X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FTerrain.cpp;h=1af30585241816c182360a913e813c112270bcfc;hb=8557e339c9a2d10afdf6465e02eca6b87efc961f;hp=4c4ff7429afa3a3da34684225c29f776e6fa006b;hpb=c44a844d9305c4f1f7dd0479e4a3af3e90b96a1b;p=lugaru.git diff --git a/Source/Terrain.cpp b/Source/Terrain.cpp index 4c4ff74..1af3058 100644 --- a/Source/Terrain.cpp +++ b/Source/Terrain.cpp @@ -24,7 +24,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Objects.h" extern XYZ viewer; extern float viewdistance; -extern float lightambient[3],lightbrightness[3]; extern float fadestart; extern int environment; extern float texscale; @@ -104,7 +103,7 @@ int Terrain::lineTerrain(XYZ p1,XYZ p2, XYZ *p) triangles[2].z=j; intersecting=LineFacet(p1,p2,triangles[0],triangles[1],triangles[2],&point); - distance=findDistancefast(&p1,&point); + distance=distsq(&p1,&point); if((distanceviewdistsquared)distance=viewdistsquared; colors[i][j][3]=(viewdistsquared-(distance-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; } @@ -223,7 +222,7 @@ void Terrain::UpdateTransparencyotherother(int whichx, int whichy){ vertex.x=i*scale; vertex.z=j*scale; vertex.y=heightmap[i][j]*scale; - distance=findDistancefast(&viewer,&vertex); + distance=distsq(&viewer,&vertex); if(distance>viewdistsquared)distance=viewdistsquared; colors[i][j][3]=(viewdistsquared-(distance-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; } @@ -983,7 +982,7 @@ void Terrain::draw(int layer) terrainpoint.x=i*patch_size+(patch_size)/2; terrainpoint.y=viewer.y;//heightmap[i][j]*scale; terrainpoint.z=j*patch_size+(patch_size)/2; - distance[i][j]=findDistancefast(&viewer,&terrainpoint); + distance[i][j]=distsq(&viewer,&terrainpoint); } } } @@ -1048,7 +1047,7 @@ void Terrain::drawdecals() for(i=0;i=1)glColor4f(1,1,1,decalopacity[i]); if(distancemult<1)glColor4f(1,1,1,decalopacity[i]*distancemult); } if(decaltype[i]==footprintdecal||decaltype[i]==bodyprintdecal){ - distancemult=(viewdistsquared-(findDistancefast(&viewer,&decalposition[i])-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; + distancemult=(viewdistsquared-(distsq(&viewer,&decalposition[i])-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; if(distancemult>=1){ glColor4f(1,1,1,decalopacity[i]); if(decalalivetime[i]>3)glColor4f(1,1,1,decalopacity[i]*(5-decalalivetime[i])/2); @@ -1104,7 +1103,7 @@ void Terrain::drawdecals() } } if((decaltype[i]==blooddecal||decaltype[i]==blooddecalfast||decaltype[i]==blooddecalslow)){ - distancemult=(viewdistsquared-(findDistancefast(&viewer,&decalposition[i])-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; + distancemult=(viewdistsquared-(distsq(&viewer,&decalposition[i])-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared; if(distancemult>=1){ glColor4f(decalbrightness[i],decalbrightness[i],decalbrightness[i],decalopacity[i]); if(decalalivetime[i]<4)glColor4f(decalbrightness[i],decalbrightness[i],decalbrightness[i],decalopacity[i]*decalalivetime[i]*.25); @@ -1459,7 +1458,7 @@ void Terrain::DoShadows() if(objects.type[l]!=treetrunktype){ testpoint=terrainpoint; testpoint2=terrainpoint+lightloc*50*(1-shadowed); - if(objects.model[l].LineCheck(&testpoint,&testpoint2,&col,&objects.position[l],&objects.rotation[l])!=-1){ + if(objects.model[l].LineCheck(&testpoint,&testpoint2,&col,&objects.position[l],&objects.yaw[l])!=-1){ shadowed=1-(findDistance(&terrainpoint,&col)/50); } } @@ -1517,13 +1516,6 @@ void Terrain::DoShadows() Terrain::Terrain() { - bloodtexture = 0; - bloodtexture2 = 0; - shadowtexture = 0; - footprinttexture = 0; - bodyprinttexture = 0; - breaktexture = 0; - terraintexture = 0; size = 0; memset(patchobjectnum, 0, sizeof(patchobjectnum)); @@ -1564,12 +1556,12 @@ Terrain::Terrain() } Terrain::~Terrain() { - if(terraintexture)glDeleteTextures( 1, &terraintexture ); - if(shadowtexture) glDeleteTextures( 1, &shadowtexture ); - if(bodyprinttexture) glDeleteTextures( 1, &bodyprinttexture ); - if(footprinttexture) glDeleteTextures( 1, &footprinttexture ); - if(bloodtexture) glDeleteTextures( 1, &bloodtexture ); - if(bloodtexture2) glDeleteTextures( 1, &bloodtexture2 ); - if(breaktexture) glDeleteTextures( 1, &breaktexture ); + terraintexture.destroy(); + shadowtexture.destroy(); + bodyprinttexture.destroy(); + footprinttexture.destroy(); + bloodtexture.destroy(); + bloodtexture2.destroy(); + breaktexture.destroy(); }