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+/* 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);
+ }
+}