From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/TerrainClouds.cpp | 404 +++++++++++++++++++++++----------------------- 1 file changed, 202 insertions(+), 202 deletions(-) (limited to 'Stars45/TerrainClouds.cpp') diff --git a/Stars45/TerrainClouds.cpp b/Stars45/TerrainClouds.cpp index 49f7113..2c1f4b8 100644 --- a/Stars45/TerrainClouds.cpp +++ b/Stars45/TerrainClouds.cpp @@ -1,14 +1,14 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2005. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2005. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: TerrainClouds.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: TerrainClouds.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== + OVERVIEW + ======== */ #include "MemDebug.h" @@ -27,27 +27,27 @@ // +--------------------------------------------------------------------+ TerrainClouds::TerrainClouds(Terrain* terr, int t) - : terrain(terr), type(t) +: terrain(terr), type(t) { - nverts = 0; - npolys = 0; - mverts = 0; - verts = 0; - polys = 0; + nverts = 0; + npolys = 0; + mverts = 0; + verts = 0; + polys = 0; - loc = Point(0, 15000, 0); - radius = (float) (25000.0f); + loc = Point(0, 15000, 0); + radius = (float) (25000.0f); - BuildClouds(); + BuildClouds(); } // +--------------------------------------------------------------------+ TerrainClouds::~TerrainClouds() { - delete [] mverts; - delete verts; - delete [] polys; + delete [] mverts; + delete verts; + delete [] polys; } // +--------------------------------------------------------------------+ @@ -59,153 +59,153 @@ 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(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(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]]); - } + 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(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(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]]); + } } // +--------------------------------------------------------------------+ @@ -213,11 +213,11 @@ TerrainClouds::BuildClouds() void TerrainClouds::Update() { - if (!nverts || !mverts || !verts) - return; + if (!nverts || !mverts || !verts) + return; - for (int i = 0; i < nverts; ++i) - verts->loc[i] = mverts[i] + loc; + for (int i = 0; i < nverts; ++i) + verts->loc[i] = mverts[i] + loc; } // +--------------------------------------------------------------------+ @@ -225,30 +225,30 @@ TerrainClouds::Update() void TerrainClouds::Illuminate(Color ambient, List& 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; - } - } - } - } + 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; + } + } + } + } } // +--------------------------------------------------------------------+ @@ -256,14 +256,14 @@ TerrainClouds::Illuminate(Color ambient, List& lights) void TerrainClouds::Render(Video* video, DWORD flags) { - if ((flags & Graphic::RENDER_ALPHA) == 0) - return; + if ((flags & Graphic::RENDER_ALPHA) == 0) + return; - if (video && life && polys && npolys && verts) { - if (scene) - Illuminate(scene->Ambient(), scene->Lights()); + if (video && life && polys && npolys && verts) { + if (scene) + Illuminate(scene->Ambient(), scene->Lights()); - video->SetRenderState(Video::FOG_ENABLE, false); - video->DrawPolys(npolys, polys); - } + video->SetRenderState(Video::FOG_ENABLE, false); + video->DrawPolys(npolys, polys); + } } -- cgit v1.1