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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/TerrainClouds.cpp | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/TerrainClouds.cpp')
-rw-r--r-- | Stars45/TerrainClouds.cpp | 562 |
1 files changed, 293 insertions, 269 deletions
diff --git a/Stars45/TerrainClouds.cpp b/Stars45/TerrainClouds.cpp index 9b0e821..7534ada 100644 --- a/Stars45/TerrainClouds.cpp +++ b/Stars45/TerrainClouds.cpp @@ -1,269 +1,293 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: TerrainClouds.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
-*/
-
-#include "MemDebug.h"
-#include "TerrainClouds.h"
-#include "Terrain.h"
-#include "TerrainRegion.h"
-
-#include "Light.h"
-#include "CameraView.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-#include "Game.h"
-#include "Fix.h"
-#include "Scene.h"
-
-// +--------------------------------------------------------------------+
-
-TerrainClouds::TerrainClouds(Terrain* terr, int t)
-: terrain(terr), type(t)
-{
- nverts = 0;
- npolys = 0;
- mverts = 0;
- verts = 0;
- polys = 0;
-
- loc = Point(0, 15000, 0);
- radius = (float) (25000.0f);
-
- BuildClouds();
-}
-
-// +--------------------------------------------------------------------+
-
-TerrainClouds::~TerrainClouds()
-{
- delete [] mverts;
- delete verts;
- delete [] polys;
-}
-
-// +--------------------------------------------------------------------+
-
-static const double BANK_SIZE = 20000;
-static const int CIRRUS_BANKS = 4;
-static const int CUMULUS_BANKS = 4;
-
-void
-TerrainClouds::BuildClouds()
-{
- if (type == 0) {
- nbanks = CIRRUS_BANKS;
- nverts = 4 * nbanks;
- npolys = 2 * nbanks;
- }
- else {
- nbanks = CUMULUS_BANKS;
- nverts = 8 * nbanks;
- npolys = 3 * nbanks;
- }
-
- Bitmap* cloud_texture = terrain->CloudTexture(type);
- Bitmap* shade_texture = terrain->ShadeTexture(type);
-
- strcpy_s(mtl_cloud.name, "cloud");
- mtl_cloud.Ka = Color::White;
- mtl_cloud.Kd = Color::White;
- mtl_cloud.luminous = true;
- mtl_cloud.blend = Material::MTL_TRANSLUCENT;
- mtl_cloud.tex_diffuse = cloud_texture;
-
- strcpy_s(mtl_shade.name, "shade");
- mtl_shade.Ka = Color::White;
- mtl_shade.Kd = Color::White;
- mtl_shade.luminous = true;
- mtl_shade.blend = Material::MTL_TRANSLUCENT;
- mtl_shade.tex_diffuse = shade_texture;
-
- verts = new(__FILE__,__LINE__) VertexSet(nverts);
- mverts = new(__FILE__,__LINE__) Vec3[nverts];
- polys = new(__FILE__,__LINE__) Poly[npolys];
-
- verts->nverts = nverts;
-
- // initialize vertices
- Vec3* pVert = mverts;
- float* pTu = verts->tu;
- float* pTv = verts->tv;
-
- int i, j, n;
- double az = 0;
- double r = 0;
-
- for (n = 0; n < nbanks; n++) {
- double xloc = r * cos(az);
- double yloc = r * sin(az);
- double alt = rand() / 32.768;
-
- for (i = 0; i < 2; i++) {
- for (j = 0; j < 2; j++) {
- *pVert = Vec3((float) ((2*j-1) * BANK_SIZE + xloc),
- (float) (alt),
- (float) ((2*i-1) * BANK_SIZE + yloc));
-
- *pTu++ = (float) (-j);
- *pTv++ = (float) ( i);
-
- float dist = pVert->length();
- if (dist > radius)
- radius = dist;
-
- pVert++;
- }
- }
-
- if (type > 0) {
- for (i = 0; i < 2; i++) {
- for (j = 0; j < 2; j++) {
- *pVert = Vec3((float) ((2*j-1) * BANK_SIZE + xloc),
- (float) (alt-100),
- (float) ((2*i-1) * BANK_SIZE + yloc));
-
- *pTu++ = (float) (-j);
- *pTv++ = (float) ( i);
-
- float dist = pVert->length();
- if (dist > radius)
- radius = dist;
-
- pVert++;
- }
- }
- }
-
- az += (0.66 + rand()/32768.0) * 0.25 * PI;
-
- if (r < BANK_SIZE)
- r += BANK_SIZE;
- else if (r < 1.75*BANK_SIZE)
- r += BANK_SIZE/4;
- else
- r += BANK_SIZE/8;
- }
-
- // create the polys
- for (i = 0; i < npolys; i++) {
- Poly* p = polys + i;
- p->nverts = 4;
- p->vertex_set = verts;
- p->material = (i<4*nbanks) ? &mtl_cloud : &mtl_shade;
- p->visible = 1;
- p->sortval = (i<4*nbanks) ? 1 : 2;
- }
-
- // build main patch polys: (facing down)
- Poly* p = polys;
-
- int stride = 4;
- if (type > 0)
- stride = 8;
-
- // clouds:
- for (n = 0; n < nbanks; n++) {
- p->verts[0] = 0 + n*stride;
- p->verts[1] = 1 + n*stride;
- p->verts[2] = 3 + n*stride;
- p->verts[3] = 2 + n*stride;
- p++;
-
- // reverse side: (facing up)
- p->verts[0] = 0 + n*stride;
- p->verts[3] = 1 + n*stride;
- p->verts[2] = 3 + n*stride;
- p->verts[1] = 2 + n*stride;
- p++;
- }
-
- // shades:
- if (type > 0) {
- for (n = 0; n < nbanks; n++) {
- p->verts[0] = 4 + n*stride;
- p->verts[1] = 5 + n*stride;
- p->verts[2] = 7 + n*stride;
- p->verts[3] = 6 + n*stride;
- p++;
- }
- }
-
- // update the verts and colors of each poly:
- for (i = 0; i < npolys; i++) {
- Poly* p = polys + i;
- WORD* v = p->verts;
-
- p->plane = Plane(mverts[v[0]],
- mverts[v[1]],
- mverts[v[2]]);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainClouds::Update()
-{
- if (!nverts || !mverts || !verts)
- return;
-
- for (int i = 0; i < nverts; ++i)
- verts->loc[i] = mverts[i] + loc;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainClouds::Illuminate(Color ambient, List<Light>& lights)
-{
- int i, n;
-
- if (terrain) {
- DWORD cloud_color = terrain->GetRegion()->CloudColor().Value() | Color(0,0,0,255).Value();
- DWORD shade_color = terrain->GetRegion()->ShadeColor().Value() | Color(0,0,0,255).Value();
-
- int stride = 4;
- if (type > 0)
- stride = 8;
-
- for (i = 0; i < nbanks; i++) {
- for (n = 0; n < 4; n++) {
- verts->diffuse[stride*i + n] = cloud_color;
- verts->specular[stride*i + n] = 0xff000000;
- }
-
- if (type > 0) {
- for (; n < 8; n++) {
- verts->diffuse[stride*i + n] = shade_color;
- verts->specular[stride*i + n] = 0xff000000;
- }
- }
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainClouds::Render(Video* video, DWORD flags)
-{
- if ((flags & Graphic::RENDER_ALPHA) == 0)
- return;
-
- if (video && life && polys && npolys && verts) {
- if (scene)
- Illuminate(scene->Ambient(), scene->Lights());
-
- video->SetRenderState(Video::FOG_ENABLE, false);
- video->DrawPolys(npolys, polys);
- }
-}
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: TerrainClouds.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== +*/ + +#include "MemDebug.h" +#include "TerrainClouds.h" +#include "Terrain.h" +#include "TerrainRegion.h" + +#include "Light.h" +#include "CameraView.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Game.h" +#include "Fix.h" +#include "Scene.h" + +// +--------------------------------------------------------------------+ + +TerrainClouds::TerrainClouds(Terrain* terr, int t) +: terrain(terr), type(t) +{ + nverts = 0; + npolys = 0; + mverts = 0; + verts = 0; + polys = 0; + + loc = Point(0, 15000, 0); + radius = (float) (25000.0f); + + BuildClouds(); +} + +// +--------------------------------------------------------------------+ + +TerrainClouds::~TerrainClouds() +{ + delete [] mverts; + delete verts; + delete [] polys; +} + +// +--------------------------------------------------------------------+ + +static const double BANK_SIZE = 20000; +static const int CIRRUS_BANKS = 4; +static const int CUMULUS_BANKS = 4; + +void +TerrainClouds::BuildClouds() +{ + if (type == 0) { + nbanks = CIRRUS_BANKS; + nverts = 4 * nbanks; + npolys = 2 * nbanks; + } + else { + nbanks = CUMULUS_BANKS; + nverts = 8 * nbanks; + npolys = 3 * nbanks; + } + + Bitmap* cloud_texture = terrain->CloudTexture(type); + Bitmap* shade_texture = terrain->ShadeTexture(type); + + strcpy_s(mtl_cloud.name, "cloud"); + mtl_cloud.Ka = Color::White; + mtl_cloud.Kd = Color::White; + mtl_cloud.luminous = true; + mtl_cloud.blend = Material::MTL_TRANSLUCENT; + mtl_cloud.tex_diffuse = cloud_texture; + + strcpy_s(mtl_shade.name, "shade"); + mtl_shade.Ka = Color::White; + mtl_shade.Kd = Color::White; + mtl_shade.luminous = true; + mtl_shade.blend = Material::MTL_TRANSLUCENT; + mtl_shade.tex_diffuse = shade_texture; + + verts = new(__FILE__,__LINE__) VertexSet(nverts); + mverts = new(__FILE__,__LINE__) Vec3[nverts]; + polys = new(__FILE__,__LINE__) Poly[npolys]; + + verts->nverts = nverts; + + // initialize vertices + Vec3* pVert = mverts; + float* pTu = verts->tu; + float* pTv = verts->tv; + + int i, j, n; + double az = 0; + double r = 0; + + for (n = 0; n < nbanks; n++) { + double xloc = r * cos(az); + double yloc = r * sin(az); + double alt = rand() / 32.768; + + for (i = 0; i < 2; i++) { + for (j = 0; j < 2; j++) { + *pVert = Vec3((float) ((2*j-1) * BANK_SIZE + xloc), + (float) (alt), + (float) ((2*i-1) * BANK_SIZE + yloc)); + + *pTu++ = (float) (-j); + *pTv++ = (float) ( i); + + float dist = pVert->length(); + if (dist > radius) + radius = dist; + + pVert++; + } + } + + if (type > 0) { + for (i = 0; i < 2; i++) { + for (j = 0; j < 2; j++) { + *pVert = Vec3((float) ((2*j-1) * BANK_SIZE + xloc), + (float) (alt-100), + (float) ((2*i-1) * BANK_SIZE + yloc)); + + *pTu++ = (float) (-j); + *pTv++ = (float) ( i); + + float dist = pVert->length(); + if (dist > radius) + radius = dist; + + pVert++; + } + } + } + + az += (0.66 + rand()/32768.0) * 0.25 * PI; + + if (r < BANK_SIZE) + r += BANK_SIZE; + else if (r < 1.75*BANK_SIZE) + r += BANK_SIZE/4; + else + r += BANK_SIZE/8; + } + + // create the polys + for (i = 0; i < npolys; i++) { + Poly* p = polys + i; + p->nverts = 4; + p->vertex_set = verts; + p->material = (i<4*nbanks) ? &mtl_cloud : &mtl_shade; + p->visible = 1; + p->sortval = (i<4*nbanks) ? 1 : 2; + } + + // build main patch polys: (facing down) + Poly* p = polys; + + int stride = 4; + if (type > 0) + stride = 8; + + // clouds: + for (n = 0; n < nbanks; n++) { + p->verts[0] = 0 + n*stride; + p->verts[1] = 1 + n*stride; + p->verts[2] = 3 + n*stride; + p->verts[3] = 2 + n*stride; + p++; + + // reverse side: (facing up) + p->verts[0] = 0 + n*stride; + p->verts[3] = 1 + n*stride; + p->verts[2] = 3 + n*stride; + p->verts[1] = 2 + n*stride; + p++; + } + + // shades: + if (type > 0) { + for (n = 0; n < nbanks; n++) { + p->verts[0] = 4 + n*stride; + p->verts[1] = 5 + n*stride; + p->verts[2] = 7 + n*stride; + p->verts[3] = 6 + n*stride; + p++; + } + } + + // update the verts and colors of each poly: + for (i = 0; i < npolys; i++) { + Poly* p = polys + i; + WORD* v = p->verts; + + p->plane = Plane(mverts[v[0]], + mverts[v[1]], + mverts[v[2]]); + } +} + +// +--------------------------------------------------------------------+ + +void +TerrainClouds::Update() +{ + if (!nverts || !mverts || !verts) + return; + + for (int i = 0; i < nverts; ++i) + verts->loc[i] = mverts[i] + loc; +} + +// +--------------------------------------------------------------------+ + +void +TerrainClouds::Illuminate(Color ambient, List<Light>& lights) +{ + int i, n; + + if (terrain) { + DWORD cloud_color = terrain->GetRegion()->CloudColor().Value() | Color(0,0,0,255).Value(); + DWORD shade_color = terrain->GetRegion()->ShadeColor().Value() | Color(0,0,0,255).Value(); + + int stride = 4; + if (type > 0) + stride = 8; + + for (i = 0; i < nbanks; i++) { + for (n = 0; n < 4; n++) { + verts->diffuse[stride*i + n] = cloud_color; + verts->specular[stride*i + n] = 0xff000000; + } + + if (type > 0) { + for (; n < 8; n++) { + verts->diffuse[stride*i + n] = shade_color; + verts->specular[stride*i + n] = 0xff000000; + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +void +TerrainClouds::Render(Video* video, DWORD flags) +{ + if ((flags & Graphic::RENDER_ALPHA) == 0) + return; + + if (video && life && polys && npolys && verts) { + if (scene) + Illuminate(scene->Ambient(), scene->Lights()); + + video->SetRenderState(Video::FOG_ENABLE, false); + video->DrawPolys(npolys, polys); + } +} |