Builds normals for the currently loaded terrain
| 532 | |
| 533 | // Builds normals for the currently loaded terrain |
| 534 | void BuildTerrainNormals() { |
| 535 | int i, t, l, z, x; |
| 536 | vector a, b, c; |
| 537 | int simplemul; |
| 538 | vector up_norm = {0, 1.0, 0}; |
| 539 | |
| 540 | // Set all to be initially up |
| 541 | for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) { |
| 542 | TerrainNormals[MAX_TERRAIN_LOD - 1][i].normal1 = up_norm; |
| 543 | TerrainNormals[MAX_TERRAIN_LOD - 1][i].normal2 = up_norm; |
| 544 | } |
| 545 | |
| 546 | for (l = MAX_TERRAIN_LOD - 1; l < MAX_TERRAIN_LOD; l++) { |
| 547 | simplemul = 1 << ((MAX_TERRAIN_LOD - 1) - l); |
| 548 | |
| 549 | for (z = 0, i = 0; i < TERRAIN_DEPTH - simplemul; i += simplemul, z++) { |
| 550 | for (x = 0, t = 0; t < TERRAIN_WIDTH - simplemul; t += simplemul, x++) { |
| 551 | terrain_segment *tseg = &Terrain_seg[i * TERRAIN_WIDTH + t]; |
| 552 | terrain_segment *tseg0 = &Terrain_seg[i * TERRAIN_WIDTH + t]; |
| 553 | terrain_segment *tseg1 = &Terrain_seg[(i + simplemul) * TERRAIN_WIDTH + t]; |
| 554 | terrain_segment *tseg2 = &Terrain_seg[((i + simplemul) * TERRAIN_WIDTH) + t + simplemul]; |
| 555 | terrain_segment *tseg3 = &Terrain_seg[(i * TERRAIN_WIDTH) + t + simplemul]; |
| 556 | |
| 557 | // Do upper left triangle |
| 558 | a.x = t * TERRAIN_SIZE; |
| 559 | a.y = tseg0->y; |
| 560 | a.z = i * TERRAIN_SIZE; |
| 561 | |
| 562 | b.x = t * TERRAIN_SIZE; |
| 563 | b.y = tseg1->y; |
| 564 | b.z = (i + simplemul) * TERRAIN_SIZE; |
| 565 | |
| 566 | c.x = (t + simplemul) * TERRAIN_SIZE; |
| 567 | c.y = tseg2->y; |
| 568 | c.z = (i + simplemul) * TERRAIN_SIZE; |
| 569 | |
| 570 | vm_GetNormal(&TerrainNormals[l][z * (TERRAIN_WIDTH / simplemul) + x].normal1, &a, &b, &c); |
| 571 | |
| 572 | // Now do lower right triangle |
| 573 | a.x = t * TERRAIN_SIZE; |
| 574 | a.y = tseg0->y; |
| 575 | a.z = i * TERRAIN_SIZE; |
| 576 | |
| 577 | b.x = (t + simplemul) * TERRAIN_SIZE; |
| 578 | b.y = tseg2->y; |
| 579 | b.z = (i + simplemul) * TERRAIN_SIZE; |
| 580 | |
| 581 | c.x = (t + simplemul) * TERRAIN_SIZE; |
| 582 | c.y = tseg3->y; |
| 583 | c.z = (i)*TERRAIN_SIZE; |
| 584 | |
| 585 | vm_GetNormal(&TerrainNormals[l][z * (TERRAIN_WIDTH / simplemul) + x].normal2, &a, &b, &c); |
| 586 | } |
| 587 | } |
| 588 | } |
| 589 | } |
| 590 | |
| 591 | void GenerateTerrainLight() { |
no test coverage detected