]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Terrain.cpp
Rename debug mode to dev tools
[lugaru.git] / Source / Terrain.cpp
index 9441af070cf06d912c2350d92b9079dfc80fad13..34da00ea94b2fd1d3071e1f755dee31de2fc2b3c 100644 (file)
@@ -1,27 +1,28 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
 
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
 
 You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 #include "Game.h"
 #include "Terrain.h"
 #include "Objects.h"
+#include "Utils/Folders.h"
+
 extern XYZ viewer;
 extern float viewdistance;
 extern float fadestart;
@@ -36,7 +37,6 @@ extern bool decals;
 extern float blurness;
 extern float targetblurness;
 extern Objects objects;
-extern TGAImageRec texture;
 extern bool visibleloading;
 extern bool skyboxtexture;
 extern int tutoriallevel;
@@ -52,9 +52,7 @@ int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZ *p)
     static int firstintersecting;
     static XYZ point;
     static int startx, starty;
-    static float slope;
     static int endx, endy;
-    static int numtris = (size - 1) * (size - 1) * 2;
     static float highest, lowest;
 
     firstintersecting = -1;
@@ -201,9 +199,7 @@ void Terrain::UpdateTransparency(int whichx, int whichy)
 
 void Terrain::UpdateTransparencyother(int whichx, int whichy)
 {
-    static XYZ vertex;
     static int i, j, a, b, c, d, patch_size, stepsize;
-    static float distance;
 
     patch_size = size / subdivision;
 
@@ -402,22 +398,20 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
 }
 
 
-bool Terrain::load(const char *fileName)
+bool Terrain::load(const std::string& fileName)
 {
     static long i, j;
     static long x, y;
     static float patch_size;
 
     float temptexdetail = texdetail;
-    //LoadTGA( fileName );
 
-    // Fixing filename so that it works with its own os
-    char * FixedFN = ConvertFileName(fileName);
+    ImageRec texture;
 
-    unsigned char fileNamep[256];
-    CopyCStringToPascal(FixedFN, fileNamep);
     //Load Image
-    upload_image( fileNamep , 0);
+    if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
+        return false;
+    }
 
     //Is it valid?
     if (texture.bpp > 24) {
@@ -437,34 +431,14 @@ bool Terrain::load(const char *fileName)
 
     texdetail = temptexdetail;
 
-    size = 128;
-    if (1 == 1) {
-        /*if ( texture.bpp == 24 )
-        type = GL_RGB;
-        else
-        type = GL_RGBA;
-
-        glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-        if(!terraintexture)glGenTextures( 1, &terraintexture );
-        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-        glBindTexture( GL_TEXTURE_2D, terraintexture);
-        //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
-        gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
-        */
+    size = texture.sizeX;
 
-        size = texture.sizeX;
-
-        for (i = 0; i < size; i++) {
-            for (j = 0; j < size; j++) {
-                heightmap[size - 1 - i][j] = (float)((texture.data[(i + (j * size)) * texture.bpp / 8])) / 5;
-            }
+    for (i = 0; i < size; i++) {
+        for (j = 0; j < size; j++) {
+            heightmap[size - 1 - i][j] = (float)((texture.data[(i + (j * size)) * texture.bpp / 8])) / 5;
         }
-
     }
+
     if (visibleloading)
         Game::LoadingScreen();
 
@@ -541,28 +515,6 @@ bool Terrain::load(const char *fileName)
     if (visibleloading)
         Game::LoadingScreen();
 
-    /*float total;
-    int todivide;
-    //Smooth opacityother
-    for(i=0;i<size;i++){
-    for(j=0;j<size;j++){
-    total=0;
-    todivide=0;
-    if(i!=0){total+=opacityother[j][i-1]; todivide++;}
-    if(i!=size-1){total+=opacityother[j][i+1]; todivide++;}
-    if(j!=0){total+=opacityother[j-1][i]; todivide++;}
-    if(j!=size-1){total+=opacityother[j+1][i]; todivide++;}
-    if(i!=0&&j!=0){total+=opacityother[j-1][i-1]; todivide++;}
-    if(i!=size-1&&j!=0){total+=opacityother[j-1][i+1]; todivide++;}
-    if(j!=size-1&&i!=size-1){total+=opacityother[j+1][i+1]; todivide++;}
-    if(j!=size-1&&i!=0){total+=opacityother[j+1][i-1]; todivide++;}
-    total+=opacityother[j][i]; todivide++;
-
-    opacityother[j][i]=total/(float)todivide;
-    }
-    }*/
-
-
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
             if (opacityother[i][j] < .1)
@@ -692,15 +644,8 @@ bool Terrain::load(const char *fileName)
     patch_size = size / subdivision;
     patch_elements = (patch_size) * (patch_size) * 54;
     CalculateNormals();
-    /*DoShadows();
 
-    for(i=0;i<subdivision;i++){
-    for(j=0;j<subdivision;j++){
-    UpdateVertexArray(i,j);
-    }
-    }*/
-
-    return 1;
+    return true;
 }
 
 void Terrain::CalculateNormals()
@@ -775,7 +720,6 @@ void Terrain::CalculateNormals()
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
             Normalise(&normals[i][j]);
-            normals[i][j] = normals[i][j];
         }
     }
 }
@@ -862,9 +806,8 @@ void Terrain::drawpatchotherother(int whichx, int whichy, float opacity)
 
 float Terrain::getHeight(float pointx, float pointz)
 {
-    static float height1, height2;
     static int tilex, tiley;
-    static XYZ startpoint, endpoint, intersect, triangle[3], average;
+    static XYZ startpoint, endpoint, intersect, triangle[3];
 
     pointx /= scale;
     pointz /= scale;
@@ -909,83 +852,8 @@ float Terrain::getHeight(float pointx, float pointz)
         LineFacetd(&startpoint, &endpoint, &triangle[0], &triangle[1], &triangle[2], &intersect);
     }
     return intersect.y * scale + getOpacity(pointx * scale, pointz * scale) / 8;
-
-    //height1=heightmap[tilex][tiley]*(1-(pointx-tilex))+heightmap[tilex+1][tiley]*(pointx-tilex);
-    //height2=heightmap[tilex][tiley+1]*(1-(pointx-tilex))+heightmap[tilex+1][tiley+1]*(pointx-tilex);
-
-    //return height1*(1-(pointz-tiley))*scale+height2*(pointz-tiley)*scale;
-}
-
-float Terrain::getHeightExtrude(float pointx, float pointz, float point2x, float point2z)
-{
-    static float height1, height2;
-    static int tilex, tiley;
-    static XYZ startpoint, endpoint, intersect, triangle[3], average;
-
-    pointx /= scale;
-    pointz /= scale;
-    point2x /= scale;
-    point2z /= scale;
-
-    if (pointx >= size - 1 || pointz >= size - 1 || pointx <= 0 || pointz <= 0)
-        return 0;
-    if (point2x >= size - 1 || point2z >= size - 1 || point2x <= 0 || point2z <= 0)
-        return 0;
-
-    startpoint.x = point2x;
-    startpoint.y = -1000;
-    startpoint.z = point2z;
-
-    endpoint = startpoint;
-    endpoint.y = 1000;
-
-    tilex = pointx;
-    tiley = pointz;
-
-    triangle[0].x = tilex;
-    triangle[0].z = tiley;
-    triangle[0].y = heightmap[tilex][tiley];
-
-    triangle[1].x = tilex + 1;
-    triangle[1].z = tiley;
-    triangle[1].y = heightmap[tilex + 1][tiley];
-
-    triangle[2].x = tilex;
-    triangle[2].z = tiley + 1;
-    triangle[2].y = heightmap[tilex][tiley + 1];
-
-    XYZ mid;
-
-    mid = (triangle[0] + triangle[1] + triangle[2]) / 2;
-
-    triangle[0] = mid + (triangle[0] - mid) * 10;
-    triangle[1] = mid + (triangle[0] - mid) * 10;
-    triangle[2] = mid + (triangle[0] - mid) * 10;
-
-    /*
-    if(!LineFacetd(&startpoint,&endpoint,&triangle[0],&triangle[1],&triangle[2],&intersect)){
-    triangle[0].x=tilex+1;
-    triangle[0].z=tiley;
-    triangle[0].y=heightmap[tilex+1][tiley];
-
-    triangle[1].x=tilex+1;
-    triangle[1].z=tiley+1;
-    triangle[1].y=heightmap[tilex+1][tiley+1];
-
-    triangle[2].x=tilex;
-    triangle[2].z=tiley+1;
-    triangle[2].y=heightmap[tilex][tiley+1];
-    LineFacetd(&startpoint,&endpoint,&triangle[0],&triangle[1],&triangle[2],&intersect);
-    }*/
-    return intersect.y * scale + getOpacity(pointx * scale, pointz * scale) / 8;
-
-    //height1=heightmap[tilex][tiley]*(1-(pointx-tilex))+heightmap[tilex+1][tiley]*(pointx-tilex);
-    //height2=heightmap[tilex][tiley+1]*(1-(pointx-tilex))+heightmap[tilex+1][tiley+1]*(pointx-tilex);
-
-    //return height1*(1-(pointz-tiley))*scale+height2*(pointz-tiley)*scale;
 }
 
-
 float Terrain::getOpacity(float pointx, float pointz)
 {
     static float height1, height2;
@@ -1131,11 +999,10 @@ void Terrain::draw(int layer)
 void Terrain::drawdecals()
 {
     if (decals) {
-        static int i, j;
+        static int i;
         static float distancemult;
         static int lasttype;
 
-        static float patch_size = size / subdivision * scale;
         static float viewdistsquared;
         static bool blend;
 
@@ -1335,11 +1202,6 @@ void Terrain::MakeDecal(int type, XYZ where, float size, float opacity, float ro
             patchy[2] = (where.z + size) / scale;
             patchy[3] = (where.z + size) / scale;
 
-            /*if(patchx[1]<subdivision-1&&patchy[1]<subdivision-1&&patchx[1]>0&&patchy[1]>0)
-            if(patchx[2]<subdivision-1&&patchy[2]<subdivision-1&&patchx[2]>0&&patchy[2]>0)
-            if(patchx[3]<subdivision-1&&patchy[3]<subdivision-1&&patchx[3]>0&&patchy[3]>0)
-            if(patchx[0]<subdivision-1&&patchy[0]<subdivision-1&&patchx[0]>0&&patchy[0]>0){
-            */
             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])) {
                 MakeDecalLock(type, where, patchx[0], patchy[0], size, opacity, rotation);
             }
@@ -1494,89 +1356,6 @@ void Terrain::MakeDecalLock(int type, XYZ where, int whichx, int whichy, float s
     }
 }
 
-void Terrain::DoLighting()
-{
-    static int i, j, k, todivide;
-    static float brightness, total;
-    static XYZ blank, terrainpoint, lightloc;
-    lightloc = light.location;
-    Normalise(&lightloc);
-    //Calculate shadows
-    for (i = 0; i < size; i++) {
-        for (j = 0; j < size; j++) {
-            terrainpoint.x = (float)i * scale;
-            terrainpoint.z = (float)j * scale;
-            terrainpoint.y = heightmap[i][j] * scale + .1;
-            /*brightness=0;
-            if(lineTerrain(lightlocation*10+terrainpoint,terrainpoint,&blank)==-1)
-            */
-            brightness = dotproduct(&lightloc, &normals[i][j]);
-
-            if (brightness > 1)
-                brightness = 1;
-            if (brightness < 0)
-                brightness = 0;
-
-            colors[i][j][0] = light.color[0] * brightness + light.ambient[0];
-            colors[i][j][1] = light.color[1] * brightness + light.ambient[1];
-            colors[i][j][2] = light.color[2] * brightness + light.ambient[2];
-
-            if (colors[i][j][0] > 1) colors[i][j][0] = 1;
-            if (colors[i][j][1] > 1) colors[i][j][1] = 1;
-            if (colors[i][j][2] > 1) colors[i][j][2] = 1;
-            if (colors[i][j][0] < 0) colors[i][j][0] = 0;
-            if (colors[i][j][1] < 0) colors[i][j][1] = 0;
-            if (colors[i][j][2] < 0) colors[i][j][2] = 0;
-        }
-    }
-
-    //Smooth shadows
-    for (i = 0; i < size; i++) {
-        for (j = 0; j < size; j++) {
-            for (k = 0; k < 3; k++) {
-                total = 0;
-                todivide = 0;
-                if (i != 0) {
-                    total += colors[j][i - 1][k];
-                    todivide++;
-                }
-                if (i != size - 1) {
-                    total += colors[j][i + 1][k];
-                    todivide++;
-                }
-                if (j != 0) {
-                    total += colors[j - 1][i][k];
-                    todivide++;
-                }
-                if (j != size - 1) {
-                    total += colors[j + 1][i][k];
-                    todivide++;
-                }
-                if (i != 0 && j != 0) {
-                    total += colors[j - 1][i - 1][k];
-                    todivide++;
-                }
-                if (i != size - 1 && j != 0) {
-                    total += colors[j - 1][i + 1][k];
-                    todivide++;
-                }
-                if (j != size - 1 && i != size - 1) {
-                    total += colors[j + 1][i + 1][k];
-                    todivide++;
-                }
-                if (j != size - 1 && i != 0) {
-                    total += colors[j + 1][i - 1][k];
-                    todivide++;
-                }
-                total += colors[j][i][k];
-                todivide++;
-
-                colors[j][i][k] = total / todivide;
-            }
-        }
-    }
-}
-
 void Terrain::DoShadows()
 {
     static int i, j, k, l, todivide;