]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Terrain.cpp
renaming some maps to be coherent.
[lugaru.git] / Source / Terrain.cpp
index 649d3f390fc1cb2b0ea51a2851d17b5a9942e0b5..d9c73b056b320ff90bfcc49f8cadd158cbbc74f3 100644 (file)
@@ -978,7 +978,7 @@ void Terrain::draw(int layer)
        endz=(viewer.z+viewdistance)/(patch_size)+1;
        if(endz>subdivision)endz=subdivision;
 
-       if(!layer)
+       if(!layer) {
                for(i=beginx;i<endx;i++){       
                        for(j=beginz;j<endz;j++){       
                                terrainpoint.x=i*patch_size+(patch_size)/2;
@@ -987,35 +987,48 @@ void Terrain::draw(int layer)
                                distance[i][j]=findDistancefast(&viewer,&terrainpoint);
                        }
                }
-
-               for(i=beginx;i<endx;i++){       
-                       for(j=beginz;j<endz;j++){       
-                               if(distance[i][j]<(viewdistance+patch_size)*(viewdistance+patch_size)){
-                                       opacity=1;
-                                       if(distance[i][j]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
-                                       if(opacity==1&&i!=subdivision)if(distance[i+1][j]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
-                                       if(opacity==1&&j!=subdivision)if(distance[i][j+1]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
-                                       if(opacity==1&&j!=subdivision&&i!=subdivision)if(distance[i+1][j+1]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
-                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                       glPushMatrix();
-                                               if(frustum.CubeInFrustum(i*patch_size+patch_size*.5,avgypatch[i][j],j*patch_size+patch_size*.5,heightypatch[i][j]/2))
-                                               {   
-                                                       if(environment==desertenvironment&&distance[i][j]>viewdistsquared/4)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
-                                                       else if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
-                                                       if(!layer&&textureness[i][j]!=allsecond)drawpatch(i,j,opacity);
-                                                       if(layer==1&&textureness[i][j]!=allfirst)drawpatchother(i,j,opacity);
-                                                       if(layer==2&&textureness[i][j]!=allfirst)drawpatchotherother(i,j,opacity);
-                                               }
-                                       glPopMatrix();
-                               }
+       }
+       for(i=beginx;i<endx;i++){
+               for(j=beginz;j<endz;j++){       
+                       if(distance[i][j]<(viewdistance+patch_size)*(viewdistance+patch_size)){
+                               opacity=1;
+                               if(distance[i][j]>viewdistsquared*fadestart-viewdistsquared)
+                                       opacity=0;
+                               if(opacity==1&&i!=subdivision)
+                                       if(distance[i+1][j]>viewdistsquared*fadestart-viewdistsquared)
+                                               opacity=0;
+                               if(opacity==1&&j!=subdivision)
+                                       if(distance[i][j+1]>viewdistsquared*fadestart-viewdistsquared)
+                                               opacity=0;
+                               if(opacity==1&&j!=subdivision&&i!=subdivision)
+                                       if(distance[i+1][j+1]>viewdistsquared*fadestart-viewdistsquared)
+                                               opacity=0;
+                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+                               glPushMatrix();
+                                       if(frustum.CubeInFrustum(i*patch_size+patch_size*.5,avgypatch[i][j],j*patch_size+patch_size*.5,heightypatch[i][j]/2))
+                                       {   
+                                               if(environment==desertenvironment&&distance[i][j]>viewdistsquared/4)
+                                                       glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
+                                               else if(environment==desertenvironment)
+                                                       glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+                                               if(!layer&&textureness[i][j]!=allsecond)
+                                                       drawpatch(i,j,opacity);
+                                               if(layer==1&&textureness[i][j]!=allfirst)
+                                                       drawpatchother(i,j,opacity);
+                                               if(layer==2&&textureness[i][j]!=allfirst)
+                                                       drawpatchotherother(i,j,opacity);
+                                       }
+                               glPopMatrix();
                        }
                }
-               if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+       }
+       if(environment==desertenvironment)
+               glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
 }
 
 void Terrain::drawdecals()
 {
-       if(decals){
+       if(decals) {
                static int i,j;
                static float distancemult;
                static int lasttype;
@@ -1186,8 +1199,8 @@ void Terrain::DeleteDecal(int which)
 }
 
 void Terrain::MakeDecal(int type, XYZ where, float size, float opacity, float rotation){
-       if(decals){
-               if(opacity>0&&size>0){
+       if(decals) {
+               if(opacity>0&&size>0) {
                        static int patchx[4];
                        static int patchy[4];
 
@@ -1237,11 +1250,9 @@ void Terrain::MakeDecalLock(int type, XYZ where,int whichx, int whichy, float si
                decalbrightness[numdecals]=(rot.x+rot.y+rot.z)/3;
                if(decalbrightness[numdecals]<.4)decalbrightness[numdecals]=.4;
 
-               //if(type==blooddecal||type==blooddecalfast||type==blooddecalslow){
                if(environment==grassyenvironment){
                        decalbrightness[numdecals]*=.6;
                }
-               //}
 
                if(decalbrightness[numdecals]>1)decalbrightness[numdecals]=1;
                decalbright=decalbrightness[numdecals];