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📄 mlr_terrain.cpp

📁 机甲指挥官2源代码
💻 CPP
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved.                 //
//===========================================================================//

#include "MLRHeaders.hpp"

#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
	BitTrace *MLR_Terrain_Clip;
#endif

//#############################################################################
//## MLRTerrain with no color no lighting w/ detail texture, uv's from xyz  ###
//#############################################################################

MLR_Terrain::ClassData*
	MLR_Terrain::DefaultData = NULL;

DynamicArrayOf<Vector2DScalar>
	*MLR_Terrain::clipTexCoords;

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLR_Terrain::InitializeClass()
{
	Verify(!DefaultData);
	Verify(gos_GetCurrentHeap() == StaticHeap);
	DefaultData =
		new ClassData(
			MLR_TerrainClassID,
			"MidLevelRenderer::MLR_Terrain",
			MLR_I_DeT_TMesh::DefaultData,
			(MLRPrimitiveBase::Factory)&Make
		);
	Register_Object(DefaultData);
	
	clipTexCoords = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
	Register_Object(clipTexCoords);

	#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
		MLR_Terrain_Clip = new BitTrace("MLR_Terrain_Clip");
		Register_Object(MLR_Terrain_Clip);
	#endif
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLR_Terrain::TerminateClass()
{
	Unregister_Object(DefaultData);
	delete DefaultData;
	DefaultData = NULL;

	Unregister_Object(clipTexCoords);
	delete clipTexCoords;

	#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
		Unregister_Object(MLR_Terrain_Clip);
		delete MLR_Terrain_Clip;
	#endif
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Terrain::MLR_Terrain(
	ClassData *class_data,
	MemoryStream *stream,
	int version
):
	MLR_I_DeT_TMesh(class_data, stream, version)
{
	Check_Pointer(this);
	Check_Pointer(stream);
	Verify(gos_GetCurrentHeap() == Heap);

	texCoords.SetLength(0);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Terrain::MLR_Terrain(ClassData *class_data):
	MLR_I_DeT_TMesh(class_data)
{
	Check_Pointer(this);
	Verify(gos_GetCurrentHeap() == Heap);

	texCoords.SetLength(0);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Terrain::~MLR_Terrain()
{
	Check_Object(this);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Terrain*
	MLR_Terrain::Make(
		MemoryStream *stream,
		int version
	)
{
	Check_Object(stream);

	gos_PushCurrentHeap(Heap);
	MLR_Terrain *terrain = new MLR_Terrain(DefaultData, stream, version);
	gos_PopCurrentHeap();

	return terrain;
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLR_Terrain::Save(MemoryStream *stream)
{
	Check_Object(this);
	Check_Object(stream);

	MLR_I_DeT_TMesh::Save(stream);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLR_Terrain::TestInstance() const
{
	Verify(IsDerivedFrom(DefaultData));
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLR_Terrain::SetUVData(
		Stuff::Scalar bpf,
		Stuff::Scalar xmin,
		Stuff::Scalar xmax,
		Stuff::Scalar zmin,
		Stuff::Scalar zmax
	)
{
	borderPixelFun = bpf;

	minX = xmin;
	minZ = zmin;

	xUVFac = (1.0f-2*borderPixelFun)/(xmax-xmin);
	zUVFac = (1.0f-2*borderPixelFun)/(zmax-zmin);
}

#define I_SAY_YES_TO_DETAIL_TEXTURES
#undef I_SAY_YES_TO_DUAL_TEXTURES
#undef I_SAY_YES_TO_COLOR
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
#undef I_SAY_YES_TO_LIGHTING

#define I_SAY_YES_TO_TERRAIN

#define CLASSNAME MLR_Terrain

#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
	#define SET_MLR_TMESH_CLIP() MLR_Terrain_Clip->Set()
	#define CLEAR_MLR_TMESH_CLIP() MLR_Terrain_Clip->Clear()
#else
	#define SET_MLR_TMESH_CLIP()
	#define CLEAR_MLR_TMESH_CLIP()
#endif

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	This include contains follwing functions:
//	void MLR_Terrain::TransformNoClip(Matrix4D*, GOSVertexPool*);
//	int MLR_Terrain::Clip(MLRClippingState, GOSVertexPool*);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <MLR\MLRTriangleClipping.hpp>

#undef I_SAY_YES_TO_DETAIL_TEXTURES

#undef I_SAY_YES_TO_TERRAIN

#undef CLASSNAME

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRShape*
	MidLevelRenderer::CreateIndexedTriIcosahedron_TerrainTest(
		IcoInfo& icoInfo,
		MLRState *state,
		MLRState *stateDet
	)
{
	gos_PushCurrentHeap(Heap);
	MLRShape *ret = new MLRShape(20);
	Register_Object(ret);

	int i, j, k;
	long    nrTri = (long) ceil (icoInfo.all * pow (4.0f, icoInfo.depth));
	Point3D v[3];

	if(3*nrTri >= Limits::Max_Number_Vertices_Per_Mesh)
	{
		nrTri = Limits::Max_Number_Vertices_Per_Mesh/3;
	}

	Point3D *coords = new Point3D [nrTri*3];
	Register_Pointer(coords);
	
	Point3D *collapsedCoords = NULL;
	if(icoInfo.indexed==true)
	{
		collapsedCoords = new Point3D [nrTri*3];
		Register_Pointer(collapsedCoords);
	}

	unsigned short	*index = new unsigned short [nrTri*3];
	Register_Pointer(index);

	int uniquePoints = 0;
	for (k=0;k<20;k++)
	{
		triDrawn = 0;
		MLR_Terrain *mesh = new MLR_Terrain();
		Register_Object(mesh);

		mesh->SetUVData(2.0f, -1.0f, 1.0f, -1.0f, 1.0f);

// setup vertex position information
	    for (j=0;j<3;j++)
		{
			v[j].x = vdata[tindices[k][j]][0];
			v[j].y = vdata[tindices[k][j]][1];
			v[j].z = vdata[tindices[k][j]][2];
		}
		subdivide (coords, v[0], v[1], v[2], icoInfo.depth, nrTri, icoInfo.radius);

		mesh->SetSubprimitiveLengths(NULL, nrTri);

		if(icoInfo.indexed==true)
		{
			uniquePoints = 1;
			collapsedCoords[0] = coords[0];
			index[0] = 0;

			for(i=1;i<nrTri*3;i++)
			{
				for(j=0;j<uniquePoints;j++)
				{
					if(coords[i] == collapsedCoords[j])
					{
						break;
					}
				}
				if(j==uniquePoints)
				{
					collapsedCoords[uniquePoints++] = coords[i];
				}
				index[i] = static_cast<unsigned short>(j);
			}
			mesh->SetCoordData(collapsedCoords, uniquePoints);
		}
		else
		{
			uniquePoints = nrTri*3;
			for(i=0;i<nrTri*3;i++)
			{
				index[i] = static_cast<unsigned short>(i);
			}
			mesh->SetCoordData(coords, nrTri*3);
		}

		mesh->SetIndexData(index, nrTri*3);

		mesh->FindFacePlanes();

		if(state != NULL)
		{
			mesh->SetReferenceState(*state);
		}

		mesh->SetDetailData(0.0f, 0.0f, 16.0f, 16.0f, 50.0f, 70.0f);
		mesh->SetReferenceState(*stateDet, 1);

		ret->Add(mesh);
		mesh->DetachReference();
	}

	Unregister_Pointer(index);
	delete [] index;

	if(icoInfo.indexed==true)
	{
		Unregister_Pointer(collapsedCoords);
		delete [] collapsedCoords;
	}
	
	Unregister_Pointer(coords);
	delete [] coords;

	gos_PopCurrentHeap();
	return ret;
}

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