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- //---------------------------------------------------------------------
- //
- // crater.cpp -- Crater/footprint manager for MechCommander 2
- //
- //---------------------------------------------------------------------------//
- // Copyright (C) Microsoft Corporation. All rights reserved. //
- //===========================================================================//
- //---------------------------------------------------------------------
- // Include Files
- #ifndef CRATER_H
- #include "crater.h"
- #endif
- #ifndef CAMERA_H
- #include "camera.h"
- #endif
- #ifndef TERRAIN_H
- #include "terrain.h"
- #endif
- #ifndef CIDENT_H
- #include "cident.h"
- #endif
- #ifndef PATHS_H
- #include "paths.h"
- #endif
- #ifndef CEVFX_H
- #include "cevfx.h"
- #endif
- #ifndef TXMMGR_H
- #include "txmmgr.h"
- #endif
- //---------------------------------------------------------------------
- // Static Globals
- CraterManagerPtr craterManager = NULL;
- extern bool useFog;
- extern bool drawOldWay;
- extern bool useNonWeaponEffects;
- #define MAX_CRATER_TEXTURES 2
- #define MAX_FOOTPRINTS 64
- //---------------------------------------------------------------------
- float craterUVTable [136] =
- {
- 0.000, 0.000, //Anubis
- 0.125, 0.000,
- 0.250, 0.000, //Atlas
- 0.375, 0.000,
- 0.500, 0.000, //BloodAsp
- 0.625, 0.000,
- 0.750, 0.000, //Bushwacker
- 0.875, 0.000,
- 0.000, 0.125, //Catapult
- 0.125, 0.125,
- 0.250, 0.125, //Cougar
- 0.375, 0.125,
- 0.500, 0.125, //Cyclops
- 0.625, 0.125,
- 0.750, 0.125, //Enfield
- 0.875, 0.125,
- 0.000, 0.250, //Flea (fireant)
- 0.125, 0.250,
- 0.250, 0.250, //highlander
- 0.375, 0.250,
- 0.500, 0.250, //hollander
- 0.625, 0.250,
- 0.750, 0.250, //hunchback
- 0.875, 0.250,
- 0.000, 0.375, //jaegermech
- 0.125, 0.375,
- 0.250, 0.375, //laohu
- 0.375, 0.375,
- 0.500, 0.375, //madcat
- 0.625, 0.375,
- 0.750, 0.375, //menshen
- 0.875, 0.375,
- 0.000, 0.500, //Raven
- 0.125, 0.500,
- 0.250, 0.500, //Ryoken
- 0.375, 0.500,
- 0.500, 0.500, //Shadowcat
- 0.625, 0.500,
- 0.750, 0.500, //Shayu
- 0.875, 0.500,
- 0.000, 0.625, //Shootist
- 0.125, 0.625,
- 0.250, 0.625, //Starslayer
- 0.375, 0.625,
- 0.500, 0.625, //thor
- 0.625, 0.625,
- 0.750, 0.625, //Uller
- 0.875, 0.625,
- 0.000, 0.750, //Urbanmech
- 0.125, 0.750,
- 0.250, 0.750, //Vulture
- 0.375, 0.750,
- 0.500, 0.750, //Werewolf (razorback)
- 0.625, 0.750,
- 0.750, 0.750, //Wolfhound
- 0.875, 0.750,
- 0.000, 0.875, //Zeus
- 0.125, 0.875,
- 0.0, 0.0, //CRATER_1,
- 0.50, 0.0, //CRATER_2,
- 0.0,0.50, //CRATER_3,
- 0.50,0.50 //CRATER_4,
- };
- //---------------------------------------------------------------------
- // class CraterManager
- long CraterManager::init (long numCraters, unsigned long craterTypeSize, char *craterFileName)
- {
- init();
-
- //-----------------------------------------------------
- // Allocate Heap to store crater Info
- maxCraters = numCraters;
- craterPosHeapSize = numCraters * (sizeof(CraterData) + allocatedBlockSize);
-
- //-----------------------------------------------------
- // create Heaps
- craterPosHeap = new HeapManager;
- gosASSERT(craterPosHeap != NULL);
-
- long result = craterPosHeap->createHeap(craterPosHeapSize);
- gosASSERT(result == NO_ERR);
-
- result = craterPosHeap->commitHeap(craterPosHeapSize);
- gosASSERT(result == NO_ERR);
- numCraterTextures = MAX_CRATER_TEXTURES;
- //---------------------------------------------------------
- // Setup Crater Texture handles
- craterTextureHandles = (DWORD *)malloc(sizeof(DWORD) * numCraterTextures);
- memset((MemoryPtr)craterTextureHandles,0xff,sizeof(DWORD) * numCraterTextures);
- craterTextureIndices = (DWORD *)malloc(sizeof(DWORD) * numCraterTextures);
- memset((MemoryPtr)craterTextureIndices,0xff,sizeof(DWORD) * numCraterTextures);
- //-----------------------------------------------------
- // Preload all of the craters for the mission.
- // This should just be one texture with all of the craters on it
- // and a generic set of UVs to mark each one.
- for (long i=0;i<numCraterTextures;i++)
- {
- char craterName[1024];
- sprintf(craterName,"defaults\\feet%04d",i);
-
- FullPathFileName craterPath;
- craterPath.init(texturePath,craterName,".tga");
- if (!i)
- craterTextureIndices[i] = mcTextureManager->loadTexture(craterPath, gos_Texture_Keyed, gosHint_DisableMipmap);
- else
- craterTextureIndices[i] = mcTextureManager->loadTexture(craterPath, gos_Texture_Alpha, gosHint_DisableMipmap);
- }
- //-----------------------------------------------------
- // Setup pointer and initial values
- craterList = (CraterDataPtr)craterPosHeap->getHeapPtr();
- memset(craterPosHeap->getHeapPtr(),-1,craterPosHeapSize);
- return(NO_ERR);
- }
- //---------------------------------------------------------------------
- void CraterManager::destroy (void)
- {
- //---------------------------------------------
- // Close file and whack it.
- if (craterFile)
- craterFile->close();
-
- delete craterFile;
- craterFile = NULL;
-
- //----------------------------------------------
- // Whack the Happy Crater Heaps
- delete craterShpHeap;
- craterShpHeap = NULL;
-
- delete craterPosHeap;
- craterPosHeap = NULL;
-
- craterPosHeapSize = craterShpHeapSize = 0;
- craterList = NULL;
- currentCrater = 0;
- free(craterTextureHandles);
- craterTextureHandles = NULL;
- free(craterTextureIndices);
- craterTextureIndices = NULL;
- }
- //---------------------------------------------------------------------
- long CraterManager::addCrater (long craterType, Stuff::Vector3D &position, float rotation)
- {
- if (!useNonWeaponEffects)
- return NO_ERR;
- //----------------------------------------------------------------
- bool drawMe = TRUE;
- if (drawMe)
- {
- craterList[currentCrater].craterShapeId = craterType;
-
- //-----------------------------------------------------------
- // Craters and foot prints are ON the terrain now.
- // Use Elevation Data to move them around.
- // Craters are always 32x32
- // Footprints and always 16x16
- // Rotation of 0 is south.
- float size = 16.0;
- if (craterList[currentCrater].craterShapeId > MAX_FOOTPRINTS)
- {
- size = 32.0;
- }
-
- craterList[currentCrater].position[0].x = -size;
- craterList[currentCrater].position[0].y = -size;
- craterList[currentCrater].position[0].z = 0.0f;
- craterList[currentCrater].position[1].x = size;
- craterList[currentCrater].position[1].y = -size;
- craterList[currentCrater].position[1].z = 0.0f;
- craterList[currentCrater].position[2].x = size;
- craterList[currentCrater].position[2].y = size;
- craterList[currentCrater].position[2].z = 0.0f;
-
- craterList[currentCrater].position[3].x = -size;
- craterList[currentCrater].position[3].y = size;
- craterList[currentCrater].position[3].z = 0.0f;
-
- float cRotation = rotation;
- OppRotate(craterList[currentCrater].position[0],cRotation);
- OppRotate(craterList[currentCrater].position[1],cRotation);
- OppRotate(craterList[currentCrater].position[2],cRotation);
- OppRotate(craterList[currentCrater].position[3],cRotation);
-
- craterList[currentCrater].position[0].Add(craterList[currentCrater].position[0],position);
- craterList[currentCrater].position[1].Add(craterList[currentCrater].position[1],position);
- craterList[currentCrater].position[2].Add(craterList[currentCrater].position[2],position);
- craterList[currentCrater].position[3].Add(craterList[currentCrater].position[3],position);
-
- craterList[currentCrater].position[0].z = land->getTerrainElevation(craterList[currentCrater].position[0]);
- craterList[currentCrater].position[1].z = land->getTerrainElevation(craterList[currentCrater].position[1]);
- craterList[currentCrater].position[2].z = land->getTerrainElevation(craterList[currentCrater].position[2]);
- craterList[currentCrater].position[3].z = land->getTerrainElevation(craterList[currentCrater].position[3]);
-
- currentCrater++;
- if (currentCrater == maxCraters)
- {
- currentCrater = 0;
- }
- }
-
- return(NO_ERR);
- }
- //---------------------------------------------------------------------
- long CraterManager::update (void)
- {
- if (!useNonWeaponEffects)
- return NO_ERR;
- //---------------------------------------------------------------
- // Run through all craters in list and do geometry during update
- CraterDataPtr currentCrater = craterList;
- for (long i=0;i<(long)maxCraters;i++,currentCrater++)
- {
- if (currentCrater->craterShapeId != -1)
- {
- if (currentCrater->craterShapeId > TURKINA_FOOTPRINT) //We are standard crater.
- {
- craterTextureHandles[0] = mcTextureManager->get_gosTextureHandle(craterTextureIndices[0]);
- mcTextureManager->addTriangle(craterTextureIndices[0],MC2_ISCRATERS | MC2_DRAWALPHA | MC2_ISTERRAIN);
- mcTextureManager->addTriangle(craterTextureIndices[0],MC2_ISCRATERS | MC2_DRAWALPHA | MC2_ISTERRAIN);
- }
- else //We are a footprint.
- {
- craterTextureHandles[1] = mcTextureManager->get_gosTextureHandle(craterTextureIndices[1]);
- mcTextureManager->addTriangle(craterTextureIndices[1],MC2_ISCRATERS | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(craterTextureIndices[1],MC2_ISCRATERS | MC2_DRAWALPHA);
- }
- }
- }
- return (TRUE);
- }
- //---------------------------------------------------------------------
- void CraterManager::render (void)
- {
- if (!useNonWeaponEffects)
- return;
- //-----------------------------------------------------
- // Run through all craters in list and render anything
- // which not clipped or an invalid_crater
- CraterDataPtr currCrater = craterList;
- for (long i=0;i<(long)maxCraters;i++,currCrater++)
- {
- if (currCrater->craterShapeId != -1)
- {
- long handleOffset = 1;
- float uvAdd = 0.125;
- if (currCrater->craterShapeId >= MAX_FOOTPRINTS)
- {
- handleOffset = 0;
- uvAdd = 0.50;
- }
-
- bool onScreen1 = eye->projectZ(currCrater->position[0],currCrater->screenPos[0]);
- bool onScreen2 = eye->projectZ(currCrater->position[1],currCrater->screenPos[1]);
- bool onScreen3 = eye->projectZ(currCrater->position[2],currCrater->screenPos[2]);
- bool onScreen4 = eye->projectZ(currCrater->position[3],currCrater->screenPos[3]);
- //--------------------------------------------------
- // First, if we are using perspective, figure out
- // if object too far from camera. Far Clip Plane.
- float hazeFactor = 0.0f;
- if (eye->usePerspective)
- {
- Stuff::Point3D Distance;
- Stuff::Point3D objPosition;
- Stuff::Point3D eyePosition(eye->getCameraOrigin());
- objPosition.x = -currCrater->position[0].x;
- objPosition.y = currCrater->position[0].z;
- objPosition.z = currCrater->position[0].y;
-
- Distance.Subtract(objPosition,eyePosition);
- float eyeDistance = Distance.GetApproximateLength();
- if (eyeDistance > Camera::MaxClipDistance)
- {
- onScreen1 = false;
- onScreen2 = false;
- onScreen3 = false;
- onScreen4 = false;
- }
- else if (eyeDistance > Camera::MinHazeDistance)
- {
- hazeFactor = (eyeDistance - Camera::MinHazeDistance) * Camera::DistanceFactor;
- }
- else
- {
- hazeFactor = 0.0f;
- }
- }
-
- //----------------
- // Check clipping
- if (onScreen1 || onScreen2 || onScreen3 || onScreen4)
- {
- DWORD lightRGB = 0xffffffff;
- DWORD specR = 0, specB = 0, specG = 0;
-
- unsigned char lightr = 0xff,lightg = 0xff,lightb = 0xff;
- lightr = eye->ambientRed;
- lightg = eye->ambientGreen;
- lightb = eye->ambientBlue;
-
- lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
-
- if (Terrain::terrainTextures2)
- {
- if (TerrainQuad::rainLightLevel < 1.0f)
- {
- lightr = (float)lightr * TerrainQuad::rainLightLevel;
- lightb = (float)lightb * TerrainQuad::rainLightLevel;
- lightg = (float)lightg * TerrainQuad::rainLightLevel;
- }
-
- if (TerrainQuad::lighteningLevel > 0x0)
- {
- specR = specG = specB = TerrainQuad::lighteningLevel;
- }
-
- lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- }
- DWORD fogRGB = (0xff<<24) + (specR<<16) + (specG<<8) + specB;
-
- if (useFog)
- {
- DWORD fogValue = 0xff;
- float fogStart = eye->fogStart;
- float fogFull = eye->fogFull;
- if (currCrater->position[0].z < fogStart)
- {
- float fogFactor = fogStart - currCrater->position[0].z;
- if (fogFactor < 0.0)
- fogRGB = (0xff<<24) + (specR<<16) + (specG<<8) + specB;
- else
- {
- fogFactor /= (fogStart - fogFull);
- if (fogFactor <= 1.0)
- {
- fogFactor *= fogFactor;
- fogFactor = 1.0 - fogFactor;
- fogFactor *= 256.0;
- }
- else
- {
- fogFactor = 256.0;
- }
- unsigned char fogResult = fogFactor;
- fogValue = fogFactor;
- fogRGB = (fogResult << 24) + (specR<<16) + (specG<<8) + specB;
- }
- }
- else
- {
- fogRGB = (0xff<<24) + (specR<<16) + (specG<<8) + specB;
- }
-
- if (hazeFactor != 0.0f)
- {
- float fogFactor = 1.0 - hazeFactor;
- DWORD distFog = float2long(fogFactor * 255.0f);
-
- if (distFog < fogValue)
- fogValue = distFog;
-
- fogRGB = (fogValue << 24) + (specR << 16) + (specG << 8) + (specB);
- }
- }
-
- if (drawOldWay)
- {
- //------------------------------------
- // Replace with Polygon Quad Elements
- gos_VERTEX gVertex[4];
-
- gVertex[0].x = currCrater->screenPos[0].x;
- gVertex[0].y = currCrater->screenPos[0].y;
- gVertex[0].z = currCrater->screenPos[0].z;
- gVertex[0].rhw = currCrater->screenPos[0].w;
- gVertex[0].u = craterUVTable[(currCrater->craterShapeId*2)];
- gVertex[0].v = craterUVTable[(currCrater->craterShapeId*2)+1];
- gVertex[0].argb = lightRGB;
- gVertex[0].frgb = fogRGB;
-
- gVertex[1].x = currCrater->screenPos[1].x;
- gVertex[1].y = currCrater->screenPos[1].y;
- gVertex[1].z = currCrater->screenPos[1].z;
- gVertex[1].rhw = currCrater->screenPos[1].w;
- gVertex[1].u = gVertex[0].u + uvAdd;
- gVertex[1].v = gVertex[0].v;
- gVertex[1].argb = lightRGB;
- gVertex[1].frgb = fogRGB;
-
- gVertex[2].x = currCrater->screenPos[2].x;
- gVertex[2].y = currCrater->screenPos[2].y;
- gVertex[2].z = currCrater->screenPos[2].z;
- gVertex[2].rhw = currCrater->screenPos[2].w;
- gVertex[2].u = gVertex[1].u;
- gVertex[2].v = gVertex[0].v + uvAdd;
- gVertex[2].argb = lightRGB;
- gVertex[2].frgb = fogRGB;
-
- gVertex[3].x = currCrater->screenPos[3].x;
- gVertex[3].y = currCrater->screenPos[3].y;
- gVertex[3].z = currCrater->screenPos[3].z;
- gVertex[3].rhw = currCrater->screenPos[3].w;
- gVertex[3].u = gVertex[0].u;
- gVertex[3].v = gVertex[2].v;
- gVertex[3].argb = lightRGB;
- gVertex[3].frgb = fogRGB;
-
- TexturedPolygonQuadElement element;
- element.init(gVertex,craterTextureHandles[handleOffset],false,false);
-
- //-----------------------------------------------------
- // FOG time. Set Render state to FOG on!
- if (useFog)
- {
- DWORD fogColor = eye->fogColor;
- gos_SetRenderState( gos_State_Fog, (int)&fogColor);
- }
- else
- {
- gos_SetRenderState( gos_State_Fog, 0);
- }
-
- element.draw();
- gos_SetRenderState( gos_State_Fog, 0); //ALWAYS SHUT FOG OFF WHEN DONE!
- }
- else
- {
- //------------------------------------
- gos_VERTEX gVertex[3];
- gos_VERTEX sVertex[3];
-
- gVertex[0].x = sVertex[0].x = currCrater->screenPos[0].x;
- gVertex[0].y = sVertex[0].y = currCrater->screenPos[0].y;
- gVertex[0].z = sVertex[0].z = currCrater->screenPos[0].z;
- gVertex[0].rhw = sVertex[0].rhw = currCrater->screenPos[0].w;
- gVertex[0].u = sVertex[0].u = craterUVTable[(currCrater->craterShapeId*2)];
- gVertex[0].v = sVertex[0].v = craterUVTable[(currCrater->craterShapeId*2)+1];
- gVertex[0].argb = sVertex[0].argb = lightRGB;
- gVertex[0].frgb = sVertex[0].frgb = fogRGB;
-
- gVertex[1].x = currCrater->screenPos[1].x;
- gVertex[1].y = currCrater->screenPos[1].y;
- gVertex[1].z = currCrater->screenPos[1].z;
- gVertex[1].rhw = currCrater->screenPos[1].w;
- gVertex[1].u = gVertex[0].u + uvAdd;
- gVertex[1].v = gVertex[0].v;
- gVertex[1].argb = lightRGB;
- gVertex[1].frgb = fogRGB;
-
- gVertex[2].x = sVertex[1].x = currCrater->screenPos[2].x;
- gVertex[2].y = sVertex[1].y = currCrater->screenPos[2].y;
- gVertex[2].z = sVertex[1].z = currCrater->screenPos[2].z;
- gVertex[2].rhw = sVertex[1].rhw = currCrater->screenPos[2].w;
- gVertex[2].u = sVertex[1].u = gVertex[1].u;
- gVertex[2].v = sVertex[1].v = gVertex[0].v + uvAdd;
- gVertex[2].argb = sVertex[1].argb = lightRGB;
- gVertex[2].frgb = sVertex[1].frgb = fogRGB;
-
- sVertex[2].x = currCrater->screenPos[3].x;
- sVertex[2].y = currCrater->screenPos[3].y;
- sVertex[2].z = currCrater->screenPos[3].z;
- sVertex[2].rhw = currCrater->screenPos[3].w;
- sVertex[2].u = gVertex[0].u;
- sVertex[2].v = gVertex[2].v;
- sVertex[2].argb = lightRGB;
- sVertex[2].frgb = fogRGB;
-
- if (currCrater->craterShapeId > TURKINA_FOOTPRINT) //We are standard crater.
- {
- mcTextureManager->addVertices(craterTextureIndices[handleOffset],gVertex,MC2_ISCRATERS | MC2_DRAWALPHA | MC2_ISTERRAIN);
- mcTextureManager->addVertices(craterTextureIndices[handleOffset],sVertex,MC2_ISCRATERS | MC2_DRAWALPHA | MC2_ISTERRAIN);
- }
- else //We are a footprint
- {
- mcTextureManager->addVertices(craterTextureIndices[handleOffset],gVertex,MC2_ISCRATERS | MC2_DRAWALPHA);
- mcTextureManager->addVertices(craterTextureIndices[handleOffset],sVertex,MC2_ISCRATERS | MC2_DRAWALPHA);
- }
- }
- }
- }
- }
- }
- //---------------------------------------------------------------------
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