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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/ShipSolid.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/ShipSolid.cpp')
-rw-r--r--Stars45/ShipSolid.cpp94
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);
-}
-
-