/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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 3 of the License, or ** (at your option) any later version. ** ** This program 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. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: Heightmap.cpp //////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: Heightmap.cpp // // Created: Mark W., John Ahlquist, April/May 2001 // // Desc: Draw the terrain and scorchmarks in a scene. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Includes //----------------------------------------------------------------------------- #include #include #include #include #include #include #include #include #include #include #include #include "Common/GlobalData.h" #include "Common/PerfTimer.h" #include "GameClient/TerrainVisual.h" #include "GameClient/View.h" #include "GameClient/Water.h" #include "GameLogic/AIPathfind.h" #include "GameLogic/TerrainLogic.h" #include "W3DDevice/GameClient/TerrainTex.h" #include "W3DDevice/GameClient/W3DDynamicLight.h" #include "W3DDevice/GameClient/W3DScene.h" #include "W3DDevice/GameClient/W3DTerrainTracks.h" #include "W3DDevice/GameClient/W3DBibBuffer.h" #include "W3DDevice/GameClient/W3DPropBuffer.h" #include "W3DDevice/GameClient/W3DTreeBuffer.h" #include "W3DDevice/GameClient/W3DRoadBuffer.h" #include "W3DDevice/GameClient/W3DBridgeBuffer.h" #include "W3DDevice/GameClient/W3DWaypointBuffer.h" #include "W3DDevice/GameClient/W3DCustomEdging.h" #include "W3DDevice/GameClient/WorldHeightMap.h" #include "W3DDevice/GameClient/W3DShaderManager.h" #include "W3DDevice/GameClient/W3DShadow.h" #include "W3DDevice/GameClient/W3DWater.h" #include "W3DDevice/GameClient/W3DShroud.h" #include "WW3D2/DX8Wrapper.h" #include "WW3D2/Light.h" #include "WW3D2/Scene.h" #include "W3DDevice/GameClient/W3DPoly.h" #include "W3DDevice/GameClient/W3DCustomScene.h" #include "Common/PerfTimer.h" #include "Common/UnitTimings.h" //Contains the DO_UNIT_TIMINGS define jba. #include "W3DDevice/GameClient/BaseHeightMap.h" #include "W3DDevice/GameClient/HeightMap.h" #include "W3DDevice/GameClient/FlatHeightMap.h" #include "W3DDevice/GameClient/W3DSmudge.h" #include "W3DDevice/GameClient/W3DSnow.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif extern FlatHeightMapRenderObjClass *TheFlatHeightMap; extern HeightMapRenderObjClass *TheHeightMap; //----------------------------------------------------------------------------- // Private Data //----------------------------------------------------------------------------- #define SC_DETAIL_BLEND ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \ ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \ ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE) ) static ShaderClass detailOpaqueShader(SC_DETAIL_BLEND); //----------------------------------------------------------------------------- // Global Functions & Data //----------------------------------------------------------------------------- /// The one-of for the terrain rendering object. BaseHeightMapRenderObjClass *TheTerrainRenderObject=NULL; /** Entry point so that trees can be drawn at the appropriate point in the rendering pipe for transparent objects. */ void DoTrees(RenderInfoClass & rinfo) { if (TheTerrainRenderObject) { TheTerrainRenderObject->renderTrees(&rinfo.Camera); } } void oversizeTheTerrain(Int amount) { if (TheTerrainRenderObject) { TheTerrainRenderObject->oversizeTerrain(amount); } } #define DEFAULT_MAX_BATCH_SHORELINE_TILES 512 //maximum number of terrain tiles rendered per call (must fit in one VB) #define DEFAULT_MAX_MAP_SHORELINE_TILES 4096 //default size of array allocated to hold all map shoreline tiles. #define ADJUST_FROM_INDEX_TO_REAL(k) ((k-m_map->getBorderSizeInline())*MAP_XY_FACTOR) inline Int IABS(Int x) { if (x>=0) return x; return -x;}; //----------------------------------------------------------------------------- // Private Functions //----------------------------------------------------------------------------- //============================================================================= // BaseHeightMapRenderObjClass::freeMapResources //============================================================================= /** Frees the w3d resources used to draw the terrain. */ //============================================================================= Int BaseHeightMapRenderObjClass::freeMapResources(void) { #ifdef DO_SCORCH freeScorchBuffers(); #endif REF_PTR_RELEASE(m_vertexMaterialClass); REF_PTR_RELEASE(m_stageZeroTexture); REF_PTR_RELEASE(m_stageOneTexture); REF_PTR_RELEASE(m_stageTwoTexture); REF_PTR_RELEASE(m_stageThreeTexture); REF_PTR_RELEASE(m_destAlphaTexture); REF_PTR_RELEASE(m_map); return 0; } #ifdef DO_SCORCH //============================================================================= // BaseHeightMapRenderObjClass::drawScorches //============================================================================= /** Draws the scorch marks. */ //============================================================================= void BaseHeightMapRenderObjClass::drawScorches(void) { updateScorches(); if (m_curNumScorchIndices == 0) { return; } DX8Wrapper::Set_Index_Buffer(m_indexScorch,0); DX8Wrapper::Set_Vertex_Buffer(m_vertexScorch); DX8Wrapper::Set_Shader(ShaderClass::_PresetAlphaShader); DX8Wrapper::Set_Texture(0,m_scorchTexture); if (Is_Hidden() == 0) { DX8Wrapper::Draw_Triangles( 0,m_curNumScorchIndices/3, 0, m_curNumScorchVertices); } } #endif //----------------------------------------------------------------------------- // Public Functions //----------------------------------------------------------------------------- //============================================================================= // BaseHeightMapRenderObjClass::~BaseHeightMapRenderObjClass //============================================================================= /** Destructor. Releases w3d assets. */ //============================================================================= BaseHeightMapRenderObjClass::~BaseHeightMapRenderObjClass(void) { freeMapResources(); if (m_treeBuffer) { delete m_treeBuffer; m_treeBuffer = NULL; } if (m_propBuffer) { delete m_propBuffer; m_propBuffer = NULL; } if (m_bibBuffer) { delete m_bibBuffer; m_bibBuffer = NULL; } #ifdef DO_ROADS if (m_roadBuffer) { delete m_roadBuffer; m_roadBuffer = NULL; } #endif if (m_bridgeBuffer) { delete m_bridgeBuffer; } if( m_waypointBuffer ) { delete m_waypointBuffer; m_waypointBuffer = NULL; } if (m_shroud) { delete m_shroud; m_shroud = NULL; } if (m_shoreLineTilePositions) { delete [] m_shoreLineTilePositions; m_shoreLineTilePositions = NULL; } if (m_shoreLineSortInfos) { delete [] m_shoreLineSortInfos; m_shoreLineSortInfos = NULL; } } //============================================================================= // BaseHeightMapRenderObjClass::BaseHeightMapRenderObjClass //============================================================================= /** Constructor. Mostly nulls out the member variables. */ //============================================================================= BaseHeightMapRenderObjClass::BaseHeightMapRenderObjClass(void) { m_x=0; m_y=0; m_needFullUpdate = false; m_showImpassableAreas = false; m_updating = false; //Set height to the maximum value that can be stored. //We should refine this with actual value. m_maxHeight=(pow(256.0, sizeof(HeightSampleType))-1.0)*MAP_HEIGHT_SCALE; m_minHeight=0; m_shoreLineTilePositions=NULL; m_numShoreLineTiles=0; m_shoreLineSortInfos=NULL; m_shoreLineSortInfosSize=0; m_shoreLineSortInfosXMajor=TRUE; m_shoreLineTileSortMaxCoordinate=0; m_shoreLineTileSortMinCoordinate=0; m_numVisibleShoreLineTiles=0; m_shoreLineTilePositionsSize=0; m_currentMinWaterOpacity = -1.0f; m_vertexMaterialClass=NULL; m_stageZeroTexture=NULL; m_stageOneTexture=NULL; m_stageTwoTexture=NULL; m_stageThreeTexture=NULL; m_destAlphaTexture=NULL; m_map=NULL; m_depthFade.X = 0.0f; m_depthFade.Y = 0.0f; m_depthFade.Z = 0.0f; m_useDepthFade = false; m_disableTextures = false; TheTerrainRenderObject = this; m_treeBuffer = NULL; m_treeBuffer = NEW W3DTreeBuffer; m_propBuffer = NULL; m_propBuffer = NEW W3DPropBuffer; m_bibBuffer = NULL; m_bibBuffer = NEW W3DBibBuffer; m_curImpassableSlope = 45.0f; // default to 45 degrees. m_bridgeBuffer = NULL; m_bridgeBuffer = NEW W3DBridgeBuffer; m_waypointBuffer = NEW W3DWaypointBuffer; #ifdef DO_ROADS m_roadBuffer = NULL; m_roadBuffer = NEW W3DRoadBuffer; #endif #ifdef DO_SCORCH m_vertexScorch = NULL; m_indexScorch = NULL; m_scorchTexture = NULL; clearAllScorches(); #endif #if defined(_DEBUG) || defined(_INTERNAL) if (TheGlobalData->m_shroudOn) m_shroud = NEW W3DShroud; else m_shroud = NULL; #else m_shroud = NEW W3DShroud; #endif DX8Wrapper::SetCleanupHook(this); } void BaseHeightMapRenderObjClass::setTextureLOD(Int lod) { if (m_treeBuffer) m_treeBuffer->setTextureLOD(lod); if (m_map) m_map->setTextureLOD(lod); } //============================================================================= // BaseHeightMapRenderObjClass::adjustTerrainLOD //============================================================================= /** Adjust the terrain Level Of Detail. If adj > 0 , increases LOD 1 step, if adj < 0 decreases it one step, if adj==0, then just sets up for the current LOD */ //============================================================================= void BaseHeightMapRenderObjClass::adjustTerrainLOD(Int adj) { if (adj>0 && TheGlobalData->m_terrainLODm_terrainLOD=(TerrainLOD)(TheGlobalData->m_terrainLOD+1); if (adj<0 && TheGlobalData->m_terrainLOD>TERRAIN_LOD_MIN) TheWritableGlobalData->m_terrainLOD=(TerrainLOD)(TheGlobalData->m_terrainLOD-1); if (TheGlobalData->m_terrainLOD ==TERRAIN_LOD_AUTOMATIC) { TheWritableGlobalData->m_terrainLOD=TERRAIN_LOD_MAX; } if (m_map==NULL) return; if (m_shroud) m_shroud->reset(); //need reset here since initHeightData will load new shroud. BaseHeightMapRenderObjClass *newROBJ = NULL; if (TheGlobalData->m_terrainLOD==7) { newROBJ = TheHeightMap; if (newROBJ==NULL) { newROBJ = NEW_REF( HeightMapRenderObjClass, () ); } } else { newROBJ = TheFlatHeightMap; if (newROBJ==NULL) { newROBJ = NEW_REF( FlatHeightMapRenderObjClass, () ); } } if (TheGlobalData->m_terrainLOD == 5) newROBJ = NULL; RTS3DScene *pMyScene = (RTS3DScene *)Scene; if (pMyScene) { pMyScene->Remove_Render_Object(this); pMyScene->Unregister(this, SceneClass::ON_FRAME_UPDATE); // add our terrain render object to the scene if (newROBJ) { pMyScene->Add_Render_Object( newROBJ ); pMyScene->Register(newROBJ,SceneClass::ON_FRAME_UPDATE); } } if (newROBJ) { // apply the heightmap to the terrain render object newROBJ->initHeightData( m_map->getDrawWidth(), m_map->getDrawHeight(), m_map, NULL); TheTerrainRenderObject = newROBJ; newROBJ->staticLightingChanged(); newROBJ->m_roadBuffer->loadRoads(); } if (TheTacticalView) { TheTacticalView->setAngle(TheTacticalView->getAngle() + 1); TheTacticalView->setAngle(TheTacticalView->getAngle() - 1); } } //============================================================================= // BaseHeightMapRenderObjClass::ReleaseResources //============================================================================= /** Releases all w3d assets, to prepare for Reset device call. */ //============================================================================= void BaseHeightMapRenderObjClass::ReleaseResources(void) { if (m_treeBuffer) { m_treeBuffer->freeTreeBuffers(); } if (m_bibBuffer) { m_bibBuffer->freeBibBuffers(); } if (m_bridgeBuffer) { m_bridgeBuffer->freeBridgeBuffers(); } if( m_waypointBuffer ) { m_waypointBuffer->freeWaypointBuffers(); } // We need to save the map. WorldHeightMap *pMap=NULL; REF_PTR_SET(pMap, m_map); freeMapResources(); m_map = pMap; // ref_ptr_set has already incremented the ref count. if (TheWaterRenderObj) TheWaterRenderObj->ReleaseResources(); if (TheTerrainTracksRenderObjClassSystem) TheTerrainTracksRenderObjClassSystem->ReleaseResources(); if (TheW3DShadowManager) TheW3DShadowManager->ReleaseResources(); if (m_shroud) { m_shroud->reset(); m_shroud->ReleaseResources(); } if (TheSmudgeManager) TheSmudgeManager->ReleaseResources(); if (TheSnowManager) ((W3DSnowManager *)TheSnowManager)->ReleaseResources(); //Release any resources that may be used by custom pixel/vertex shaders W3DShaderManager::shutdown(); #ifdef DO_ROADS if (m_roadBuffer) { m_roadBuffer->freeRoadBuffers(); } #endif } //============================================================================= // BaseHeightMapRenderObjClass::ReAcquireResources //============================================================================= /** Reallocates all W3D assets after a reset.. */ //============================================================================= void BaseHeightMapRenderObjClass::ReAcquireResources(void) { W3DShaderManager::init(); //reaquire resources which may be needed by custom shaders if (TheWaterRenderObj) TheWaterRenderObj->ReAcquireResources(); if (TheTerrainTracksRenderObjClassSystem) TheTerrainTracksRenderObjClassSystem->ReAcquireResources(); if (TheW3DShadowManager) TheW3DShadowManager->ReAcquireResources(); if (m_shroud) m_shroud->ReAcquireResources(); if (m_map) { this->initHeightData(m_x,m_y,m_map, NULL); // Tell lights to update next time through. m_needFullUpdate = true; } if (m_treeBuffer) { m_treeBuffer->allocateTreeBuffers(); } if (m_bibBuffer) { m_bibBuffer->allocateBibBuffers(); } if (m_bridgeBuffer) { m_bridgeBuffer->allocateBridgeBuffers(); } if (TheSmudgeManager) TheSmudgeManager->ReAcquireResources(); if (TheSnowManager) ((W3DSnowManager *)TheSnowManager)->ReAcquireResources(); //Waypoint buffers are done dynamically. One line, one node (just rendered multiple times accessing other data). //Internally creates it if needed. #ifdef DO_ROADS if (m_roadBuffer) { m_roadBuffer->allocateRoadBuffers(); m_roadBuffer->loadRoads(); } #endif if (TheTacticalView) { TheTacticalView->forceRedraw(); //force map to update itself for the current camera position. //for some reason we need to do it twice otherwise we sometimes end up with a black map until //the player moves. TheTacticalView->forceRedraw(); } } //============================================================================= // BaseHeightMapRenderObjClass::doTheLight //============================================================================= /** Calculates the diffuse lighting for a vertex in the terrain, taking all of the static lights into account as well. It is possible to just use the normal in the vertex and let D3D do the lighting, but it is slower to render, and can only handle 4 lights at this point. */ //============================================================================= void BaseHeightMapRenderObjClass::doTheLight(VERTEX_FORMAT *vb, Vector3*light, Vector3*normal, RefRenderObjListIterator *pLightsIterator, UnsignedByte alpha) { #ifdef USE_NORMALS vb->nx = normal->X; vb->ny = normal->Y; vb->nz = normal->Z; #else Real shadeR, shadeG, shadeB; Real shade; shadeR = TheGlobalData->m_terrainAmbient[0].red; //only the first terrain light contributes to ambient shadeG = TheGlobalData->m_terrainAmbient[0].green; shadeB = TheGlobalData->m_terrainAmbient[0].blue; if (pLightsIterator) { for (pLightsIterator->First(); !pLightsIterator->Is_Done(); pLightsIterator->Next()) { LightClass *pLight = (LightClass*)pLightsIterator->Peek_Obj(); Vector3 lightDirection(vb->x, vb->y, vb->z); Real factor = 1.0f; switch(pLight->Get_Type()) { case LightClass::POINT: case LightClass::SPOT: { Vector3 lightLoc = pLight->Get_Position(); lightDirection -= lightLoc; double range, midRange; pLight->Get_Far_Attenuation_Range(midRange, range); if (vb->x < lightLoc.X-range) continue; if (vb->x > lightLoc.X+range) continue; if (vb->y < lightLoc.Y-range) continue; if (vb->y > lightLoc.Y+range) continue; Real dist = lightDirection.Length(); if (dist >= range) continue; if (midRange < 0.1) continue; #if 1 factor = 1.0f - (dist - midRange) / (range - midRange); #else // f = 1.0 / (atten0 + d*atten1 + d*d/atten2); if (fabs(range-midRange)<1e-5) { // if the attenuation range is too small assume uniform with cutoff factor = 1.0; } else { factor = 1.0f/(0.1+dist/midRange + 5.0f*dist*dist/(range*range)); } #endif factor = WWMath::Clamp(factor,0.0f,1.0f); } break; case LightClass::DIRECTIONAL: lightDirection = pLight->Get_Transform().Get_Z_Vector(); factor = 1.0; break; }; lightDirection.Normalize(); Vector3 lightRay(-lightDirection.X, -lightDirection.Y, -lightDirection.Z); shade = Vector3::Dot_Product(lightRay, *normal); shade *= factor; Vector3 diffuse; pLight->Get_Diffuse(&diffuse); Vector3 ambient; pLight->Get_Ambient(&ambient); if (shade > 1.0) shade = 1.0; if(shade < 0.0f) shade = 0.0f; shadeR += shade*diffuse.X; shadeG += shade*diffuse.Y; shadeB += shade*diffuse.Z; shadeR += factor*ambient.X; shadeG += factor*ambient.Y; shadeB += factor*ambient.Z; } } // Add in global diffuse value. const RGBColor *terrainDiffuse; for (Int lightIndex=0; lightIndex < TheGlobalData->m_numGlobalLights; lightIndex++) { shade = Vector3::Dot_Product(light[lightIndex], *normal); if (shade > 1.0) shade = 1.0; if(shade < 0.0f) shade = 0.0f; terrainDiffuse=&TheGlobalData->m_terrainDiffuse[lightIndex]; shadeR += shade*terrainDiffuse->red; shadeG += shade*terrainDiffuse->green; shadeB += shade*terrainDiffuse->blue; } if (shadeR > 1.0) shadeR = 1.0; if(shadeR < 0.0f) shadeR = 0.0f; if (shadeG > 1.0) shadeG = 1.0; if(shadeG < 0.0f) shadeG = 0.0f; if (shadeB > 1.0) shadeB = 1.0; if(shadeB < 0.0f) shadeB = 0.0f; if (m_useDepthFade && vb->z <= TheGlobalData->m_waterPositionZ) { //height is below water level //reduce lighting values based on light fall off as it travels through water. float depthScale = (1.4f - vb->z)/TheGlobalData->m_waterPositionZ; shadeR *= 1.0f - depthScale * (1.0f-m_depthFade.X); shadeG *= 1.0f - depthScale * (1.0f-m_depthFade.Y); shadeB *= 1.0f - depthScale * (1.0f-m_depthFade.Z); } shadeR*=255.0f; shadeG*=255.0f; shadeB*=255.0f; vb->diffuse = REAL_TO_INT(shadeB) | (REAL_TO_INT(shadeG) << 8) | (REAL_TO_INT(shadeR) << 16) | ((Int)alpha << 24); #endif } //============================================================================= // BaseHeightMapRenderObjClass::updateMacroTexture //============================================================================= /** Updates the macro noise/lightmap texture (pass 3) */ //============================================================================= void BaseHeightMapRenderObjClass::updateMacroTexture(AsciiString textureName) { m_macroTextureName = textureName; // Release texture. REF_PTR_RELEASE(m_stageThreeTexture); // Reallocate texture. m_stageThreeTexture=NEW LightMapTerrainTextureClass(m_macroTextureName); } //============================================================================= // BaseHeightMapRenderObjClass::reset //============================================================================= /** Updates the macro noise/lightmap texture (pass 3) */ //============================================================================= void BaseHeightMapRenderObjClass::reset(void) { if (m_treeBuffer) { m_treeBuffer->clearAllTrees(); } if (m_propBuffer) { m_propBuffer->clearAllProps(); } clearAllScorches(); #ifdef TEST_CUSTOM_EDGING m_customEdging ->clearAllEdging(); #endif #ifdef DO_ROADS if (m_roadBuffer) { m_roadBuffer->clearAllRoads(); } #endif if (m_bridgeBuffer) { m_bridgeBuffer->clearAllBridges(); } if (m_bibBuffer) { m_bibBuffer->clearAllBibs(); } m_showAsVisibleCliff.clear(); if (m_shroud) { m_shroud->reset(); m_shroud->setBorderShroudLevel((W3DShroudLevel)TheGlobalData->m_shroudAlpha); //assume border is always black at start. } } /**@todo: Ray intersection needs to be optimized with some sort of grid-tracing (ala line drawing). We should also try making the search in a front->back order relative to the ray so we can early exit as soon as we have a hit. * //============================================================================= // BaseHeightMapRenderObjClass::Cast_Ray //============================================================================= /** Return intersection of a ray with the heightmap mesh. This is a quick version that just checks every polygon inside a 2D bounding rectangle of the ray projected onto the heightfield plane. For most of our view-picking cases the ray in almost perpendicular to the map plane so this is very quick (small bounding box). But it can become slow for arbitrary rays such as those used in AI visbility checks.(2 units on opposite corners of the map would check every polygon in the map). */ //============================================================================= bool BaseHeightMapRenderObjClass::Cast_Ray(RayCollisionTestClass & raytest) { TriClass tri; Bool hit = false; Int X,Y; Vector3 normal,P0,P1,P2,P3; if (!m_map) return false; //need valid pointer to heightmap samples //HeightSampleType *pData = m_map->getDataPtr(); //Clip ray to extents of heightfield AABoxClass hbox; LineSegClass lineseg,lineseg2; CastResultStruct result; Int StartCellX = 0; Int EndCellX = 0; Int StartCellY = 0; Int EndCellY = 0; const Int overhang = 2*32+m_map->getBorderSizeInline(); // Allow picking past the edge for scrolling & objects. Vector3 minPt(MAP_XY_FACTOR*(-overhang), MAP_XY_FACTOR*(-overhang), -MAP_XY_FACTOR); Vector3 maxPt(MAP_XY_FACTOR*(m_map->getXExtent()+overhang), MAP_XY_FACTOR*(m_map->getYExtent()+overhang), MAP_HEIGHT_SCALE*m_map->getMaxHeightValue()+MAP_XY_FACTOR); MinMaxAABoxClass mmbox(minPt, maxPt); hbox.Init(mmbox); lineseg=raytest.Ray; //Set initial ray endpoints P0 = raytest.Ray.Get_P0(); P1 = raytest.Ray.Get_P1(); result.ComputeContactPoint=true; Int p; for (p=0; p<3; p++) { //find intersection point of ray and terrain bounding box result.Reset(); result.ComputeContactPoint=true; if (CollisionMath::Collide(lineseg,hbox,&result)) { //ray intersects terrain or starts inside the terrain. if (!result.StartBad) //check if start point inside terrain P0 = result.ContactPoint; //make intersection point the new start of the ray. //reverse direction of original ray and clip again to extent of //heightmap result.Fraction=1.0f; //reset the result result.StartBad=false; lineseg2.Set(lineseg.Get_P1(),lineseg.Get_P0()); //reverse line segment if (CollisionMath::Collide(lineseg2,hbox,&result)) { if (!result.StartBad) //check if end point inside terrain P1 = result.ContactPoint; //make intersection point the new end pont of ray } } else { if (p==0) return(false); break; } // Take the 2D bounding box of ray and check heights // inside this box for intersection. if (P0.X > P1.X) { //flip start/end points StartCellX = REAL_TO_INT_FLOOR(P1.X/MAP_XY_FACTOR); EndCellX = REAL_TO_INT_CEIL(P0.X/MAP_XY_FACTOR); } else { StartCellX = REAL_TO_INT_FLOOR(P0.X/MAP_XY_FACTOR); EndCellX = REAL_TO_INT_CEIL(P1.X/MAP_XY_FACTOR); } if (P0.Y > P1.Y) { //flip start/end points StartCellY = REAL_TO_INT_FLOOR(P1.Y/MAP_XY_FACTOR); EndCellY = REAL_TO_INT_CEIL(P0.Y/MAP_XY_FACTOR); } else { StartCellY = REAL_TO_INT_FLOOR(P0.Y/MAP_XY_FACTOR); EndCellY = REAL_TO_INT_CEIL(P1.Y/MAP_XY_FACTOR); } Int i, j, minHt, maxHt; minHt = m_map->getMaxHeightValue(); maxHt = 0; for (j=StartCellY; j<=EndCellY; j++) { for (i=StartCellX; i<=EndCellX; i++) { Short cur = getClipHeight(i+m_map->getBorderSizeInline(),j+m_map->getBorderSizeInline()); if (curComputeContactPoint=true; //tell CollisionMath that we need point. // Adjust indexes into the bordered height map. StartCellX += m_map->getBorderSizeInline(); EndCellX += m_map->getBorderSizeInline(); StartCellY += m_map->getBorderSizeInline(); EndCellY += m_map->getBorderSizeInline(); Int offset; for (offset = 1; offset < 5; offset *= 3) { for (Y=StartCellY-offset; Y<=EndCellY+offset; Y++) { for (X=StartCellX-offset; X<=EndCellX+offset; X++) { //test the 2 triangles in this cell // 3-----2 // | /| // | / | // |/ | // 0-----1 //bottom triangle first P0.X=ADJUST_FROM_INDEX_TO_REAL(X); P0.Y=ADJUST_FROM_INDEX_TO_REAL(Y); P0.Z=MAP_HEIGHT_SCALE*(float)getClipHeight(X, Y); P1.X=ADJUST_FROM_INDEX_TO_REAL(X+1); P1.Y=ADJUST_FROM_INDEX_TO_REAL(Y); P1.Z=MAP_HEIGHT_SCALE*(float)getClipHeight(X+1, Y); P2.X=ADJUST_FROM_INDEX_TO_REAL(X+1); P2.Y=ADJUST_FROM_INDEX_TO_REAL(Y+1); P2.Z=MAP_HEIGHT_SCALE*(float)getClipHeight(X+1, Y+1); P3.X=ADJUST_FROM_INDEX_TO_REAL(X); P3.Y=ADJUST_FROM_INDEX_TO_REAL(Y+1); P3.Z=MAP_HEIGHT_SCALE*(float)getClipHeight(X, Y+1); tri.V[0] = &P0; tri.V[1] = &P1; tri.V[2] = &P2; tri.N = &normal; tri.Compute_Normal(); hit = hit || (Bool)CollisionMath::Collide(raytest.Ray, tri, raytest.Result); if (raytest.Result->StartBad) return true; //top triangle tri.V[0] = &P2; tri.V[1] = &P3; tri.V[2] = &P0; tri.N = &normal; tri.Compute_Normal(); hit = hit || (Bool)CollisionMath::Collide(raytest.Ray, tri, raytest.Result); if (hit) raytest.Result->SurfaceType = SURFACE_TYPE_DEFAULT; ///@todo: WW3D uses this to return dirt, grass, etc. Do we need this? } // Don't break. It is possible to intersect 2 triangles, and the second is closer. if (hit) break; } // Don't break. It is possible to intersect 2 triangles, and the second is closer. if (hit) break; } return hit; } //============================================================================= // BaseHeightMapRenderObjClass::getHeightMapHeight //============================================================================= /** return the height and normal of the triangle plane containing given location within heightmap. */ //============================================================================= Real BaseHeightMapRenderObjClass::getHeightMapHeight(Real x, Real y, Coord3D* normal) const { // SORRY, KIDS // Had to make this function logic safe, so, // even though this is a renderObject, and is thus classified as client-side // it is responsible for reporting height map heights (for reasons I can't say) // but to do so safely, I a going to pass it the logical heighmap from the W3dTerrainVisual // yes another nosequiter. Ugh! // M Lorenzen // by doing it this way the compiler won't call getLogicHeightMap twice... WorldHeightMap *logicHeightMap = TheTerrainVisual?TheTerrainVisual->getLogicHeightMap():m_map; if ( !logicHeightMap ) { if (normal) { // return a default normal pointing up normal->x = 0.0f; normal->y = 0.0f; normal->z = 1.0f; } return 0; } float height; // 3-----2 // | /| // | / | // |/ | // 0-----1 //Find surrounding grid points const Real MAP_XY_FACTOR_INV = 1.0f / MAP_XY_FACTOR; float xdiv = x * MAP_XY_FACTOR_INV; float ydiv = y * MAP_XY_FACTOR_INV; float ixf = FAST_REAL_FLOOR(xdiv); float iyf = FAST_REAL_FLOOR(ydiv); float fx = xdiv - ixf; //get fraction float fy = ydiv - iyf; //get fraction // since ixf & iyf are already floor'ed, we can use the fastest f->i conversion we have... Int ix = fast_float2long_round(ixf) + logicHeightMap->getBorderSizeInline(); Int iy = fast_float2long_round(iyf) + logicHeightMap->getBorderSizeInline(); Int xExtent = logicHeightMap->getXExtent(); // Check for extent-3, not extent-1: we go into the next row/column of data for smoothed triangle points, so extent-1 // goes off the end... if (ix > (xExtent-3) || iy > (logicHeightMap->getYExtent()-3) || iy < 1 || ix < 1) { // sample point is not on the heightmap if (normal) { // return a default normal pointing up normal->x = 0.0f; normal->y = 0.0f; normal->z = 1.0f; } return getClipHeight(ix, iy) * MAP_HEIGHT_SCALE; } const UnsignedByte* data = logicHeightMap->getDataPtr(); int idx = ix + iy*xExtent; float p0 = data[idx]; float p2 = data[idx + xExtent + 1]; if (fy > fx) // test if we are in the upper triangle { float p3 = data[idx + xExtent]; height = (p3 + (1.0f-fy)*(p0-p3) + fx*(p2-p3)) * MAP_HEIGHT_SCALE; } else { // we are in the lower triangle float p1 = data[idx + 1]; height = (p1 + fy*(p2-p1) + (1.0f-fx)*(p0-p1)) * MAP_HEIGHT_SCALE; } // DEBUG_ASSERTCRASH( height < 30, ("SOMEBODY THINKS THE CLIENT HEIGHTMAP IS GOOD ENOUGH FOR LOGIC SAMPLING.")); if (normal) { // 9 8 // //10 3-----2 7 // | /| // | / | // |/ | //11 0-----1 6 // // 4 5 //Find surrounding grid points for smoothed normals. int idx4 = ix + (iy-1)*xExtent; int idx0 = ix + iy*xExtent; int idx3 = ix + iy*xExtent+xExtent; int idx9 = ix + (iy+2)*xExtent; UnsignedByte d0, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11; d0 = data[idx0]; d1 = data[idx0+1]; d2 = data[idx3+1]; d3 = data[idx3]; d4 = data[idx4]; d5 = data[idx4+1]; d6 = data[idx0+2]; d7 = data[idx3+2]; d8 = data[idx9+1]; d9 = data[idx9]; d10 = data[idx3-1]; d11 = data[idx0-1]; Real deltaZ_X0 = d1-d11; Real deltaZ_X1 = d6-d0; Real deltaZ_X2 = d7-d3; Real deltaZ_X3 = d6-d0; Real deltaZ_Y0 = d3-d4; Real deltaZ_Y1 = d2-d5; Real deltaZ_Y2 = d8-d1; Real deltaZ_Y3 = d9-d0; // Interpolate to get the smoothed valued. Real deltaZ_X_Left = deltaZ_X0*(1.0f-fx) + fx*deltaZ_X3; Real deltaZ_X_Right = deltaZ_X1*(1.0f-fx) + fx*deltaZ_X2; Real deltaZ_X = deltaZ_X_Left*(1.0-fy) + fy*deltaZ_X_Right; Real deltaZ_Y_Left = deltaZ_Y0*(1.0f-fx) + fx*deltaZ_Y3; Real deltaZ_Y_Right = deltaZ_Y1*(1.0f-fx) + fx*deltaZ_Y2; Real deltaZ_Y = deltaZ_Y_Left*(1.0-fy) + fy*deltaZ_Y_Right; Vector3 l2r, n2f, normalAtTexel; l2r.Set(2*MAP_XY_FACTOR/MAP_HEIGHT_SCALE, 0, deltaZ_X); n2f.Set(0, 2*MAP_XY_FACTOR/MAP_HEIGHT_SCALE, deltaZ_Y); Vector3::Normalized_Cross_Product(l2r,n2f, &normalAtTexel); normal->x = normalAtTexel.X; normal->y = normalAtTexel.Y; normal->z = normalAtTexel.Z; } return height; } //============================================================================= Bool BaseHeightMapRenderObjClass::isClearLineOfSight(const Coord3D& pos, const Coord3D& posOther) const { if (m_map == NULL) return false; // doh. should not happen. WorldHeightMap *logicHeightMap = TheTerrainVisual?TheTerrainVisual->getLogicHeightMap():m_map; #define DO_BRESENHAM #ifdef DO_BRESENHAM /* this is WAY faster, though not quite as accurate... however, the inaccuracy is pretty minimal, so we really should force other code to live with it. (srj) */ const Real MAP_XY_FACTOR_INV = 1.0f / MAP_XY_FACTOR; Int borderSize = logicHeightMap->getBorderSizeInline(); Int start_x = REAL_TO_INT_FLOOR(pos.x * MAP_XY_FACTOR_INV) + borderSize; Int start_y = REAL_TO_INT_FLOOR(pos.y * MAP_XY_FACTOR_INV) + borderSize; Int end_x = REAL_TO_INT_FLOOR(posOther.x * MAP_XY_FACTOR_INV) + borderSize; Int end_y = REAL_TO_INT_FLOOR(posOther.y * MAP_XY_FACTOR_INV) + borderSize; Int delta_x = abs(end_x - start_x); // The difference between the x's Int delta_y = abs(end_y - start_y); // The difference between the y's Int x = start_x; // Start x off at the first pixel Int y = start_y; // Start y off at the first pixel Int xinc1, xinc2; if (end_x >= start_x) // The x-values are increasing { xinc1 = 1; xinc2 = 1; } else // The x-values are decreasing { xinc1 = -1; xinc2 = -1; } Int yinc1, yinc2; if (end_y >= start_y) // The y-values are increasing { yinc1 = 1; yinc2 = 1; } else // The y-values are decreasing { yinc1 = -1; yinc2 = -1; } Int den, num, numadd, numpixels; Bool checkY = true; if (delta_x >= delta_y) // There is at least one x-value for every y-value { xinc1 = 0; // Don't change the x when numerator >= denominator yinc2 = 0; // Don't change the y for every iteration den = delta_x; num = delta_x / 2; numadd = delta_y; numpixels = delta_x; // There are more x-values than y-values } else // There is at least one y-value for every x-value { checkY = false; xinc2 = 0; // Don't change the x for every iteration yinc1 = 0; // Don't change the y when numerator >= denominator den = delta_y; num = delta_y / 2; numadd = delta_x; numpixels = delta_y; // There are more y-values than x-values } Real nsInv = 1.0f / numpixels; Real z = pos.z; Real dz = posOther.z - z; Real zinc = dz * nsInv; Bool result = true; const UnsignedByte* data = logicHeightMap->getDataPtr(); Int xExtent = logicHeightMap->getXExtent(); Int yExtent = logicHeightMap->getYExtent(); for (Int curpixel = 0; curpixel < numpixels; curpixel++) { if (x < 0 || y < 0 || x >= xExtent-1 || y >= yExtent-1) { // once we go off the map, we're done break; } Int idx = x + y*xExtent; float height = data[idx]; height = __max(height, data[idx + 1]); height = __max(height, data[idx + xExtent]); height = __max(height, data[idx + xExtent + 1]); height *= MAP_HEIGHT_SCALE; // if terrainHeight > z, we can't see, so punt. // add a little fudge to account for slop. const Real LOS_FUDGE = 0.5f; if (height > z + LOS_FUDGE) { result = false; break; } // we're above the max height of the terrain and still looking up, so we're done. // (don't bother for reverse test, since that doesn't generally happen) if (z >= getMaxHeight() && zinc > 0.0f) { break; } z += zinc; // continue with the maintenance. num += numadd; // Increase the numerator by the top of the fraction if (num >= den) // Check if numerator >= denominator { num -= den; // Calculate the new numerator value x += xinc1; // Change the x as appropriate y += yinc1; // Change the y as appropriate } x += xinc2; // Change the x as appropriate y += yinc2; // Change the y as appropriate } return result; #else // walk a line from obj to objOther and // find the highest point in between 'em. while // we're doing this, also estimate the point on the // line at the same x,y as the high-terrain-point. Real fx = pos.x; Real fy = pos.y; Real fz = pos.z; Real fdx = posOther.x - fx; Real fdy = posOther.y - fy; Real fdz = posOther.z - fz; // What's the largest step size that will be accurate enough? // Currently we use a step size of about 2 "feet", which // seems acceptable accuracy. If performance here is inadequate, // we can try increasing the step size, but be sure to retest // accuracy. Real len = ceilf(sqrtf(fdx*fdx + fdy*fdy)); const Real STEP_LEN = 2.0f; Int numSteps = REAL_TO_INT_CEIL(len / STEP_LEN); if (numSteps < 1) numSteps = 1; Real fnsInv = 1.0f / numSteps; Real fxinc = fdx * fnsInv; Real fyinc = fdy * fnsInv; Real fzinc = fdz * fnsInv; while (numSteps--) { Real terrainHeight = getHeightMapHeight( fx, fy, NULL ); // if terrainHeight > fz, we can't see, so punt. // add a little fudge to account for slop. const Real LOS_FUDGE = 0.5f; if (terrainHeight > fz + LOS_FUDGE) { return false; } // we're above the max height of the terrain and still looking up, so we're done. // (don't bother for reverse test, since that doesn't generally happen) if (fz >= getMaxHeight() && fzinc > 0.0f) { return true; } fx += fxinc; fy += fyinc; fz += fzinc; } return true; #endif } //============================================================================= // BaseHeightMapRenderObjClass::getMaxCellHeight //============================================================================= /** Returns maximum height of the 4 corners containing the given point */ //============================================================================= Real BaseHeightMapRenderObjClass::getMaxCellHeight(Real x, Real y) const { float p0,p1,p2,p3; float height; // 3-----2 // | /| // | / | // |/ | // 0-----1 //Find surrounding grid points if (m_map == NULL) { //sample point is not on the heightmap return 0.0f; //return default height } WorldHeightMap *logicHeightMap = TheTerrainVisual?TheTerrainVisual->getLogicHeightMap():m_map; Int offset = 1; Int iX = x/MAP_XY_FACTOR; Int iY = y/MAP_XY_FACTOR; iX += logicHeightMap->getBorderSizeInline(); iY += logicHeightMap->getBorderSizeInline(); if (iX<0) iX = 0; if (iY<0) iY = 0; if (iX >= (logicHeightMap->getXExtent()-1)) { iX = logicHeightMap->getXExtent()-2; } if (iY >= (logicHeightMap->getYExtent()-1)) { iY = logicHeightMap->getYExtent()-2; } UnsignedByte *data = logicHeightMap->getDataPtr(); p0=data[iX+iY*logicHeightMap->getXExtent()]*MAP_HEIGHT_SCALE; p1=data[(iX+offset)+iY*logicHeightMap->getXExtent()]*MAP_HEIGHT_SCALE; p2=data[(iX+offset)+(iY+offset)*logicHeightMap->getXExtent()]*MAP_HEIGHT_SCALE; p3=data[iX+(iY+offset)*logicHeightMap->getXExtent()]*MAP_HEIGHT_SCALE; height=p0; height=__max(height,p1); height=__max(height,p2); height=__max(height,p3); return height; } //============================================================================= // BaseHeightMapRenderObjClass::isCliffCell //============================================================================= /** Returns true if the cell containing the point is a cliff cell */ //============================================================================= Bool BaseHeightMapRenderObjClass::isCliffCell(Real x, Real y) { if (m_map == NULL) { //sample point is not on the heightmap return false; } WorldHeightMap *logicHeightMap = TheTerrainVisual?TheTerrainVisual->getLogicHeightMap():m_map; Int iX = x/MAP_XY_FACTOR; Int iY = y/MAP_XY_FACTOR; iX += logicHeightMap->getBorderSizeInline(); iY += logicHeightMap->getBorderSizeInline(); if (iX<0) iX = 0; if (iY<0) iY = 0; if (iX >= (logicHeightMap->getXExtent()-1)) { iX = logicHeightMap->getXExtent()-2; } if (iY >= (logicHeightMap->getYExtent()-1)) { iY = logicHeightMap->getYExtent()-2; } return logicHeightMap->getCliffState(iX, iY); } //============================================================================= //============================================================================= Bool BaseHeightMapRenderObjClass::showAsVisibleCliff(Int xIndex, Int yIndex) const { if (m_map == NULL) { return false; } Int xSize = m_map->getXExtent(); return m_showAsVisibleCliff[xIndex + yIndex * xSize]; } //============================================================================= //============================================================================= Bool BaseHeightMapRenderObjClass::evaluateAsVisibleCliff(Int xIndex, Int yIndex, Real valuesGreaterThanRad) { // This one never changes, so don't bother recomputing it. static const Real distance[4] = { 0.0f, 1.0 * MAP_XY_FACTOR, sqrt(2.0f) * MAP_XY_FACTOR, 1.0 * MAP_XY_FACTOR, }; // Note: getHeight will protect us from going out of bounds by returning 0 if we give it // a value outside of its bounds. UnsignedByte bytes[4] = { m_map->getHeight(xIndex + 0, yIndex + 0), m_map->getHeight(xIndex + 1, yIndex + 0), m_map->getHeight(xIndex + 1, yIndex + 1), m_map->getHeight(xIndex + 0, yIndex + 1), }; Real heights[4] = { INT_TO_REAL(bytes[0]) * MAP_HEIGHT_SCALE, INT_TO_REAL(bytes[1]) * MAP_HEIGHT_SCALE, INT_TO_REAL(bytes[2]) * MAP_HEIGHT_SCALE, INT_TO_REAL(bytes[3]) * MAP_HEIGHT_SCALE, }; Bool anyImpassable = FALSE; for (Int i = 1; i < 4 && !anyImpassable; ++i) { if (fabs((heights[i] - heights[0]) / distance[i]) > valuesGreaterThanRad) { anyImpassable = TRUE; } } return anyImpassable; } //============================================================================= // BaseHeightMapRenderObjClass::oversizeTerrain //============================================================================= /** Sets the terrain oversize amount. */ //============================================================================= void BaseHeightMapRenderObjClass::oversizeTerrain(Int tilesToOversize) { // Not needed with flat version. [3/20/2003] } //============================================================================= // BaseHeightMapRenderObjClass::Get_Obj_Space_Bounding_Sphere //============================================================================= /** WW3D method that returns object bounding sphere used in frustum culling*/ //============================================================================= void BaseHeightMapRenderObjClass::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { Int x = 0; Int y = 0; if (m_map) { x = m_map->getXExtent(); y = m_map->getYExtent(); } Vector3 ObjSpaceCenter((float)x*0.5f*MAP_XY_FACTOR,(float)y*0.5f*MAP_XY_FACTOR,(float)m_minHeight+(m_maxHeight-m_minHeight)*0.5f); float length = ObjSpaceCenter.Length(); if (m_map) { ObjSpaceCenter.X += m_map->getDrawOrgX()*MAP_XY_FACTOR; ObjSpaceCenter.Y += m_map->getDrawOrgY()*MAP_XY_FACTOR; } sphere.Init(ObjSpaceCenter, length); } //============================================================================= // BaseHeightMapRenderObjClass::Get_Obj_Space_Bounding_Box //============================================================================= /** WW3D method that returns object bounding box used in collision detection*/ //============================================================================= void BaseHeightMapRenderObjClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const { Int x = 0; Int y = 0; if (m_map) { x = m_map->getXExtent(); y = m_map->getYExtent(); } Vector3 minPt(0,0,m_minHeight); Vector3 maxPt((float)x*MAP_XY_FACTOR,(float)y*MAP_XY_FACTOR,(float)m_maxHeight); MinMaxAABoxClass minMaxBox(minPt, maxPt); box.Init(minMaxBox); } //------------------------------------------------------------------------------------------------- /** Get the 3D extent of the terrain visible through the camera. Return value is false if no part of terrain is visible. This function returns a worse case bounding volume based on lowest/highest points in entire terrain. It does not optimize the volume to heights actually visible. Unlike some of the other methods, this function is guaranteed not to miss any visible polygons. The ignoreMaxHeight flag is used to return a box that uses the camera position as the maximum height instead of the terrain - good for getting a volume enclosing things that can float above terrain. */ //------------------------------------------------------------------------------------------------- Bool BaseHeightMapRenderObjClass::getMaximumVisibleBox(const FrustumClass &frustum, AABoxClass *box, Bool ignoreMaxHeight) { //create a plane from the lowest point on the terrain PlaneClass groundPlane(Vector3(0,0,1), m_minHeight); //clip each side of the view frustum to ground plane float clipFraction; Vector3 ClippedCorners[8]; ClippedCorners[0]=frustum.Corners[0]; for (Int i=0; i<4; i++) { ClippedCorners[i]=frustum.Corners[i]; if (groundPlane.Compute_Intersection(frustum.Corners[i],frustum.Corners[i+4],&clipFraction)) { //edge intersects the terrain ClippedCorners[i+4]=frustum.Corners[i]+(frustum.Corners[i+4]-frustum.Corners[i])*clipFraction; } else ClippedCorners[i+4]=frustum.Corners[i+4]; } if (box) box->Init(ClippedCorners,8); return TRUE; } //============================================================================= // BaseHeightMapRenderObjClass::Class_ID //============================================================================= /** returns the class id, so the scene can tell what kind of render object it has. */ //============================================================================= Int BaseHeightMapRenderObjClass::Class_ID(void) const { return RenderObjClass::CLASSID_TILEMAP; } //============================================================================= // BaseHeightMapRenderObjClass::Clone //============================================================================= /** Not used, but required virtual method. */ //============================================================================= RenderObjClass * BaseHeightMapRenderObjClass::Clone(void) const { assert(false); return NULL; } //============================================================================= // BaseHeightMapRenderObjClass::loadRoadsAndBridges //============================================================================= /** Loads the roads from the map objects. */ //============================================================================= void BaseHeightMapRenderObjClass::loadRoadsAndBridges(W3DTerrainLogic *pTerrainLogic, Bool saveGame) { if (DX8Wrapper::_Get_D3D_Device8() && (DX8Wrapper::_Get_D3D_Device8()->TestCooperativeLevel()) != D3D_OK) return; //device not ready to render anything #ifdef DO_ROADS if (m_roadBuffer) { m_roadBuffer->loadRoads(); } #endif if (m_bridgeBuffer) { m_bridgeBuffer->loadBridges(pTerrainLogic, saveGame); } } // ============================================================================ // BaseHeightMapRenderObjClass::worldBuilderUpdateBridgeTowers // ============================================================================ /** The worldbuilder has it's own method here to update the visual representation * of the bridge towers */ // ============================================================================ void BaseHeightMapRenderObjClass::worldBuilderUpdateBridgeTowers( W3DAssetManager *assetManager, SimpleSceneClass *scene ) { if( m_bridgeBuffer ) m_bridgeBuffer->worldBuilderUpdateBridgeTowers( assetManager, scene ); } void BaseHeightMapRenderObjClass::setShoreLineDetail(void) { if (!m_map) return; Int m_mapDX=m_map->getXExtent(); Int m_mapDY=m_map->getYExtent(); //Find all shoreline tiles so they can get extra alpha blend updateShorelineTiles(0,0,m_mapDX-1,m_mapDY-1,m_map); } /** This is an extra pre-process of shoreline data to make it more efficient for runtime culling. It is not used by the world builder since it modifies the terrain too frequently. The function also assumes that updateShoreLineTiles() was previously called and inserted the tiles in the correctly sorted order. WARNING!!! Current version assumes we always sort the entire map! So don't set parameters to partial updates! */ void BaseHeightMapRenderObjClass::recordShoreLineSortInfos(void) { if (TheGlobalData->m_isWorldBuilder || !m_shoreLineTilePositions || !m_map) return; //we must be in the builder so don't sort. //Find how many sortinfos we need. Int shoreLineSortInfosSize = m_map->getXExtent()-1; Bool shoreLineSortInfosXMajor=TRUE; if (shoreLineSortInfosSize <= (m_map->getYExtent()-1)) { shoreLineSortInfosSize = m_map->getYExtent()-1; shoreLineSortInfosXMajor=FALSE; } m_shoreLineSortInfosXMajor= shoreLineSortInfosXMajor; //Check if we need to allocate memory if (!m_shoreLineSortInfos || shoreLineSortInfosSize > m_shoreLineSortInfosSize) { if (m_shoreLineSortInfos) delete [] m_shoreLineSortInfos; //old buffer was too small. //Find the major map axis (having the most tiles). m_shoreLineSortInfosSize = shoreLineSortInfosSize; m_shoreLineSortInfos = NEW shoreLineTileSortInfo[m_shoreLineSortInfosSize]; } //Clear the sort infos memset(m_shoreLineSortInfos,0,sizeof(shoreLineTileSortInfo)*m_shoreLineSortInfosSize); if (m_shoreLineSortInfosXMajor) //map is wider than taller, so tiles are already sorted by x { //scan all the tiles and record batches of tiles using same x value. m_shoreLineTileSortMaxCoordinate=m_shoreLineTileSortMinCoordinate=(m_shoreLineTilePositions[0].m_xy & 0xffff); for (Int i=0; i m_shoreLineTileSortMaxCoordinate) m_shoreLineTileSortMaxCoordinate=x; //find number of tiles in a row using same y coordinate. Int j=i+1; Int minY,maxY; minY=maxY=m_shoreLineTilePositions[i].m_xy >> 16; while ((m_shoreLineTilePositions[j].m_xy & 0xffff) == x && j < m_numShoreLineTiles) { //keep track of highest y coordinate. Int y = m_shoreLineTilePositions[j].m_xy >> 16; if (y > maxY) maxY=y; j++; } sortInfo->tileStartIndex=i; sortInfo->numTiles=j-i; sortInfo->minTileCoordinate=minY; sortInfo->maxTileCoordinate=maxY; i += sortInfo->numTiles-1; //skip tiles we just scanned. } } else //map is taller than wider so tiles are already sorted by y { //scan all the tiles and record batches of tiles using same y value. m_shoreLineTileSortMaxCoordinate=m_shoreLineTileSortMinCoordinate=(m_shoreLineTilePositions[0].m_xy >> 16); for (Int i=0; i> 16); shoreLineTileSortInfo *sortInfo=&m_shoreLineSortInfos[y]; if (y > m_shoreLineTileSortMaxCoordinate) m_shoreLineTileSortMaxCoordinate=y; //find number of tiles in a row using same y coordinate. Int j=i+1; Int minX,maxX; minX=maxX=m_shoreLineTilePositions[i].m_xy & 0xffff; while ((m_shoreLineTilePositions[j].m_xy >> 16) == y && j < m_numShoreLineTiles) { //keep track of highest x coordinate. Int x = m_shoreLineTilePositions[j].m_xy & 0xffff; if (x > maxX) maxX=x; j++; } sortInfo->tileStartIndex=i; sortInfo->numTiles=j-i; sortInfo->minTileCoordinate=minX; sortInfo->maxTileCoordinate=maxX; i += sortInfo->numTiles-1; //skip tiles we just scanned. } } } void BaseHeightMapRenderObjClass::updateShorelineTile(Int i, Int j, Int border, WorldHeightMap *pMap) { Int waterSide; Real waterZ0,waterZ1,waterZ2,waterZ3; Real terrainZ0, terrainZ1, terrainZ2, terrainZ3; //Figure out maximum depth of water before we reach the m_minWaterOpacity value. Depths greater than this don't need //custom shoreline tiles because they will get their opacity from the default value stored in the frame buffer during //a screen clear operation. Real transparentDepth=TheWaterTransparency->m_transparentWaterDepth*TheWaterTransparency->m_minWaterOpacity; Real depthScaleFactor = 1.0f/transparentDepth; Real X0=(i-border)*MAP_XY_FACTOR; Real Y0=(j-border)*MAP_XY_FACTOR; waterSide=(waterZ0=TheWaterRenderObj->getWaterHeight(X0,Y0)) > ((terrainZ0=MAP_HEIGHT_SCALE*pMap->getHeight(i,j))); Real X1=(i-border+1)*MAP_XY_FACTOR; Real Y1=(j-border+1)*MAP_XY_FACTOR; waterSide |=((waterZ1=TheWaterRenderObj->getWaterHeight(X1,Y0)) > ((terrainZ1=MAP_HEIGHT_SCALE*pMap->getHeight(i+1,j)))) << 1; waterSide |=((waterZ2=TheWaterRenderObj->getWaterHeight(X1,Y1)) > ((terrainZ2=MAP_HEIGHT_SCALE*pMap->getHeight(i+1,j+1)))) << 2; waterSide |=((waterZ3=TheWaterRenderObj->getWaterHeight(X0,Y1)) > ((terrainZ3=MAP_HEIGHT_SCALE*pMap->getHeight(i,j+1)))) << 3; if (!waterSide || (waterZ0*waterZ1*waterZ2*waterZ3) <= 0) return; //all verts are on positive (surface) side of water so don't need blending. Or one of them is outside the water plane bounds (waterHeight <= 0!) //Check if mix of under/over water vertices or some vertices within depth fade region. if (waterSide < 0xf || (waterZ0 - terrainZ0) < transparentDepth || (waterZ1 - terrainZ1) < transparentDepth || (waterZ2 - terrainZ2) < transparentDepth || (waterZ3 - terrainZ3) < transparentDepth) { //add tile to set that needs shoreline blending. if (m_numShoreLineTiles >= m_shoreLineTilePositionsSize) { //no more room to store extra blend tiles so enlarge the buffer. shoreLineTileInfo *tempPositions=NEW shoreLineTileInfo[m_shoreLineTilePositionsSize+512]; memcpy(tempPositions, m_shoreLineTilePositions, m_shoreLineTilePositionsSize*sizeof(shoreLineTileInfo)); delete [] m_shoreLineTilePositions; //enlarge by more tiles to reduce memory trashing m_shoreLineTilePositions = tempPositions; m_shoreLineTilePositionsSize += 512; } //Pack x and y position into single integer since maps are limited in size shoreLineTileInfo *shoreInfo=&m_shoreLineTilePositions[m_numShoreLineTiles]; shoreInfo->m_xy=i | (j <<16); shoreInfo->verts[0]=X0; shoreInfo->verts[1]=Y0; shoreInfo->verts[2]=terrainZ0; shoreInfo->t0=(waterZ0 - terrainZ0)*depthScaleFactor; shoreInfo->verts[3]=X1; shoreInfo->verts[4]=Y0; shoreInfo->verts[5]=terrainZ1; shoreInfo->t1=(waterZ1 - terrainZ1)*depthScaleFactor; shoreInfo->verts[6]=X1; shoreInfo->verts[7]=Y1; shoreInfo->verts[8]=terrainZ2; shoreInfo->t2=(waterZ2 - terrainZ2)*depthScaleFactor; shoreInfo->verts[9]=X0; shoreInfo->verts[10]=Y1; shoreInfo->verts[11]=terrainZ3; shoreInfo->t3=(waterZ3 - terrainZ3)*depthScaleFactor; m_numShoreLineTiles++; } } /**Scan through our map and record all tiles which cross a water plane and are within visible depth under water.*/ void BaseHeightMapRenderObjClass::updateShorelineTiles(Int minX, Int minY, Int maxX, Int maxY, WorldHeightMap *pMap) { Int border = pMap->getBorderSizeInline(); //Clamp region to valid terrain tiles if (minX<0) minX = 0; if (minY<0) minY = 0; if (maxX > (pMap->getXExtent() - 1)) maxX = (pMap->getXExtent() - 1); if (maxY > (pMap->getYExtent() - 1)) maxY = (pMap->getYExtent() - 1); if (!m_shoreLineTilePositions) { //Need to allocate memory m_shoreLineTilePositions = NEW shoreLineTileInfo[DEFAULT_MAX_MAP_SHORELINE_TILES]; m_shoreLineTilePositionsSize = DEFAULT_MAX_MAP_SHORELINE_TILES; } //First remove any existing extra blend tiles within this partial region for (Int j=0; j> 16; if (x >= minX && x < maxX && y >= minY && y < maxY) { //this tile is inside region being updated so remove it by shifting tile array memcpy(m_shoreLineTilePositions+j,m_shoreLineTilePositions+j+1,(m_numShoreLineTiles-1-j)*sizeof(shoreLineTileInfo)); m_numShoreLineTiles--; j--; //look at current tile again since it was removed. } } if (TheWaterTransparency->m_transparentWaterDepth == 0 || !TheGlobalData->m_showSoftWaterEdge) return; //we want to add the tiles in a certain order to make culling faster //by default they are inserted in x-order Bool shoreLineSortInfosXMajor=FALSE; if (!TheGlobalData->m_isWorldBuilder) //we're in the game, not the builder { if ((m_map->getXExtent()-1) > (m_map->getYExtent()-1)) shoreLineSortInfosXMajor=TRUE; } if (shoreLineSortInfosXMajor) for (Int i=minX; igetXExtent(); Int ySize = m_map->getYExtent(); if (m_showAsVisibleCliff.size() != xSize * ySize) { m_showAsVisibleCliff.resize(xSize * ySize); } if (!partial) { minX = 0; minY = 0; maxX = xSize; maxY = ySize; } // save calculating the tangent over and over again. Real tanImpassableRad = tan(m_curImpassableSlope / 360.f * 2 * PI); for (Int j = minY; j < maxY; ++j) { for (Int i = minX; i < maxX; ++i) { m_showAsVisibleCliff[i + j * xSize] = evaluateAsVisibleCliff(i, j, tanImpassableRad); } } } /** Generate a lookup table which can be used to generate an alpha value from a given set of uv coordinates. Currently used for smoothing water/terrain border*/ void BaseHeightMapRenderObjClass::initDestAlphaLUT(void) { if (!m_destAlphaTexture) return; SurfaceClass *surf=m_destAlphaTexture->Get_Surface_Level(); if (surf) { Int pitch; UnsignedInt *pData=(UnsignedInt*)surf->Lock(&pitch); Int maxOpacity=(Int)(TheWaterTransparency->m_minWaterOpacity * 255.0f); Int alpha; if (pData) { //Fill texture with alpha gradient for (Int x=0; x<256; x++) { alpha = x; if (alpha > maxOpacity) alpha = maxOpacity; *pData=(alpha<<24)|0x00ffffff; pData++; } surf->Unlock(); } m_destAlphaTexture->Get_Filter().Set_U_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP); m_destAlphaTexture->Get_Filter().Set_V_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP); REF_PTR_RELEASE(surf); m_currentMinWaterOpacity = TheWaterTransparency->m_minWaterOpacity; } } //============================================================================= // BaseHeightMapRenderObjClass::initHeightData //============================================================================= /** Allocate a heightmap of x by y vertices and fill with initial height values. Also allocates all rendering resources such as vertex buffers, index buffers, shaders, and materials.*/ //============================================================================= Int BaseHeightMapRenderObjClass::initHeightData(Int x, Int y, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIteratork, Bool updateExtraPassTiles) { REF_PTR_SET(m_map, pMap); //update our heightmap pointer in case it changed since last call. if (m_shroud) m_shroud->init(m_map,TheGlobalData->m_partitionCellSize,TheGlobalData->m_partitionCellSize); #ifdef DO_ROADS m_roadBuffer->setMap(m_map); #endif HeightSampleType *data = NULL; if (pMap) { data = pMap->getDataPtr(); } if (m_treeBuffer) { Region2D bounds; bounds.lo.x = 0; bounds.lo.y = 0; bounds.hi.x = (pMap->getXExtent() - 2*pMap->getBorderSize()) *MAP_XY_FACTOR; bounds.hi.y = (pMap->getYExtent() - 2*pMap->getBorderSize()) *MAP_XY_FACTOR; m_treeBuffer->setBounds(bounds); } if (updateExtraPassTiles) { m_numShoreLineTiles = 0; //Do some preprocessing on map to extract useful data if (pMap) { //Find min/max values for all terrain heights, useful for rendering optimization Int m_mapDX=pMap->getXExtent(); Int m_mapDY=pMap->getYExtent(); Int i, j, minHt, maxHt; minHt = pMap->getMaxHeightValue(); maxHt = 0; for (j=0; jgetHeight(i,j); if (curm_minWaterOpacity != m_currentMinWaterOpacity) initDestAlphaLUT(); } } Set_Force_Visible(TRUE); //terrain is always visible. m_needFullUpdate = true; m_scorchesInBuffer = 0; m_curNumScorchVertices=0; m_curNumScorchIndices=0; // If the textures aren't allocated (usually because of a hardware reset) need to allocate. Bool needToAllocate = false; if (m_stageTwoTexture == NULL) { needToAllocate = true; } if (data && needToAllocate) { //requested heightmap different from old one. //allocate a new one. freeMapResources(); //free old data and ib/vb REF_PTR_SET(m_map,pMap); //update our heightmap pointer in case it changed since last call. m_stageTwoTexture=NEW CloudMapTerrainTextureClass; m_stageThreeTexture=NEW LightMapTerrainTextureClass(m_macroTextureName); m_destAlphaTexture=MSGNEW("TextureClass") TextureClass(256,1,WW3D_FORMAT_A8R8G8B8,MIP_LEVELS_1); initDestAlphaLUT(); #ifdef DO_SCORCH allocateScorchBuffers(); #endif m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE); m_shaderClass = detailOpaqueShader; // ShaderClass::_PresetOpaqueShader; } return 0; } #ifdef DO_SCORCH //============================================================================= // BaseHeightMapRenderObjClass::freeScorchBuffers //============================================================================= /** Frees the vertex buffers for scorches.*/ //============================================================================= void BaseHeightMapRenderObjClass::freeScorchBuffers(void) { REF_PTR_RELEASE(m_vertexScorch); REF_PTR_RELEASE(m_indexScorch); REF_PTR_RELEASE(m_scorchTexture); } //============================================================================= // BaseHeightMapRenderObjClass::allocateScorchBuffers //============================================================================= /** Allocates the vertex buffer and texture for scorches.*/ //============================================================================= void BaseHeightMapRenderObjClass::allocateScorchBuffers(void) { m_vertexScorch=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,MAX_SCORCH_VERTEX,DX8VertexBufferClass::USAGE_DEFAULT)); m_indexScorch=NEW_REF(DX8IndexBufferClass,(MAX_SCORCH_INDEX)); m_scorchTexture=NEW ScorchTextureClass; m_scorchesInBuffer = 0; // If we just allocated the buffers, we got no scorches in the buffer. m_curNumScorchVertices=0; m_curNumScorchIndices=0; #ifdef _DEBUG Vector3 loc(4*MAP_XY_FACTOR,4*MAP_XY_FACTOR,0); addScorch(loc, 1*MAP_XY_FACTOR, SCORCH_1); loc.Y += 10*MAP_XY_FACTOR; loc.X += 5*MAP_XY_FACTOR; addScorch(loc, 3*MAP_XY_FACTOR, SCORCH_1); #endif } //============================================================================= // BaseHeightMapRenderObjClass::updateScorches //============================================================================= /** Builds the vertex buffer data for drawing the scorches.*/ //============================================================================= void BaseHeightMapRenderObjClass::updateScorches(void) { if (m_scorchesInBuffer > 1) { return; } if (m_numScorches==0) { return; } if (!m_indexScorch || !m_vertexScorch) { return; } m_curNumScorchVertices = 0; m_curNumScorchIndices = 0; DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexScorch); UnsignedShort *ib=lockIdxBuffer.Get_Index_Array(); UnsignedShort *curIb = ib; DX8VertexBufferClass::WriteLockClass lockVtxBuffer(m_vertexScorch); VertexFormatXYZDUV1 *vb = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array(); VertexFormatXYZDUV1 *curVb = vb; Int curScorch; Real shadeR, shadeG, shadeB; shadeR = TheGlobalData->m_terrainAmbient[0].red; shadeG = TheGlobalData->m_terrainAmbient[0].green; shadeB = TheGlobalData->m_terrainAmbient[0].blue; shadeR += TheGlobalData->m_terrainDiffuse[0].red/2; shadeG += TheGlobalData->m_terrainDiffuse[0].green/2; shadeB += TheGlobalData->m_terrainDiffuse[0].blue/2; shadeR*=255.0f; shadeG*=255.0f; shadeB*=255.0f; Int diffuse=REAL_TO_INT(shadeB) | (REAL_TO_INT(shadeG) << 8) | (REAL_TO_INT(shadeR) << 16) | ((int)255 << 24); m_scorchesInBuffer = 0; for (curScorch=m_numScorches-1; curScorch>=0; curScorch--) { m_scorchesInBuffer++; Real radius = m_scorches[curScorch].radius; Vector3 loc = m_scorches[curScorch].location; Int type = m_scorches[curScorch].scorchType; if (type<0) { type = 0; } if (type >= SCORCH_MARKS_IN_TEXTURE) { type = 0; } Real amtToFloat = 0; amtToFloat = MAP_HEIGHT_SCALE/10; Int minX = REAL_TO_INT_FLOOR((loc.X-radius)/MAP_XY_FACTOR); Int minY = REAL_TO_INT_FLOOR((loc.Y-radius)/MAP_XY_FACTOR); if (minX<-m_map->getBorderSizeInline()) minX=-m_map->getBorderSizeInline(); if (minY<-m_map->getBorderSizeInline()) minY=-m_map->getBorderSizeInline(); Int maxX = REAL_TO_INT_CEIL((loc.X+radius)/MAP_XY_FACTOR); Int maxY = REAL_TO_INT_CEIL((loc.Y+radius)/MAP_XY_FACTOR); maxX++; maxY++; if (maxX > m_map->getXExtent()-m_map->getBorderSizeInline()) { maxX = m_map->getXExtent()-m_map->getBorderSizeInline(); } if (maxY > m_map->getYExtent()-m_map->getBorderSizeInline()) { maxY = m_map->getYExtent()-m_map->getBorderSizeInline(); } Int startVertex = m_curNumScorchVertices; Int i, j; for (j=minY; j= MAX_SCORCH_VERTEX) return; curVb->diffuse = diffuse; Real theZ; theZ = amtToFloat+((float)getClipHeight(i+m_map->getBorderSizeInline(),j+m_map->getBorderSizeInline())*MAP_HEIGHT_SCALE); // The scorchmarks are spaced out by 1.5 in the texture. Real uOffset = (type%SCORCH_PER_ROW) * 1.5f; Real vOffset = (type/SCORCH_PER_ROW) * 1.5f; Real X = i*MAP_XY_FACTOR; Real Y = j*MAP_XY_FACTOR; curVb->u1 = (uOffset + 0.5f + (X - loc.X)/(2*radius)) / (SCORCH_PER_ROW+1); curVb->v1 = (vOffset + 0.5f + (Y - loc.Y)/(2*radius)) / (SCORCH_PER_ROW+1); curVb->x = X; curVb->y = Y; curVb->z = theZ; curVb++; m_curNumScorchVertices++; } } Int yOffset = maxX-minX; for (j=0; j MAX_SCORCH_INDEX) return; Int xNdx = i+minX+m_map->getBorderSizeInline(); Int yNdx = j+minY+m_map->getBorderSizeInline(); Bool flipForBlend = m_map->getFlipState(xNdx, yNdx); #if 0 UnsignedByte alpha[4]; float UA[4], VA[4]; m_map->getAlphaUVData(xNdx, yNdx, UA, VA, alpha, &flipForBlend, false); #endif if (flipForBlend) { *curIb++ = startVertex + j*yOffset + i+1; *curIb++ = startVertex + j*yOffset + i+yOffset; *curIb++ = startVertex + j*yOffset + i; *curIb++ = startVertex + j*yOffset + i+1; *curIb++ = startVertex + j*yOffset + i+1+yOffset; *curIb++ = startVertex + j*yOffset + i+yOffset; } else { *curIb++ = startVertex + j*yOffset + i; *curIb++ = startVertex + j*yOffset + i+1+yOffset; *curIb++ = startVertex + j*yOffset + i+yOffset; *curIb++ = startVertex + j*yOffset + i; *curIb++ = startVertex + j*yOffset + i+1; *curIb++ = startVertex + j*yOffset + i+1+yOffset; } m_curNumScorchIndices+=6; } } } } #endif //============================================================================= // BaseHeightMapRenderObjClass::clearAllScorches //============================================================================= /** Removes all scorches. */ //============================================================================= void BaseHeightMapRenderObjClass::clearAllScorches(void) { #ifdef DO_SCORCH m_numScorches=0; m_scorchesInBuffer=0; #endif } //============================================================================= // BaseHeightMapRenderObjClass::addScorch //============================================================================= /** Adds a scorch mark. */ //============================================================================= void BaseHeightMapRenderObjClass::addScorch(Vector3 location, Real radius, Scorches type) { #ifdef DO_SCORCH if (m_numScorches >= MAX_SCORCH_MARKS) { Int i; for (i=0; i= m_map->getXExtent()) x=m_map->getXExtent()-1; if (y >= m_map->getYExtent()) y=m_map->getYExtent()-1; if (m_map == NULL) { return(0); } Vector3 l2r,n2f,normalAtTexel; Int vn0,un0,vp1,up1; const Int cellOffset = 1; vn0 = y-cellOffset; vp1 = y+cellOffset; if (vp1 >= m_map->getYExtent()) vp1=m_map->getYExtent()-1; if (vn0<0) vn0 = 0; un0 = x-cellOffset; up1 = x+cellOffset; if (un0 < 0) un0=0; if (up1 >= m_map->getXExtent()) up1=m_map->getXExtent()-1; Vector3 lightRay[MAX_GLOBAL_LIGHTS]; const Coord3D *lightPos; for (Int lightIndex=0; lightIndex < TheGlobalData->m_numGlobalLights; lightIndex++) { lightPos=&TheGlobalData->m_terrainLightPos[lightIndex]; lightRay[lightIndex].Set(-lightPos->x,-lightPos->y, -lightPos->z); } //top-left sample l2r.Set(2*MAP_XY_FACTOR,0,MAP_HEIGHT_SCALE*(m_map->getHeight(up1, y) - m_map->getHeight(un0, y))); n2f.Set(0,2*MAP_XY_FACTOR,MAP_HEIGHT_SCALE*(m_map->getHeight(x, vp1) - m_map->getHeight(x, vn0))); Vector3::Normalized_Cross_Product(l2r,n2f, &normalAtTexel); VERTEX_FORMAT vertex; vertex.x=ADJUST_FROM_INDEX_TO_REAL(x); vertex.y=ADJUST_FROM_INDEX_TO_REAL(y); vertex.z= ((float)m_map->getHeight(x,y))*MAP_HEIGHT_SCALE; vertex.u1=0; vertex.v1=0; vertex.u2=1; vertex.v2=1; RTS3DScene *pMyScene = (RTS3DScene *)Scene; if (pMyScene) { RefRenderObjListIterator *it = pMyScene->createLightsIterator(); doTheLight(&vertex, lightRay, &normalAtTexel, it, 1.0f); if (it) { pMyScene->destroyLightsIterator(it); it = NULL; } } else { doTheLight(&vertex, lightRay, &normalAtTexel, NULL, 1.0f); } return vertex.diffuse; } //============================================================================= // BaseHeightMapRenderObjClass::On_Frame_Update //============================================================================= /** Updates the diffuse color values in the vertices as affected by the dynamic lights.*/ //============================================================================= void BaseHeightMapRenderObjClass::On_Frame_Update(void) { } //============================================================================= // BaseHeightMapRenderObjClass::unitMoved //============================================================================= /** Tell that a unit moved.*/ //============================================================================= void BaseHeightMapRenderObjClass::unitMoved( Object *unit ) { if (m_treeBuffer) { m_treeBuffer->unitMoved(unit); } } //============================================================================= // BaseHeightMapRenderObjClass::removeTreesAndPropsForConstruction //============================================================================= /** Tell that a unit moved.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeTreesAndPropsForConstruction(const Coord3D* pos, const GeometryInfo& geom, Real angle ) { if (m_treeBuffer) { m_treeBuffer->removeTreesForConstruction(pos, geom, angle); } if (m_propBuffer) { m_propBuffer->removePropsForConstruction(pos, geom, angle); } } //============================================================================= // BaseHeightMapRenderObjClass::addTree //============================================================================= /** Adds a tree to the tree buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::addTree(DrawableID id, Coord3D location, Real scale, Real angle, Real randomScaleAmount, const W3DTreeDrawModuleData *data) { if (m_treeBuffer) { m_treeBuffer->addTree(id, location, scale, angle, randomScaleAmount, data); } }; //============================================================================= // BaseHeightMapRenderObjClass::removeTree //============================================================================= /** Adds a tree to the tree buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeTree(DrawableID id) { if (m_treeBuffer) { m_treeBuffer->removeTree(id); } }; //============================================================================= // BaseHeightMapRenderObjClass::removeAllTrees //============================================================================= /** Adds a tree to the tree buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeAllTrees() { if (m_treeBuffer) { m_treeBuffer->clearAllTrees(); } }; //============================================================================= // BaseHeightMapRenderObjClass::updateTreePosition //============================================================================= /** Updates a tree's position and angle in the tree buffer.*/ //============================================================================= Bool BaseHeightMapRenderObjClass::updateTreePosition(DrawableID id, Coord3D location, Real angle) { if (m_treeBuffer) { return m_treeBuffer->updateTreePosition(id, location, angle); } return false; }; //============================================================================= // BaseHeightMapRenderObjClass::addProp //============================================================================= /** Adds a prop to the prop buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::addProp(Int id, Coord3D location, Real angle, Real scale, const AsciiString &modelName) { if (m_propBuffer) { m_propBuffer->addProp(id, location, angle, scale, modelName); } }; //============================================================================= // BaseHeightMapRenderObjClass::removeProp //============================================================================= /** Adds a prop to the prop buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeProp(Int id) { if (m_propBuffer) { m_propBuffer->removeProp(id); } }; //============================================================================= // BaseHeightMapRenderObjClass::removeAllProps //============================================================================= /** Adds a prop to the prop buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeAllProps() { if (m_propBuffer) { m_propBuffer->clearAllProps(); } }; //============================================================================= // BaseHeightMapRenderObjClass::notifyShroudChanged //============================================================================= /** Notifies that the local shroud changed.*/ //============================================================================= void BaseHeightMapRenderObjClass::notifyShroudChanged(void) { if (m_propBuffer) { m_propBuffer->notifyShroudChanged(); } }; //============================================================================= // BaseHeightMapRenderObjClass::addTerrainBib //============================================================================= /** Adds a terrainBib to the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::addTerrainBib(Vector3 corners[4], ObjectID id, Bool highlight) { m_bibBuffer->addBib(corners, id, highlight); }; //============================================================================= // BaseHeightMapRenderObjClass::addTerrainBib //============================================================================= /** Adds a terrainBib to the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::addTerrainBibDrawable(Vector3 corners[4], DrawableID id, Bool highlight) { m_bibBuffer->addBibDrawable(corners, id, highlight); }; //============================================================================= // BaseHeightMapRenderObjClass::removeAllTerrainBibs //============================================================================= /** Removes all terrainBib highlighting from the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeTerrainBibHighlighting() { m_bibBuffer->removeHighlighting( ); }; //============================================================================= // BaseHeightMapRenderObjClass::removeAllTerrainBibs //============================================================================= /** Removes all terrainBibs from the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeAllTerrainBibs() { m_bibBuffer->clearAllBibs( ); }; //============================================================================= // BaseHeightMapRenderObjClass::removeTerrainBib //============================================================================= /** Removes a terrainBib from the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeTerrainBib(ObjectID id) { m_bibBuffer->removeBib( id ); }; //============================================================================= // BaseHeightMapRenderObjClass::removeTerrainBib //============================================================================= /** Removes a terrainBib from the bib buffer.*/ //============================================================================= void BaseHeightMapRenderObjClass::removeTerrainBibDrawable(DrawableID id) { m_bibBuffer->removeBibDrawable( id ); }; //============================================================================= // BaseHeightMapRenderObjClass::staticLightingChanged //============================================================================= /** Notification that all lighting needs to be recalculated. */ //============================================================================= void BaseHeightMapRenderObjClass::staticLightingChanged( void ) { // Cause the terrain to get updated with new lighting. m_needFullUpdate = true; // Cause the scorches to get updated with new lighting. m_scorchesInBuffer = 0; // If we just allocated the buffers, we got no scorches in the buffer. m_curNumScorchVertices=0; m_curNumScorchIndices=0; m_roadBuffer->updateLighting(); } //============================================================================= // BaseHeightMapRenderObjClass::setTimeOfDay //============================================================================= /** When the time of day changes, the lighting changes and we need to update. */ //============================================================================= void BaseHeightMapRenderObjClass::setTimeOfDay( TimeOfDay tod ) { staticLightingChanged(); } //============================================================================= // BaseHeightMapRenderObjClass::Notify_Added //============================================================================= /** W3D render object method, we use it to add ourselves to tthe update list, so On_Frame_Update gets called. */ //============================================================================= void BaseHeightMapRenderObjClass::Notify_Added(SceneClass * scene) { RenderObjClass::Notify_Added(scene); scene->Register(this,SceneClass::ON_FRAME_UPDATE); } //============================================================================= // BaseHeightMapRenderObjClass::updateCenter //============================================================================= /** Updates the positioning of the drawn portion of the height map in the heightmap. As the view slides around, this determines what is the actually rendered portion of the terrain. Only a 96x96 section is rendered at any time, even though maps can be up to 1024x1024. This function determines which subset is rendered. */ //============================================================================= void BaseHeightMapRenderObjClass::updateCenter(CameraClass *camera , RefRenderObjListIterator *pLightsIterator) { if (m_map==NULL) { return; } if (m_updating) { return; } if (m_treeBuffer) { m_treeBuffer->doFullUpdate(); // Tell the trees to update for view change. } if (m_propBuffer) { m_propBuffer->doFullUpdate(); // Tell the trees to update for view change. } m_updating = true; #ifdef DO_ROADS if (m_roadBuffer) { m_roadBuffer->updateCenter(); } #endif if (m_needFullUpdate) { m_bridgeBuffer->doFullUpdate(); m_bridgeBuffer->updateCenter(camera, pLightsIterator); m_updating = false; return; } m_bridgeBuffer->updateCenter(camera, pLightsIterator); m_updating = false; } //============================================================================= // BaseHeightMapRenderObjClass::Render //============================================================================= /** Renders (draws) the terrain. */ //============================================================================= //DECLARE_PERF_TIMER(Terrain_Render) void BaseHeightMapRenderObjClass::Render(RenderInfoClass & rinfo) { } /**Render parts of terrain that are along the coast line and have vertices directly under the water plane. Applying a custom render to these polygons allows for a smoother land->water transition*/ void BaseHeightMapRenderObjClass::renderShoreLines(CameraClass *pCamera) { if (!TheGlobalData->m_isWorldBuilder) //use faster version optimized for game and not world builder? { renderShoreLinesSorted(pCamera); return; } m_numVisibleShoreLineTiles=0; if (!TheGlobalData->m_showSoftWaterEdge || TheWaterTransparency->m_transparentWaterDepth==0 || m_numShoreLineTiles == 0) return; //Check if video card is capable of using this effect if (DX8Wrapper::getBackBufferFormat() != WW3D_FORMAT_A8R8G8B8) return; //can't apply effect on cards without destination alpha Int vertexCount = 0; Int indexCount = 0; Int drawEdgeY=m_map->getDrawOrgY()+m_map->getDrawHeight()-1; Int drawEdgeX=m_map->getDrawOrgX()+m_map->getDrawWidth()-1; if (drawEdgeX > (m_map->getXExtent()-1)) drawEdgeX = m_map->getXExtent()-1; if (drawEdgeY > (m_map->getYExtent()-1)) drawEdgeY = m_map->getYExtent()-1; Int drawStartX=m_map->getDrawOrgX(); Int drawStartY=m_map->getDrawOrgY(); Int j=0; ShaderClass unlitShader=ShaderClass::_PresetOpaque2DShader; unlitShader.Set_Depth_Compare(ShaderClass::PASS_LEQUAL); DX8Wrapper::Set_Shader(unlitShader); VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE); DX8Wrapper::Set_Material(vmat); REF_PTR_RELEASE(vmat); DX8Wrapper::Set_Texture(0,m_destAlphaTexture); DX8Wrapper::Set_Transform(D3DTS_WORLD,Matrix3D(1)); //Enabled writes to destination alpha only DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, 0); while (j != m_numShoreLineTiles) { DynamicVBAccessClass vb_access(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,DEFAULT_MAX_BATCH_SHORELINE_TILES*4); DynamicIBAccessClass ib_access(BUFFER_TYPE_DYNAMIC_DX8,DEFAULT_MAX_BATCH_SHORELINE_TILES*6); { //Need to put this in another code block so vb/ib gets automatically locked/unlocked by destructors DynamicVBAccessClass::WriteLockClass lock(&vb_access); VertexFormatXYZNDUV2 *vb= lock.Get_Formatted_Vertex_Array(); DynamicIBAccessClass::WriteLockClass lockib(&ib_access); UnsignedShort *ib=lockib.Get_Index_Array(); if (!ib || !vb) { DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED); return; } try { //Loop over visible terrain and extract all the tiles that need shoreline blend for (; j= (DEFAULT_MAX_BATCH_SHORELINE_TILES*4)) break; //no room in vertex buffer shoreLineTileInfo *shoreInfo=&m_shoreLineTilePositions[j]; Int x = shoreInfo->m_xy & 0xffff; Int y = shoreInfo->m_xy >> 16; if (x >= drawStartX && x < drawEdgeX && y >= drawStartY && y < drawEdgeY) { //this tile is inside visible region vb->x = shoreInfo->verts[0]; vb->y = shoreInfo->verts[1]; vb->z = shoreInfo->verts[2]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t0; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[3]; vb->y = shoreInfo->verts[4]; vb->z = shoreInfo->verts[5]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t1; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[6]; vb->y = shoreInfo->verts[7]; vb->z = shoreInfo->verts[8]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t2; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[9]; vb->y = shoreInfo->verts[10]; vb->z = shoreInfo->verts[11]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t3; vb->v1=0; vb->u2=0; vb->v2=0; vb++; if (m_map->getQuickFlipState(x,y)) { ib[0]=1+vertexCount; ib[1]=3+vertexCount; ib[2]=0+vertexCount; ib[3]=1+vertexCount; ib[4]=2+vertexCount; ib[5]=3+vertexCount; } else { ib[0]=0+vertexCount; ib[1]=2+vertexCount; ib[2]=3+vertexCount; ib[3]=0+vertexCount; ib[4]=1+vertexCount; ib[5]=2+vertexCount; } ib += 6; vertexCount +=4; indexCount +=6; } } IndexBufferExceptionFunc(); } catch(...) { IndexBufferExceptionFunc(); } }//lock and fill ib/vb if (indexCount > 0 && vertexCount > 0) { DX8Wrapper::Set_Index_Buffer(ib_access,0); DX8Wrapper::Set_Vertex_Buffer(vb_access); DX8Wrapper::Draw_Triangles( 0,indexCount/3, 0, vertexCount); //draw a quad, 2 triangles, 4 verts m_numVisibleShoreLineTiles += indexCount/6; } vertexCount=0; indexCount=0; }//for all shore tiles //Disable writes to destination alpha DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED); ShaderClass::Invalidate(); } /**Render parts of terrain that are along the coast line and have vertices directly under the water plane. Applying a custom render to these polygons allows for a smoother land->water transition. This version is exactly like the one above but optimized for the case where tiles are assumed to be sorted. Not used by World Builder. */ void BaseHeightMapRenderObjClass::renderShoreLinesSorted(CameraClass *pCamera) { m_numVisibleShoreLineTiles=0; if (!TheGlobalData->m_showSoftWaterEdge || TheWaterTransparency->m_transparentWaterDepth==0 || m_numShoreLineTiles == 0) return; //Check if video card is capable of using this effect if (DX8Wrapper::getBackBufferFormat() != WW3D_FORMAT_A8R8G8B8) return; //can't apply effect on cards without destination alpha Int vertexCount = 0; Int indexCount = 0; Int drawEdgeY=m_map->getDrawOrgY()+m_map->getDrawHeight()-1; Int drawEdgeX=m_map->getDrawOrgX()+m_map->getDrawWidth()-1; if (drawEdgeX > (m_map->getXExtent()-1)) drawEdgeX = m_map->getXExtent()-1; if (drawEdgeY > (m_map->getYExtent()-1)) drawEdgeY = m_map->getYExtent()-1; Int drawStartX=m_map->getDrawOrgX(); Int drawStartY=m_map->getDrawOrgY(); if (m_shoreLineSortInfosXMajor) //map is wider than taller. { //Clamp the major map axis to available shoreline tiles. if (m_shoreLineTileSortMinCoordinate > drawStartX) drawStartX=m_shoreLineTileSortMinCoordinate; if ((m_shoreLineTileSortMaxCoordinate+1) < drawEdgeX) drawEdgeX=(m_shoreLineTileSortMaxCoordinate+1); if ((drawEdgeX-drawStartX) <= 0) return; //nothing to draw } else { //Clamp the major map axis to available shoreline tiles. if (m_shoreLineTileSortMinCoordinate > drawStartY) drawStartY=m_shoreLineTileSortMinCoordinate; if ((m_shoreLineTileSortMaxCoordinate+1) < drawEdgeY) drawEdgeY=(m_shoreLineTileSortMaxCoordinate+1); if ((drawEdgeY-drawStartY) <= 0) return; //nothing to draw } ShaderClass unlitShader=ShaderClass::_PresetOpaque2DShader; unlitShader.Set_Depth_Compare(ShaderClass::PASS_LEQUAL); DX8Wrapper::Set_Shader(unlitShader); VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE); DX8Wrapper::Set_Material(vmat); REF_PTR_RELEASE(vmat); DX8Wrapper::Set_Texture(0,m_destAlphaTexture); DX8Wrapper::Set_Transform(D3DTS_WORLD,Matrix3D(1)); //Enabled writes to destination alpha only DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, 0); Bool isDone=FALSE; Int lastRenderedTile=0; while (!isDone) { DynamicVBAccessClass vb_access(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,DEFAULT_MAX_BATCH_SHORELINE_TILES*4); DynamicIBAccessClass ib_access(BUFFER_TYPE_DYNAMIC_DX8,DEFAULT_MAX_BATCH_SHORELINE_TILES*6); { //Need to put this in another code block so vb/ib gets automatically locked/unlocked by destructors DynamicVBAccessClass::WriteLockClass lock(&vb_access); VertexFormatXYZNDUV2 *vb= lock.Get_Formatted_Vertex_Array(); DynamicIBAccessClass::WriteLockClass lockib(&ib_access); UnsignedShort *ib=lockib.Get_Index_Array(); if (!ib || !vb) { DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED); return; } try { //Loop over visible terrain and extract all the tiles that need shoreline blend if (m_shoreLineSortInfosXMajor) //map is wider than taller. { for (Int x=drawStartX; xnumTiles) continue; //no tiles in this column. //Clamp visible area to actual tiles in this column Int startY=drawStartY; if (sortInfo->minTileCoordinate > startY) startY = sortInfo->minTileCoordinate; Int edgeY=drawEdgeY; if ((sortInfo->maxTileCoordinate+1) < edgeY) edgeY = sortInfo->maxTileCoordinate+1; if ((edgeY-startY) <= 0) continue; //no tiles visible in this column. //Pointer to first tile in this column shoreLineTileInfo *shoreInfo=m_shoreLineTilePositions+sortInfo->tileStartIndex+lastRenderedTile; //Loop over tiles in this column and render visible ones for (Int k=lastRenderedTile; knumTiles; k++) { Int tileY = shoreInfo->m_xy >> 16; if (tileY < startY) { shoreInfo++; //advance to next tile. continue; //this tile is not visible } if (tileY >= edgeY) break; //since tiles are x-sorted, there will not be any visible ones after this one. if (vertexCount >= (DEFAULT_MAX_BATCH_SHORELINE_TILES*4)) { lastRenderedTile=k; goto flushVertexBuffer0; } vb->x = shoreInfo->verts[0]; vb->y = shoreInfo->verts[1]; vb->z = shoreInfo->verts[2]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t0; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[3]; vb->y = shoreInfo->verts[4]; vb->z = shoreInfo->verts[5]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t1; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[6]; vb->y = shoreInfo->verts[7]; vb->z = shoreInfo->verts[8]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t2; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[9]; vb->y = shoreInfo->verts[10]; vb->z = shoreInfo->verts[11]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t3; vb->v1=0; vb->u2=0; vb->v2=0; vb++; if (m_map->getQuickFlipState(x,tileY)) { ib[0]=1+vertexCount; ib[1]=3+vertexCount; ib[2]=0+vertexCount; ib[3]=1+vertexCount; ib[4]=2+vertexCount; ib[5]=3+vertexCount; } else { ib[0]=0+vertexCount; ib[1]=2+vertexCount; ib[2]=3+vertexCount; ib[3]=0+vertexCount; ib[4]=1+vertexCount; ib[5]=2+vertexCount; } ib += 6; vertexCount +=4; indexCount +=6; shoreInfo++; //advance to next tile. }//looping over tiles in column lastRenderedTile=0; }//looping over all visible columns. flushVertexBuffer0: drawStartX = x; //record how far we've moved so far isDone = x >= drawEdgeX; } else { for (Int y=drawStartY; ynumTiles) continue; //no tiles in this row. //Clamp visible area to actual tiles in this row Int startX=drawStartX; if (sortInfo->minTileCoordinate > startX) startX = sortInfo->minTileCoordinate; Int edgeX=drawEdgeX; if ((sortInfo->maxTileCoordinate+1) < edgeX) edgeX = sortInfo->maxTileCoordinate+1; if ((edgeX-startX) <= 0) continue; //no tiles visible in this row. //Pointer to first tile in this row shoreLineTileInfo *shoreInfo=m_shoreLineTilePositions+sortInfo->tileStartIndex+lastRenderedTile; //Loop over tiles in this row and render visible ones for (Int k=lastRenderedTile; knumTiles; k++) { Int tileX = shoreInfo->m_xy & 0xffff; if (tileX < startX) { shoreInfo++; //advance to next tile. continue; //this tile is not visible } if (tileX >= edgeX) break; //since tiles are x-sorted, there will not be any visible ones after this one. if (vertexCount >= (DEFAULT_MAX_BATCH_SHORELINE_TILES*4)) { lastRenderedTile=k; goto flushVertexBuffer1; } vb->x = shoreInfo->verts[0]; vb->y = shoreInfo->verts[1]; vb->z = shoreInfo->verts[2]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t0; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[3]; vb->y = shoreInfo->verts[4]; vb->z = shoreInfo->verts[5]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t1; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[6]; vb->y = shoreInfo->verts[7]; vb->z = shoreInfo->verts[8]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t2; vb->v1=0; vb->u2=0; vb->v2=0; vb++; vb->x = shoreInfo->verts[9]; vb->y = shoreInfo->verts[10]; vb->z = shoreInfo->verts[11]; vb->nx=0; //filling these to keep AGP write buffer happy. vb->ny=0; vb->nz=0; vb->diffuse=0; vb->u1=shoreInfo->t3; vb->v1=0; vb->u2=0; vb->v2=0; vb++; if (m_map->getQuickFlipState(tileX,y)) { ib[0]=1+vertexCount; ib[1]=3+vertexCount; ib[2]=0+vertexCount; ib[3]=1+vertexCount; ib[4]=2+vertexCount; ib[5]=3+vertexCount; } else { ib[0]=0+vertexCount; ib[1]=2+vertexCount; ib[2]=3+vertexCount; ib[3]=0+vertexCount; ib[4]=1+vertexCount; ib[5]=2+vertexCount; } ib += 6; vertexCount +=4; indexCount +=6; shoreInfo++; //advance to next tile. }//looping over tiles in row lastRenderedTile=0; }//looping over all visible rows. flushVertexBuffer1: drawStartY = y; //record how far we've moved so far isDone = y >= drawEdgeY; IndexBufferExceptionFunc(); } } catch(...) { IndexBufferExceptionFunc(); } }//lock and fill ib/vb if (indexCount > 0 && vertexCount > 0) { DX8Wrapper::Set_Index_Buffer(ib_access,0); DX8Wrapper::Set_Vertex_Buffer(vb_access); DX8Wrapper::Draw_Triangles( 0,indexCount/3, 0, vertexCount); //draw a quad, 2 triangles, 4 verts m_numVisibleShoreLineTiles += indexCount/6; } vertexCount=0; indexCount=0; }//for all shore tiles //Disable writes to destination alpha DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED); ShaderClass::Invalidate(); } //============================================================================= // BaseHeightMapRenderObjClass::renderTrees //============================================================================= /** Renders (draws) the trees. Since the trees are transparent, this has to be called after flush. */ //============================================================================= void BaseHeightMapRenderObjClass::renderTrees(CameraClass * camera) { #ifdef EXTENDED_STATS if (DX8Wrapper::stats.m_disableObjects) { return; } #endif if (m_map==NULL) return; if (Scene==NULL) return; if (m_treeBuffer) { Matrix3D tm(Transform); DX8Wrapper::Set_Transform(D3DTS_WORLD,tm); DX8Wrapper::Set_Material(m_vertexMaterialClass); RTS3DScene *pMyScene = (RTS3DScene *)Scene; RefRenderObjListIterator pDynamicLightsIterator(pMyScene->getDynamicLights()); m_treeBuffer->drawTrees(camera, &pDynamicLightsIterator); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void BaseHeightMapRenderObjClass::crc( Xfer *xfer ) { // empty. jba [8/11/2003] } // end CRC // ------------------------------------------------------------------------------------------------ /** Xfer * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void BaseHeightMapRenderObjClass::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferSnapshot( m_treeBuffer ); xfer->xferSnapshot( m_propBuffer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void BaseHeightMapRenderObjClass::loadPostProcess( void ) { // empty. jba [8/11/2003] } // end loadPostProcess