 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
1061 if (distancemult >= 1)
1062 glColor4f(1, 1, 1, decals[i].opacity);
1063 if (distancemult < 1)
1064 glColor4f(1, 1, 1, decals[i].opacity*distancemult);
1066 if (decals[i].type == footprintdecal || decals[i].type == bodyprintdecal) {
1067 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
1068 if (distancemult >= 1) {
1069 glColor4f(1, 1, 1, decals[i].opacity);
1070 if (decals[i].alivetime > 3)
1071 glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2);
1073 if (distancemult < 1) {
1074 glColor4f(1, 1, 1, decals[i].opacity*distancemult);
1075 if (decals[i].alivetime > 3)
1076 glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2 * distancemult);
1079 if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
1080 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
1081 if (distancemult >= 1) {
1082 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity);
1083 if (decals[i].alivetime < 4)
1084 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*decals[i].alivetime*.25);
1085 if (decals[i].alivetime > 58)
1086 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2);
1088 if (distancemult < 1) {
1089 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*distancemult);
1090 if (decals[i].alivetime < 4)
1091 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*decals[i].alivetime*distancemult * .25);
1092 if (decals[i].alivetime > 58)
1093 glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2 * distancemult);
1096 lasttype = decals[i].type;
1097 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
1098 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
1100 glMatrixMode(GL_MODELVIEW);
1102 glBegin(GL_TRIANGLES);
1103 for (int j = 0; j < 3; j++) {
1104 glTexCoord2f(decals[i].texcoords[j][0], decals[i].texcoords[j][1]);
1105 glVertex3f(decals[i].vertex[j].x, decals[i].vertex[j].y, decals[i].vertex[j].z);
1110 for (int i = decals.size() - 1; i >= 0; i--) {
1111 decals[i].alivetime += multiplier;
1112 if (decals[i].type == blooddecalslow)
1113 decals[i].alivetime -= multiplier * 2 / 3;
1114 if (decals[i].type == blooddecalfast)
1115 decals[i].alivetime += multiplier * 4;
1116 if (decals[i].type == shadowdecal)
1118 if (decals[i].type == footprintdecal && decals[i].alivetime >= 5)
1120 if (decals[i].type == bodyprintdecal && decals[i].alivetime >= 5)
1122 if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60)
1125 glAlphaFunc(GL_GREATER, 0.0001);
1129 void Terrain::deleteDeadDecals()
1131 for (int i = decals.size() - 1; i >= 0; i--) {
1132 if ((decals[i].type == blooddecal || decals[i].type == blooddecalslow) && decals[i].alivetime < 2) {
1138 void Terrain::AddObject(XYZ where, float radius, int id)
1141 if (id >= 0 && id < 10000) {
1142 for (int i = 0; i < subdivision; i++) {
1143 for (int j = 0; j < subdivision; j++) {
1144 if (patchobjectnum[i][j] < 300 - 1) {
1145 points[0].x = (size / subdivision) * i;
1146 points[0].z = (size / subdivision) * j;
1147 points[0].y = heightmap[(int)points[0].x][(int)points[0].z];
1148 points[1].x = (size / subdivision) * (i + 1);
1149 points[1].z = (size / subdivision) * (j + 1);
1150 points[1].y = heightmap[(int)points[1].x][(int)points[1].z];
1153 if (where.x + radius > points[0].x && where.x - radius < points[1].x && where.z + radius > points[0].z && where.z - radius < points[1].z) {
1154 patchobjects[i][j][patchobjectnum[i][j]] = id;
1155 patchobjectnum[i][j]++;
1163 void Terrain::DeleteDecal(int which)
1166 decals.erase(decals.begin() + which);
1170 void Terrain::MakeDecal(decal_type type, XYZ where, float size, float opacity, float rotation)
1173 if (opacity > 0 && size > 0) {
1174 static int patchx[4];
1175 static int patchy[4];
1177 patchx[0] = (where.x + size) / scale;
1178 patchx[1] = (where.x - size) / scale;
1179 patchx[2] = (where.x - size) / scale;
1180 patchx[3] = (where.x + size) / scale;
1182 patchy[0] = (where.z - size) / scale;
1183 patchy[1] = (where.z - size) / scale;
1184 patchy[2] = (where.z + size) / scale;
1185 patchy[3] = (where.z + size) / scale;
1187 if ((patchx[0] != patchx[1] || patchy[0] != patchy[1]) && (patchx[0] != patchx[2] || patchy[0] != patchy[2]) && (patchx[0] != patchx[3] || patchy[0] != patchy[3])) {
1188 MakeDecalLock(type, where, patchx[0], patchy[0], size, opacity, rotation);
1191 if ((patchx[1] != patchx[2] || patchy[1] != patchy[2]) && (patchx[1] != patchx[3] || patchy[1] != patchy[3])) {
1192 MakeDecalLock(type, where, patchx[1], patchy[1], size, opacity, rotation);
1195 if ((patchx[2] != patchx[3] || patchy[2] != patchy[3])) {
1196 MakeDecalLock(type, where, patchx[2], patchy[2], size, opacity, rotation);
1199 MakeDecalLock(type, where, patchx[3], patchy[3], size, opacity, rotation);
1204 void Terrain::MakeDecalLock(decal_type type, XYZ where, int whichx, int whichy, float size, float opacity, float rotation)
1207 XYZ rot = getLighting(where.x, where.z);
1208 float decalbright = (rot.x + rot.y + rot.z) / 3;
1210 if (decalbright < .4)
1213 if (environment == grassyenvironment) {
1217 if (decalbright > 1) {
1221 Decal decal(where, type, opacity, rotation, decalbright, whichx, whichy, size, *this, true);
1223 if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
1224 if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
1225 if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
1226 if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1))
1227 if (decals.size() < max_decals - 1)
1228 decals.push_back(decal);
1230 Decal decal2(where, type, opacity, rotation, decalbright, whichx, whichy, size, *this, false);
1232 if (!(decal2.texcoords[0][0] < 0 && decal2.texcoords[1][0] < 0 && decal2.texcoords[2][0] < 0))
1233 if (!(decal2.texcoords[0][1] < 0 && decal2.texcoords[1][1] < 0 && decal2.texcoords[2][1] < 0))
1234 if (!(decal2.texcoords[0][0] > 1 && decal2.texcoords[1][0] > 1 && decal2.texcoords[2][0] > 1))
1235 if (!(decal2.texcoords[0][1] > 1 && decal2.texcoords[1][1] > 1 && decal2.texcoords[2][1] > 1))
1236 if (decals.size() < max_decals - 1)
1237 decals.push_back(decal2);
1241 void Terrain::DoShadows()
1243 static int i, j, k, l, todivide;
1244 static float brightness, total;
1245 static XYZ testpoint, testpoint2, terrainpoint, lightloc, col;
1246 lightloc = light.location;
1247 if (!skyboxtexture) {
1251 if (skyboxtexture && Tutorial::active) {
1257 Normalise(&lightloc);
1259 for (i = 0; i < size; i++) {
1260 for (j = 0; j < size; j++) {
1261 terrainpoint.x = (float)(i) * scale;
1262 terrainpoint.z = (float)(j) * scale;
1263 terrainpoint.y = heightmap[i][j] * scale;
1266 patchx = (float)(i) * subdivision / size;
1267 patchz = (float)(j) * subdivision / size;
1268 if (patchobjectnum[patchx][patchz]) {
1269 for (k = 0; k < patchobjectnum[patchx][patchz]; k++) {
1270 l = patchobjects[patchx][patchz][k];
1271 if (Object::objects[l]->type != treetrunktype) {
1272 testpoint = terrainpoint;
1273 testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed);
1274 if (Object::objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &Object::objects[l]->position, &Object::objects[l]->yaw) != -1) {
1275 shadowed = 1 - (findDistance(&terrainpoint, &col) / 50);
1279 Game::LoadingScreen();
1281 brightness = dotproduct(&lightloc, &normals[i][j]);
1283 brightness *= 1 - shadowed;
1290 colors[i][j][0] = light.color[0] * brightness + light.ambient[0];
1291 colors[i][j][1] = light.color[1] * brightness + light.ambient[1];
1292 colors[i][j][2] = light.color[2] * brightness + light.ambient[2];
1294 if (colors[i][j][0] > 1) colors[i][j][0] = 1;
1295 if (colors[i][j][1] > 1) colors[i][j][1] = 1;
1296 if (colors[i][j][2] > 1) colors[i][j][2] = 1;
1297 if (colors[i][j][0] < 0) colors[i][j][0] = 0;
1298 if (colors[i][j][1] < 0) colors[i][j][1] = 0;
1299 if (colors[i][j][2] < 0) colors[i][j][2] = 0;
1303 Game::LoadingScreen();
1306 for (i = 0; i < size; i++) {
1307 for (j = 0; j < size; j++) {
1308 for (k = 0; k < 3; k++) {
1312 total += colors[j][i - 1][k];
1315 if (i != size - 1) {
1316 total += colors[j][i + 1][k];
1320 total += colors[j - 1][i][k];
1323 if (j != size - 1) {
1324 total += colors[j + 1][i][k];
1327 if (i != 0 && j != 0) {
1328 total += colors[j - 1][i - 1][k];
1331 if (i != size - 1 && j != 0) {
1332 total += colors[j - 1][i + 1][k];
1335 if (j != size - 1 && i != size - 1) {
1336 total += colors[j + 1][i + 1][k];
1339 if (j != size - 1 && i != 0) {
1340 total += colors[j + 1][i - 1][k];
1343 total += colors[j][i][k];
1346 colors[j][i][k] = total / todivide;
1351 for (i = 0; i < subdivision; i++) {
1352 for (j = 0; j < subdivision; j++) {
1353 UpdateVertexArray(i, j);
1362 memset(patchobjectnum, 0, sizeof(patchobjectnum));
1363 memset(patchobjects, 0, sizeof(patchobjects));
1367 memset(heightmap, 0, sizeof(heightmap));
1368 memset(normals, 0, sizeof(normals));
1369 memset(facenormals, 0, sizeof(facenormals));
1370 memset(triangles, 0, sizeof(triangles));
1371 memset(colors, 0, sizeof(colors));
1372 memset(opacityother, 0, sizeof(opacityother));
1373 memset(texoffsetx, 0, sizeof(texoffsetx));
1374 memset(texoffsety, 0, sizeof(texoffsety));
1375 memset(numtris, 0, sizeof(numtris));
1376 memset(textureness, 0, sizeof(textureness));
1378 memset(vArray, 0, sizeof(vArray));
1380 memset(visible, 0, sizeof(visible));
1381 memset(avgypatch, 0, sizeof(avgypatch));
1382 memset(maxypatch, 0, sizeof(maxypatch));
1383 memset(minypatch, 0, sizeof(minypatch));
1384 memset(heightypatch, 0, sizeof(heightypatch));