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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/Sky.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/Sky.cpp')
-rw-r--r-- | Stars45/Sky.cpp | 723 |
1 files changed, 0 insertions, 723 deletions
diff --git a/Stars45/Sky.cpp b/Stars45/Sky.cpp deleted file mode 100644 index ff25044..0000000 --- a/Stars45/Sky.cpp +++ /dev/null @@ -1,723 +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 - ======== - Celestial sphere, stars, planets, space dust... -*/ - -#include "Sky.h" -#include "StarSystem.h" - -#include "Clock.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "Light.h" -#include "Random.h" -#include "Utils.h" - - -// +====================================================================+ - -Stars::Stars(int nstars) -{ - infinite = true; - luminous = true; - shadow = false; - - vset = new VertexSet(nstars); - colors = new Color[nstars]; - - for (int i = 0; i < nstars; i++) { - vset->loc[i] = RandomVector(1000); - - ColorValue val = ColorValue((float) Random(0.7, 0.8), - (float) Random(0.7, 0.8), - (float) Random(0.7, 0.8)); - Color c = val.ToColor(); - - colors[i] = c; - vset->diffuse[i] = c.Value(); - vset->specular[i] = 0; - } - - strcpy_s(name, "Stars"); -} - -Stars::~Stars() -{ - delete [] colors; - delete vset; -} - -// +--------------------------------------------------------------------+ - -void -Stars::Illuminate(double scale) -{ - if (!vset) - return; - - for (int i = 0; i < vset->nverts; i++) { - Color c = colors[i] * scale; - vset->diffuse[i] = c.Value(); - } -} - -// +--------------------------------------------------------------------+ - -void -Stars::Render(Video* video, DWORD flags) -{ - if (!vset || !video || (flags & Graphic::RENDER_ADDITIVE) == 0) - return; - - video->SetBlendType(Video::BLEND_ADDITIVE); - video->DrawPoints(vset); -} - -// +====================================================================+ - -static const double BOUNDARY = 3000; -static const double BOUNDARYx2 = BOUNDARY * 2; - -Dust::Dust(int ndust, bool b) - : really_hidden(false), bright(b) -{ - radius = (float) BOUNDARYx2; - luminous = true; - vset = new VertexSet(ndust); - - Reset(Point(0, 0, 0)); - strcpy_s(name, "Dust"); -} - -// +--------------------------------------------------------------------+ - -Dust::~Dust() -{ - delete vset; -} - -// +--------------------------------------------------------------------+ - -void -Dust::Reset(const Point& ref) -{ - BYTE c = 0; - - for (int i = 0; i < vset->nverts; i++) { - vset->loc[i] = Vec3( Random(-BOUNDARY, BOUNDARY), - Random(-BOUNDARY, BOUNDARY), - Random(-BOUNDARY, BOUNDARY) ); - - if (bright) - c = (BYTE) Random(96,200); - else - c = (BYTE) Random(64,156); - - vset->diffuse[i] = Color(c,c,c).Value(); - vset->specular[i] = 0; - } -} - -// +--------------------------------------------------------------------+ - -void -Dust::ExecFrame(double factor, const Point& ref) -{ - if (Clock::GetInstance()->TimeCompression() > 4.0) { - Hide(); - return; - } - - Show(); - - Point delta = ref - loc; - double dlen = delta.length(); - - if (dlen < 0.0001) - return; - - if (dlen > BOUNDARY) { - Reset(ref); - } - else { - // wrap around if necessary to keep in view - for (int i = 0; i < vset->nverts; i++) { - Vec3 v = vset->loc[i]; - - v -= delta; - - if (v.x > BOUNDARY) v.x -= (float) BOUNDARYx2; - if (v.x < -BOUNDARY) v.x += (float) BOUNDARYx2; - if (v.y > BOUNDARY) v.y -= (float) BOUNDARYx2; - if (v.y < -BOUNDARY) v.y += (float) BOUNDARYx2; - if (v.z > BOUNDARY) v.z -= (float) BOUNDARYx2; - if (v.z < -BOUNDARY) v.z += (float) BOUNDARYx2; - - vset->loc[i] = v; - } - } - - MoveTo(ref); -} - -// +--------------------------------------------------------------------+ - -void -Dust::Render(Video* video, DWORD flags) -{ - if (hidden || really_hidden) - return; - - if (!vset || !video || (flags & Graphic::RENDER_SOLID) == 0 || (flags & Graphic::RENDER_ADD_LIGHT) != 0) - return; - - video->SetBlendType(Video::BLEND_SOLID); - video->SetRenderState(Video::Z_ENABLE, false); - video->SetRenderState(Video::Z_WRITE_ENABLE, false); - - video->DrawPoints(vset); - - video->SetRenderState(Video::Z_ENABLE, true); - video->SetRenderState(Video::Z_WRITE_ENABLE, true); -} - -// +--------------------------------------------------------------------+ - -void -Dust::Hide() -{ - hidden = true; - really_hidden = true; -} - -void -Dust::Show() -{ - hidden = false; - really_hidden = false; -} - -// +====================================================================+ - -PlanetRep::PlanetRep(const char* surface_name, const char* glow_name, - double rad, const Vec3& pos, double tscale, - const char* rngname, double minrad, double maxrad, - Color atmos, const char* gloss_name) - : mtl_surf(0), mtl_limb(0), mtl_ring(0), star_system(0) -{ - loc = pos; - - radius = (float) rad; - has_ring = 0; - ring_verts = -1; - ring_polys = -1; - ring_rad = 0; - body_rad = rad; - daytime = false; - atmosphere = atmos; - star_system = 0; - - if (!surface_name || !*surface_name) { - Print(" invalid Planet patch - no surface texture specified\n"); - return; - } - - Print(" constructing Planet patch %s\n", surface_name); - strncpy(name, surface_name, 31); - name[31] = 0; - - Bitmap* bmp_surf = 0; - Bitmap* bmp_spec = 0; - Bitmap* bmp_glow = 0; - Bitmap* bmp_ring = 0; - Bitmap* bmp_limb = 0; - - DataLoader* loader = DataLoader::GetLoader(); - loader->LoadTexture(surface_name, bmp_surf, Bitmap::BMP_SOLID, true); - - if (glow_name && *glow_name) { - Print(" loading glow texture %s\n", glow_name); - loader->LoadTexture(glow_name, bmp_glow, Bitmap::BMP_SOLID, true); - } - - if (gloss_name && *gloss_name) { - Print(" loading gloss texture %s\n", gloss_name); - loader->LoadTexture(gloss_name, bmp_spec, Bitmap::BMP_SOLID, true); - } - - mtl_surf = new Material; - - mtl_surf->Ka = Color::LightGray; - mtl_surf->Kd = Color::White; - mtl_surf->Ke = bmp_glow ? Color::White : Color::Black; - mtl_surf->Ks = bmp_spec ? Color::LightGray : Color::Black; - mtl_surf->power = 25.0f; - mtl_surf->tex_diffuse = bmp_surf; - mtl_surf->tex_specular = bmp_spec; - mtl_surf->tex_emissive = bmp_glow; - mtl_surf->blend = Material::MTL_SOLID; - - if (bmp_spec && Video::GetInstance()->IsSpecMapEnabled()) { - if (glow_name && strstr(glow_name, "light")) - strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurfNightLight"); - - else if (glow_name) - strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurf"); - } - - if (atmosphere != Color::Black) { - mtl_limb = new Material; - - mtl_limb->Ka = atmosphere; - - strcpy_s(mtl_limb->shader, "PlanetLimb"); - - Print(" loading atmospheric limb texture PlanetLimb.pcx\n"); - loader->LoadTexture("PlanetLimb.pcx", bmp_limb, Bitmap::BMP_TRANSLUCENT, true); - mtl_limb->tex_diffuse = bmp_limb; - mtl_limb->blend = Material::MTL_TRANSLUCENT; - } - - if (maxrad > 0 && minrad > 0) { - has_ring = 1; - radius = (float) maxrad; - ring_rad = (maxrad + minrad)/2; - loader->LoadTexture(rngname, bmp_ring, Bitmap::BMP_SOLID, true); - - mtl_ring = new Material; - - mtl_ring->Ka = Color::LightGray; - mtl_ring->Kd = Color::White; - mtl_ring->Ks = Color::Gray; - mtl_ring->Ke = Color::Black; - mtl_ring->power = 30.0f; - mtl_ring->tex_diffuse = bmp_ring; - mtl_ring->blend = Material::MTL_TRANSLUCENT; - } - - if (rad > 2e6 && rad < 1e8) - CreateSphere(rad, 24, 32, minrad, maxrad, 48, tscale); - else - CreateSphere(rad, 16, 24, minrad, maxrad, 48, tscale); -} - -// +--------------------------------------------------------------------+ - -PlanetRep::~PlanetRep() -{ -} - -// +--------------------------------------------------------------------+ - -void -PlanetRep::CreateSphere(double radius, int nrings, int nsections, -double minrad, double maxrad, int rsections, -double tscale) -{ - const int sect_verts = nsections + 1; - - model = new Model; - own_model = 1; - - Surface* surface = new Surface; - - int i, j, m, n; - - int npolys = (nrings + 2) * nsections; - int nverts = (nrings + 3) * sect_verts; - - int ppolys = npolys; - int pverts = nverts; - - int apolys = 0; - int averts = 0; - - if (atmosphere != Color::Black) { - apolys = npolys; - averts = nverts; - - npolys *= 2; - nverts *= 2; - } - - if (has_ring) { - ring_verts = nverts; - ring_polys = npolys; - - npolys += rsections * 3; // top, bottom, edge - nverts += rsections * 6; - } - - surface->SetName(name); - surface->CreateVerts(nverts); - surface->CreatePolys(npolys); - - VertexSet* vset = surface->GetVertexSet(); - - if (!vset || vset->nverts < nverts) { - ::Print("WARNING: insufficient memory for planet '%s'\n", name); - return; - } - - Poly* polys = surface->GetPolys(); - - if (!polys) { - ::Print("WARNING: insufficient memory for planet '%s'\n", name); - return; - } - - ZeroMemory(polys, sizeof(Poly) * npolys); - - // Generate vertex points for planetary rings: - double dtheta = PI / (nrings + 2); - double dphi = 2 * PI / nsections; - double theta = 0; - n = 0; // vertex being generated - - for (i = 0; i < nrings+3; i++) { - double y = radius * cos(theta); // y is the same for entire ring - double v = theta / PI; // v is the same for entire ring - double rsintheta = radius * sin(theta); - double phi = 0; - - for (j = 0; j < sect_verts; j++) { - double x = rsintheta * sin(phi); - double z = rsintheta * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(x, y, z); - vset->tu[n] = (float) (tscale * (1 - (phi/(2.0*PI)))); - vset->tv[n] = (float) (tscale * v); - - vset->nrm[n].Normalize(); - - phi += dphi; - n++; - } - - theta += dtheta; - } - - // Generate vertex points for rings: - if (has_ring) { - n = ring_verts; - - double dphi = 2.0 * PI / rsections; - double y = 0; // y is the same for entire ring - - // top of ring: - double phi = 0; - for (j = 0; j < rsections; j++) { - double x = minrad * sin(phi); - double z = minrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, 1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 0.0f; - n++; - - x = maxrad * sin(phi); - z = maxrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, 1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - - // bottom of ring: - phi = 0; - for (j = 0; j < rsections; j++) { - double x = minrad * sin(phi); - double z = minrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, -1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 0.0f; - n++; - - x = maxrad * sin(phi); - z = maxrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, -1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - - // edge of ring: - phi = 0; - for (j = 0; j < rsections; j++) { - double x = maxrad * sin(phi); - double z = maxrad * cos(phi); - - Point normal = Point(x,0,z); - normal.Normalize(); - - double thickness = maxrad/333; - - vset->loc[n] = Vec3(x, y+thickness, z); - vset->nrm[n] = normal; - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - vset->loc[n] = Vec3(x, y-thickness, z); - vset->nrm[n] = normal; - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - } - - for (i = 0; i < npolys; i++) { - polys[i].nverts = 3; - polys[i].vertex_set = vset; - polys[i].material = mtl_surf; - } - - // Generate triangles for top and bottom caps. - for (i = 0; i < nsections; i++) { - Poly& p0 = polys[i]; - p0.verts[2] = i; - p0.verts[1] = sect_verts + i; - p0.verts[0] = sect_verts + ((i+1) % sect_verts); - - Poly& p1 = polys[ppolys - nsections + i]; - p1.verts[2] = pverts - 1 - i; - p1.verts[1] = pverts - 1 - sect_verts - i; - p1.verts[0] = pverts - 2 - sect_verts - i; - - surface->AddIndices(6); - } - - // Generate triangles for the planetary rings - m = sect_verts; // first vertex in current ring - n = nsections; // triangle being generated, skip the top cap - - for (i = 0; i < nrings; i++) { - for (j = 0; j < nsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.verts[3] = m + j; - p0.verts[2] = m + (sect_verts) + j; - p0.verts[1] = m + (sect_verts) + ((j + 1) % (sect_verts)); - p0.verts[0] = m + ((j + 1) % (sect_verts)); - n++; - - surface->AddIndices(6); - } - - m += sect_verts; - } - - if (averts && apolys && mtl_limb) { - for (i = 0; i < pverts; i++) { - vset->loc[averts + i] = vset->loc[i]; - vset->nrm[averts + i] = vset->nrm[i]; - } - - for (i = 0; i < ppolys; i++) { - Poly& p0 = polys[i]; - Poly& p1 = polys[apolys + i]; - - p1.vertex_set = vset; - p1.material = mtl_limb; - - p1.nverts = p0.nverts; - p1.verts[0] = p0.verts[0]; - p1.verts[1] = p0.verts[1]; - p1.verts[2] = p0.verts[2]; - p1.verts[3] = p0.verts[3]; - - surface->AddIndices(p1.nverts == 3 ? 3 : 6); - } - } - - if (has_ring) { - // Generate quads for the rings - m = ring_verts; // first vertex in top of ring, after planet verts - n = ring_polys; // quad being generated, after planet polys - - // top of ring: - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[3] = m + 2*j; - p0.verts[2] = m + 2*j + 1; - p0.verts[1] = m + ((2*j + 3) % (rsections*2)); - p0.verts[0] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - - // bottom of ring: - // first vertex in bottom of ring, after top ring verts - m = ring_verts + 2*rsections; - - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[0] = m + 2*j; - p0.verts[1] = m + 2*j + 1; - p0.verts[2] = m + ((2*j + 3) % (rsections*2)); - p0.verts[3] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - - // edge of ring: - // first vertex in edge of ring, after bottom ring verts - m = ring_verts + 4*rsections; - - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[3] = m + 2*j; - p0.verts[2] = m + 2*j + 1; - p0.verts[1] = m + ((2*j + 3) % (rsections*2)); - p0.verts[0] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - } - - // then assign them to cohesive segments: - Segment* segment = 0; - - for (n = 0; n < npolys; n++) { - Poly& poly = polys[n]; - poly.plane = Plane(vset->loc[poly.verts[0]], - vset->loc[poly.verts[2]], - vset->loc[poly.verts[1]]); - - if (segment && segment->material == polys[n].material) { - segment->npolys++; - } - else { - segment = new Segment; - - segment->npolys = 1; - segment->polys = &polys[n]; - segment->material = segment->polys->material; - - surface->GetSegments().append(segment); - } - } - - model->AddSurface(surface); -} - - -int -PlanetRep::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, -bool treat_translucent_polys_as_solid) -{ - // compute leading edge of ray: - Point dst = Q + w*len; - - // check right angle spherical distance: - Point d0 = loc - Q; - Point d1 = d0.cross(w); - double dlen = d1.length(); // distance of point from line - - if (dlen > body_rad) // clean miss - return 0; // (no impact) - - // possible collision course... - Point d2 = Q + w * (d0 * w); - - // so check the leading edge: - Point delta0 = dst - loc; - - if (delta0.length() > radius) { - // and the endpoints: - Point delta1 = d2 - Q; - Point delta2 = dst - Q; - - // if d2 is not between Q and dst, we missed: - if (delta1 * delta2 < 0 || - delta1.length() > delta2.length()) { - return 0; - } - } - - return 1; -} - -void -PlanetRep::SetDaytime(bool d) -{ - daytime = d; - - if (daytime) { - if (mtl_surf) mtl_surf->blend = Material::MTL_ADDITIVE; - if (mtl_ring) mtl_ring->blend = Material::MTL_ADDITIVE; - } - - else { - if (mtl_surf) mtl_surf->blend = Material::MTL_SOLID; - if (mtl_ring) mtl_ring->blend = Material::MTL_TRANSLUCENT; - } -} - -void -PlanetRep::SetStarSystem(StarSystem* system) -{ - star_system = system; -} - -// +--------------------------------------------------------------------+ - -void -PlanetRep::Render(Video* video, DWORD flags) -{ - Solid::Render(video, flags); - - /*** - *** DEBUG - *** - -Matrix orient = Orientation(); -orient.Transpose(); - -video->SetObjTransform(orient, Location()); - -Surface* surf = model->GetSurfaces().first(); -Poly* polys = surf->GetPolys(); - -for (int i = 0; i < 5; i++) - video->DrawPolyOutline(polys + i); -/***/ -} - |