Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

281 lines
5.3 KiB
C++

#if !defined(HFSLIM_HPP)
#define HFSLIM_HPP
#include "ImageLib\image.h"
#include "terra\terra.hpp"
struct DetailLevelInfo {
unsigned short width, height;
unsigned char *array;
};
#define GRID_TEST
struct ToDrawTriangle
{
Point3D v[3];
Point3D center;
Scalar area;
void SetPoint(int idx,float x,float y,float z);
void GetSurfaceAreaAndCentroid();
Point3D &GetV0() { return v[0]; }
Point3D &GetV1() { return v[1]; }
Point3D &GetV2() { return v[2]; }
};
class HFSlim {
public:
HFSlim();
~HFSlim();
void
FillFromImage(Image &image, int smooth=3);
void
TestInstance() const
{}
void
SetScale (Stuff::Scalar xs, Stuff::Scalar ys, Stuff::Scalar zs)
{ Check_Object(this); dX = xs; dY = ys; dZ = zs; }
void
SetDetailTextureInfo(
const char *name,
Scalar xOff, Scalar zOff,
Scalar xFac, Scalar zFac,
Scalar dStart, Scalar dEnd,
MLRState::AlphaMode alphaMode
)
{
detailInfo.name = name;
detailInfo.xOff = xOff;
detailInfo.zOff = zOff;
detailInfo.xFac = xFac;
detailInfo.zFac = zFac;
detailInfo.dStart = dStart;
detailInfo.dEnd = dEnd;
detailInfo.alphaMode = alphaMode;
}
void
SetBorderPixels(int bp)
{ borderPixelFun = bp/256.0f; }
int GetFullPolyCount() {return (X-1)*(Z-1)*2; }
int GetOptPolyCount() {return OptPolyCount; }
ElementRenderer::GroupElement*
GetGroup()
{ return terrainGroup; }
Scalar
GetXinM()
{ return (X-1) * dX; }
Scalar
GetZinM()
{ return (Z-1) * dZ; }
int
GetX()
{ return X; }
int
GetZ()
{ return Z; }
Stuff::Scalar
GetXScale()
{ return dX; }
Stuff::Scalar
GetZScale()
{ return dZ; }
Stuff::Scalar
GetYScale()
{ return dY; }
Scalar
GetX(int x)
{ return xOffset + x*dX; }
Scalar
GetZ(int z)
{ return zOffset + z*dZ; }
Scalar
GetX(Scalar x)
{ return xOffset + x; }
Scalar
GetZ(Scalar z)
{ return zOffset + z; }
Scalar
GetHeight(int, int);
Stuff::ExtentBox
GetExtents();
int
GetNrOfIZs()
{ return nrOfIZs; };
void
SetOffset(Stuff::Scalar offset)
{ Offset = offset; };
bool
SetMegaTexture(
int nrOfLevels,
int bucketSize,
const char *mega_base_name,
DetailLevelInfo *dli
);
void
OptimizeHField(int depth=0, int binSize=64);
Stuff::Scalar
GetOffset()
{ return Offset; };
bool
IsFullDisplayed()
{
return (terrainGroup->FindElement(fullTerrainGroup->GetName())!=NULL);
}
bool
IsOptDisplayed()
{
return (terrainGroup->FindElement(simpleTerrainGroup->GetName())!=NULL);
}
void
DisplayFull(bool bl);
void
DisplayOpt(bool bl);
ElementRenderer::GroupElement *
GetFullTerrain() { Check_Pointer(this); return fullTerrainGroup; }
#ifdef GRID_TEST
ElementRenderer::GridElement *
#else
ElementRenderer::ListElement *
#endif
GetOptTerrain() { Check_Pointer(this); return simpleTerrainGroup; }
void
SetAllDepth(int d)
{ maxAllDepth = d; }
void
SetOffset(Stuff::Scalar xo, Stuff::Scalar zo)
{ Check_Object(this); xOffset = xo; zOffset = zo; }
protected:
void
Blur2D(int);
bool
CreateMesh(
ListElement *parent,
int index,
int levDiff,
DynamicArrayOf<ToDrawTriangle*>& tdtrilist,
Stuff::ExtentBox*,
MidLevelRenderer::MLRState *state = NULL
);
bool
BinSort(
ListElement *parent,
int index,
int levDiff,
DynamicArrayOf<ToDrawTriangle*>& tdtrilist,
int binSize,
Stuff::ExtentBox*,
MidLevelRenderer::MLRState *state = NULL
);
void
BuildTile(
ElementRenderer::ListElement *,
int index,
int depth, int maxdepth,
DynamicArrayOf<unsigned char>& onOffPoints,
int maxNumOfTrianglesPerMesh,
Scalar xOffset,
Scalar zOffset,
Scalar xGrid,
Scalar zGrid,
int tileX,
int tileZ,
const char *texRoot
);
void
DescentToUnderMountain(
int depth,
#ifdef GRID_TEST
ElementRenderer::GridElement *group,
#else
ElementRenderer::ListElement *group,
#endif
DynamicArrayOf<unsigned char>& onOffPoints,
int maxNumOfTrianglesPerMesh,
Scalar x0,
Scalar z0,
Scalar x1,
Scalar z1,
int tileX,
int tileZ,
const char *texRoot
);
DynamicArrayOf<ToDrawTriangle*> toSortTriangles;
DynamicArrayOf<ToDrawTriangle> tdtrilist;
// X, Z number of points, the length of the terrain would be (X-1)*dX
int X, Z, visHeight;
Stuff::Scalar dX, dY, dZ;
int OptPolyCount;
Stuff::DynamicArrayOf<float> field;
int side, meshX, meshZ;
ElementRenderer::GroupElement *terrainGroup;
ElementRenderer::GroupElement *fullTerrainGroup;
#ifdef GRID_TEST
ElementRenderer::GridElement *simpleTerrainGroup;
#else
ElementRenderer::ListElement *simpleTerrainGroup;
#endif
Stuff::DynamicArrayOf<MidLevelRenderer::MLRShape*> terrain;
MidLevelRenderer::MLRState state0, state1;
MidLevelRenderer::DetailTextureInfo detailInfo;
Scalar borderPixelFun;
unsigned char maxAllDepth;
Scalar xOffset, zOffset;
int
nrOfIZs;
private:
Stuff::Scalar Offset;
};
#endif