CTerrain refactoring & fixes

- refactored CTerrain code
- fixed some minor bugs
dev-ui
Piotr Dziwinski 2012-09-08 23:44:14 +02:00
parent 480b57a086
commit c2c1294ec9
10 changed files with 714 additions and 662 deletions

View File

@ -35,7 +35,7 @@ struct Color
float r, g, b, a;
//! Constructor; default values are (0,0,0,0) = black
Color(float aR = 0.0f, float aG = 0.0f, float aB = 0.0f, float aA = 0.0f)
explicit Color(float aR = 0.0f, float aG = 0.0f, float aB = 0.0f, float aA = 0.0f)
: r(aR), g(aG), b(aB), a(aA) {}
inline Gfx::Color Inverse() const

View File

@ -47,9 +47,9 @@ struct Vertex
Math::Vector normal;
Math::Point texCoord;
Vertex(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point())
explicit Vertex(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), normal(aNormal), texCoord(aTexCoord) {}
@ -83,10 +83,10 @@ struct VertexCol
Gfx::Color specular;
Math::Point texCoord;
VertexCol(Math::Vector aCoord = Math::Vector(),
Gfx::Color aColor = Gfx::Color(),
Gfx::Color aSpecular = Gfx::Color(),
Math::Point aTexCoord = Math::Point())
explicit VertexCol(Math::Vector aCoord = Math::Vector(),
Gfx::Color aColor = Gfx::Color(),
Gfx::Color aSpecular = Gfx::Color(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), color(aColor), specular(aSpecular), texCoord(aTexCoord) {}
//! Returns a string "(c: [...], col: [...], sp: [...], tc: [...])"
@ -115,10 +115,10 @@ struct VertexTex2
Math::Point texCoord;
Math::Point texCoord2;
VertexTex2(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point(),
Math::Point aTexCoord2 = Math::Point())
explicit VertexTex2(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point(),
Math::Point aTexCoord2 = Math::Point())
: coord(aCoord), normal(aNormal), texCoord(aTexCoord), texCoord2(aTexCoord2) {}
//! Sets the fields from Gfx::Vertex with texCoord2 = (0,0)

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@ -1272,14 +1272,14 @@ bool Gfx::CCamera::EventFrameFree(const Event &event)
m_heightEye -= event.rTime * factor * m_speed;
}
m_terrain->ValidPosition(m_eyePt, 10.0f);
m_terrain->AdjustToBounds(m_eyePt, 10.0f);
if (m_terrain->MoveOnFloor(m_eyePt, true))
if (m_terrain->AdjustToFloor(m_eyePt, true))
{
m_eyePt.y += m_heightEye;
Math::Vector pos = m_eyePt;
if (m_terrain->MoveOnFloor(pos, true))
if (m_terrain->AdjustToFloor(pos, true))
{
pos.y -= 2.0f;
if (m_eyePt.y < pos.y)
@ -1290,7 +1290,7 @@ bool Gfx::CCamera::EventFrameFree(const Event &event)
Math::Vector lookatPt = Math::LookatPoint(m_eyePt, m_directionH, m_directionV, 50.0f);
if (m_terrain->MoveOnFloor(lookatPt, true))
if (m_terrain->AdjustToFloor(lookatPt, true))
lookatPt.y += m_heightLookat;
SetViewTime(m_eyePt, lookatPt, event.rTime);
@ -1314,14 +1314,14 @@ bool Gfx::CCamera::EventFrameEdit(const Event &event)
m_fixDirectionH = Math::NormAngle(m_fixDirectionH);
}
m_terrain->ValidPosition(m_eyePt, 10.0f);
m_terrain->AdjustToBounds(m_eyePt, 10.0f);
if (m_terrain->MoveOnFloor(m_eyePt, false))
if (m_terrain->AdjustToFloor(m_eyePt, false))
{
m_eyePt.y += m_editHeight;
Math::Vector pos = m_eyePt;
if (m_terrain->MoveOnFloor(pos, false))
if (m_terrain->AdjustToFloor(pos, false))
{
pos.y += 2.0f;
if (m_eyePt.y < pos.y)
@ -1332,7 +1332,7 @@ bool Gfx::CCamera::EventFrameEdit(const Event &event)
Math::Vector lookatPt = Math::LookatPoint( m_eyePt, m_directionH, m_directionV, 50.0f );
if ( m_terrain->MoveOnFloor(lookatPt, true))
if ( m_terrain->AdjustToFloor(lookatPt, true))
lookatPt.y += m_heightLookat;
SetViewTime(m_eyePt, lookatPt, event.rTime);
@ -1483,7 +1483,7 @@ bool Gfx::CCamera::EventFrameBack(const Event &event)
if ( (physics != NULL) && physics->GetLand() ) // ground?
{
Math::Vector pos = lookatPt + (lookatPt - m_eyePt);
float floor = m_terrain->GetFloorHeight(pos) - 4.0f;
float floor = m_terrain->GetHeightToFloor(pos) - 4.0f;
if (floor > 0.0f)
m_eyePt.y += floor; // shows the descent in front
}
@ -1551,14 +1551,14 @@ bool Gfx::CCamera::EventFrameExplo(const Event &event)
if (m_mouseDirH != 0.0f)
m_directionH -= m_mouseDirH * event.rTime * 0.7f * m_speed;
m_terrain->ValidPosition(m_eyePt, 10.0f);
m_terrain->AdjustToBounds(m_eyePt, 10.0f);
if ( m_terrain->MoveOnFloor(m_eyePt, false) )
if ( m_terrain->AdjustToFloor(m_eyePt, false) )
{
m_eyePt.y += m_heightEye;
Math::Vector pos = m_eyePt;
if ( m_terrain->MoveOnFloor(pos, false) )
if ( m_terrain->AdjustToFloor(pos, false) )
{
pos.y += 2.0f;
if ( m_eyePt.y < pos.y )
@ -1569,7 +1569,7 @@ bool Gfx::CCamera::EventFrameExplo(const Event &event)
Math::Vector lookatPt = Math::LookatPoint(m_eyePt, m_directionH, m_directionV, 50.0f);
if (m_terrain->MoveOnFloor(lookatPt, true))
if (m_terrain->AdjustToFloor(lookatPt, true))
lookatPt.y += m_heightLookat;
SetViewTime(m_eyePt, lookatPt, event.rTime);
@ -1680,7 +1680,7 @@ Math::Vector Gfx::CCamera::ExcludeTerrain(Math::Vector eye, Math::Vector lookat,
float &angleH, float &angleV)
{
Math::Vector pos = eye;
if (m_terrain->MoveOnFloor(pos))
if (m_terrain->AdjustToFloor(pos))
{
float dist = Math::DistanceProjected(lookat, pos);
pos.y += 2.0f+dist*0.1f;

View File

@ -28,7 +28,8 @@
const int CLOUD_LINE_PREALLOCATE_COUNT = 100;
const int DIMEXPAND = 4; // extension of the dimensions
//! Extension of the bricks dimensions
const int CLOUD_SIZE_EXPAND = 4;
Gfx::CCloud::CCloud(CInstanceManager* iMan, Gfx::CEngine* engine)
@ -99,10 +100,10 @@ void Gfx::CCloud::Draw()
if (m_level == 0.0f) return;
if (m_lines.empty()) return;
std::vector<Gfx::VertexTex2> vertices((m_brick+2)*2, Gfx::VertexTex2());
std::vector<Gfx::VertexTex2> vertices((m_brickCount+2)*2, Gfx::VertexTex2());
float iDeep = m_engine->GetDeepView();
float deep = (m_brick*m_size)/2.0f;
float deep = (m_brickCount*m_brickSize)/2.0f;
m_engine->SetDeepView(deep);
m_engine->SetFocus(m_engine->GetFocus());
m_engine->UpdateMatProj(); // increases the depth of view
@ -132,7 +133,7 @@ void Gfx::CCloud::Draw()
matrix.LoadIdentity();
device->SetTransform(Gfx::TRANSFORM_WORLD, matrix);
float size = m_size/2.0f;
float size = m_brickSize/2.0f;
Math::Vector eye = m_engine->GetEyePt();
Math::Vector n = Math::Vector(0.0f, -1.0f, 0.0f);
@ -195,11 +196,11 @@ void Gfx::CCloud::CreateLine(int x, int y, int len)
line.y = y;
line.len = len;
float offset = m_brick*m_size/2.0f - m_size/2.0f;
float offset = m_brickCount*m_brickSize/2.0f - m_brickSize/2.0f;
line.px1 = m_size* line.x - offset;
line.px2 = m_size*(line.x+line.len) - offset;
line.pz = m_size* line.y - offset;
line.px1 = m_brickSize* line.x - offset;
line.px2 = m_brickSize*(line.x+line.len) - offset;
line.pz = m_brickSize* line.y - offset;
m_lines.push_back(line);
}
@ -223,18 +224,18 @@ void Gfx::CCloud::Create(const std::string& fileName,
m_wind = m_terrain->GetWind();
m_brick = m_terrain->GetBrick()*m_terrain->GetMosaic()*DIMEXPAND;
m_size = m_terrain->GetSize();
m_brickCount = m_terrain->GetBrickCount()*m_terrain->GetMosaicCount()*CLOUD_SIZE_EXPAND;
m_brickSize = m_terrain->GetBrickSize();
m_brick /= m_subdiv*DIMEXPAND;
m_size *= m_subdiv*DIMEXPAND;
m_brickCount /= m_subdiv*CLOUD_SIZE_EXPAND;
m_brickSize *= m_subdiv*CLOUD_SIZE_EXPAND;
if (m_level == 0.0f)
return;
m_lines.clear();
for (int y = 0; y < m_brick; y++)
CreateLine(0, y, m_brick);
for (int y = 0; y < m_brickCount; y++)
CreateLine(0, y, m_brickCount);
return;
}

View File

@ -126,9 +126,9 @@ protected:
//! Wind speed
Math::Vector m_wind;
//! Brick mosaic
int m_brick;
int m_brickCount;
//! Size of a brick element
float m_size;
float m_brickSize;
std::vector<Gfx::CloudLine> m_lines;

View File

@ -142,14 +142,14 @@ Gfx::CEngine::CEngine(CInstanceManager *iMan, CApplication *app)
m_eyeDirH = 0.0f;
m_eyeDirV = 0.0f;
m_backgroundName = ""; // no background image
m_backgroundColorUp = 0;
m_backgroundColorDown = 0;
m_backgroundCloudUp = 0;
m_backgroundCloudDown = 0;
m_backgroundColorUp = Gfx::Color();
m_backgroundColorDown = Gfx::Color();
m_backgroundCloudUp = Gfx::Color();
m_backgroundCloudDown = Gfx::Color();
m_backgroundFull = false;
m_backgroundQuarter = false;
m_overFront = true;
m_overColor = 0;
m_overColor = Gfx::Color();
m_overMode = ENG_RSTATE_TCOLOR_BLACK;
m_highlightRank[0] = -1; // empty list
m_highlightTime = 0.0f;
@ -2839,7 +2839,7 @@ void Gfx::CEngine::Render()
m_statisticTriangle = 0;
m_lastState = -1;
m_lastColor = 999;
m_lastColor = Gfx::Color(-1.0f);
m_lastMaterial = Gfx::Material();
m_lightMan->UpdateLights();

File diff suppressed because it is too large Load Diff

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@ -35,7 +35,7 @@ class CWater;
//! Limit of slope considered a flat piece of land
const short FLATLIMIT = (5.0f*Math::PI/180.0f);
const short TERRAIN_FLATLIMIT = (5.0f*Math::PI/180.0f);
/**
@ -61,6 +61,10 @@ enum TerrainRes
//@}
};
/**
* \struct BuildingLevel
* \brief Flat level for building
*/
struct BuildingLevel
{
Math::Vector center;
@ -81,29 +85,43 @@ struct BuildingLevel
}
};
/**
* \struct TerrainMaterial
* \brief Material for ground surface
*/
struct TerrainMaterial
{
//! Unique ID
short id;
//! Texture
std::string texName;
float u,v;
//! UV texture coordinates
Math::Point uv;
//! Terrain hardness (defines e.g. sound of walking)
float hardness;
char mat[4]; // up, right, down, left
//! IDs of neighbor materials: up, right, down, left
char mat[4];
TerrainMaterial()
{
id = 0;
u = v = 0.0f;
hardness = 0.0f;
mat[0] = mat[1] = mat[2] = mat[3] = 0;
}
};
struct DotLevel
/**
* \struct TerrainMaterialPoint
* \brief Material used for terrain point
*/
struct TerrainMaterialPoint
{
//! ID of material
short id;
char mat[4]; // up, right, down, left
//! IDs of neighbor materials: up, right, down, left
char mat[4];
DotLevel()
TerrainMaterialPoint()
{
id = 0;
mat[0] = mat[1] = mat[2] = mat[3] = 0;
@ -132,17 +150,73 @@ struct FlyingLimit
* \class CTerrain
* \brief Terrain loader/generator and manager
*
* \section Mapping Terrain mapping
*
* Terrain is created from relief textures specifying a XY plane with height
* values which are then scaled and translated into XZ surface forming the
* terrain of game level.
*
* The class also facilitates creating and searching for flat space expanses
* for construction of buildings.
* The basic unit of terrain is called "brick", which is two triangles
* forming a quad. Bricks have constant size (brick size)
* in X and Z direction.
* Points forming the bricks correspond one-to-one to relief data points
* (pixels in relief image).
*
* The terrain also specifies underground resources loaded from texture
* and flying limits for the player.
* Bricks are grouped into "mosaics". Mosaic is a square containing
* brickCount x brickCount bricks where brickCount is an even power of 2.
* Each mosaic corresponds to one created engine object.
*
* ...
* The whole terrain is also a square formed by mosaicCount * mosaicCount
* of mosaics.
*
* Image coordinates are converted in the following way to world coordinates
* of brick points (Wx, Wy, Wz - world coordinates, Ix, Iy - image coordinates,
* Pxy - pixel value at Ix,Iy):
*
* Wx = (Ix - brickCount*mosaicCount / 2.0f) * brickSize \n
* Wz = (Iy - brickCount*mosaicCount / 2.0f) * brickSize \n
* Wy = (Pxy / 255.0f) * reliefScale
*
* To create and initialize a terrain, you must call Generate() as the first function,
* setting the number of bricks, mosaics etc.
*
* \section Materials Materials and textures
*
* The terrain can be textured in two ways:
* - by applying texture index table
* - by specifying one or more "materials" that cover "material points"
*
* Textures are applied to subdivisions of mosaics (groups of bricks of size
* brickCount / textureSubdivCount).
*
* \subsection TextureIndexes Texture indexes
*
* Texture indexes specify the texture for each textured point by concatenating
* base name of texture, the index number and texture extension.
*
* Texture indexes are specified directly in InitTextures().
*
* \subsection TerrainMaterials Terrain materials
*
* Terrain materials are more sophisticated system. Each material is a texture,
* applied to one area, but specifying also the textures to use on surrounding areas:
* left, right, bottom and top.
*
* You specify one or more terrain materials in AddMaterial() function.
* The function will add a material for given circle on the ground, with some
* randomized matching of supplied materials and sophisticated logic for ensuring
* that borders between neighboring materials follow the specified rules.
*
* \subsection BuildingLevels Other features
*
* Terrain can have specified building levels - flat space expanses,
* where relief data is specifically adjusted to level space to allow
* construction of buildings.
*
* Undergound resources can be supplied by loading them from image like relief data.
*
* Terrain also specifies flying limits for player: one global level and possible
* additional spherical restrictions.
*/
class CTerrain
{
@ -151,25 +225,32 @@ public:
~CTerrain();
//! Generates a new flat terrain
bool Generate(int mosaic, int brickPow2, float size, float vision, int depth, float hardness);
bool Generate(int mosaicCount, int brickCountPow2, float brickSize, float vision, int depth, float hardness);
//! Initializes the names of textures to use for the land
bool InitTextures(const std::string& baseName, int* table, int dx, int dy);
//! Empties level
void LevelFlush();
//! Initializes the names of textures to use for the land
void LevelMaterial(int id, const std::string& baseName, float u, float v, int up, int right, int down, int left, float hardness);
//! Initializes all the ground with a material
bool LevelInit(int id);
//! Clears all terrain materials
void FlushMaterials();
//! Adds a terrain material the names of textures to use for the land
void AddMaterial(int id, const std::string& baseName, const Math::Point& uv,
int up, int right, int down, int left, float hardness);
//! Initializes all the ground with one material
bool InitMaterials(int id);
//! Generates a level in the terrain
bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
//! Initializes a completely flat terrain
bool GenerateMaterials(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
//! Clears the relief data to zero
void FlushRelief();
//! Load relief from a PNG file
bool ReliefFromPNG(const std::string& filename, float scaleRelief, bool adjustBorder);
//! Load resources from a PNG file
bool ResFromPNG(const std::string& filename);
//! Load relief from image
bool LoadRelief(const std::string& fileName, float scaleRelief, bool adjustBorder);
//! Load resources from image
bool LoadResources(const std::string& fileName);
//! Creates all objects of the terrain within the 3D engine
bool CreateObjects(bool multiRes);
bool CreateObjects();
//! Modifies the terrain's relief
bool Terraform(const Math::Vector& p1, const Math::Vector& p2, float height);
@ -179,24 +260,24 @@ public:
Math::Vector GetWind();
//@}
//! Gives the exact slope of the terrain of a place given
//! Gives the exact slope of the terrain at 2D (XZ) position
float GetFineSlope(const Math::Vector& pos);
//! Gives the approximate slope of the terrain of a specific location
//! Gives the approximate slope of the terrain at 2D (XZ) position
float GetCoarseSlope(const Math::Vector& pos);
//! Gives the normal vector at the position p (x,-,z) of the ground
//! Gives the normal vector at 2D (XZ) position
bool GetNormal(Math::Vector& n, const Math::Vector &p);
//! returns the height of the ground
float GetFloorLevel(const Math::Vector& p, bool brut=false, bool water=false);
//! Returns the height to the ground
float GetFloorHeight(const Math::Vector& p, bool brut=false, bool water=false);
//! Modifies the coordinate "y" of point "p" to rest on the ground floor
bool MoveOnFloor(Math::Vector& p, bool brut=false, bool water=false);
//! Modifies a coordinate so that it is on the ground
bool ValidPosition(Math::Vector& p, float marging);
//! Returns the resource type available underground
Gfx::TerrainRes GetResource(const Math::Vector& p);
//! Adjusts a position so that it does not exceed the boundaries
void LimitPos(Math::Vector &pos);
//! Returns the height of the ground level at 2D (XZ) position
float GetFloorLevel(const Math::Vector& pos, bool brut=false, bool water=false);
//! Returns the distance to the ground level from 3D position
float GetHeightToFloor(const Math::Vector& pos, bool brut=false, bool water=false);
//! Modifies the Y coordinate of 3D position to rest on the ground floor
bool AdjustToFloor(Math::Vector& pos, bool brut=false, bool water=false);
//! Adjusts 3D position so that it is within standard terrain boundaries
bool AdjustToStandardBounds(Math::Vector &pos);
//! Adjusts 3D position so that it is within terrain boundaries and the given margin
bool AdjustToBounds(Math::Vector& pos, float margin);
//! Returns the resource type available underground at 2D (XZ) position
Gfx::TerrainRes GetResource(const Math::Vector& pos);
//! Empty the table of elevations
void FlushBuildingLevel();
@ -207,16 +288,21 @@ public:
//! Removes the elevation for a building when it was destroyed
bool DeleteBuildingLevel(Math::Vector center);
//! Returns the influence factor whether a position is on a possible rise
float GetBuildingFactor(const Math::Vector& p);
float GetHardness(const Math::Vector& p);
float GetBuildingFactor(const Math::Vector& pos);
//! Returns the hardness of the ground in a given place
float GetHardness(const Math::Vector& pos);
int GetMosaic();
int GetBrick();
float GetSize();
float GetScaleRelief();
//! Returns number of mosaics
int GetMosaicCount();
//! Returns number of bricks in mosaic
int GetBrickCount();
//! Returns brick size
float GetBrickSize();
//! Returns the vertical scale of relief
float GetReliefScale();
//! Shows the flat areas on the ground
void GroundFlat(Math::Vector pos);
void ShowFlatGround(Math::Vector pos);
//! Calculates the radius of the largest flat area available
float GetFlatZoneRadius(Math::Vector center, float max);
@ -234,7 +320,7 @@ public:
protected:
//! Adds a point of elevation in the buffer of relief
bool ReliefAddDot(Math::Vector pos, float scaleRelief);
bool AddReliefPoint(Math::Vector pos, float scaleRelief);
//! Adjust the edges of each mosaic to be compatible with all lower resolutions
void AdjustRelief();
//! Calculates a vector of the terrain
@ -244,28 +330,28 @@ protected:
//! Creates all objects of a mosaic
bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material& mat, float min, float max);
//! Creates all objects in a mesh square ground
bool CreateSquare(bool multiRes, int x, int y);
bool CreateSquare(int x, int y);
//! Seeks a materials based on theirs identifier
Gfx::TerrainMaterial* LevelSearchMat(int id);
//! Chooses texture to use for a given square
void LevelTextureName(int x, int y, std::string& name, Math::Point &uv);
//! Seeks a material based on its ID
Gfx::TerrainMaterial* FindMaterial(int id);
//! Seeks a material based on neighbor values
int FindMaterialByNeighbors(char *mat);
//! Returns the texture name and UV coords to use for a given square
void GetTexture(int x, int y, std::string& name, Math::Point& uv);
//! Returns the height of the terrain
float LevelGetHeight(int x, int y);
float GetHeight(int x, int y);
//! Decide whether a point is using the materials
bool LevelGetDot(int x, int y, float min, float max, float slope);
//! Seeks if material exists
int LevelTestMat(char *mat);
bool CheckMaterialPoint(int x, int y, float min, float max, float slope);
//! Modifies the state of a point and its four neighbors, without testing if possible
void LevelSetDot(int x, int y, int id, char *mat);
//! Tests if a material can give a place, according to its four neighbors. If yes, puts the point.
bool LevelIfDot(int x, int y, int id, char *mat);
void SetMaterialPoint(int x, int y, int id, char *mat);
//! Modifies the state of a point
bool LevelPutDot(int x, int y, int id);
//! Initializes a table with empty levels
void LevelOpenTable();
//! Closes the level table
void LevelCloseTable();
bool ChangeMaterialPoint(int x, int y, int id);
//! Tests if a material can give a place, according to its four neighbors. If yes, puts the point.
bool CondChangeMaterialPoint(int x, int y, int id, char *mat);
//! Initializes material points array
void InitMaterialPoints();
//! Clears the material points
void FlushMaterialPoints();
//! Adjusts a position according to a possible rise
void AdjustBuildingLevel(Math::Vector &p);
@ -275,39 +361,51 @@ protected:
CEngine* m_engine;
CWater* m_water;
//! Number of mosaics
int m_mosaic;
//! Number of bricks per mosaics
int m_brick;
int m_levelDotSize;
//! Size of an item in a brick
float m_size;
//! Vision before a change of resolution
float m_vision;
//! Table of the relief
//! Relief data points
std::vector<float> m_relief;
//! Table of textures
std::vector<int> m_texture;
//! Table of rows of objects
std::vector<int> m_objRank;
//! Table of resources
//! Resources data
std::vector<unsigned char> m_resources;
bool m_multiText;
bool m_levelText;
//! Scale of the mapping
float m_scaleMapping;
//! Texture indices
std::vector<int> m_textures;
//! Object ranks for mosaic objects
std::vector<int> m_objRanks;
//! Number of mosaics (along one dimension)
int m_mosaicCount;
//! Number of bricks per mosaic (along one dimension)
int m_brickCount;
//! Number of terrain material dots (along one dimension)
int m_materialPointCount;
//! Size of single brick (along X and Z axis)
float m_brickSize;
//! Vertical (relief) scale
float m_scaleRelief;
int m_subdivMapping;
//! Subdivision of material points in mosaic
int m_textureSubdivCount;
//! Number of different resolutions (1,2,3,4)
int m_depth;
std::string m_texBaseName;
std::string m_texBaseExt;
float m_defHardness;
//! Scale of texture mapping
float m_textureScale;
//! Vision before a change of resolution
float m_vision;
std::vector<TerrainMaterial> m_levelMats;
std::vector<Gfx::DotLevel> m_levelDots;
int m_levelMatMax;
int m_levelID;
//! Base name for single texture
std::string m_texBaseName;
//! Extension for single texture
std::string m_texBaseExt;
//! Default hardness for level material
float m_defaultHardness;
//! True if using terrain material mapping
bool m_useMaterials;
//! Terrain materials
std::vector<Gfx::TerrainMaterial> m_materials;
//! Material for terrain points
std::vector<Gfx::TerrainMaterialPoint> m_materialPoints;
//! Maximum level ID (no ID is >= to this)
int m_maxMaterialID;
//! Internal counter for auto generation of material IDs
int m_materialAutoID;
std::vector<Gfx::BuildingLevel> m_buildingLevels;

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@ -50,7 +50,7 @@ Gfx::CWater::CWater(CInstanceManager* iMan, Gfx::CEngine* engine)
m_level = 0.0f;
m_draw = true;
m_lava = false;
m_color = 0xffffffff;
m_color = Gfx::Color(1.0f, 1.0f, 1.0f, 1.0f);
m_subdiv = 4;
m_lines.reserve(WATERLINE_PREALLOCATE_COUNT);
@ -330,7 +330,7 @@ void Gfx::CWater::DrawSurf()
if (m_type[0] == Gfx::WATER_NULL) return;
if (m_lines.empty()) return;
std::vector<Gfx::VertexTex2> vertices((m_brick+2)*2, Gfx::VertexTex2());
std::vector<Gfx::VertexTex2> vertices((m_brickCount+2)*2, Gfx::VertexTex2());
Math::Vector eye = m_engine->GetEyePt();
@ -365,7 +365,7 @@ void Gfx::CWater::DrawSurf()
device->SetRenderState(Gfx::RENDER_STATE_FOG, true);
float size = m_size/2.0f;
float size = m_brickSize/2.0f;
float sizez = 0.0f;
if (under) sizez = -size;
else sizez = size;
@ -436,8 +436,8 @@ bool Gfx::CWater::GetWater(int x, int y)
x *= m_subdiv;
y *= m_subdiv;
float size = m_size/m_subdiv;
float offset = m_brick*m_size/2.0f;
float size = m_brickSize/m_subdiv;
float offset = m_brickCount*m_brickSize/2.0f;
for (int dy = 0; dy <= m_subdiv; dy++)
{
@ -463,11 +463,11 @@ void Gfx::CWater::CreateLine(int x, int y, int len)
line.y = y;
line.len = len;
float offset = m_brick*m_size/2.0f - m_size/2.0f;
float offset = m_brickCount*m_brickSize/2.0f - m_brickSize/2.0f;
line.px1 = m_size* line.x - offset;
line.px2 = m_size*(line.x+line.len) - offset;
line.pz = m_size* line.y - offset;
line.px1 = m_brickSize* line.x - offset;
line.px2 = m_brickSize*(line.x+line.len) - offset;
line.pz = m_brickSize* line.y - offset;
m_lines.push_back(line);
}
@ -495,21 +495,21 @@ void Gfx::CWater::Create(Gfx::WaterType type1, Gfx::WaterType type2, const std::
if (m_terrain == nullptr)
m_terrain = static_cast<CTerrain*>(m_iMan->SearchInstance(CLASS_TERRAIN));
m_brick = m_terrain->GetBrick()*m_terrain->GetMosaic();
m_size = m_terrain->GetSize();
m_brickCount = m_terrain->GetBrickCount()*m_terrain->GetMosaicCount();
m_brickSize = m_terrain->GetBrickSize();
m_brick /= m_subdiv;
m_size *= m_subdiv;
m_brickCount /= m_subdiv;
m_brickSize *= m_subdiv;
if (m_type[0] == WATER_NULL)
return;
m_lines.clear();
for (int y = 0; y < m_brick; y++)
for (int y = 0; y < m_brickCount; y++)
{
int len = 0;
for (int x = 0; x < m_brick; x++)
for (int x = 0; x < m_brickCount; x++)
{
if (GetWater(x,y)) // water here?
{
@ -530,7 +530,7 @@ void Gfx::CWater::Create(Gfx::WaterType type1, Gfx::WaterType type2, const std::
}
}
if (len != 0)
CreateLine(m_brick - len, y, len);
CreateLine(m_brickCount - len, y, len);
}
}

View File

@ -188,16 +188,16 @@ protected:
int m_subdiv;
//! Number of brick*mosaics
int m_brick;
int m_brickCount;
//! Size of a item in an brick
float m_size;
float m_brickSize;
std::vector<WaterLine> m_lines;
std::vector<WaterVapor> m_vapors;
bool m_draw;
bool m_lava;
long m_color;
Gfx::Color m_color;
};
}; // namespace Gfx