diff options
Diffstat (limited to 'Stars45/TerrainRegion.h')
-rw-r--r-- | Stars45/TerrainRegion.h | 276 |
1 files changed, 150 insertions, 126 deletions
diff --git a/Stars45/TerrainRegion.h b/Stars45/TerrainRegion.h index 353e72d..3edd8a0 100644 --- a/Stars45/TerrainRegion.h +++ b/Stars45/TerrainRegion.h @@ -1,126 +1,150 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: TerrainRegion.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Various heavenly bodies
-*/
-
-#ifndef TerrainRegion_h
-#define TerrainRegion_h
-
-#include "Types.h"
-#include "StarSystem.h"
-#include "Weather.h"
-
-// +--------------------------------------------------------------------+
-
-const double TERRAIN_ALTITUDE_LIMIT = 35e3;
-
-class TerrainLayer;
-
-// +--------------------------------------------------------------------+
-
-class TerrainRegion : public OrbitalRegion
-{
- friend class StarSystem;
-
-public:
- TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0);
- virtual ~TerrainRegion();
-
- // operations:
- virtual void Update();
-
- // accessors:
- const Text& PatchName() const { return patch_name; }
- const Text& PatchTexture() const { return patch_texture; }
- const Text& ApronName() const { return apron_name; }
- const Text& ApronTexture() const { return apron_texture; }
- const Text& WaterTexture() const { return water_texture; }
- const Text& DetailTexture0() const { return noise_tex0; }
- const Text& DetailTexture1() const { return noise_tex1; }
- const Text& HazeName() const { return haze_name; }
- const Text& CloudsHigh() const { return clouds_high; }
- const Text& ShadesHigh() const { return shades_high; }
- const Text& CloudsLow() const { return clouds_low; }
- const Text& ShadesLow() const { return shades_low; }
- const Text& EnvironmentTexture(int n) const;
-
- Color SunColor() const { return sun_color[24]; }
- Color SkyColor() const { return sky_color[24]; }
- Color FogColor() const { return fog_color[24]; }
- Color Ambient() const { return ambient[24]; }
- Color Overcast() const { return overcast[24]; }
- Color CloudColor() const { return cloud_color[24];}
- Color ShadeColor() const { return shade_color[24];}
-
- double LateralScale() const { return scale; }
- double MountainScale() const { return mtnscale; }
- double FogDensity() const { return fog_density; }
- double FogScale() const { return fog_scale; }
- double DayPhase() const { return day_phase; }
- double HazeFade() const { return haze_fade; }
- double CloudAltHigh() const { return clouds_alt_high; }
- double CloudAltLow() const { return clouds_alt_low; }
- Weather& GetWeather() { return weather; }
- List<TerrainLayer>& GetLayers() { return layers; }
-
- bool IsEclipsed() const { return eclipsed; }
- void SetEclipsed(bool e) { eclipsed = e; }
-
- void LoadSkyColors(const char* bmp_name);
- void AddLayer(double h, const char* tile, const char* detail=0);
-
-protected:
- Text patch_name;
- Text patch_texture;
- Text apron_name;
- Text apron_texture;
- Text water_texture;
- Text env_texture_positive_x;
- Text env_texture_negative_x;
- Text env_texture_positive_y;
- Text env_texture_negative_y;
- Text env_texture_positive_z;
- Text env_texture_negative_z;
- Text noise_tex0;
- Text noise_tex1;
- Text haze_name;
- Text clouds_high;
- Text clouds_low;
- Text shades_high;
- Text shades_low;
-
- Color sun_color[25];
- Color sky_color[25];
- Color fog_color[25];
- Color ambient[25];
- Color overcast[25];
- Color cloud_color[25];
- Color shade_color[25];
-
- double scale;
- double mtnscale;
-
- double fog_density;
- double fog_scale;
- double day_phase;
- double haze_fade;
- double clouds_alt_high;
- double clouds_alt_low;
-
- Weather weather;
- bool eclipsed;
-
- List<TerrainLayer> layers;
-};
-
-#endif TerrainRegion_h
-
+/* 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: TerrainRegion.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Various heavenly bodies +*/ + +#ifndef TerrainRegion_h +#define TerrainRegion_h + +#include "Types.h" +#include "StarSystem.h" +#include "Weather.h" + +// +--------------------------------------------------------------------+ + +const double TERRAIN_ALTITUDE_LIMIT = 35e3; + +class TerrainLayer; + +// +--------------------------------------------------------------------+ + +class TerrainRegion : public OrbitalRegion +{ + friend class StarSystem; + +public: + TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0); + virtual ~TerrainRegion(); + + // operations: + virtual void Update(); + + // accessors: + const Text& PatchName() const { return patch_name; } + const Text& PatchTexture() const { return patch_texture; } + const Text& ApronName() const { return apron_name; } + const Text& ApronTexture() const { return apron_texture; } + const Text& WaterTexture() const { return water_texture; } + const Text& DetailTexture0() const { return noise_tex0; } + const Text& DetailTexture1() const { return noise_tex1; } + const Text& HazeName() const { return haze_name; } + const Text& CloudsHigh() const { return clouds_high; } + const Text& ShadesHigh() const { return shades_high; } + const Text& CloudsLow() const { return clouds_low; } + const Text& ShadesLow() const { return shades_low; } + const Text& EnvironmentTexture(int n) const; + + Color SunColor() const { return sun_color[24]; } + Color SkyColor() const { return sky_color[24]; } + Color FogColor() const { return fog_color[24]; } + Color Ambient() const { return ambient[24]; } + Color Overcast() const { return overcast[24]; } + Color CloudColor() const { return cloud_color[24];} + Color ShadeColor() const { return shade_color[24];} + + double LateralScale() const { return scale; } + double MountainScale() const { return mtnscale; } + double FogDensity() const { return fog_density; } + double FogScale() const { return fog_scale; } + double DayPhase() const { return day_phase; } + double HazeFade() const { return haze_fade; } + double CloudAltHigh() const { return clouds_alt_high; } + double CloudAltLow() const { return clouds_alt_low; } + Weather& GetWeather() { return weather; } + List<TerrainLayer>& GetLayers() { return layers; } + + bool IsEclipsed() const { return eclipsed; } + void SetEclipsed(bool e) { eclipsed = e; } + + void LoadSkyColors(const char* bmp_name); + void AddLayer(double h, const char* tile, const char* detail=0); + +protected: + Text patch_name; + Text patch_texture; + Text apron_name; + Text apron_texture; + Text water_texture; + Text env_texture_positive_x; + Text env_texture_negative_x; + Text env_texture_positive_y; + Text env_texture_negative_y; + Text env_texture_positive_z; + Text env_texture_negative_z; + Text noise_tex0; + Text noise_tex1; + Text haze_name; + Text clouds_high; + Text clouds_low; + Text shades_high; + Text shades_low; + + Color sun_color[25]; + Color sky_color[25]; + Color fog_color[25]; + Color ambient[25]; + Color overcast[25]; + Color cloud_color[25]; + Color shade_color[25]; + + double scale; + double mtnscale; + + double fog_density; + double fog_scale; + double day_phase; + double haze_fade; + double clouds_alt_high; + double clouds_alt_low; + + Weather weather; + bool eclipsed; + + List<TerrainLayer> layers; +}; + +#endif TerrainRegion_h + |