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- //---------------------------------------------------------------------------
- //
- // Quad.cpp -- File contains class code for the Terrain Quads
- //
- // MechCommander 2
- //
- //---------------------------------------------------------------------------//
- // Copyright (C) Microsoft Corporation. All rights reserved. //
- //===========================================================================//
- //---------------------------------------------------------------------------
- // Include Files
- #ifndef QUAD_H
- #include "quad.h"
- #endif
- #ifndef VERTEX_H
- #include "vertex.h"
- #endif
- #ifndef TERRAIN_H
- #include "terrain.h"
- #endif
- #ifndef CAMERA_H
- #include "camera.h"
- #endif
- #ifndef DBASEGUI_H
- #include "dbasegui.h"
- #endif
- #ifndef CELINE_H
- #include "celine.h"
- #endif
- #ifndef MOVE_H
- #include "move.h"
- #endif
- #define SELECTION_COLOR 0xffff7fff
- #define HIGHLIGHT_COLOR 0xff00ff00
- //---------------------------------------------------------------------------
- float TerrainQuad::rainLightLevel = 1.0f;
- DWORD TerrainQuad::lighteningLevel = 0;
- DWORD TerrainQuad::mineTextureHandle = 0xffffffff;
- DWORD TerrainQuad::blownTextureHandle = 0xffffffff;
- extern bool drawTerrainGrid;
- extern bool drawLOSGrid;
- //---------------------------------------------------------------------------
- //---------------------------------------------------------------------------
- // Class TerrainQuad
- long TerrainQuad::init (VertexPtr v0, VertexPtr v1, VertexPtr v2, VertexPtr v3)
- {
- vertices[0] = v0;
- vertices[1] = v1;
- vertices[2] = v2;
- vertices[3] = v3;
- return(NO_ERR);
- }
- float twoFiveFive = 255.0;
- #define HUD_DEPTH 0.0001f //HUD Objects draw over everything else.
- extern float cosineEyeHalfFOV;
- extern DWORD BaseVertexColor;
- extern bool useShadows;
- extern bool useFog;
- extern long sprayFrame;
- bool useWaterInterestTexture = true;
- bool useOverlayTexture = true;
- long numTerrainFaces = 0;
- extern float MaxMinUV;
- extern float leastZ;
- extern float leastW;
- extern float mostZ;
- extern float mostW;
- extern float leastWY;
- extern float mostWY;
- //---------------------------------------------------------------------------
- void TerrainQuad::setupTextures (void)
- {
- if (mineTextureHandle == 0xffffffff)
- {
- FullPathFileName mineTextureName;
- mineTextureName.init(texturePath,"defaults\\mine_00",".tga");
- mineTextureHandle = mcTextureManager->loadTexture(mineTextureName,gos_Texture_Alpha,gosHint_DisableMipmap | gosHint_DontShrink);
- }
-
- if (blownTextureHandle == 0xffffffff)
- {
- FullPathFileName mineTextureName;
- mineTextureName.init(texturePath,"defaults\\minescorch_00",".tga");
- blownTextureHandle = mcTextureManager->loadTexture(mineTextureName,gos_Texture_Alpha,gosHint_DisableMipmap | gosHint_DontShrink);
- }
-
- if (!Terrain::terrainTextures2)
- {
- if (uvMode == BOTTOMRIGHT)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
-
- if (clipped1 || clipped2)
- {
- {
- terrainHandle = Terrain::terrainTextures->getTextureHandle((vertices[0]->pVertex->textureData & 0x0000ffff));
- DWORD terrainDetailData = Terrain::terrainTextures->setDetail(1,0);
- if (terrainDetailData != 0xfffffff)
- terrainDetailHandle = Terrain::terrainTextures->getTextureHandle(terrainDetailData);
- else
- terrainDetailHandle = 0xffffffff;
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
-
- //--------------------------------------------------------------------
- //Mine Information
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- mineResult.init();
- long cellPos = 0;
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++,cellPos++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- DWORD localResult = 0;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- localResult = GameMap->getMine(actualCellRow, actualCellCol);
-
- if (localResult == 1)
- {
- mcTextureManager->get_gosTextureHandle(mineTextureHandle);
- mcTextureManager->addTriangle(mineTextureHandle, MC2_DRAWALPHA);
- mcTextureManager->addTriangle(mineTextureHandle, MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- else if (localResult == 2)
- {
- mcTextureManager->get_gosTextureHandle(blownTextureHandle);
- mcTextureManager->addTriangle(blownTextureHandle, MC2_DRAWALPHA);
- mcTextureManager->addTriangle(blownTextureHandle, MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- }
- }
- }
- }
- else
- {
- terrainHandle = 0xffffffff;
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- terrainDetailHandle = 0xffffffff;
- overlayHandle = 0xffffffff;
- }
- }
- else
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- long clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
-
- if (clipped1 || clipped2)
- {
- {
- terrainHandle = Terrain::terrainTextures->getTextureHandle((vertices[0]->pVertex->textureData & 0x0000ffff));
- DWORD terrainDetailData = Terrain::terrainTextures->setDetail(1,0);
- if (terrainDetailData != 0xfffffff)
- terrainDetailHandle = Terrain::terrainTextures->getTextureHandle(terrainDetailData);
- else
- terrainDetailHandle = 0xffffffff;
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
-
- //--------------------------------------------------------------------
- //Mine Information
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- long cellPos = 0;
- mineResult.init();
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++,cellPos++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- DWORD localResult = 0;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- localResult = GameMap->getMine(actualCellRow, actualCellCol);
-
- if (localResult == 1)
- {
- mcTextureManager->get_gosTextureHandle(mineTextureHandle);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- else if (localResult == 2)
- {
- mcTextureManager->get_gosTextureHandle(blownTextureHandle);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- }
- }
- }
- }
- else
- {
- terrainHandle = 0xffffffff;
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- terrainDetailHandle = 0xffffffff;
- overlayHandle = 0xffffffff;
- }
- }
- }
- else //New single bitmap on the terrain.
- {
- if (uvMode == BOTTOMRIGHT)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
-
- if (clipped1 || clipped2)
- {
- isCement = Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff);
- bool isAlpha = Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff);
- if (!isCement)
- {
- terrainHandle = Terrain::terrainTextures2->getTextureHandle(vertices[0],vertices[2],&uvData);
- terrainDetailHandle = Terrain::terrainTextures2->getDetailHandle();
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- if (terrainDetailHandle != 0xffffffff)
- {
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- else //This cement in the old Universe, pull the old texture and display it
- {
- if (isAlpha) //This should be treated as an overlay. Do so. Draw overlay AFTER new terrain in same square!!
- {
- overlayHandle = Terrain::terrainTextures->getTextureHandle(vertices[0]->pVertex->textureData & 0x0000ffff);
- terrainHandle = Terrain::terrainTextures2->getTextureHandle(vertices[1],vertices[3],&uvData);
- terrainDetailHandle = Terrain::terrainTextures2->getDetailHandle();
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
-
- if (terrainDetailHandle != 0xffffffff)
- {
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
-
- mcTextureManager->addTriangle(overlayHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- mcTextureManager->addTriangle(overlayHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- else //Otherwise, its solid cement. Save some draw cycles!!
- {
- terrainHandle = Terrain::terrainTextures->getTextureHandle(vertices[0]->pVertex->textureData & 0x0000ffff);
- terrainDetailHandle = 0xffffffff; //Cement has NO detail!!
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- }
-
- //--------------------------------------------------------------------
- //Mine Information
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- long cellPos = 0;
- mineResult.init();
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++,cellPos++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- DWORD localResult = 0;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- localResult = GameMap->getMine(actualCellRow, actualCellCol);
-
- if (localResult == 1)
- {
- mcTextureManager->get_gosTextureHandle(mineTextureHandle);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- else if (localResult == 2)
- {
- mcTextureManager->get_gosTextureHandle(blownTextureHandle);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- }
- }
- }
- }
- else
- {
- overlayHandle = 0xffffffff;
- terrainHandle = 0xffffffff;
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- terrainDetailHandle = 0xffffffff;
- }
- }
- else
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- long clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
-
- if (clipped1 || clipped2)
- {
- isCement = Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff);
- bool isAlpha = Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff);
- if (!isCement)
- {
- terrainHandle = Terrain::terrainTextures2->getTextureHandle(vertices[1],vertices[3],&uvData);
- terrainDetailHandle = Terrain::terrainTextures2->getDetailHandle();
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- else //This cement in the old Universe, pull the old texture and display it
- {
- if (isAlpha) //This should be treated as an overlay. Do so. Draw overlay AFTER new terrain in same square!!
- {
- overlayHandle = Terrain::terrainTextures->getTextureHandle(vertices[0]->pVertex->textureData & 0x0000ffff);
- terrainHandle = Terrain::terrainTextures2->getTextureHandle(vertices[1],vertices[3],&uvData);
- terrainDetailHandle = Terrain::terrainTextures2->getDetailHandle();
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWSOLID);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(terrainDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(overlayHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- mcTextureManager->addTriangle(overlayHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- else //Otherwise, its solid cement. Save some draw cycles!!
- {
- terrainHandle = Terrain::terrainTextures->getTextureHandle(vertices[0]->pVertex->textureData & 0x0000ffff);
- terrainDetailHandle = 0xffffffff; //Cement has NO detail!!
- overlayHandle = 0xffffffff;
-
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- mcTextureManager->addTriangle(terrainHandle,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- }
-
- //--------------------------------------------------------------------
- //Mine Information
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- long cellPos = 0;
- mineResult.init();
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++,cellPos++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- DWORD localResult = 0;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- localResult = GameMap->getMine(actualCellRow, actualCellCol);
-
- if (localResult == 1)
- {
- mcTextureManager->get_gosTextureHandle(mineTextureHandle);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(mineTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- else if (localResult == 2)
- {
- mcTextureManager->get_gosTextureHandle(blownTextureHandle);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
- mcTextureManager->addTriangle(blownTextureHandle,MC2_DRAWALPHA);
-
- mineResult.setMine(cellPos,localResult);
- }
- }
- }
- }
- }
- else
- {
- terrainHandle = 0xffffffff;
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- terrainDetailHandle = 0xffffffff;
- overlayHandle = 0xffffffff;
- }
- }
- }
- //-----------------------------------------
- // NEW(tm) water texture code here.
- if ((vertices[0]->pVertex->water & 1) ||
- (vertices[1]->pVertex->water & 1) ||
- (vertices[2]->pVertex->water & 1) ||
- (vertices[3]->pVertex->water & 1))
- {
- Stuff::Vector3D vertex3D(vertices[0]->vx,vertices[0]->vy,Terrain::waterElevation);
- Stuff::Vector4D screenPos;
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- if (uvMode != BOTTOMRIGHT)
- {
- clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- }
- float negCos = Terrain::frameCos * -1.0;
- float ourCos = Terrain::frameCos;
- if (!(vertices[0]->calcThisFrame & 2))
- {
- if (clipped1 || clipped2)
- {
- if (vertices[0]->pVertex->water & 128)
- {
- vertices[0]->wAlpha = -Terrain::frameCosAlpha;
- ourCos = negCos;
- }
- else if (vertices[0]->pVertex->water & 64)
- {
- vertices[0]->wAlpha = Terrain::frameCosAlpha;
- ourCos = Terrain::frameCos;
- }
-
- vertex3D.z = ourCos + Terrain::waterElevation;
-
- bool clipData = false;
- clipData = eye->projectZ(vertex3D,screenPos);
- bool isVisible = Terrain::IsGameSelectTerrainPosition(vertex3D) || drawTerrainGrid;
- if (!isVisible)
- {
- clipData = false;
- vertices[0]->hazeFactor = 1.0f;
- }
- if (eye->usePerspective)
- vertices[0]->clipInfo = clipData;
- else
- vertices[0]->clipInfo = clipData;
-
- vertices[0]->wx = screenPos.x;
- vertices[0]->wy = screenPos.y;
- vertices[0]->wz = screenPos.z;
- vertices[0]->ww = screenPos.w;
-
- vertices[0]->calcThisFrame |= 2;
- if (clipData)
- {
- if (screenPos.z < leastZ)
- {
- leastZ = screenPos.z;
- }
- if (screenPos.z > mostZ)
- {
- mostZ = screenPos.z;
- }
- if (screenPos.w < leastW)
- {
- leastW = screenPos.w;
- leastWY = screenPos.y;
- }
- if (screenPos.w > mostW)
- {
- mostW = screenPos.w;
- mostWY = screenPos.y;
- }
- }
- }
- }
-
- if (!(vertices[1]->calcThisFrame & 2))
- {
- if (clipped1 || clipped2)
- {
- if (vertices[1]->pVertex->water & 128)
- {
- vertices[1]->wAlpha = -Terrain::frameCosAlpha;
- ourCos = negCos;
- }
- else if (vertices[1]->pVertex->water & 64)
- {
- vertices[1]->wAlpha = Terrain::frameCosAlpha;
- ourCos = Terrain::frameCos;
- }
-
- vertex3D.z = ourCos + Terrain::waterElevation;
- vertex3D.x = vertices[1]->vx;
- vertex3D.y = vertices[1]->vy;
-
- bool clipData = false;
- clipData = eye->projectZ(vertex3D,screenPos);
- bool isVisible = Terrain::IsGameSelectTerrainPosition(vertex3D) || drawTerrainGrid;
- if (!isVisible)
- {
- clipData = false;
- vertices[1]->hazeFactor = 1.0f;
- }
- if (eye->usePerspective)
- vertices[1]->clipInfo = clipData; //onScreen;
- else
- vertices[1]->clipInfo = clipData;
-
- vertices[1]->wx = screenPos.x;
- vertices[1]->wy = screenPos.y;
- vertices[1]->wz = screenPos.z;
- vertices[1]->ww = screenPos.w;
-
- vertices[1]->calcThisFrame |= 2;
- if (clipData)
- {
- if (screenPos.z < leastZ)
- {
- leastZ = screenPos.z;
- }
- if (screenPos.z > mostZ)
- {
- mostZ = screenPos.z;
- }
- if (screenPos.w < leastW)
- {
- leastW = screenPos.w;
- leastWY = screenPos.y;
- }
- if (screenPos.w > mostW)
- {
- mostW = screenPos.w;
- mostWY = screenPos.y;
- }
- }
- }
- }
- if (!(vertices[2]->calcThisFrame & 2))
- {
- if (clipped1 || clipped2)
- {
- if (vertices[2]->pVertex->water & 128)
- {
- vertices[2]->wAlpha = -Terrain::frameCosAlpha;
- ourCos = negCos;
- }
- else if (vertices[2]->pVertex->water & 64)
- {
- vertices[2]->wAlpha = Terrain::frameCosAlpha;
- ourCos = Terrain::frameCos;
- }
-
- vertex3D.z = ourCos + Terrain::waterElevation;
- vertex3D.x = vertices[2]->vx;
- vertex3D.y = vertices[2]->vy;
-
- bool clipData = false;
- clipData = eye->projectZ(vertex3D,screenPos);
- bool isVisible = Terrain::IsGameSelectTerrainPosition(vertex3D) || drawTerrainGrid;
- if (!isVisible)
- {
- clipData = false;
- vertices[2]->hazeFactor = 1.0f;
- }
- if (eye->usePerspective)
- vertices[2]->clipInfo = clipData; //onScreen;
- else
- vertices[2]->clipInfo = clipData;
-
- vertices[2]->wx = screenPos.x;
- vertices[2]->wy = screenPos.y;
- vertices[2]->wz = screenPos.z;
- vertices[2]->ww = screenPos.w;
-
- vertices[2]->calcThisFrame |= 2;
- if (clipData)
- {
- if (screenPos.z < leastZ)
- {
- leastZ = screenPos.z;
- }
- if (screenPos.z > mostZ)
- {
- mostZ = screenPos.z;
- }
- if (screenPos.w < leastW)
- {
- leastW = screenPos.w;
- leastWY = screenPos.y;
- }
- if (screenPos.w > mostW)
- {
- mostW = screenPos.w;
- mostWY = screenPos.y;
- }
- }
- }
- }
- if (!(vertices[3]->calcThisFrame & 2))
- {
- if (clipped1 || clipped2)
- {
- if (vertices[3]->pVertex->water & 128)
- {
- vertices[3]->wAlpha = -Terrain::frameCosAlpha;
- ourCos = negCos;
- }
- else if (vertices[3]->pVertex->water & 64)
- {
- vertices[3]->wAlpha = Terrain::frameCosAlpha;
- ourCos = Terrain::frameCos;
- }
-
- vertex3D.z = ourCos + Terrain::waterElevation;
- vertex3D.x = vertices[3]->vx;
- vertex3D.y = vertices[3]->vy;
-
- bool clipData = false;
- clipData = eye->projectZ(vertex3D,screenPos);
- bool isVisible = Terrain::IsGameSelectTerrainPosition(vertex3D) || drawTerrainGrid;
- if (!isVisible)
- {
- clipData = false;
- vertices[3]->hazeFactor = 1.0f;
- }
- if (eye->usePerspective)
- vertices[3]->clipInfo = clipData; //onScreen;
- else
- vertices[3]->clipInfo = clipData;
-
- vertices[3]->wx = screenPos.x;
- vertices[3]->wy = screenPos.y;
- vertices[3]->wz = screenPos.z;
- vertices[3]->ww = screenPos.w;
-
- vertices[3]->calcThisFrame |= 2;
- if (clipData)
- {
- if (screenPos.z < leastZ)
- {
- leastZ = screenPos.z;
- }
- if (screenPos.z > mostZ)
- {
- mostZ = screenPos.z;
- }
- if (screenPos.w < leastW)
- {
- leastW = screenPos.w;
- leastWY = screenPos.y;
- }
- if (screenPos.w > mostW)
- {
- mostW = screenPos.w;
- mostWY = screenPos.y;
- }
- }
- }
- }
- if (clipped1 || clipped2)
- {
- if (!Terrain::terrainTextures2)
- {
- DWORD waterDetailData = Terrain::terrainTextures->setDetail(0,sprayFrame);
- waterHandle = Terrain::terrainTextures->getTextureHandle(MapData::WaterTXMData & 0x0000ffff);
- waterDetailHandle = Terrain::terrainTextures->getDetailHandle(waterDetailData & 0x0000ffff);
- }
- else
- {
- waterHandle = Terrain::terrainTextures2->getWaterTextureHandle();
- waterDetailHandle = Terrain::terrainTextures2->getWaterDetailHandle(sprayFrame);
- }
-
- mcTextureManager->addTriangle(waterHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(waterHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(waterDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- mcTextureManager->addTriangle(waterDetailHandle,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- else
- {
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- }
- }
- else
- {
- waterHandle = 0xffffffff;
- waterDetailHandle = 0xffffffff;
- }
- if (terrainHandle != 0xffffffff)
- {
- //-----------------------------------------------------
- // FOG time.
- float fogStart = eye->fogStart;
- float fogFull = eye->fogFull;
- //-----------------------------------------------------
- // Process Vertex 0 if not already done
- if (!(vertices[0]->calcThisFrame & 1))
- {
- DWORD specR=0, specG=0, specB=0;
- DWORD lightr=0xff,lightg=0xff,lightb=0xff;
- if (Environment.Renderer != 3)
- {
- //------------------------------------------------------------
- float lightIntensity = vertices[0]->pVertex->vertexNormal * eye->lightDirection;
- unsigned char shadow = vertices[0]->pVertex->shadow;
- if (shadow && lightIntensity > 0.2f)
- {
- lightIntensity = 0.2f;
- }
- lightr = eye->getLightRed(lightIntensity);
- lightg = eye->getLightGreen(lightIntensity);
- lightb = eye->getLightBlue(lightIntensity);
- if (BaseVertexColor)
- {
- lightr += ((BaseVertexColor>>16) & 0x000000ff);
- if (lightr > 0xff)
- lightr = 0xff;
- lightg += ((BaseVertexColor>>8) & 0x000000ff);
- if (lightg > 0xff)
- lightg = 0xff;
- lightb += (BaseVertexColor & 0x000000ff);
- if (lightb > 0xff)
- lightb = 0xff;
- }
- if (rainLightLevel < 1.0f)
- {
- lightr = (float)lightr * rainLightLevel;
- lightb = (float)lightb * rainLightLevel;
- lightg = (float)lightg * rainLightLevel;
- }
- if (lighteningLevel > 0x0)
- {
- specR = specG = specB = lighteningLevel;
- }
- vertices[0]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- //First two light are already factored into the above equations!
- for (long i=2;i<eye->getNumTerrainLights();i++)
- {
- TG_LightPtr thisLight = eye->getTerrainLight(i);
- if (thisLight)
- {
- // if (useShadows)
- {
- if ((thisLight->lightType == TG_LIGHT_POINT) ||
- (thisLight->lightType == TG_LIGHT_SPOT) ||
- (thisLight->lightType == TG_LIGHT_TERRAIN))
- {
- Stuff::Point3D vertexToLight;
- vertexToLight.x = vertices[0]->vx;
- vertexToLight.y = vertices[0]->vy;
- vertexToLight.z = vertices[0]->pVertex->elevation;
- vertexToLight -= thisLight->position;
- float length = vertexToLight.GetApproximateLength();
- float falloff = 1.0f;
- if (thisLight->GetFalloff(length, falloff))
- {
- float red,green,blue;
- red = float((thisLight->GetaRGB()>>16) & 0x000000ff) * falloff;
- green = float((thisLight->GetaRGB()>>8) & 0x000000ff) * falloff;
- blue = float((thisLight->GetaRGB()) & 0x000000ff) * falloff;
- specR += (DWORD)red;
- specG += (DWORD)green;
- specB += (DWORD)blue;
- if (specR > 255)
- specR = 255;
- if (specG > 255)
- specG = 255;
- if (specB > 255)
- specB = 255;
- }
- }
- }
- }
- }
- }
-
- vertices[0]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- vertices[0]->fogRGB = (0xff<<24) + (specR<<16) + (specG << 8) + (specB);
-
- //Fog
- DWORD fogResult = 0xff;
- if (!(vertices[0]->calcThisFrame & 1))
- {
- if (useFog)
- {
- if (vertices[0]->pVertex->elevation < fogStart)
- {
- float fogFactor = fogStart - vertices[0]->pVertex->elevation;
- if (fogFactor < 0.0)
- {
- fogResult = 0xff;
- }
- else
- {
- fogFactor /= (fogStart - fogFull);
- if (fogFactor <= 1.0)
- {
- fogFactor *= fogFactor;
- fogFactor = 1.0 - fogFactor;
- fogFactor *= 256.0;
- }
- else
- {
- fogFactor = 256.0;
- }
-
- fogResult = float2long(fogFactor);
- }
- }
- else
- {
- fogResult = 0xff;
- }
-
- vertices[0]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- }
- //-------------------
- // Distance FOG now.
- if (vertices[0]->hazeFactor != 0.0f)
- {
- float fogFactor = 1.0 - vertices[0]->hazeFactor;
- DWORD distFog = float2long(fogFactor * 255.0f);
-
- if (distFog < fogResult)
- fogResult = distFog;
-
- vertices[0]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- vertices[0]->calcThisFrame |= 1;
- }
- //-----------------------------------------------------
- // Process Vertex 1 if not already done
- if (!(vertices[1]->calcThisFrame & 1))
- {
- DWORD specR=0, specG=0, specB=0;
- DWORD lightr=0xff,lightg=0xff,lightb=0xff;
- if (Environment.Renderer != 3)
- {
- float lightIntensity = vertices[1]->pVertex->vertexNormal * eye->lightDirection;
- unsigned char shadow = vertices[1]->pVertex->shadow;
- if (shadow && lightIntensity > 0.2f)
- {
- lightIntensity = 0.2f;
- }
- lightr = eye->getLightRed(lightIntensity);
- lightg = eye->getLightGreen(lightIntensity);
- lightb = eye->getLightBlue(lightIntensity);
- if (BaseVertexColor)
- {
- lightr += ((BaseVertexColor>>16) & 0x000000ff);
- if (lightr > 0xff)
- lightr = 0xff;
- lightg += ((BaseVertexColor>>8) & 0x000000ff);
- if (lightg > 0xff)
- lightg = 0xff;
- lightb += (BaseVertexColor & 0x000000ff);
- if (lightb > 0xff)
- lightb = 0xff;
- }
- if (rainLightLevel < 1.0f)
- {
- lightr = (float)lightr * rainLightLevel;
- lightb = (float)lightb * rainLightLevel;
- lightg = (float)lightg * rainLightLevel;
- }
- if (lighteningLevel > 0x0)
- {
- specR = specG = specB = lighteningLevel;
- }
- vertices[1]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- //First two light are already factored into the above equations!
- for (long i=2;i<eye->getNumTerrainLights();i++)
- {
- TG_LightPtr thisLight = eye->getTerrainLight(i);
- if (thisLight)
- {
- // if (useShadows)
- {
- if ((thisLight->lightType == TG_LIGHT_POINT) ||
- (thisLight->lightType == TG_LIGHT_SPOT) ||
- (thisLight->lightType == TG_LIGHT_TERRAIN))
- {
- Stuff::Point3D vertexToLight;
- vertexToLight.x = vertices[1]->vx;
- vertexToLight.y = vertices[1]->vy;
- vertexToLight.z = vertices[1]->pVertex->elevation;
- vertexToLight -= thisLight->position;
- float length = vertexToLight.GetApproximateLength();
- float falloff = 1.0f;
- if (thisLight->GetFalloff(length, falloff))
- {
- float red,green,blue;
- red = float((thisLight->GetaRGB()>>16) & 0x000000ff) * falloff;
- green = float((thisLight->GetaRGB()>>8) & 0x000000ff) * falloff;
- blue = float((thisLight->GetaRGB()) & 0x000000ff) * falloff;
- specR += (DWORD)red;
- specG += (DWORD)green;
- specB += (DWORD)blue;
- if (specR > 255)
- specR = 255;
- if (specG > 255)
- specG = 255;
- if (specB > 255)
- specB = 255;
- }
- }
- }
- }
- }
- }
-
- vertices[1]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- vertices[1]->fogRGB = (0xff<<24) + (specR<<16) + (specG << 8) + (specB);
- //Fog
- DWORD fogResult = 0xff;
- if (Environment.Renderer != 3)
- {
- if (useFog)
- {
- if (vertices[1]->pVertex->elevation < fogStart)
- {
- float fogFactor = fogStart - vertices[1]->pVertex->elevation;
- if (fogFactor < 0.0)
- {
- fogResult = 0xff;
- }
- else
- {
- fogFactor /= (fogStart - fogFull);
- if (fogFactor <= 1.0)
- {
- fogFactor *= fogFactor;
- fogFactor = 1.0 - fogFactor;
- fogFactor *= 256.0;
- }
- else
- {
- fogFactor = 256.0;
- }
-
- fogResult = float2long(fogFactor);
- }
- }
- else
- {
- fogResult = 0xff;
- }
-
- vertices[1]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- }
- //-------------------
- // Distance FOG now.
- if (vertices[1]->hazeFactor != 0.0f)
- {
- float fogFactor = 1.0 - vertices[1]->hazeFactor;
- DWORD distFog = float2long(fogFactor * 255.0);
-
- if (distFog < fogResult)
- fogResult = distFog;
-
- vertices[1]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- vertices[1]->calcThisFrame |= 1;
- }
- //-----------------------------------------------------
- // Process Vertex 2 if not already done
- if (!(vertices[2]->calcThisFrame & 1))
- {
- DWORD specR=0, specG=0, specB=0;
- DWORD lightr=0xff,lightg=0xff,lightb=0xff;
- if (Environment.Renderer != 3)
- {
- float lightIntensity = vertices[2]->pVertex->vertexNormal * eye->lightDirection;
-
- unsigned char shadow = vertices[2]->pVertex->shadow;
- if (shadow && lightIntensity > 0.2f)
- {
- lightIntensity = 0.2f;
- }
-
- lightr = eye->getLightRed(lightIntensity);
- lightg = eye->getLightGreen(lightIntensity);
- lightb = eye->getLightBlue(lightIntensity);
-
- if (BaseVertexColor)
- {
- lightr += ((BaseVertexColor>>16) & 0x000000ff);
- if (lightr > 0xff)
- lightr = 0xff;
-
- lightg += ((BaseVertexColor>>8) & 0x000000ff);
- if (lightg > 0xff)
- lightg = 0xff;
-
- lightb += (BaseVertexColor & 0x000000ff);
- if (lightb > 0xff)
- lightb = 0xff;
- }
- if (rainLightLevel < 1.0f)
- {
- lightr = (float)lightr * rainLightLevel;
- lightb = (float)lightb * rainLightLevel;
- lightg = (float)lightg * rainLightLevel;
- }
- if (lighteningLevel > 0x0)
- {
- specR = specG = specB = lighteningLevel;
- }
- vertices[2]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- //First two light are already factored into the above equations!
- for (long i=2;i<eye->getNumTerrainLights();i++)
- {
- TG_LightPtr thisLight = eye->getTerrainLight(i);
- if (thisLight)
- {
- // if (useShadows)
- {
- if ((thisLight->lightType == TG_LIGHT_POINT) ||
- (thisLight->lightType == TG_LIGHT_SPOT) ||
- (thisLight->lightType == TG_LIGHT_TERRAIN))
- {
- Stuff::Point3D vertexToLight;
- vertexToLight.x = vertices[2]->vx;
- vertexToLight.y = vertices[2]->vy;
- vertexToLight.z = vertices[2]->pVertex->elevation;
- vertexToLight -= thisLight->position;
- float length = vertexToLight.GetApproximateLength();
- float falloff = 1.0f;
- if (thisLight->GetFalloff(length, falloff))
- {
- float red,green,blue;
- red = float((thisLight->GetaRGB()>>16) & 0x000000ff) * falloff;
- green = float((thisLight->GetaRGB()>>8) & 0x000000ff) * falloff;
- blue = float((thisLight->GetaRGB()) & 0x000000ff) * falloff;
- specR += (DWORD)red;
- specG += (DWORD)green;
- specB += (DWORD)blue;
- if (specR > 255)
- specR = 255;
- if (specG > 255)
- specG = 255;
- if (specB > 255)
- specB = 255;
- }
- }
- }
- }
- }
- }
-
- vertices[2]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- vertices[2]->fogRGB = (0xff<<24) + (specR<<16) + (specG << 8) + (specB);
- //Fog
- DWORD fogResult = 0xff;
- if (Environment.Renderer != 3)
- {
- if (useFog)
- {
- if (vertices[2]->pVertex->elevation < fogStart)
- {
- float fogFactor = fogStart - vertices[2]->pVertex->elevation;
- if ((fogFactor < 0.0) || (0.0 == (fogStart - fogFull)))
- {
- fogResult = 0xff;
- }
- else
- {
- fogFactor /= (fogStart - fogFull);
- if (fogFactor <= 1.0)
- {
- fogFactor *= fogFactor;
- fogFactor = 1.0 - fogFactor;
- fogFactor *= 256.0;
- }
- else
- {
- fogFactor = 256.0;
- }
-
- fogResult = float2long(fogFactor);
- }
- }
- else
- {
- fogResult = 0xff;
- }
-
- vertices[2]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- }
- //-------------------
- // Distance FOG now.
- if (vertices[2]->hazeFactor != 0.0f)
- {
- float fogFactor = 1.0 - vertices[2]->hazeFactor;
- DWORD distFog = float2long(fogFactor * 255.0f);
-
- if (distFog < fogResult)
- fogResult = distFog;
-
- vertices[2]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- vertices[2]->calcThisFrame |= 1;
- }
- //-----------------------------------------------------
- // Process Vertex 3 if not already done
- if (!(vertices[3]->calcThisFrame & 1))
- {
- DWORD specR=0, specG=0, specB=0;
- DWORD lightr=0xff,lightg=0xff,lightb=0xff;
- if (Environment.Renderer != 3)
- {
- float lightIntensity = vertices[3]->pVertex->vertexNormal * eye->lightDirection;
-
- unsigned char shadow = vertices[3]->pVertex->shadow;
- if (shadow && lightIntensity > 0.2f)
- {
- lightIntensity = 0.2f;
- }
-
- lightr = eye->getLightRed(lightIntensity);
- lightg = eye->getLightGreen(lightIntensity);
- lightb = eye->getLightBlue(lightIntensity);
-
- if (BaseVertexColor)
- {
- lightr += ((BaseVertexColor>>16) & 0x000000ff);
- if (lightr > 0xff)
- lightr = 0xff;
-
- lightg += ((BaseVertexColor>>8) & 0x000000ff);
- if (lightg > 0xff)
- lightg = 0xff;
-
- lightb += (BaseVertexColor & 0x000000ff);
- if (lightb > 0xff)
- lightb = 0xff;
- }
- if (rainLightLevel < 1.0f)
- {
- lightr = (float)lightr * rainLightLevel;
- lightb = (float)lightb * rainLightLevel;
- lightg = (float)lightg * rainLightLevel;
- }
- if (lighteningLevel > 0x0)
- {
- specR = specG = specB = lighteningLevel;
- }
- vertices[3]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- //First two light are already factored into the above equations!
- for (long i=2;i<eye->getNumTerrainLights();i++)
- {
- TG_LightPtr thisLight = eye->getTerrainLight(i);
- if (thisLight)
- {
- // if (useShadows)
- {
- if ((thisLight->lightType == TG_LIGHT_POINT) ||
- (thisLight->lightType == TG_LIGHT_SPOT) ||
- (thisLight->lightType == TG_LIGHT_TERRAIN))
- {
- Stuff::Point3D vertexToLight;
- vertexToLight.x = vertices[3]->vx;
- vertexToLight.y = vertices[3]->vy;
- vertexToLight.z = vertices[3]->pVertex->elevation;
- vertexToLight -= thisLight->position;
- float length = vertexToLight.GetApproximateLength();
- float falloff = 1.0f;
- if (thisLight->GetFalloff(length, falloff))
- {
- float red,green,blue;
- red = float((thisLight->GetaRGB()>>16) & 0x000000ff) * falloff;
- green = float((thisLight->GetaRGB()>>8) & 0x000000ff) * falloff;
- blue = float((thisLight->GetaRGB()) & 0x000000ff) * falloff;
- specR += (DWORD)red;
- specG += (DWORD)green;
- specB += (DWORD)blue;
- if (specR > 255)
- specR = 255;
- if (specG > 255)
- specG = 255;
- if (specB > 255)
- specB = 255;
- }
- }
- }
- }
- }
- }
-
- vertices[3]->lightRGB = lightb + (lightr<<16) + (lightg << 8) + (0xff << 24);
- vertices[3]->fogRGB = (0xff<<24) + (specR<<16) + (specG << 8) + (specB);
-
- //Fog
- DWORD fogResult = 0xff;
- if (Environment.Renderer != 3)
- {
- if (useFog)
- {
- if (vertices[3]->pVertex->elevation < fogStart)
- {
- float fogFactor = fogStart - vertices[3]->pVertex->elevation;
- if (fogFactor < 0.0)
- {
- fogResult = 0xff;
- }
- else
- {
- fogFactor /= (fogStart - fogFull);
- if (fogFactor <= 1.0)
- {
- fogFactor *= fogFactor;
- fogFactor = 1.0 - fogFactor;
- fogFactor *= 256.0;
- }
- else
- {
- fogFactor = 256.0;
- }
-
- fogResult = float2long(fogFactor);
- }
- }
- else
- {
- fogResult = 0xff;
- }
- }
- }
- //-------------------
- // Distance FOG now.
- if (vertices[3]->hazeFactor != 0.0f)
- {
- float fogFactor = 1.0 - vertices[3]->hazeFactor;
- DWORD distFog = float2long(fogFactor * 255.0f);
-
- if (distFog < fogResult)
- fogResult = distFog;
-
- vertices[3]->fogRGB = (fogResult<<24) + (specR<<16) + (specG << 8) + (specB);
- }
- vertices[3]->calcThisFrame |= 1;
- }
- }
- }
- #define TERRAIN_DEPTH_FUDGE 0.001f
- //---------------------------------------------------------------------------
- void TerrainQuad::draw (void)
- {
- if (terrainHandle != 0xffffffff)
- {
- numTerrainFaces++;
- //---------------------------------------
- // GOS 3D draw Calls now!
- gos_VERTEX gVertex[3];
- float minU = 0.00f;
- float maxU = 0.9999f;
-
- float minV = 0.00f;
- float maxV = 0.9999f;
-
- float oldminU = 0.0078125f;
- float oldmaxU = 0.9921875f;
- float oldminV = 0.0078125f;
- float oldmaxV = 0.9921875f;
-
- if (Terrain::terrainTextures2 && !(overlayHandle == 0xffffffff && isCement))
- {
- minU = uvData.minU;
- minV = uvData.minV;
- maxU = uvData.maxU;
- maxV = uvData.maxV;
- }
- Stuff::Point3D camPosition;
- camPosition = *TG_Shape::cameraOrigin;
- if (uvMode == BOTTOMRIGHT)
- {
- //--------------------------
- // Top Triangle
- DWORD lightRGB0 = vertices[0]->lightRGB;
- DWORD lightRGB1 = vertices[1]->lightRGB;
- DWORD lightRGB2 = vertices[2]->lightRGB;
- if (Terrain::terrainTextures2 && (!Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff)
- || Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff)))
- lightRGB0 = lightRGB1 = lightRGB2 = 0xffffffff;
- lightRGB0 = vertices[0]->pVertex->selected ? SELECTION_COLOR : lightRGB0;
- lightRGB1 = vertices[1]->pVertex->selected ? SELECTION_COLOR : lightRGB1;
- lightRGB2 = vertices[2]->pVertex->selected ? SELECTION_COLOR : lightRGB2;
- gVertex[0].x = vertices[0]->px;
- gVertex[0].y = vertices[0]->py;
- gVertex[0].z = vertices[0]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[0].rhw = vertices[0]->pw;
- gVertex[0].u = minU;
- gVertex[0].v = minV;
- gVertex[0].argb = lightRGB0;
- gVertex[0].frgb = vertices[0]->fogRGB;
- gVertex[1].x = vertices[1]->px;
- gVertex[1].y = vertices[1]->py;
- gVertex[1].z = vertices[1]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[1]->pw;
- gVertex[1].u = maxU;
- gVertex[1].v = minV;
- gVertex[1].argb = lightRGB1;
- gVertex[1].frgb = vertices[1]->fogRGB;
- gVertex[2].x = vertices[2]->px;
- gVertex[2].y = vertices[2]->py;
- gVertex[2].z = vertices[2]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[2]->pw;
- gVertex[2].u = maxU;
- gVertex[2].v = maxV;
- gVertex[2].argb = lightRGB2;
- gVertex[2].frgb = vertices[2]->fogRGB;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- if ((terrainDetailHandle == 0xffffffff) && (overlayHandle == 0xffffffff) && isCement)
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- else
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWSOLID);
-
- //--------------------------------------------------------------
- // Draw the Overlay Texture if it exists.
- if (useOverlayTexture && (overlayHandle != 0xffffffff))
- {
- //Uses EXACT same coords as the above normal texture.
- // Just replace the UVs and the texture handle!!
- gos_VERTEX oVertex[3];
- memcpy(oVertex,gVertex,sizeof(gos_VERTEX)*3);
- oVertex[0].u = oldminU;
- oVertex[0].v = oldminV;
- oVertex[1].u = oldmaxU;
- oVertex[1].v = oldminV;
- oVertex[2].u = oldmaxU;
- oVertex[2].v = oldmaxV;
- //Light the overlays!!
- oVertex[0].argb = vertices[0]->lightRGB;
- oVertex[1].argb = vertices[1]->lightRGB;
- oVertex[2].argb = vertices[2]->lightRGB;
-
- mcTextureManager->addVertices(overlayHandle,oVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
-
- //----------------------------------------------------
- // Draw the detail Texture
- if (useWaterInterestTexture && (terrainDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- float tilingFactor = Terrain::terrainTextures->getDetailTilingFactor(1);
- if (Terrain::terrainTextures2)
- tilingFactor = Terrain::terrainTextures2->getDetailTilingFactor();
-
- float oneOverTf = tilingFactor / Terrain::worldUnitsMapSide;
-
- sVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTf;
- sVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTf;
-
- sVertex[1].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTf;
- sVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTf;
-
- sVertex[2].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTf;
- sVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTf;
-
- if ((sVertex[0].u > MaxMinUV) ||
- (sVertex[0].v > MaxMinUV) ||
- (sVertex[1].u > MaxMinUV) ||
- (sVertex[1].v > MaxMinUV) ||
- (sVertex[2].u > MaxMinUV) ||
- (sVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(sVertex[0].u,fmax(sVertex[1].u,sVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(sVertex[0].v,fmax(sVertex[1].v,sVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- sVertex[0].u -= maxU;
- sVertex[1].u -= maxU;
- sVertex[2].u -= maxU;
-
- sVertex[0].v -= maxV;
- sVertex[1].v -= maxV;
- sVertex[2].v -= maxV;
- }
- //Light the Detail Texture
- if (Terrain::terrainTextures2)
- {
- sVertex[0].argb =
- sVertex[1].argb =
- sVertex[2].argb = 0xffffffff;
- }
- mcTextureManager->addVertices(terrainDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
- //--------------------------
- //Bottom Triangle
- //
- // gVertex[0] same as above gVertex[0].
- // gVertex[1] is same as above gVertex[2].
- // gVertex[2] is calced from vertex[3].
- DWORD lightRGB3 = vertices[3]->lightRGB;
- if (Terrain::terrainTextures2 && (!Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff)
- || Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff)))
- lightRGB3 = 0xffffffff;
- lightRGB3 = vertices[3]->pVertex->selected ? SELECTION_COLOR : lightRGB3;
- gVertex[1].x = gVertex[2].x;
- gVertex[1].y = gVertex[2].y;
- gVertex[1].z = gVertex[2].z;
- gVertex[1].rhw = gVertex[2].rhw;
- gVertex[1].u = gVertex[2].u;
- gVertex[1].v = gVertex[2].v;
- gVertex[1].argb = gVertex[2].argb;
- gVertex[1].frgb = gVertex[2].frgb;
- gVertex[2].x = vertices[3]->px;
- gVertex[2].y = vertices[3]->py;
- gVertex[2].z = vertices[3]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[3]->pw;
- gVertex[2].u = minU;
- gVertex[2].v = maxV;
- gVertex[2].argb = lightRGB3;
- gVertex[2].frgb = vertices[3]->fogRGB;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- if ((terrainDetailHandle == 0xffffffff) && (overlayHandle == 0xffffffff) && isCement)
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- else
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWSOLID);
-
- //--------------------------------------------------------------
- // Draw the Overlay Texture if it exists.
- if (useOverlayTexture && (overlayHandle != 0xffffffff))
- {
- //Uses EXACT same coords as the above normal texture.
- // Just replace the UVs and the texture handle!!
- //Uses EXACT same coords as the above normal texture.
- // Just replace the UVs and the texture handle!!
- gos_VERTEX oVertex[3];
- memcpy(oVertex,gVertex,sizeof(gos_VERTEX)*3);
- oVertex[0].u = oldminU;
- oVertex[0].v = oldminV;
- oVertex[1].u = oldmaxU;
- oVertex[1].v = oldmaxV;
- oVertex[2].u = oldminU;
- oVertex[2].v = oldmaxV;
-
- //Light the overlays!!
- oVertex[0].argb = vertices[0]->lightRGB;
- oVertex[1].argb = vertices[2]->lightRGB;
- oVertex[2].argb = vertices[3]->lightRGB;
- mcTextureManager->addVertices(overlayHandle,oVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
-
- //----------------------------------------------------
- // Draw the detail Texture
- if (useWaterInterestTexture && (terrainDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- float tilingFactor = Terrain::terrainTextures->getDetailTilingFactor(1);
- if (Terrain::terrainTextures2)
- tilingFactor = Terrain::terrainTextures2->getDetailTilingFactor();
-
- float oneOverTF = tilingFactor / Terrain::worldUnitsMapSide;
-
- sVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTF;
-
- sVertex[1].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTF;
-
- sVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTF;
-
- if ((sVertex[0].u > MaxMinUV) ||
- (sVertex[0].v > MaxMinUV) ||
- (sVertex[1].u > MaxMinUV) ||
- (sVertex[1].v > MaxMinUV) ||
- (sVertex[2].u > MaxMinUV) ||
- (sVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(sVertex[0].u,fmax(sVertex[1].u,sVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(sVertex[0].v,fmax(sVertex[1].v,sVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- sVertex[0].u -= maxU;
- sVertex[1].u -= maxU;
- sVertex[2].u -= maxU;
-
- sVertex[0].v -= maxV;
- sVertex[1].v -= maxV;
- sVertex[2].v -= maxV;
- }
- //Light the Detail Texture
- if (Terrain::terrainTextures2)
- {
- sVertex[0].argb =
- sVertex[1].argb =
- sVertex[2].argb = 0xffffffff;
- }
- mcTextureManager->addVertices(terrainDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
- }
- else if (uvMode == BOTTOMLEFT)
- {
- //------------------------------
- // Top Triangle.
- DWORD lightRGB0 = vertices[0]->lightRGB;
- DWORD lightRGB1 = vertices[1]->lightRGB;
- DWORD lightRGB3 = vertices[3]->lightRGB;
- if (Terrain::terrainTextures2 && (!Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff)
- || Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff)))
- lightRGB0 = lightRGB1 = lightRGB3 = 0xffffffff;
- lightRGB0 = vertices[0]->pVertex->selected ? SELECTION_COLOR : lightRGB0;
- lightRGB1 = vertices[1]->pVertex->selected ? SELECTION_COLOR : lightRGB1;
- lightRGB3 = vertices[3]->pVertex->selected ? SELECTION_COLOR : lightRGB3;
- gVertex[0].x = vertices[0]->px;
- gVertex[0].y = vertices[0]->py;
- gVertex[0].z = vertices[0]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[0].rhw = vertices[0]->pw;
- gVertex[0].u = minU;
- gVertex[0].v = minV;
- gVertex[0].argb = lightRGB0;
- gVertex[0].frgb = vertices[0]->fogRGB;
-
- gVertex[1].x = vertices[1]->px;
- gVertex[1].y = vertices[1]->py;
- gVertex[1].z = vertices[1]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[1]->pw;
- gVertex[1].u = maxU;
- gVertex[1].v = minV;
- gVertex[1].argb = lightRGB1;
- gVertex[1].frgb = vertices[1]->fogRGB;
-
- gVertex[2].x = vertices[3]->px;
- gVertex[2].y = vertices[3]->py;
- gVertex[2].z = vertices[3]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[3]->pw;
- gVertex[2].u = minU;
- gVertex[2].v = maxV;
- gVertex[2].argb = lightRGB3;
- gVertex[2].frgb = vertices[3]->fogRGB;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- if ((terrainDetailHandle == 0xffffffff) && (overlayHandle == 0xffffffff) && isCement)
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- else
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWSOLID);
-
- //----------------------------------------------------
- // Draw the detail Texture
- if (useWaterInterestTexture && (terrainDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- float tilingFactor = Terrain::terrainTextures->getDetailTilingFactor(1);
- if (Terrain::terrainTextures2)
- tilingFactor = Terrain::terrainTextures2->getDetailTilingFactor();
-
- float oneOverTF = tilingFactor / Terrain::worldUnitsMapSide;
-
- sVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTF;
-
- sVertex[1].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTF;
-
- sVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTF;
- sVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTF;
-
- if ((sVertex[0].u > MaxMinUV) ||
- (sVertex[0].v > MaxMinUV) ||
- (sVertex[1].u > MaxMinUV) ||
- (sVertex[1].v > MaxMinUV) ||
- (sVertex[2].u > MaxMinUV) ||
- (sVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(sVertex[0].u,fmax(sVertex[1].u,sVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(sVertex[0].v,fmax(sVertex[1].v,sVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- sVertex[0].u -= maxU;
- sVertex[1].u -= maxU;
- sVertex[2].u -= maxU;
-
- sVertex[0].v -= maxV;
- sVertex[1].v -= maxV;
- sVertex[2].v -= maxV;
- }
-
- //Light the Detail Texture
- if (Terrain::terrainTextures2)
- {
- sVertex[0].argb =
- sVertex[1].argb =
- sVertex[2].argb = 0xffffffff;
- }
- mcTextureManager->addVertices(terrainDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
-
- //--------------------------------------------------------------
- // Draw the Overlay Texture if it exists.
- if (useOverlayTexture && (overlayHandle != 0xffffffff))
- {
- //Uses EXACT same coords as the above normal texture.
- // Just replace the UVs and the texture handle!!
- gos_VERTEX oVertex[3];
- memcpy(oVertex,gVertex,sizeof(gos_VERTEX)*3);
- oVertex[0].u = oldminU;
- oVertex[0].v = oldminV;
- oVertex[1].u = oldmaxU;
- oVertex[1].v = oldminV;
- oVertex[2].u = oldminU;
- oVertex[2].v = oldmaxV;
-
- //Light the overlays!!
- oVertex[0].argb = vertices[0]->lightRGB;
- oVertex[1].argb = vertices[1]->lightRGB;
- oVertex[2].argb = vertices[3]->lightRGB;
- mcTextureManager->addVertices(overlayHandle,oVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- }
- }
- //---------------------------------------
- // Bottom Triangle.
- // gVertex[0] is same as above gVertex[1]
- // gVertex[1] is new and calced from vertex[2].
- // gVertex[2] is same as above.
- DWORD lightRGB2 = vertices[2]->lightRGB;
- if (Terrain::terrainTextures2 && (!Terrain::terrainTextures->isCement(vertices[0]->pVertex->textureData & 0x0000ffff)
- || Terrain::terrainTextures->isAlpha(vertices[0]->pVertex->textureData & 0x0000ffff)))
- lightRGB2 = 0xffffffff;
- lightRGB2 = vertices[2]->pVertex->selected ? SELECTION_COLOR : lightRGB2;
- gVertex[0].x = gVertex[1].x;
- gVertex[0].y = gVertex[1].y;
- gVertex[0].z = gVertex[1].z;
- gVertex[0].rhw = gVertex[1].rhw;
- gVertex[0].u = gVertex[1].u;
- gVertex[0].v = gVertex[1].v;
- gVertex[0].argb = gVertex[1].argb;
- gVertex[0].frgb = gVertex[1].frgb;
- gVertex[1].x = vertices[2]->px;
- gVertex[1].y = vertices[2]->py;
- gVertex[1].z = vertices[2]->pz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[2]->pw;
- gVertex[1].u = maxU;
- gVertex[1].v = maxV;
- gVertex[1].argb = lightRGB2;
- gVertex[1].frgb = vertices[2]->fogRGB;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- if ((terrainDetailHandle == 0xffffffff) && (overlayHandle == 0xffffffff) && isCement)
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- else
- mcTextureManager->addVertices(terrainHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWSOLID);
-
- //----------------------------------------------------
- // Draw the detail Texture
- if (useWaterInterestTexture && (terrainDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- float tilingFactor = Terrain::terrainTextures->getDetailTilingFactor(1);
- if (Terrain::terrainTextures2)
- tilingFactor = Terrain::terrainTextures2->getDetailTilingFactor();
-
- float oneOverTf = tilingFactor / Terrain::worldUnitsMapSide;
-
- sVertex[0].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTf;
- sVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTf;
-
- sVertex[1].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTf;
- sVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTf;
-
- sVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTf ;
- sVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTf ;
-
- if ((sVertex[0].u > MaxMinUV) ||
- (sVertex[0].v > MaxMinUV) ||
- (sVertex[1].u > MaxMinUV) ||
- (sVertex[1].v > MaxMinUV) ||
- (sVertex[2].u > MaxMinUV) ||
- (sVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(sVertex[0].u,fmax(sVertex[1].u,sVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(sVertex[0].v,fmax(sVertex[1].v,sVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- sVertex[0].u -= maxU;
- sVertex[1].u -= maxU;
- sVertex[2].u -= maxU;
-
- sVertex[0].v -= maxV;
- sVertex[1].v -= maxV;
- sVertex[2].v -= maxV;
- }
-
- //Light the Detail Texture
- if (Terrain::terrainTextures2)
- {
- sVertex[0].argb =
- sVertex[1].argb =
- sVertex[2].argb = 0xffffffff;
- }
- mcTextureManager->addVertices(terrainDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
-
- //--------------------------------------------------------------
- // Draw the Overlay Texture if it exists.
- if (useOverlayTexture && (overlayHandle != 0xffffffff))
- {
- //Uses EXACT same coords as the above normal texture.
- // Just replace the UVs and the texture handle!!
- gos_VERTEX oVertex[3];
- memcpy(oVertex,gVertex,sizeof(gos_VERTEX)*3);
- oVertex[0].u = oldmaxU;
- oVertex[0].v = oldminV;
- oVertex[1].u = oldmaxU;
- oVertex[1].v = oldmaxV;
- oVertex[2].u = oldminU;
- oVertex[2].v = oldmaxV;
-
- //Light the overlays!!
- oVertex[0].argb = vertices[1]->lightRGB;
- oVertex[1].argb = vertices[2]->lightRGB;
- oVertex[2].argb = vertices[3]->lightRGB;
- mcTextureManager->addVertices(overlayHandle,oVertex,MC2_ISTERRAIN | MC2_DRAWALPHA | MC2_ISCRATERS);
- }
- }
- }
- }
- }
- #ifdef _DEBUG
- if (selected )
- {
- drawLine();
- selected = FALSE;
- }
- #endif
- }
- extern float elevationAnimation;
- #define SKY_FUDGE (1.0f / 60000.0f)
- #define WATER_ALPHA 0x1fffffff
- extern float cloudScrollX;
- extern float cloudScrollY;
- //---------------------------------------------------------------------------
- void TerrainQuad::drawWater (void)
- {
- float cloudOffsetX = cos(360.0f * DEGREES_TO_RADS * 32.0f * cloudScrollX) * 0.1f;
- float cloudOffsetY = sin(360.0f * DEGREES_TO_RADS * 32.0f * cloudScrollY) * 0.1f;
-
- float sprayOffsetX = cloudScrollX * 10.0f;
- float sprayOffsetY = cloudScrollY * 10.0f;
- //Gotta be able to run the untextured maps!!!
- float oneOverWaterTF = 1.0f / 64.0f;
- float oneOverTF = 1.0f / 64.0f;
- if (Terrain::terrainTextures2)
- {
- oneOverWaterTF = (Terrain::terrainTextures2->getWaterDetailTilingFactor() / Terrain::worldUnitsMapSide);
- oneOverTF = (Terrain::terrainTextures2->getWaterTextureTilingFactor() / Terrain::worldUnitsMapSide);
- }
- if (waterHandle != 0xffffffff)
- {
- numTerrainFaces++;
- //---------------------------------------
- // GOS 3D draw Calls now!
- float minU = 0.0f;
- float maxU = 0.9999999f;
- float minV = 0.0f;
- float maxV = 0.9999999f;
- //-----------------------------------------------------
- // 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);
- }
- gos_VERTEX gVertex[3];
- if (uvMode == BOTTOMRIGHT)
- {
- //--------------------------
- // Top Triangle
- gVertex[0].x = vertices[0]->wx;
- gVertex[0].y = vertices[0]->wy;
- gVertex[0].z = vertices[0]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[0].rhw = vertices[0]->ww;
- gVertex[0].u = minU + cloudOffsetX;
- gVertex[0].v = minV + cloudOffsetY;
- gVertex[0].argb = vertices[0]->pVertex->selected ? SELECTION_COLOR : vertices[0]->lightRGB;
- gVertex[0].frgb = vertices[0]->fogRGB;
- gVertex[1].x = vertices[1]->wx;
- gVertex[1].y = vertices[1]->wy;
- gVertex[1].z = vertices[1]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[1]->ww;
- gVertex[1].u = maxU + cloudOffsetX;
- gVertex[1].v = minV + cloudOffsetY;
- gVertex[1].argb = vertices[1]->pVertex->selected ? SELECTION_COLOR : vertices[1]->lightRGB;
- gVertex[1].frgb = vertices[1]->fogRGB;
- gVertex[2].x = vertices[2]->wx;
- gVertex[2].y = vertices[2]->wy;
- gVertex[2].z = vertices[2]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[2]->ww;
- gVertex[2].u = maxU + cloudOffsetX;
- gVertex[2].v = maxV + cloudOffsetY;
- gVertex[2].argb = vertices[2]->pVertex->selected ? SELECTION_COLOR : vertices[2]->lightRGB;
- gVertex[2].frgb = vertices[2]->fogRGB;
- gVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[1].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[2].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTF + cloudOffsetY;
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- //-----------------------------------------------------------------------------
- // Reject Any triangle which has vertices off screeen in software for now.
- // Do real cliping in geometry layer for software and hardware that needs it!
- if (waterHandle != 0xffffffff)
- {
- DWORD alphaMode0 = Terrain::alphaMiddle;
- DWORD alphaMode1 = Terrain::alphaMiddle;
- DWORD alphaMode2 = Terrain::alphaMiddle;
-
- if (vertices[0]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode0 = Terrain::alphaEdge;
- }
-
- if (vertices[1]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode1 = Terrain::alphaEdge;
- }
-
- if (vertices[2]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode2 = Terrain::alphaEdge;
- }
-
- if (vertices[0]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode0 = Terrain::alphaDeep;
- }
-
- if (vertices[1]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode1 = Terrain::alphaDeep;
- }
-
- if (vertices[2]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode2 = Terrain::alphaDeep;
- }
-
- gVertex[0].argb = (vertices[0]->lightRGB & 0x00ffffff) + alphaMode0;
- gVertex[1].argb = (vertices[1]->lightRGB & 0x00ffffff) + alphaMode1;
- gVertex[2].argb = (vertices[2]->lightRGB & 0x00ffffff) + alphaMode2;
-
- if ((gVertex[0].u > MaxMinUV) ||
- (gVertex[0].v > MaxMinUV) ||
- (gVertex[1].u > MaxMinUV) ||
- (gVertex[1].v > MaxMinUV) ||
- (gVertex[2].u > MaxMinUV) ||
- (gVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(gVertex[0].u,fmax(gVertex[1].u,gVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(gVertex[0].v,fmax(gVertex[1].v,gVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- gVertex[0].u -= maxU;
- gVertex[1].u -= maxU;
- gVertex[2].u -= maxU;
-
- gVertex[0].v -= maxV;
- gVertex[1].v -= maxV;
- gVertex[2].v -= maxV;
- }
-
- if (alphaMode0 + alphaMode1 + alphaMode2)
- {
- mcTextureManager->addVertices(waterHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
-
- //----------------------------------------------------
- // Draw the sky reflection on the water.
- if (useWaterInterestTexture && (waterDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- sVertex[0].u = ((vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[0].v = ((Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[1].u = ((vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[1].v = ((Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[2].u = ((vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[2].v = ((Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[0].argb = (sVertex[0].argb & 0xff000000) + 0xffffff;
- sVertex[1].argb = (sVertex[1].argb & 0xff000000) + 0xffffff;
- sVertex[2].argb = (sVertex[2].argb & 0xff000000) + 0xffffff;
- mcTextureManager->addVertices(waterDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
-
- //--------------------------
- //Bottom Triangle
- //
- // gVertex[0] same as above gVertex[0].
- // gVertex[1] is same as above gVertex[2].
- // gVertex[2] is calced from vertex[3].
- gVertex[1].x = gVertex[2].x;
- gVertex[1].y = gVertex[2].y;
- gVertex[1].z = gVertex[2].z;
- gVertex[1].rhw = gVertex[2].rhw;
- gVertex[1].u = gVertex[2].u;
- gVertex[1].v = gVertex[2].v;
- gVertex[1].argb = gVertex[2].argb;
- gVertex[1].frgb = gVertex[2].frgb;
- gVertex[2].x = vertices[3]->wx;
- gVertex[2].y = vertices[3]->wy;
- gVertex[2].z = vertices[3]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[3]->ww;
- gVertex[2].u = minU + cloudOffsetX;
- gVertex[2].v = maxV + cloudOffsetY;
- gVertex[2].argb = vertices[3]->pVertex->selected ? SELECTION_COLOR : vertices[3]->lightRGB;
- gVertex[2].frgb = vertices[3]->fogRGB;
-
- gVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[1].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTF + cloudOffsetY;
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- //-----------------------------------------------------------------------------
- // Reject Any triangle which has vertices off screeen in software for now.
- // Do real cliping in geometry layer for software and hardware that needs it!
- if (waterHandle != 0xffffffff)
- {
-
- DWORD alphaMode0 = Terrain::alphaMiddle;
- DWORD alphaMode1 = Terrain::alphaMiddle;
- DWORD alphaMode2 = Terrain::alphaMiddle;
-
- if (vertices[0]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode0 = Terrain::alphaEdge;
- }
-
- if (vertices[2]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode1 = Terrain::alphaEdge;
- }
-
- if (vertices[3]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode2 = Terrain::alphaEdge;
- }
-
- if (vertices[0]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode0 = Terrain::alphaDeep;
- }
-
- if (vertices[2]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode1 = Terrain::alphaDeep;
- }
-
- if (vertices[3]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode2 = Terrain::alphaDeep;
- }
-
- gVertex[0].argb = (vertices[0]->lightRGB & 0x00ffffff) + alphaMode0;
- gVertex[1].argb = (vertices[2]->lightRGB & 0x00ffffff) + alphaMode1;
- gVertex[2].argb = (vertices[3]->lightRGB & 0x00ffffff) + alphaMode2;
-
- if ((gVertex[0].u > MaxMinUV) ||
- (gVertex[0].v > MaxMinUV) ||
- (gVertex[1].u > MaxMinUV) ||
- (gVertex[1].v > MaxMinUV) ||
- (gVertex[2].u > MaxMinUV) ||
- (gVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(gVertex[0].u,fmax(gVertex[1].u,gVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(gVertex[0].v,fmax(gVertex[1].v,gVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- gVertex[0].u -= maxU;
- gVertex[1].u -= maxU;
- gVertex[2].u -= maxU;
-
- gVertex[0].v -= maxV;
- gVertex[1].v -= maxV;
- gVertex[2].v -= maxV;
- }
-
- if (alphaMode0 + alphaMode1 + alphaMode2)
- {
- mcTextureManager->addVertices(waterHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
-
- //----------------------------------------------------
- // Draw the sky reflection on the water.
- if (useWaterInterestTexture && (waterDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- sVertex[0].u = ((vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[0].v = ((Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[1].u = ((vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[1].v = ((Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[2].u = ((vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[2].v = ((Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[0].argb = (sVertex[0].argb & 0xff000000) + 0xffffff;
- sVertex[1].argb = (sVertex[1].argb & 0xff000000) + 0xffffff;
- sVertex[2].argb = (sVertex[2].argb & 0xff000000) + 0xffffff;
- mcTextureManager->addVertices(waterDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
- }
- else if (uvMode == BOTTOMLEFT)
- {
- //------------------------------
- // Top Triangle.
- gVertex[0].x = vertices[0]->wx;
- gVertex[0].y = vertices[0]->wy;
- gVertex[0].z = vertices[0]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[0].rhw = vertices[0]->ww;
- gVertex[0].u = minU + cloudOffsetX;;
- gVertex[0].v = minV + cloudOffsetY;;
- gVertex[0].argb = vertices[0]->pVertex->selected ? SELECTION_COLOR : vertices[0]->lightRGB;
- gVertex[0].frgb = vertices[0]->fogRGB;
-
- gVertex[1].x = vertices[1]->wx;
- gVertex[1].y = vertices[1]->wy;
- gVertex[1].z = vertices[1]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[1]->ww;
- gVertex[1].u = maxU + cloudOffsetX;;
- gVertex[1].v = minV + cloudOffsetY;;
- gVertex[1].argb = vertices[1]->pVertex->selected ? SELECTION_COLOR : vertices[1]->lightRGB;
- gVertex[1].frgb = vertices[1]->fogRGB;
-
- gVertex[2].x = vertices[3]->wx;
- gVertex[2].y = vertices[3]->wy;
- gVertex[2].z = vertices[3]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[2].rhw = vertices[3]->ww;
- gVertex[2].u = minU + cloudOffsetX;;
- gVertex[2].v = maxV + cloudOffsetY;;
- gVertex[2].argb = vertices[3]->pVertex->selected ? SELECTION_COLOR : vertices[3]->lightRGB;
- gVertex[2].frgb = vertices[3]->fogRGB;
-
- gVertex[0].u = (vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[1].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTF + cloudOffsetY;
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- //-----------------------------------------------------------------------------
- // Reject Any triangle which has vertices off screeen in software for now.
- // Do real cliping in geometry layer for software and hardware that needs it!
- if (waterHandle != 0xffffffff)
- {
- DWORD alphaMode0 = Terrain::alphaMiddle;
- DWORD alphaMode1 = Terrain::alphaMiddle;
- DWORD alphaMode2 = Terrain::alphaMiddle;
-
- if (vertices[0]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode0 = Terrain::alphaEdge;
- }
-
- if (vertices[1]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode1 = Terrain::alphaEdge;
- }
-
- if (vertices[3]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode2 = Terrain::alphaEdge;
- }
-
- if (vertices[0]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode0 = Terrain::alphaDeep;
- }
-
- if (vertices[1]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode1 = Terrain::alphaDeep;
- }
-
- if (vertices[3]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode2 = Terrain::alphaDeep;
- }
-
- gVertex[0].argb = (vertices[0]->lightRGB & 0x00ffffff) + alphaMode0;
- gVertex[1].argb = (vertices[1]->lightRGB & 0x00ffffff) + alphaMode1;
- gVertex[2].argb = (vertices[3]->lightRGB & 0x00ffffff) + alphaMode2;
-
- if ((gVertex[0].u > MaxMinUV) ||
- (gVertex[0].v > MaxMinUV) ||
- (gVertex[1].u > MaxMinUV) ||
- (gVertex[1].v > MaxMinUV) ||
- (gVertex[2].u > MaxMinUV) ||
- (gVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(gVertex[0].u,fmax(gVertex[1].u,gVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(gVertex[0].v,fmax(gVertex[1].v,gVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- gVertex[0].u -= maxU;
- gVertex[1].u -= maxU;
- gVertex[2].u -= maxU;
-
- gVertex[0].v -= maxV;
- gVertex[1].v -= maxV;
- gVertex[2].v -= maxV;
- }
-
- if (alphaMode0 + alphaMode1 + alphaMode2)
- {
- mcTextureManager->addVertices(waterHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
-
- //----------------------------------------------------
- // Draw the sky reflection on the water.
- if (useWaterInterestTexture && (waterDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- sVertex[0].u = ((vertices[0]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[0].v = ((Terrain::mapTopLeft3d.y - vertices[0]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[1].u = ((vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[1].v = ((Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[2].u = ((vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[2].v = ((Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[0].argb = (sVertex[0].argb & 0xff000000) + 0xffffff;
- sVertex[1].argb = (sVertex[1].argb & 0xff000000) + 0xffffff;
- sVertex[2].argb = (sVertex[2].argb & 0xff000000) + 0xffffff;
- mcTextureManager->addVertices(waterDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
- //---------------------------------------
- // Bottom Triangle.
- // gVertex[0] is same as above gVertex[1]
- // gVertex[1] is new and calced from vertex[2].
- // gVertex[2] is same as above.
- gVertex[0].x = gVertex[1].x;
- gVertex[0].y = gVertex[1].y;
- gVertex[0].z = gVertex[1].z;
- gVertex[0].rhw = gVertex[1].rhw;
- gVertex[0].u = gVertex[1].u;
- gVertex[0].v = gVertex[1].v;
- gVertex[0].argb = gVertex[1].argb;
- gVertex[0].frgb = gVertex[1].frgb;
- gVertex[1].x = vertices[2]->wx;
- gVertex[1].y = vertices[2]->wy;
- gVertex[1].z = vertices[2]->wz + TERRAIN_DEPTH_FUDGE;
- gVertex[1].rhw = vertices[2]->ww;
- gVertex[1].u = maxU + cloudOffsetX;;
- gVertex[1].v = maxV + cloudOffsetY;;
- gVertex[1].argb = vertices[2]->pVertex->selected ? SELECTION_COLOR : vertices[2]->lightRGB;
- gVertex[1].frgb = vertices[2]->fogRGB;
-
- gVertex[0].u = (vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[0].v = (Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[1].u = (vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[1].v = (Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverTF + cloudOffsetY;
-
- gVertex[2].u = (vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverTF + cloudOffsetX;
- gVertex[2].v = (Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverTF + cloudOffsetY;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f))
- {
- {
- //-----------------------------------------------------------------------------
- // Reject Any triangle which has vertices off screeen in software for now.
- // Do real cliping in geometry layer for software and hardware that needs it!
- if (waterHandle != 0xffffffff)
- {
-
- DWORD alphaMode0 = Terrain::alphaMiddle;
- DWORD alphaMode1 = Terrain::alphaMiddle;
- DWORD alphaMode2 = Terrain::alphaMiddle;
-
- if (vertices[1]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode0 = Terrain::alphaEdge;
- }
-
- if (vertices[2]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode1 = Terrain::alphaEdge;
- }
-
- if (vertices[3]->pVertex->elevation >= (Terrain::waterElevation - MapData::alphaDepth) )
- {
- alphaMode2 = Terrain::alphaEdge;
- }
-
- if (vertices[1]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode0 = Terrain::alphaDeep;
- }
-
- if (vertices[2]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode1 = Terrain::alphaDeep;
- }
-
- if (vertices[3]->pVertex->elevation <= (Terrain::waterElevation - (MapData::alphaDepth * 3.0f)) )
- {
- alphaMode2 = Terrain::alphaDeep;
- }
-
- gVertex[0].argb = (vertices[1]->lightRGB & 0x00ffffff) + alphaMode0;
- gVertex[1].argb = (vertices[2]->lightRGB & 0x00ffffff) + alphaMode1;
- gVertex[2].argb = (vertices[3]->lightRGB & 0x00ffffff) + alphaMode2;
-
- if ((gVertex[0].u > MaxMinUV) ||
- (gVertex[0].v > MaxMinUV) ||
- (gVertex[1].u > MaxMinUV) ||
- (gVertex[1].v > MaxMinUV) ||
- (gVertex[2].u > MaxMinUV) ||
- (gVertex[2].v > MaxMinUV))
- {
- //If any are out range, move 'em back in range by adjustfactor.
- float maxU = fmax(gVertex[0].u,fmax(gVertex[1].u,gVertex[2].u));
- maxU = floor(maxU - (MaxMinUV-1.0f));
-
- float maxV = fmax(gVertex[0].v,fmax(gVertex[1].v,gVertex[2].v));
- maxV = floor(maxV - (MaxMinUV-1.0f));
-
- gVertex[0].u -= maxU;
- gVertex[1].u -= maxU;
- gVertex[2].u -= maxU;
-
- gVertex[0].v -= maxV;
- gVertex[1].v -= maxV;
- gVertex[2].v -= maxV;
- }
-
- if (alphaMode0 + alphaMode1 + alphaMode2)
- {
- mcTextureManager->addVertices(waterHandle,gVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
-
- //----------------------------------------------------
- // Draw the sky reflection on the water.
- if (useWaterInterestTexture && (waterDetailHandle != 0xffffffff))
- {
- gos_VERTEX sVertex[3];
- memcpy(sVertex,gVertex,sizeof(gos_VERTEX)*3);
-
- sVertex[0].u = ((vertices[1]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[0].v = ((Terrain::mapTopLeft3d.y - vertices[1]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[1].u = ((vertices[2]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[1].v = ((Terrain::mapTopLeft3d.y - vertices[2]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[2].u = ((vertices[3]->vx - Terrain::mapTopLeft3d.x) * oneOverWaterTF) + sprayOffsetX;
- sVertex[2].v = ((Terrain::mapTopLeft3d.y - vertices[3]->vy) * oneOverWaterTF) + sprayOffsetY;
-
- sVertex[0].argb = (sVertex[0].argb & 0xff000000) + 0xffffff;
- sVertex[1].argb = (sVertex[1].argb & 0xff000000) + 0xffffff;
- sVertex[2].argb = (sVertex[2].argb & 0xff000000) + 0xffffff;
- mcTextureManager->addVertices(waterDetailHandle,sVertex,MC2_ISTERRAIN | MC2_DRAWALPHA);
- }
- }
- }
- }
- }
- }
- //---------------------------------------------------------------------------
- long DrawDebugCells = 0;
- void TerrainQuad::drawLine (void)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- if (uvMode == BOTTOMLEFT)
- {
- clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- }
- //------------------------------------------------------------
- // Draw the Tile block lines at depth just above base tiles.
- long color = XP_WHITE;
- if (uvMode == BOTTOMRIGHT)
- {
- if (clipped1 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,vertices[0]->pz-0.002f,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[1]->px,vertices[1]->py,vertices[1]->pz-0.002f,1.0f / vertices[1]->pw);
-
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[1]->px;
- pos1.y = vertices[1]->py;
- pos2.x = vertices[2]->px;
- pos2.y = vertices[2]->py;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos1.z = vertices[2]->pz - 0.002f;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- pos2.z = vertices[0]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
- }
-
- if (clipped2 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,vertices[0]->pz-0.002f,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[2]->px,vertices[2]->py,vertices[2]->pz-0.002f,1.0f / vertices[2]->pw);
-
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos1.z = vertices[2]->pz - 0.002f;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- pos2.z = vertices[3]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos1.z = vertices[3]->pz - 0.002f;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- pos2.z = vertices[0]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
- }
- }
- else
- {
- if (clipped1 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,vertices[0]->pz-0.002f,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[1]->px,vertices[1]->py,vertices[1]->pz-0.002f,1.0f / vertices[1]->pw);
-
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[1]->px;
- pos1.y = vertices[1]->py;
- pos1.z = vertices[1]->pz - 0.002f;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- pos2.z = vertices[3]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos1.z = vertices[3]->pz - 0.002f;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- pos2.z = vertices[0]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
- }
-
- if (clipped2 != 0)
- {
- Stuff::Vector4D pos1(vertices[1]->px,vertices[1]->py,vertices[1]->pz-0.002f,1.0f / vertices[1]->pw);
- Stuff::Vector4D pos2(vertices[2]->px,vertices[2]->py,vertices[2]->pz-0.002f,1.0f / vertices[2]->pw);
-
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos1.z = vertices[2]->pz - 0.002f;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- pos2.z = vertices[3]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos1.z = vertices[3]->pz - 0.002f;
- pos2.x = vertices[1]->px;
- pos2.y = vertices[1]->py;
- pos2.z = vertices[1]->pz - 0.002f;
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
- }
- }
- //------------------------------------------------------------
- // Draw Movement Map Grid.
- // Once movement is split up, turn this back on for editor -fs
- // I need ALL cells drawn to check elevation Code
- if (clipped1 != 0)
- {
- //--------------------------------------------------------------------
- // Display the ScenarioMap cell grid, as well, displaying open\blocked
- // states...
- float cellWidth = Terrain::worldUnitsPerVertex / MAPCELL_DIM;
- //cellWidth -= 5.0;
-
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- MapCellPtr curCell = NULL;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- curCell = GameMap->getCell(actualCellRow, actualCellCol);
-
- if (!curCell ||
- curCell->getDebug() ||
- !curCell->getPassable() ||
- curCell->getPathlock(0) ||
- curCell->getDeepWater() ||
- curCell->getShallowWater() ||
- curCell->getForest())
- {
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D pos3;
- Stuff::Vector4D pos4;
-
- Stuff::Vector3D thePoint(vertices[0]->vx,vertices[0]->vy,vertices[0]->pVertex->elevation);
-
- thePoint.x += (cellC) * cellWidth;
- thePoint.y -= (cellR) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos4);
-
- thePoint.x += cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos1);
-
- thePoint.y -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos2);
- thePoint.x -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos3);
-
- pos1.z -= 0.002f;
- pos2.z -= 0.002f;
- pos3.z -= 0.002f;
- pos4.z -= 0.002f;
- DWORD color = XP_RED;
-
- if (!curCell)
- {
- color = XP_GREEN;
- }
- else if (curCell->getDebug() && DrawDebugCells)
- {
- color = XP_YELLOW;
- }
- else if (curCell->getPathlock(0))
- {
- color = XP_YELLOW;
- }
- else if (curCell->getForest())
- {
- color = SB_ORANGE;
- }
- else if (!curCell->getPassable())
- {
- color = SB_RED;
- }
- else if (curCell->getDeepWater())
- {
- color = SB_ORANGE;
- }
- else if (curCell->getShallowWater())
- {
- color = XP_BLUE;
- }
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos2,pos3,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos3,pos4,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos1,pos4,color,NULL);
- newElement.draw();
- }
- }
- }
- }
- }
- }
- if (GlobalMoveMap[0]->badLoad)
- return;
- if (clipped1 != 0)
- {
- float cellWidth = Terrain::worldUnitsPerVertex / MAPCELL_DIM;
- cellWidth -= 5.0;
-
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- long cellR = tileR * MAPCELL_DIM;
- long cellC = tileC * MAPCELL_DIM;
-
- for (long currentDoor = 0;currentDoor < GlobalMoveMap[0]->numDoors;currentDoor++)
- {
- if ((GlobalMoveMap[0]->doors[currentDoor].row >= cellR) &&
- (GlobalMoveMap[0]->doors[currentDoor].row < (cellR + MAPCELL_DIM)) &&
- (GlobalMoveMap[0]->doors[currentDoor].col >= cellC) &&
- (GlobalMoveMap[0]->doors[currentDoor].col < (cellC + MAPCELL_DIM)))
- {
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D pos3;
- Stuff::Vector4D pos4;
-
- long xLength = 1;
- long yLength = 1;
-
- if (GlobalMoveMap[0]->doors[currentDoor].direction[0] == 1)
- {
- yLength = GlobalMoveMap[0]->doors[currentDoor].length;
- }
-
- if (GlobalMoveMap[0]->doors[currentDoor].direction[0] == 2)
- {
- xLength = GlobalMoveMap[0]->doors[currentDoor].length;
- }
- Stuff::Vector3D thePoint(vertices[0]->vx,vertices[0]->vy,vertices[0]->pVertex->elevation);
-
- thePoint.x += (GlobalMoveMap[0]->doors[currentDoor].col - cellC) * cellWidth;
- thePoint.y -= (GlobalMoveMap[0]->doors[currentDoor].row - cellR) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos4);
-
- thePoint.x += (xLength) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos1);
-
- thePoint.y -= (yLength) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos2);
- thePoint.x -= (xLength) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos3);
- pos1.z -= 0.002f;
- pos2.z -= 0.002f;
- pos3.z -= 0.002f;
- pos4.z -= 0.002f;
- {
- LineElement newElement(pos1,pos2,XP_GREEN,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos2,pos3,XP_GREEN,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos3,pos4,XP_GREEN,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos1,pos4,XP_GREEN,NULL);
- newElement.draw();
- }
- }
- }
- }
- }
- //-----------------------------------------------------------------------------------------------
- void TerrainQuad::drawLOSLine (void)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- if (uvMode == BOTTOMLEFT)
- {
- clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- }
- //------------------------------------------------------------
- // Draw the Tile block lines at depth just above base tiles.
- //------------------------------------------------------------
- // Draw LOS Map Grid.
- // Draw a color for LOS cell height data based on height. Draw NOTHING if cell height is ZERO!!
- if (clipped1 != 0)
- {
- //--------------------------------------------------------------------
- float cellWidth = Terrain::worldUnitsPerVertex / MAPCELL_DIM;
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- MapCellPtr curCell = NULL;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- curCell = GameMap->getCell(actualCellRow, actualCellCol);
-
- if (curCell && curCell->getLocalHeight())
- {
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D pos3;
- Stuff::Vector4D pos4;
-
- Stuff::Vector3D thePoint(vertices[0]->vx,vertices[0]->vy,vertices[0]->pVertex->elevation);
-
- thePoint.x += (cellC) * cellWidth;
- thePoint.y -= (cellR) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos4);
-
- thePoint.x += cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos1);
-
- thePoint.y -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos2);
- thePoint.x -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos3);
-
- pos1.z -= 0.002f;
- pos2.z -= 0.002f;
- pos3.z -= 0.002f;
- pos4.z -= 0.002f;
- DWORD color = XP_BLACK;
-
- if (curCell->getLocalHeight() < 2)
- {
- color = XP_BLACK;
- }
- else if (curCell->getLocalHeight() < 4)
- {
- color = XP_GRAY;
- }
- else if (curCell->getLocalHeight() < 6)
- {
- color = XP_RED;
- }
- else if (curCell->getLocalHeight() < 8)
- {
- color = XP_ORANGE;
- }
- else if (curCell->getLocalHeight() < 10)
- {
- color = XP_YELLOW;
- }
- else if (curCell->getLocalHeight() < 12)
- {
- color = XP_GREEN;
- }
- else if (curCell->getLocalHeight() < 14)
- {
- color = XP_BLUE;
- }
- else if (curCell->getLocalHeight() <= 16)
- {
- color = XP_WHITE;
- }
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos2,pos3,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos3,pos4,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos1,pos4,color,NULL);
- newElement.draw();
- }
- }
- }
- }
- }
- }
- }
- //---------------------------------------------------------------------------
- void TerrainQuad::drawDebugCellLine (void)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- if (uvMode == BOTTOMLEFT)
- {
- clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- }
- //------------------------------------------------------------
- // Draw the Tile block lines at depth just above base tiles.
- if (uvMode == BOTTOMRIGHT)
- {
- if (clipped1 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,HUD_DEPTH,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[1]->px,vertices[1]->py,HUD_DEPTH,1.0f / vertices[1]->pw);
-
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[1]->px;
- pos1.y = vertices[1]->py;
- pos2.x = vertices[2]->px;
- pos2.y = vertices[2]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
- }
-
- if (clipped2 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,HUD_DEPTH,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[2]->px,vertices[2]->py,HUD_DEPTH,1.0f / vertices[2]->pw);
-
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
- }
- }
- else
- {
- if (clipped1 != 0)
- {
- Stuff::Vector4D pos1(vertices[0]->px,vertices[0]->py,HUD_DEPTH,1.0f / vertices[0]->pw);
- Stuff::Vector4D pos2(vertices[1]->px,vertices[1]->py,HUD_DEPTH,1.0f / vertices[1]->pw);
-
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[1]->px;
- pos1.y = vertices[1]->py;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos2.x = vertices[0]->px;
- pos2.y = vertices[0]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
- }
-
- if (clipped2 != 0)
- {
- Stuff::Vector4D pos1(vertices[1]->px,vertices[1]->py,HUD_DEPTH,1.0f / vertices[1]->pw);
- Stuff::Vector4D pos2(vertices[2]->px,vertices[2]->py,HUD_DEPTH,1.0f / vertices[2]->pw);
-
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[2]->px;
- pos1.y = vertices[2]->py;
- pos2.x = vertices[3]->px;
- pos2.y = vertices[3]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
-
- pos1.x = vertices[3]->px;
- pos1.y = vertices[3]->py;
- pos2.x = vertices[1]->px;
- pos2.y = vertices[1]->py;
- {
- //LineElement newElement(pos1,pos2,color,NULL);
- //newElement.draw();
- }
- }
- }
- //------------------------------------------------------------
- // Draw Movement Map Grid.
- // Once movement is split up, turn this back on for editor -fs
- // I need ALL cells drawn to check elevation Code
- if (clipped1 != 0)
- {
- //--------------------------------------------------------------------
- // Display the ScenarioMap cell grid, as well, displaying open\blocked
- // states...
- float cellWidth = Terrain::worldUnitsPerVertex / MAPCELL_DIM;
- //cellWidth -= 5.0;
-
- long rowCol = vertices[0]->posTile;
- long tileR = rowCol>>16;
- long tileC = rowCol & 0x0000ffff;
-
- if (GameMap)
- {
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++)
- {
- long actualCellRow = tileR * MAPCELL_DIM + cellR;
- long actualCellCol = tileC * MAPCELL_DIM + cellC;
-
- MapCellPtr curCell = NULL;
- if (GameMap->inBounds(actualCellRow, actualCellCol))
- curCell = GameMap->getCell(actualCellRow, actualCellCol);
-
- if (!curCell || curCell->getDebug())
- {
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D pos3;
- Stuff::Vector4D pos4;
-
- Stuff::Vector3D thePoint(vertices[0]->vx,vertices[0]->vy,vertices[0]->pVertex->elevation);
-
- thePoint.x += (cellC) * cellWidth;
- thePoint.y -= (cellR) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos4);
-
- thePoint.x += cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos1);
-
- thePoint.y -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos2);
- thePoint.x -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos3);
-
- pos1.z = pos2.z = pos3.z = pos4.z = HUD_DEPTH;
- DWORD color = XP_RED;
- if (!curCell)
- {
- color = XP_GREEN;
- }
- else {
- static DWORD debugColors[4] = {0, XP_RED, XP_WHITE, XP_BLUE};
- DWORD cellDebugValue = curCell->getDebug();
- if (cellDebugValue)
- color = debugColors[cellDebugValue];
- }
- /* else if (curCell->getPathlock())
- {
- color = XP_YELLOW;
- }
- else if (!curCell->getLineOfSight())
- {
- color = XP_BLUE;
- }
- else if (!curCell->getPassable())
- {
- color = SB_RED;
- }
- */
- {
- LineElement newElement(pos1,pos2,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos2,pos3,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos3,pos4,color,NULL);
- newElement.draw();
- }
-
- {
- LineElement newElement(pos1,pos4,color,NULL);
- newElement.draw();
- }
- }
- }
- }
- }
- }
- }
- //---------------------------------------------------------------------------
- void TerrainQuad::drawMine (void)
- {
- long clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[2]->clipInfo;
- long clipped2 = vertices[0]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- if (uvMode == BOTTOMLEFT)
- {
- clipped1 = vertices[0]->clipInfo + vertices[1]->clipInfo + vertices[3]->clipInfo;
- clipped2 = vertices[1]->clipInfo + vertices[2]->clipInfo + vertices[3]->clipInfo;
- }
- //------------------------------------------------------------
- // Draw Mines.
- // All mines are visible all the time!
- if ((clipped1 != 0) || (clipped2 != 0))
- {
- long cellPos = 0;
- float cellWidth = Terrain::worldUnitsPerCell;
- for (long cellR = 0; cellR < MAPCELL_DIM; cellR++)
- {
- for (long cellC = 0; cellC < MAPCELL_DIM; cellC++,cellPos++)
- {
- //--------------------------------------------------------------------
- bool drawMine = false;
- bool drawBlownMine = false;
-
- if (mineResult.getMine(cellPos) == 1)
- drawMine = true;
-
- if (mineResult.getMine(cellPos) == 2)
- drawBlownMine = true;
-
- if (drawMine || drawBlownMine)
- {
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D pos3;
- Stuff::Vector4D pos4;
-
- //------------------------------------------------------------------------------------
- // Dig the actual Vertex information out of the projected vertices already done.
- // In this way, the draw requires only interpolation and not Giant Matrix multiplies.
- Stuff::Vector3D thePoint(vertices[0]->vx,vertices[0]->vy,vertices[0]->pVertex->elevation);
-
- thePoint.x += (cellC) * cellWidth;
- thePoint.y -= (cellR) * cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos4);
-
- thePoint.x += cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos1);
-
- thePoint.y -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos2);
-
- thePoint.x -= cellWidth;
- thePoint.z = land->getTerrainElevation(thePoint);
- eye->projectZ(thePoint,pos3);
-
- //------------------------------------
- // Replace with New RIA code
- gos_VERTEX gVertex[3];
- gos_VERTEX sVertex[3];
-
- gVertex[0].x = sVertex[0].x = pos1.x;
- gVertex[0].y = sVertex[0].y = pos1.y;
- gVertex[0].z = sVertex[0].z = pos1.z;
- gVertex[0].rhw = sVertex[0].rhw = pos1.w;
- gVertex[0].u = sVertex[0].u = 0.0f;
- gVertex[0].v = sVertex[0].v = 0.0f;
- gVertex[0].argb = sVertex[0].argb = vertices[0]->lightRGB;
- gVertex[0].frgb = sVertex[0].frgb = vertices[0]->fogRGB;
-
- gVertex[1].x = pos2.x;
- gVertex[1].y = pos2.y;
- gVertex[1].z = pos2.z;
- gVertex[1].rhw = pos2.w;
- gVertex[1].u = 0.999999999f;
- gVertex[1].v = 0.0f;
- gVertex[1].argb = vertices[1]->lightRGB;
- gVertex[1].frgb = vertices[1]->fogRGB;
-
- gVertex[2].x = sVertex[1].x = pos3.x;
- gVertex[2].y = sVertex[1].y = pos3.y;
- gVertex[2].z = sVertex[1].z = pos3.z;
- gVertex[2].rhw = sVertex[1].rhw = pos3.w;
- gVertex[2].u = sVertex[1].u = 0.999999999f;
- gVertex[2].v = sVertex[1].v = 0.999999999f;
- gVertex[2].argb = sVertex[1].argb = vertices[2]->lightRGB;
- gVertex[2].frgb = sVertex[1].frgb = vertices[2]->fogRGB;
-
- sVertex[2].x = pos4.x;
- sVertex[2].y = pos4.y;
- sVertex[2].z = pos4.z;
- sVertex[2].rhw = pos4.w;
- sVertex[2].u = 0.0f;
- sVertex[2].v = 0.999999999f;
- sVertex[2].argb = vertices[3]->lightRGB;
- sVertex[2].frgb = vertices[3]->fogRGB;
-
- if ((gVertex[0].z >= 0.0f) &&
- (gVertex[0].z < 1.0f) &&
- (gVertex[1].z >= 0.0f) &&
- (gVertex[1].z < 1.0f) &&
- (gVertex[2].z >= 0.0f) &&
- (gVertex[2].z < 1.0f) &&
- (sVertex[0].z >= 0.0f) &&
- (sVertex[0].z < 1.0f) &&
- (sVertex[1].z >= 0.0f) &&
- (sVertex[1].z < 1.0f) &&
- (sVertex[2].z >= 0.0f) &&
- (sVertex[2].z < 1.0f))
- {
- if (drawBlownMine)
- {
- mcTextureManager->addVertices(blownTextureHandle,gVertex,MC2_DRAWALPHA);
- mcTextureManager->addVertices(blownTextureHandle,sVertex,MC2_DRAWALPHA);
- }
- else
- {
- mcTextureManager->addVertices(mineTextureHandle,gVertex,MC2_DRAWALPHA);
- mcTextureManager->addVertices(mineTextureHandle,sVertex,MC2_DRAWALPHA);
- }
- }
- }
- }
- }
- }
- }
- //---------------------------------------------------------------------------
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