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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 /StarsEx/ShipSolid.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/ShipSolid.cpp')
-rw-r--r-- | StarsEx/ShipSolid.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/StarsEx/ShipSolid.cpp b/StarsEx/ShipSolid.cpp new file mode 100644 index 0000000..bffcc54 --- /dev/null +++ b/StarsEx/ShipSolid.cpp @@ -0,0 +1,94 @@ +/* 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); +} + + |