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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/ShipSolid.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/ShipSolid.cpp')
-rw-r--r-- | Stars45/ShipSolid.cpp | 94 |
1 files changed, 0 insertions, 94 deletions
diff --git a/Stars45/ShipSolid.cpp b/Stars45/ShipSolid.cpp deleted file mode 100644 index bffcc54..0000000 --- a/Stars45/ShipSolid.cpp +++ /dev/null @@ -1,94 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== -*/ - -#include "ShipSolid.h" -#include "Ship.h" -#include "Sim.h" -#include "StarSystem.h" -#include "TerrainRegion.h" - -#include "Game.h" -#include "Skin.h" - -// +--------------------------------------------------------------------+ - -ShipSolid::ShipSolid(Ship* s) -: ship(s), skin(0), in_soup(false) -{ -} - -// +--------------------------------------------------------------------+ - -ShipSolid::~ShipSolid() -{ -} - -// +--------------------------------------------------------------------+ - -void -ShipSolid::TranslateBy(const Point& ref) -{ - true_eye_point = ref; - Solid::TranslateBy(ref); -} - -// +--------------------------------------------------------------------+ - -void -ShipSolid::Render(Video* video, DWORD flags) -{ - if (hidden || !visible || !video || Depth() > 5e6) - return; - - const Skin* s = 0; - - if (ship) - s = ship->GetSkin(); - else - s = skin; - - if (s) - s->ApplyTo(model); - - bool fog = false; - - if (ship && ship->IsAirborne()) { - fog = true; - - TerrainRegion* rgn = (TerrainRegion*) ship->GetRegion()->GetOrbitalRegion(); - double visibility = rgn->GetWeather().Visibility(); - FLOAT fog_density = (FLOAT) (rgn->FogDensity() * 2.5e-5 * 1/visibility); - Color fog_color = rgn->FogColor(); - - // Use BLACK fog on secondary lighting pass - // This will effectively "filter out" the highlights - // with distance... - - if (flags & Graphic::RENDER_ADD_LIGHT) - fog_color = Color::Black; - - video->SetRenderState(Video::FOG_ENABLE, true); - video->SetRenderState(Video::FOG_COLOR, fog_color.Value()); - video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density)); - } - - if (!fog) video->SetRenderState(Video::FOG_ENABLE, false); - - Solid::Render(video, flags); - - if (fog) video->SetRenderState(Video::FOG_ENABLE, false); - - if (s) - s->Restore(model); -} - - |