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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 /StarsEx/ShipSolid.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/ShipSolid.cpp')
-rw-r--r--StarsEx/ShipSolid.cpp94
1 files changed, 94 insertions, 0 deletions
diff --git a/StarsEx/ShipSolid.cpp b/StarsEx/ShipSolid.cpp
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+/* 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);
+}
+
+