From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/Sky.cpp | 1476 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 750 insertions(+), 726 deletions(-) (limited to 'Stars45/Sky.cpp') diff --git a/Stars45/Sky.cpp b/Stars45/Sky.cpp index 3d3095b..8dc8b9f 100644 --- a/Stars45/Sky.cpp +++ b/Stars45/Sky.cpp @@ -1,726 +1,750 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Sky.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Celestial sphere, stars, planets, space dust... -*/ - -#include "MemDebug.h" -#include "Sky.h" -#include "StarSystem.h" - -#include "Game.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "Light.h" -#include "Random.h" - -void Print(const char* ftm, ...); - - -// +====================================================================+ - -Stars::Stars(int nstars) -{ - infinite = true; - luminous = true; - shadow = false; - - vset = new(__FILE__,__LINE__) VertexSet(nstars); - colors = new(__FILE__,__LINE__) Color[nstars]; - - for (int i = 0; i < nstars; i++) { - vset->loc[i] = RandomVector(1000); - - ColorValue val = ColorValue((float) Random(0.7, 0.8), - (float) Random(0.7, 0.8), - (float) Random(0.7, 0.8)); - Color c = val.ToColor(); - - colors[i] = c; - vset->diffuse[i] = c.Value(); - vset->specular[i] = 0; - } - - strcpy_s(name, "Stars"); -} - -Stars::~Stars() -{ - delete [] colors; - delete vset; -} - -// +--------------------------------------------------------------------+ - -void -Stars::Illuminate(double scale) -{ - if (!vset) - return; - - for (int i = 0; i < vset->nverts; i++) { - Color c = colors[i] * scale; - vset->diffuse[i] = c.Value(); - } -} - -// +--------------------------------------------------------------------+ - -void -Stars::Render(Video* video, DWORD flags) -{ - if (!vset || !video || (flags & Graphic::RENDER_ADDITIVE) == 0) - return; - - video->SetBlendType(Video::BLEND_ADDITIVE); - video->DrawPoints(vset); -} - -// +====================================================================+ - -static const double BOUNDARY = 3000; -static const double BOUNDARYx2 = BOUNDARY * 2; - -Dust::Dust(int ndust, bool b) -: really_hidden(false), bright(b) -{ - radius = (float) BOUNDARYx2; - luminous = true; - vset = new(__FILE__,__LINE__) VertexSet(ndust); - - Reset(Point(0, 0, 0)); - strcpy_s(name, "Dust"); -} - -// +--------------------------------------------------------------------+ - -Dust::~Dust() -{ - delete vset; -} - -// +--------------------------------------------------------------------+ - -void -Dust::Reset(const Point& ref) -{ - BYTE c = 0; - - for (int i = 0; i < vset->nverts; i++) { - vset->loc[i] = Vec3( Random(-BOUNDARY, BOUNDARY), - Random(-BOUNDARY, BOUNDARY), - Random(-BOUNDARY, BOUNDARY) ); - - if (bright) - c = (BYTE) Random(96,200); - else - c = (BYTE) Random(64,156); - - vset->diffuse[i] = Color(c,c,c).Value(); - vset->specular[i] = 0; - } -} - -// +--------------------------------------------------------------------+ - -void -Dust::ExecFrame(double factor, const Point& ref) -{ - if (Game::TimeCompression() > 4) { - Hide(); - return; - } - - Show(); - - Point delta = ref - loc; - double dlen = delta.length(); - - if (dlen < 0.0001) - return; - - if (dlen > BOUNDARY) { - Reset(ref); - } - else { - // wrap around if necessary to keep in view - for (int i = 0; i < vset->nverts; i++) { - Vec3 v = vset->loc[i]; - - v -= delta; - - if (v.x > BOUNDARY) v.x -= (float) BOUNDARYx2; - if (v.x < -BOUNDARY) v.x += (float) BOUNDARYx2; - if (v.y > BOUNDARY) v.y -= (float) BOUNDARYx2; - if (v.y < -BOUNDARY) v.y += (float) BOUNDARYx2; - if (v.z > BOUNDARY) v.z -= (float) BOUNDARYx2; - if (v.z < -BOUNDARY) v.z += (float) BOUNDARYx2; - - vset->loc[i] = v; - } - } - - MoveTo(ref); -} - -// +--------------------------------------------------------------------+ - -void -Dust::Render(Video* video, DWORD flags) -{ - if (hidden || really_hidden) - return; - - if (!vset || !video || (flags & Graphic::RENDER_SOLID) == 0 || (flags & Graphic::RENDER_ADD_LIGHT) != 0) - return; - - video->SetBlendType(Video::BLEND_SOLID); - video->SetRenderState(Video::Z_ENABLE, false); - video->SetRenderState(Video::Z_WRITE_ENABLE, false); - - video->DrawPoints(vset); - - video->SetRenderState(Video::Z_ENABLE, true); - video->SetRenderState(Video::Z_WRITE_ENABLE, true); -} - -// +--------------------------------------------------------------------+ - -void -Dust::Hide() -{ - hidden = true; - really_hidden = true; -} - -void -Dust::Show() -{ - hidden = false; - really_hidden = false; -} - -// +====================================================================+ - -PlanetRep::PlanetRep(const char* surface_name, const char* glow_name, -double rad, const Vec3& pos, double tscale, -const char* rngname, double minrad, double maxrad, -Color atmos, const char* gloss_name) -: mtl_surf(0), mtl_limb(0), mtl_ring(0), star_system(0) -{ - loc = pos; - - radius = (float) rad; - has_ring = 0; - ring_verts = -1; - ring_polys = -1; - ring_rad = 0; - body_rad = rad; - daytime = false; - atmosphere = atmos; - star_system = 0; - - if (!surface_name || !*surface_name) { - Print(" invalid Planet patch - no surface texture specified\n"); - return; - } - - Print(" constructing Planet patch %s\n", surface_name); - strncpy(name, surface_name, 31); - name[31] = 0; - - Bitmap* bmp_surf = 0; - Bitmap* bmp_spec = 0; - Bitmap* bmp_glow = 0; - Bitmap* bmp_ring = 0; - Bitmap* bmp_limb = 0; - - DataLoader* loader = DataLoader::GetLoader(); - loader->LoadTexture(surface_name, bmp_surf, Bitmap::BMP_SOLID, true); - - if (glow_name && *glow_name) { - Print(" loading glow texture %s\n", glow_name); - loader->LoadTexture(glow_name, bmp_glow, Bitmap::BMP_SOLID, true); - } - - if (gloss_name && *gloss_name) { - Print(" loading gloss texture %s\n", gloss_name); - loader->LoadTexture(gloss_name, bmp_spec, Bitmap::BMP_SOLID, true); - } - - mtl_surf = new(__FILE__,__LINE__) Material; - - mtl_surf->Ka = Color::LightGray; - mtl_surf->Kd = Color::White; - mtl_surf->Ke = bmp_glow ? Color::White : Color::Black; - mtl_surf->Ks = bmp_spec ? Color::LightGray : Color::Black; - mtl_surf->power = 25.0f; - mtl_surf->tex_diffuse = bmp_surf; - mtl_surf->tex_specular = bmp_spec; - mtl_surf->tex_emissive = bmp_glow; - mtl_surf->blend = Material::MTL_SOLID; - - if (bmp_spec && Video::GetInstance()->IsSpecMapEnabled()) { - if (glow_name && strstr(glow_name, "light")) - strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurfNightLight"); - - else if (glow_name) - strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurf"); - } - - if (atmosphere != Color::Black) { - mtl_limb = new(__FILE__,__LINE__) Material; - - mtl_limb->Ka = atmosphere; - - strcpy_s(mtl_limb->shader, "PlanetLimb"); - - Print(" loading atmospheric limb texture PlanetLimb.pcx\n"); - loader->LoadTexture("PlanetLimb.pcx", bmp_limb, Bitmap::BMP_TRANSLUCENT, true); - mtl_limb->tex_diffuse = bmp_limb; - mtl_limb->blend = Material::MTL_TRANSLUCENT; - } - - if (maxrad > 0 && minrad > 0) { - has_ring = 1; - radius = (float) maxrad; - ring_rad = (maxrad + minrad)/2; - loader->LoadTexture(rngname, bmp_ring, Bitmap::BMP_SOLID, true); - - mtl_ring = new(__FILE__,__LINE__) Material; - - mtl_ring->Ka = Color::LightGray; - mtl_ring->Kd = Color::White; - mtl_ring->Ks = Color::Gray; - mtl_ring->Ke = Color::Black; - mtl_ring->power = 30.0f; - mtl_ring->tex_diffuse = bmp_ring; - mtl_ring->blend = Material::MTL_TRANSLUCENT; - } - - if (rad > 2e6 && rad < 1e8) - CreateSphere(rad, 24, 32, minrad, maxrad, 48, tscale); - else - CreateSphere(rad, 16, 24, minrad, maxrad, 48, tscale); -} - -// +--------------------------------------------------------------------+ - -PlanetRep::~PlanetRep() -{ -} - -// +--------------------------------------------------------------------+ - -void -PlanetRep::CreateSphere(double radius, int nrings, int nsections, -double minrad, double maxrad, int rsections, -double tscale) -{ - const int sect_verts = nsections + 1; - - model = new(__FILE__,__LINE__) Model; - own_model = 1; - - Surface* surface = new(__FILE__,__LINE__) Surface; - - int i, j, m, n; - - int npolys = (nrings + 2) * nsections; - int nverts = (nrings + 3) * sect_verts; - - int ppolys = npolys; - int pverts = nverts; - - int apolys = 0; - int averts = 0; - - if (atmosphere != Color::Black) { - apolys = npolys; - averts = nverts; - - npolys *= 2; - nverts *= 2; - } - - if (has_ring) { - ring_verts = nverts; - ring_polys = npolys; - - npolys += rsections * 3; // top, bottom, edge - nverts += rsections * 6; - } - - surface->SetName(name); - surface->CreateVerts(nverts); - surface->CreatePolys(npolys); - - VertexSet* vset = surface->GetVertexSet(); - - if (!vset || vset->nverts < nverts) { - ::Print("WARNING: insufficient memory for planet '%s'\n", name); - return; - } - - Poly* polys = surface->GetPolys(); - - if (!polys) { - ::Print("WARNING: insufficient memory for planet '%s'\n", name); - return; - } - - ZeroMemory(polys, sizeof(Poly) * npolys); - - // Generate vertex points for planetary rings: - double dtheta = PI / (nrings + 2); - double dphi = 2 * PI / nsections; - double theta = 0; - n = 0; // vertex being generated - - for (i = 0; i < nrings+3; i++) { - double y = radius * cos(theta); // y is the same for entire ring - double v = theta / PI; // v is the same for entire ring - double rsintheta = radius * sin(theta); - double phi = 0; - - for (j = 0; j < sect_verts; j++) { - double x = rsintheta * sin(phi); - double z = rsintheta * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(x, y, z); - vset->tu[n] = (float) (tscale * (1 - (phi/(2.0*PI)))); - vset->tv[n] = (float) (tscale * v); - - vset->nrm[n].Normalize(); - - phi += dphi; - n++; - } - - theta += dtheta; - } - - // Generate vertex points for rings: - if (has_ring) { - n = ring_verts; - - double dphi = 2.0 * PI / rsections; - double y = 0; // y is the same for entire ring - - // top of ring: - double phi = 0; - for (j = 0; j < rsections; j++) { - double x = minrad * sin(phi); - double z = minrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, 1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 0.0f; - n++; - - x = maxrad * sin(phi); - z = maxrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, 1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - - // bottom of ring: - phi = 0; - for (j = 0; j < rsections; j++) { - double x = minrad * sin(phi); - double z = minrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, -1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 0.0f; - n++; - - x = maxrad * sin(phi); - z = maxrad * cos(phi); - - vset->loc[n] = Vec3(x, y, z); - vset->nrm[n] = Vec3(0, -1, 0); - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - - // edge of ring: - phi = 0; - for (j = 0; j < rsections; j++) { - double x = maxrad * sin(phi); - double z = maxrad * cos(phi); - - Point normal = Point(x,0,z); - normal.Normalize(); - - double thickness = maxrad/333; - - vset->loc[n] = Vec3(x, y+thickness, z); - vset->nrm[n] = normal; - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - vset->loc[n] = Vec3(x, y-thickness, z); - vset->nrm[n] = normal; - vset->tu[n] = (j & 1) ? 1.0f : 0.0f; - vset->tv[n] = 1.0f; - n++; - - phi += dphi; - } - } - - for (i = 0; i < npolys; i++) { - polys[i].nverts = 3; - polys[i].vertex_set = vset; - polys[i].material = mtl_surf; - } - - // Generate triangles for top and bottom caps. - for (i = 0; i < nsections; i++) { - Poly& p0 = polys[i]; - p0.verts[2] = i; - p0.verts[1] = sect_verts + i; - p0.verts[0] = sect_verts + ((i+1) % sect_verts); - - Poly& p1 = polys[ppolys - nsections + i]; - p1.verts[2] = pverts - 1 - i; - p1.verts[1] = pverts - 1 - sect_verts - i; - p1.verts[0] = pverts - 2 - sect_verts - i; - - surface->AddIndices(6); - } - - // Generate triangles for the planetary rings - m = sect_verts; // first vertex in current ring - n = nsections; // triangle being generated, skip the top cap - - for (i = 0; i < nrings; i++) { - for (j = 0; j < nsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.verts[3] = m + j; - p0.verts[2] = m + (sect_verts) + j; - p0.verts[1] = m + (sect_verts) + ((j + 1) % (sect_verts)); - p0.verts[0] = m + ((j + 1) % (sect_verts)); - n++; - - surface->AddIndices(6); - } - - m += sect_verts; - } - - if (averts && apolys && mtl_limb) { - for (i = 0; i < pverts; i++) { - vset->loc[averts + i] = vset->loc[i]; - vset->nrm[averts + i] = vset->nrm[i]; - } - - for (i = 0; i < ppolys; i++) { - Poly& p0 = polys[i]; - Poly& p1 = polys[apolys + i]; - - p1.vertex_set = vset; - p1.material = mtl_limb; - - p1.nverts = p0.nverts; - p1.verts[0] = p0.verts[0]; - p1.verts[1] = p0.verts[1]; - p1.verts[2] = p0.verts[2]; - p1.verts[3] = p0.verts[3]; - - surface->AddIndices(p1.nverts == 3 ? 3 : 6); - } - } - - if (has_ring) { - // Generate quads for the rings - m = ring_verts; // first vertex in top of ring, after planet verts - n = ring_polys; // quad being generated, after planet polys - - // top of ring: - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[3] = m + 2*j; - p0.verts[2] = m + 2*j + 1; - p0.verts[1] = m + ((2*j + 3) % (rsections*2)); - p0.verts[0] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - - // bottom of ring: - // first vertex in bottom of ring, after top ring verts - m = ring_verts + 2*rsections; - - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[0] = m + 2*j; - p0.verts[1] = m + 2*j + 1; - p0.verts[2] = m + ((2*j + 3) % (rsections*2)); - p0.verts[3] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - - // edge of ring: - // first vertex in edge of ring, after bottom ring verts - m = ring_verts + 4*rsections; - - for (j = 0; j < rsections; j++) { - Poly& p0 = polys[n]; - p0.nverts = 4; - p0.material = mtl_ring; - - p0.verts[3] = m + 2*j; - p0.verts[2] = m + 2*j + 1; - p0.verts[1] = m + ((2*j + 3) % (rsections*2)); - p0.verts[0] = m + ((2*j + 2) % (rsections*2)); - - surface->AddIndices(6); - - n++; - } - } - - // then assign them to cohesive segments: - Segment* segment = 0; - - for (n = 0; n < npolys; n++) { - Poly& poly = polys[n]; - poly.plane = Plane(vset->loc[poly.verts[0]], - vset->loc[poly.verts[2]], - vset->loc[poly.verts[1]]); - - if (segment && segment->material == polys[n].material) { - segment->npolys++; - } - else { - segment = new(__FILE__,__LINE__) Segment; - - segment->npolys = 1; - segment->polys = &polys[n]; - segment->material = segment->polys->material; - - surface->GetSegments().append(segment); - } - } - - model->AddSurface(surface); -} - - -int -PlanetRep::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, -bool treat_translucent_polys_as_solid) -{ - // compute leading edge of ray: - Point dst = Q + w*len; - - // check right angle spherical distance: - Point d0 = loc - Q; - Point d1 = d0.cross(w); - double dlen = d1.length(); // distance of point from line - - if (dlen > body_rad) // clean miss - return 0; // (no impact) - - // possible collision course... - Point d2 = Q + w * (d0 * w); - - // so check the leading edge: - Point delta0 = dst - loc; - - if (delta0.length() > radius) { - // and the endpoints: - Point delta1 = d2 - Q; - Point delta2 = dst - Q; - - // if d2 is not between Q and dst, we missed: - if (delta1 * delta2 < 0 || - delta1.length() > delta2.length()) { - return 0; - } - } - - return 1; -} - -void -PlanetRep::SetDaytime(bool d) -{ - daytime = d; - - if (daytime) { - if (mtl_surf) mtl_surf->blend = Material::MTL_ADDITIVE; - if (mtl_ring) mtl_ring->blend = Material::MTL_ADDITIVE; - } - - else { - if (mtl_surf) mtl_surf->blend = Material::MTL_SOLID; - if (mtl_ring) mtl_ring->blend = Material::MTL_TRANSLUCENT; - } -} - -void -PlanetRep::SetStarSystem(StarSystem* system) -{ - star_system = system; -} - -// +--------------------------------------------------------------------+ - -void -PlanetRep::Render(Video* video, DWORD flags) -{ - Solid::Render(video, flags); - - /*** - *** DEBUG - *** - -Matrix orient = Orientation(); -orient.Transpose(); - -video->SetObjTransform(orient, Location()); - -Surface* surf = model->GetSurfaces().first(); -Poly* polys = surf->GetPolys(); - -for (int i = 0; i < 5; i++) - video->DrawPolyOutline(polys + i); -/***/ -} - +/* 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: Sky.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Celestial sphere, stars, planets, space dust... +*/ + +#include "MemDebug.h" +#include "Sky.h" +#include "StarSystem.h" + +#include "Game.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Light.h" +#include "Random.h" + +void Print(const char* ftm, ...); + + +// +====================================================================+ + +Stars::Stars(int nstars) +{ + infinite = true; + luminous = true; + shadow = false; + + vset = new(__FILE__,__LINE__) VertexSet(nstars); + colors = new(__FILE__,__LINE__) Color[nstars]; + + for (int i = 0; i < nstars; i++) { + vset->loc[i] = RandomVector(1000); + + ColorValue val = ColorValue((float) Random(0.7, 0.8), + (float) Random(0.7, 0.8), + (float) Random(0.7, 0.8)); + Color c = val.ToColor(); + + colors[i] = c; + vset->diffuse[i] = c.Value(); + vset->specular[i] = 0; + } + + strcpy_s(name, "Stars"); +} + +Stars::~Stars() +{ + delete [] colors; + delete vset; +} + +// +--------------------------------------------------------------------+ + +void +Stars::Illuminate(double scale) +{ + if (!vset) + return; + + for (int i = 0; i < vset->nverts; i++) { + Color c = colors[i] * scale; + vset->diffuse[i] = c.Value(); + } +} + +// +--------------------------------------------------------------------+ + +void +Stars::Render(Video* video, DWORD flags) +{ + if (!vset || !video || (flags & Graphic::RENDER_ADDITIVE) == 0) + return; + + video->SetBlendType(Video::BLEND_ADDITIVE); + video->DrawPoints(vset); +} + +// +====================================================================+ + +static const double BOUNDARY = 3000; +static const double BOUNDARYx2 = BOUNDARY * 2; + +Dust::Dust(int ndust, bool b) + : really_hidden(false), bright(b) +{ + radius = (float) BOUNDARYx2; + luminous = true; + vset = new(__FILE__,__LINE__) VertexSet(ndust); + + Reset(Point(0, 0, 0)); + strcpy_s(name, "Dust"); +} + +// +--------------------------------------------------------------------+ + +Dust::~Dust() +{ + delete vset; +} + +// +--------------------------------------------------------------------+ + +void +Dust::Reset(const Point& ref) +{ + BYTE c = 0; + + for (int i = 0; i < vset->nverts; i++) { + vset->loc[i] = Vec3( Random(-BOUNDARY, BOUNDARY), + Random(-BOUNDARY, BOUNDARY), + Random(-BOUNDARY, BOUNDARY) ); + + if (bright) + c = (BYTE) Random(96,200); + else + c = (BYTE) Random(64,156); + + vset->diffuse[i] = Color(c,c,c).Value(); + vset->specular[i] = 0; + } +} + +// +--------------------------------------------------------------------+ + +void +Dust::ExecFrame(double factor, const Point& ref) +{ + if (Game::TimeCompression() > 4) { + Hide(); + return; + } + + Show(); + + Point delta = ref - loc; + double dlen = delta.length(); + + if (dlen < 0.0001) + return; + + if (dlen > BOUNDARY) { + Reset(ref); + } + else { + // wrap around if necessary to keep in view + for (int i = 0; i < vset->nverts; i++) { + Vec3 v = vset->loc[i]; + + v -= delta; + + if (v.x > BOUNDARY) v.x -= (float) BOUNDARYx2; + if (v.x < -BOUNDARY) v.x += (float) BOUNDARYx2; + if (v.y > BOUNDARY) v.y -= (float) BOUNDARYx2; + if (v.y < -BOUNDARY) v.y += (float) BOUNDARYx2; + if (v.z > BOUNDARY) v.z -= (float) BOUNDARYx2; + if (v.z < -BOUNDARY) v.z += (float) BOUNDARYx2; + + vset->loc[i] = v; + } + } + + MoveTo(ref); +} + +// +--------------------------------------------------------------------+ + +void +Dust::Render(Video* video, DWORD flags) +{ + if (hidden || really_hidden) + return; + + if (!vset || !video || (flags & Graphic::RENDER_SOLID) == 0 || (flags & Graphic::RENDER_ADD_LIGHT) != 0) + return; + + video->SetBlendType(Video::BLEND_SOLID); + video->SetRenderState(Video::Z_ENABLE, false); + video->SetRenderState(Video::Z_WRITE_ENABLE, false); + + video->DrawPoints(vset); + + video->SetRenderState(Video::Z_ENABLE, true); + video->SetRenderState(Video::Z_WRITE_ENABLE, true); +} + +// +--------------------------------------------------------------------+ + +void +Dust::Hide() +{ + hidden = true; + really_hidden = true; +} + +void +Dust::Show() +{ + hidden = false; + really_hidden = false; +} + +// +====================================================================+ + +PlanetRep::PlanetRep(const char* surface_name, const char* glow_name, + double rad, const Vec3& pos, double tscale, + const char* rngname, double minrad, double maxrad, + Color atmos, const char* gloss_name) + : mtl_surf(0), mtl_limb(0), mtl_ring(0), star_system(0) +{ + loc = pos; + + radius = (float) rad; + has_ring = 0; + ring_verts = -1; + ring_polys = -1; + ring_rad = 0; + body_rad = rad; + daytime = false; + atmosphere = atmos; + star_system = 0; + + if (!surface_name || !*surface_name) { + Print(" invalid Planet patch - no surface texture specified\n"); + return; + } + + Print(" constructing Planet patch %s\n", surface_name); + strncpy(name, surface_name, 31); + name[31] = 0; + + Bitmap* bmp_surf = 0; + Bitmap* bmp_spec = 0; + Bitmap* bmp_glow = 0; + Bitmap* bmp_ring = 0; + Bitmap* bmp_limb = 0; + + DataLoader* loader = DataLoader::GetLoader(); + loader->LoadTexture(surface_name, bmp_surf, Bitmap::BMP_SOLID, true); + + if (glow_name && *glow_name) { + Print(" loading glow texture %s\n", glow_name); + loader->LoadTexture(glow_name, bmp_glow, Bitmap::BMP_SOLID, true); + } + + if (gloss_name && *gloss_name) { + Print(" loading gloss texture %s\n", gloss_name); + loader->LoadTexture(gloss_name, bmp_spec, Bitmap::BMP_SOLID, true); + } + + mtl_surf = new(__FILE__,__LINE__) Material; + + mtl_surf->Ka = Color::LightGray; + mtl_surf->Kd = Color::White; + mtl_surf->Ke = bmp_glow ? Color::White : Color::Black; + mtl_surf->Ks = bmp_spec ? Color::LightGray : Color::Black; + mtl_surf->power = 25.0f; + mtl_surf->tex_diffuse = bmp_surf; + mtl_surf->tex_specular = bmp_spec; + mtl_surf->tex_emissive = bmp_glow; + mtl_surf->blend = Material::MTL_SOLID; + + if (bmp_spec && Video::GetInstance()->IsSpecMapEnabled()) { + if (glow_name && strstr(glow_name, "light")) + strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurfNightLight"); + + else if (glow_name) + strcpy_s(mtl_surf->shader, "SimplePix/PlanetSurf"); + } + + if (atmosphere != Color::Black) { + mtl_limb = new(__FILE__,__LINE__) Material; + + mtl_limb->Ka = atmosphere; + + strcpy_s(mtl_limb->shader, "PlanetLimb"); + + Print(" loading atmospheric limb texture PlanetLimb.pcx\n"); + loader->LoadTexture("PlanetLimb.pcx", bmp_limb, Bitmap::BMP_TRANSLUCENT, true); + mtl_limb->tex_diffuse = bmp_limb; + mtl_limb->blend = Material::MTL_TRANSLUCENT; + } + + if (maxrad > 0 && minrad > 0) { + has_ring = 1; + radius = (float) maxrad; + ring_rad = (maxrad + minrad)/2; + loader->LoadTexture(rngname, bmp_ring, Bitmap::BMP_SOLID, true); + + mtl_ring = new(__FILE__,__LINE__) Material; + + mtl_ring->Ka = Color::LightGray; + mtl_ring->Kd = Color::White; + mtl_ring->Ks = Color::Gray; + mtl_ring->Ke = Color::Black; + mtl_ring->power = 30.0f; + mtl_ring->tex_diffuse = bmp_ring; + mtl_ring->blend = Material::MTL_TRANSLUCENT; + } + + if (rad > 2e6 && rad < 1e8) + CreateSphere(rad, 24, 32, minrad, maxrad, 48, tscale); + else + CreateSphere(rad, 16, 24, minrad, maxrad, 48, tscale); +} + +// +--------------------------------------------------------------------+ + +PlanetRep::~PlanetRep() +{ +} + +// +--------------------------------------------------------------------+ + +void +PlanetRep::CreateSphere(double radius, int nrings, int nsections, +double minrad, double maxrad, int rsections, +double tscale) +{ + const int sect_verts = nsections + 1; + + model = new(__FILE__,__LINE__) Model; + own_model = 1; + + Surface* surface = new(__FILE__,__LINE__) Surface; + + int i, j, m, n; + + int npolys = (nrings + 2) * nsections; + int nverts = (nrings + 3) * sect_verts; + + int ppolys = npolys; + int pverts = nverts; + + int apolys = 0; + int averts = 0; + + if (atmosphere != Color::Black) { + apolys = npolys; + averts = nverts; + + npolys *= 2; + nverts *= 2; + } + + if (has_ring) { + ring_verts = nverts; + ring_polys = npolys; + + npolys += rsections * 3; // top, bottom, edge + nverts += rsections * 6; + } + + surface->SetName(name); + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + + if (!vset || vset->nverts < nverts) { + ::Print("WARNING: insufficient memory for planet '%s'\n", name); + return; + } + + Poly* polys = surface->GetPolys(); + + if (!polys) { + ::Print("WARNING: insufficient memory for planet '%s'\n", name); + return; + } + + ZeroMemory(polys, sizeof(Poly) * npolys); + + // Generate vertex points for planetary rings: + double dtheta = PI / (nrings + 2); + double dphi = 2 * PI / nsections; + double theta = 0; + n = 0; // vertex being generated + + for (i = 0; i < nrings+3; i++) { + double y = radius * cos(theta); // y is the same for entire ring + double v = theta / PI; // v is the same for entire ring + double rsintheta = radius * sin(theta); + double phi = 0; + + for (j = 0; j < sect_verts; j++) { + double x = rsintheta * sin(phi); + double z = rsintheta * cos(phi); + + vset->loc[n] = Vec3(x, y, z); + vset->nrm[n] = Vec3(x, y, z); + vset->tu[n] = (float) (tscale * (1 - (phi/(2.0*PI)))); + vset->tv[n] = (float) (tscale * v); + + vset->nrm[n].Normalize(); + + phi += dphi; + n++; + } + + theta += dtheta; + } + + // Generate vertex points for rings: + if (has_ring) { + n = ring_verts; + + double dphi = 2.0 * PI / rsections; + double y = 0; // y is the same for entire ring + + // top of ring: + double phi = 0; + for (j = 0; j < rsections; j++) { + double x = minrad * sin(phi); + double z = minrad * cos(phi); + + vset->loc[n] = Vec3(x, y, z); + vset->nrm[n] = Vec3(0, 1, 0); + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 0.0f; + n++; + + x = maxrad * sin(phi); + z = maxrad * cos(phi); + + vset->loc[n] = Vec3(x, y, z); + vset->nrm[n] = Vec3(0, 1, 0); + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 1.0f; + n++; + + phi += dphi; + } + + // bottom of ring: + phi = 0; + for (j = 0; j < rsections; j++) { + double x = minrad * sin(phi); + double z = minrad * cos(phi); + + vset->loc[n] = Vec3(x, y, z); + vset->nrm[n] = Vec3(0, -1, 0); + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 0.0f; + n++; + + x = maxrad * sin(phi); + z = maxrad * cos(phi); + + vset->loc[n] = Vec3(x, y, z); + vset->nrm[n] = Vec3(0, -1, 0); + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 1.0f; + n++; + + phi += dphi; + } + + // edge of ring: + phi = 0; + for (j = 0; j < rsections; j++) { + double x = maxrad * sin(phi); + double z = maxrad * cos(phi); + + Point normal = Point(x,0,z); + normal.Normalize(); + + double thickness = maxrad/333; + + vset->loc[n] = Vec3(x, y+thickness, z); + vset->nrm[n] = normal; + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 1.0f; + n++; + + vset->loc[n] = Vec3(x, y-thickness, z); + vset->nrm[n] = normal; + vset->tu[n] = (j & 1) ? 1.0f : 0.0f; + vset->tv[n] = 1.0f; + n++; + + phi += dphi; + } + } + + for (i = 0; i < npolys; i++) { + polys[i].nverts = 3; + polys[i].vertex_set = vset; + polys[i].material = mtl_surf; + } + + // Generate triangles for top and bottom caps. + for (i = 0; i < nsections; i++) { + Poly& p0 = polys[i]; + p0.verts[2] = i; + p0.verts[1] = sect_verts + i; + p0.verts[0] = sect_verts + ((i+1) % sect_verts); + + Poly& p1 = polys[ppolys - nsections + i]; + p1.verts[2] = pverts - 1 - i; + p1.verts[1] = pverts - 1 - sect_verts - i; + p1.verts[0] = pverts - 2 - sect_verts - i; + + surface->AddIndices(6); + } + + // Generate triangles for the planetary rings + m = sect_verts; // first vertex in current ring + n = nsections; // triangle being generated, skip the top cap + + for (i = 0; i < nrings; i++) { + for (j = 0; j < nsections; j++) { + Poly& p0 = polys[n]; + p0.nverts = 4; + p0.verts[3] = m + j; + p0.verts[2] = m + (sect_verts) + j; + p0.verts[1] = m + (sect_verts) + ((j + 1) % (sect_verts)); + p0.verts[0] = m + ((j + 1) % (sect_verts)); + n++; + + surface->AddIndices(6); + } + + m += sect_verts; + } + + if (averts && apolys && mtl_limb) { + for (i = 0; i < pverts; i++) { + vset->loc[averts + i] = vset->loc[i]; + vset->nrm[averts + i] = vset->nrm[i]; + } + + for (i = 0; i < ppolys; i++) { + Poly& p0 = polys[i]; + Poly& p1 = polys[apolys + i]; + + p1.vertex_set = vset; + p1.material = mtl_limb; + + p1.nverts = p0.nverts; + p1.verts[0] = p0.verts[0]; + p1.verts[1] = p0.verts[1]; + p1.verts[2] = p0.verts[2]; + p1.verts[3] = p0.verts[3]; + + surface->AddIndices(p1.nverts == 3 ? 3 : 6); + } + } + + if (has_ring) { + // Generate quads for the rings + m = ring_verts; // first vertex in top of ring, after planet verts + n = ring_polys; // quad being generated, after planet polys + + // top of ring: + for (j = 0; j < rsections; j++) { + Poly& p0 = polys[n]; + p0.nverts = 4; + p0.material = mtl_ring; + + p0.verts[3] = m + 2*j; + p0.verts[2] = m + 2*j + 1; + p0.verts[1] = m + ((2*j + 3) % (rsections*2)); + p0.verts[0] = m + ((2*j + 2) % (rsections*2)); + + surface->AddIndices(6); + + n++; + } + + // bottom of ring: + // first vertex in bottom of ring, after top ring verts + m = ring_verts + 2*rsections; + + for (j = 0; j < rsections; j++) { + Poly& p0 = polys[n]; + p0.nverts = 4; + p0.material = mtl_ring; + + p0.verts[0] = m + 2*j; + p0.verts[1] = m + 2*j + 1; + p0.verts[2] = m + ((2*j + 3) % (rsections*2)); + p0.verts[3] = m + ((2*j + 2) % (rsections*2)); + + surface->AddIndices(6); + + n++; + } + + // edge of ring: + // first vertex in edge of ring, after bottom ring verts + m = ring_verts + 4*rsections; + + for (j = 0; j < rsections; j++) { + Poly& p0 = polys[n]; + p0.nverts = 4; + p0.material = mtl_ring; + + p0.verts[3] = m + 2*j; + p0.verts[2] = m + 2*j + 1; + p0.verts[1] = m + ((2*j + 3) % (rsections*2)); + p0.verts[0] = m + ((2*j + 2) % (rsections*2)); + + surface->AddIndices(6); + + n++; + } + } + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); + + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = new(__FILE__,__LINE__) Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + model->AddSurface(surface); +} + + +int +PlanetRep::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, +bool treat_translucent_polys_as_solid) +{ + // compute leading edge of ray: + Point dst = Q + w*len; + + // check right angle spherical distance: + Point d0 = loc - Q; + Point d1 = d0.cross(w); + double dlen = d1.length(); // distance of point from line + + if (dlen > body_rad) // clean miss + return 0; // (no impact) + + // possible collision course... + Point d2 = Q + w * (d0 * w); + + // so check the leading edge: + Point delta0 = dst - loc; + + if (delta0.length() > radius) { + // and the endpoints: + Point delta1 = d2 - Q; + Point delta2 = dst - Q; + + // if d2 is not between Q and dst, we missed: + if (delta1 * delta2 < 0 || + delta1.length() > delta2.length()) { + return 0; + } + } + + return 1; +} + +void +PlanetRep::SetDaytime(bool d) +{ + daytime = d; + + if (daytime) { + if (mtl_surf) mtl_surf->blend = Material::MTL_ADDITIVE; + if (mtl_ring) mtl_ring->blend = Material::MTL_ADDITIVE; + } + + else { + if (mtl_surf) mtl_surf->blend = Material::MTL_SOLID; + if (mtl_ring) mtl_ring->blend = Material::MTL_TRANSLUCENT; + } +} + +void +PlanetRep::SetStarSystem(StarSystem* system) +{ + star_system = system; +} + +// +--------------------------------------------------------------------+ + +void +PlanetRep::Render(Video* video, DWORD flags) +{ + Solid::Render(video, flags); + + /*** + *** DEBUG + *** + +Matrix orient = Orientation(); +orient.Transpose(); + +video->SetObjTransform(orient, Location()); + +Surface* surf = model->GetSurfaces().first(); +Poly* polys = surf->GetPolys(); + +for (int i = 0; i < 5; i++) + video->DrawPolyOutline(polys + i); +/***/ +} + -- cgit v1.1