advtreedrawer.cpp

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		tss->lastSeen=gs->frameNum;
		if(!tss->displist){
			va=GetVertexArray();
			va->Initialize();
			tss->displist=glGenLists(1);

			for(std::map<int,CAdvTreeDrawer::TreeStruct>::iterator ti=tss->trees.begin();ti!=tss->trees.end();++ti){
				CAdvTreeDrawer::TreeStruct* ts=&ti->second;
				float3 pos(ts->pos);
				int type=ts->type;

				float height=MAX_TREE_HEIGHT;
				float width=MAX_TREE_HEIGHT*0.5f;
				float xdif;
				float ydif;
				if(ts->type<8){
					xdif=type*0.125f;
					ydif=0.5f;

				} else {
					xdif=(type-8)*0.125f;
					ydif=0;
				}
				SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_START_Y1+ydif,pos+float3(width,0,0));
				SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_END_Y1+ydif,pos+float3(width,height,0));
				SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_END_Y1+ydif,pos+float3(-width,height,0));
				SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_START_Y1+ydif,pos+float3(-width,0,0));

				SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_START_Y2+ydif,pos+float3(0,0,width));
				SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_END_Y2+ydif,pos+float3(0,height,width));
				SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_END_Y2+ydif,pos+float3(0,height,-width));
				SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_START_Y2+ydif,pos+float3(0,0,-width));

				//width*=1.41f;
				SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_START_Y3+ydif,pos+float3(width,height*0.4f,0));
				SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_END_Y3+ydif,pos+float3(0,height*0.4f,-width));
				SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_END_Y3+ydif,pos+float3(-width,height*0.4f,0));
				SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_START_Y3+ydif,pos+float3(0,height*0.4f,width));
			}
			glNewList(tss->displist,GL_COMPILE);
			va->DrawArrayT(GL_QUADS);
			glEndList();
		}
		glColor4f(1,1,1,1);
		glAlphaFunc(GL_GREATER,0.5f);
		glCallList(tss->displist);
	}
}

void CAdvTreeDrawer::DrawShadowPass(void)
{
	float treeDistance=oldTreeDistance;

	int activeFarTex=camera->forward.z<0 ? treeGen->farTex[0] : treeGen->farTex[1];

	bool drawDetailed=true;
	if(treeDistance<4)
		drawDetailed=false;

	glBindTexture(GL_TEXTURE_2D, activeFarTex);
	glEnable(GL_TEXTURE_2D);
	glBindProgramARB( GL_VERTEX_PROGRAM_ARB, treeGen->treeFarShadowVP );
	glEnable( GL_VERTEX_PROGRAM_ARB );
	glEnable(GL_ALPHA_TEST);
	glPolygonOffset(1,1);
	glEnable(GL_POLYGON_OFFSET_FILL);

	CAdvTreeSquareDrawer_SP drawer;
	int cx = drawer.cx=(int)(camera->pos.x/(SQUARE_SIZE*TREE_SQUARE_SIZE));
	int cy = drawer.cy=(int)(camera->pos.z/(SQUARE_SIZE*TREE_SQUARE_SIZE));
	drawer.drawDetailed = drawDetailed;
	drawer.td = this;
	drawer.treeDistance = treeDistance;

	// draw with extraSize=1
	readmap->GridVisibility (camera, TREE_SQUARE_SIZE, treeDistance*2*SQUARE_SIZE*TREE_SQUARE_SIZE, &drawer, 1);

	if(drawDetailed){
		glBindTexture(GL_TEXTURE_2D, treeGen->barkTex);
		glEnable(GL_TEXTURE_2D);
		glBindProgramARB( GL_VERTEX_PROGRAM_ARB, treeGen->treeShadowVP );
		glEnable( GL_VERTEX_PROGRAM_ARB );
		glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,13,  camera->right.x,camera->right.y,camera->right.z,0);
		glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,9,  camera->up.x,camera->up.y,camera->up.z,0);
		glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,11, 1,1,1,0.85f);
		glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,12, 0,0,0,0.20f*(1.0f/MAX_TREE_HEIGHT));	//w=alpha/height modifier
		glAlphaFunc(GL_GREATER,0.5f);
		glEnable(GL_ALPHA_TEST);
		glColor4f(1,1,1,1);
		va=GetVertexArray();
		va->Initialize();

		struct FadeTree{
			float3 pos;
			float relDist;
			float deltaY;
			int type;
		};
		static FadeTree fadeTrees[3000];
		int curFade=0;

		for(int y=std::max(0,cy-2);y<=std::min(gs->mapy/TREE_SQUARE_SIZE-1,cy+2);++y){	//close trees
			for(int x=std::max(0,cx-2);x<=std::min(gs->mapx/TREE_SQUARE_SIZE-1,cx+2);++x){
				TreeSquareStruct* tss=&trees[y*treesX+x];
				tss->lastSeen=gs->frameNum;
				for(std::map<int,TreeStruct>::iterator ti=tss->trees.begin();ti!=tss->trees.end();++ti){
					TreeStruct* ts=&ti->second;
					float3 pos(ts->pos);
					int type=ts->type;
					float dy;
					unsigned int displist;
					if(type<8){
						dy=0.5f;
						displist=treeGen->pineDL+type;
					} else {
						type-=8;
						dy=0;
						displist=treeGen->leafDL+type;
					}
					if(camera->InView(pos+float3(0,MAX_TREE_HEIGHT/2,0),MAX_TREE_HEIGHT/2+150)){
						float camDist=(pos-camera->pos).SqLength();
						if(camDist<SQUARE_SIZE*SQUARE_SIZE*110*110){	//draw detailed tree
							glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,10,pos.x,pos.y,pos.z,0);
							glCallList(displist);
						} else if(camDist<SQUARE_SIZE*SQUARE_SIZE*125*125){	//draw fading tree
							float relDist=(pos.distance(camera->pos)-SQUARE_SIZE*110)/(SQUARE_SIZE*15);
							glAlphaFunc(GL_GREATER,0.8f+relDist*0.2f);
							glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,10,pos.x,pos.y,pos.z,0);
							glCallList(displist);
							glAlphaFunc(GL_GREATER,0.5f);
							fadeTrees[curFade].pos=pos;
							fadeTrees[curFade].deltaY=dy;
							fadeTrees[curFade].type=type;
							fadeTrees[curFade++].relDist=relDist;
						} else {																//draw undetailed tree
							float height=MAX_TREE_HEIGHT;
							float width=MAX_TREE_HEIGHT*0.5f;
							float xdif=type*0.125f;
							SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_START_Y1+dy,pos+float3(width,0,0));
							SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_END_Y1+dy,pos+float3(width,height,0));
							SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_END_Y1+dy,pos+float3(-width,height,0));
							SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_START_Y1+dy,pos+float3(-width,0,0));

							SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_START_Y2+dy,pos+float3(0,0,width));
							SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_END_Y2+dy,pos+float3(0,height,width));
							SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_END_Y2+dy,pos+float3(0,height,-width));
							SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_START_Y2+dy,pos+float3(0,0,-width));

							//width*=1.41f;
							SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_START_Y3+dy,pos+float3(width,height*0.4f,width));
							SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_END_Y3+dy,pos+float3(width,height*0.4f,-width));
							SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_END_Y3+dy,pos+float3(-width,height*0.4f,-width));
							SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_START_Y3+dy,pos+float3(-width,height*0.4f,width));
						}
					}
				}
			}
		}
		//draw trees that have been marked as falling
		glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,10,0,0,0,0);
		for(std::list<FallingTree>::iterator fti=fallingTrees.begin();fti!=fallingTrees.end();){
			float3 pos=fti->pos-UpVector*(fti->fallPos*20);
			if(camera->InView(pos+float3(0,MAX_TREE_HEIGHT/2,0),MAX_TREE_HEIGHT/2)){
				float ang=fti->fallPos*PI;
				float3 up(fti->dir.x*sin(ang),cos(ang),fti->dir.z*sin(ang));
				float3 z(up.cross(float3(1,0,0)));
				z.Normalize();
				float3 x(z.cross(up));
				CMatrix44f transMatrix(pos,x,up,z);

				glPushMatrix();
				glMultMatrixf(&transMatrix[0]);

				int type=fti->type;
				int displist;
				if(type<8){
					displist=treeGen->pineDL+type;
				} else {
					type-=8;
					displist=treeGen->leafDL+type;
				}
				glCallList(displist);

				glPopMatrix();
			}
			++fti;
		}
		glBindProgramARB( GL_VERTEX_PROGRAM_ARB, treeGen->treeFarShadowVP );
		glBindTexture(GL_TEXTURE_2D, activeFarTex);
		va->DrawArrayT(GL_QUADS);

		for(int a=0;a<curFade;++a){	//faded close trees
			va=GetVertexArray();
			va->Initialize();
			int type=fadeTrees[a].type;
			float dy=fadeTrees[a].deltaY;

			float height=MAX_TREE_HEIGHT;
			float width=MAX_TREE_HEIGHT*0.5f;
			float xdif=type*0.125f;
			SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_START_Y1+dy,fadeTrees[a].pos+float3(width,0,0));
			SetArray(TEX_LEAF_START_X1+xdif,TEX_LEAF_END_Y1+dy,fadeTrees[a].pos+float3(width,height,0));
			SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_END_Y1+dy,fadeTrees[a].pos+float3(-width,height,0));
			SetArray(TEX_LEAF_END_X1+xdif,TEX_LEAF_START_Y1+dy,fadeTrees[a].pos+float3(-width,0,0));

			SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_START_Y2+dy,fadeTrees[a].pos+float3(0,0,width));
			SetArray(TEX_LEAF_START_X2+xdif,TEX_LEAF_END_Y2+dy,fadeTrees[a].pos+float3(0,height,width));
			SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_END_Y2+dy,fadeTrees[a].pos+float3(0,height,-width));
			SetArray(TEX_LEAF_END_X2+xdif,TEX_LEAF_START_Y2+dy,fadeTrees[a].pos+float3(0,0,-width));

			//width*=1.41f;
			SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_START_Y3+dy,fadeTrees[a].pos+float3(width,height*0.4f,width));
			SetArray(TEX_LEAF_START_X3+xdif,TEX_LEAF_END_Y3+dy,fadeTrees[a].pos+float3(width,height*0.4f,-width));
			SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_END_Y3+dy,fadeTrees[a].pos+float3(-width,height*0.4f,-width));
			SetArray(TEX_LEAF_END_X3+xdif,TEX_LEAF_START_Y3+dy,fadeTrees[a].pos+float3(-width,height*0.4f,width));

			glAlphaFunc(GL_GREATER,1-fadeTrees[a].relDist*0.5f);
			va->DrawArrayT(GL_QUADS);
		}
	}
	glDisable(GL_POLYGON_OFFSET_FILL);
	glDisable( GL_VERTEX_PROGRAM_ARB );
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_ALPHA_TEST);
}

void CAdvTreeDrawer::DrawGrass(void)
{
	grassDrawer->Draw();
}

void CAdvTreeDrawer::ResetPos(const float3& pos)
{
	int x=(int)pos.x/TREE_SQUARE_SIZE/SQUARE_SIZE;
	int y=(int)pos.z/TREE_SQUARE_SIZE/SQUARE_SIZE;
	int a=y*treesX+x;
	if(trees[a].displist){
		glDeleteLists(trees[a].displist,1);
		trees[a].displist=0;
	}
	if(trees[a].farDisplist){
		glDeleteLists(trees[a].farDisplist,1);
		trees[a].farDisplist=0;
	}
	grassDrawer->ResetPos(pos);
}

void CAdvTreeDrawer::AddTree(int type, float3 pos, float size)
{
	TreeStruct ts;
	ts.pos=pos;
	ts.type=type;
	int hash=(int)pos.x+((int)(pos.z))*20000;
	int square=((int)pos.x)/(SQUARE_SIZE*TREE_SQUARE_SIZE)+((int)pos.z)/(SQUARE_SIZE*TREE_SQUARE_SIZE)*treesX;
	trees[square].trees[hash]=ts;
	ResetPos(pos);
}

void CAdvTreeDrawer::DeleteTree(float3 pos)
{
	int hash=(int)pos.x+((int)(pos.z))*20000;
	int square=((int)pos.x)/(SQUARE_SIZE*TREE_SQUARE_SIZE)+((int)pos.z)/(SQUARE_SIZE*TREE_SQUARE_SIZE)*treesX;

	trees[square].trees.erase(hash);

	ResetPos(pos);
}

int CAdvTreeDrawer::AddFallingTree(float3 pos, float3 dir, int type)
{
	FallingTree ft;

	ft.pos=pos;
	dir.y=0;
	float s=dir.Length();
	if(s>500)
		return 0;
	ft.dir=dir/s;
	ft.speed=max(0.01f,s*0.0004f);
	ft.type=type;
	ft.fallPos=0;

	fallingTrees.push_back(ft);
	return 0;
}

void CAdvTreeDrawer::AddGrass(float3 pos)
{
	grassDrawer->AddGrass(pos);
}

void CAdvTreeDrawer::RemoveGrass(int x, int z)
{
	grassDrawer->RemoveGrass(x,z);
}

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