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/TerrainRegion.cpp | 556 ++++++++++++++++++++++++---------------------- 1 file changed, 290 insertions(+), 266 deletions(-) (limited to 'Stars45/TerrainRegion.cpp') diff --git a/Stars45/TerrainRegion.cpp b/Stars45/TerrainRegion.cpp index 429b34d..6e13455 100644 --- a/Stars45/TerrainRegion.cpp +++ b/Stars45/TerrainRegion.cpp @@ -1,266 +1,290 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2005. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: TerrainRegion.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Various Heavenly Bodies -*/ - -#include "MemDebug.h" -#include "TerrainRegion.h" -#include "Sky.h" -#include "TerrainHaze.h" -#include "TerrainLayer.h" -#include "Sim.h" -#include "Grid.h" -#include "CameraDirector.h" -#include "HUDView.h" - -#include "Game.h" -#include "Sound.h" -#include "Solid.h" -#include "Sprite.h" -#include "Light.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "Scene.h" -#include "ParseUtil.h" - -// +====================================================================+ - -TerrainRegion::TerrainRegion(StarSystem* s, const char* n, double r, Orbital* p) -: OrbitalRegion(s, n, 0.0, r, 0.0, p), -scale(10e3), -mtnscale(1e3), -fog_density(0), -fog_scale(0), -day_phase(0), -eclipsed(false) -{ - type = TERRAIN; - - if (primary) { - orbit = primary->Radius(); - period = primary->Rotation(); - } - - clouds_alt_high = 12.0e3; - clouds_alt_low = 8.0e3; - - Update(); -} - -// +--------------------------------------------------------------------+ - -TerrainRegion::~TerrainRegion() -{ - layers.destroy(); -} - -// +--------------------------------------------------------------------+ - -void -TerrainRegion::Update() -{ - if (system && primary) { - phase = primary->RotationPhase(); - loc = primary->Location() + Point((double) (orbit * cos(phase)), - (double) (orbit * sin(phase)), - 0); - } - - if (rep) - rep->MoveTo(loc.OtherHand()); - - // calc day phase: - OrbitalBody* star = system->Bodies()[0]; - - Point tvpn = Location() - primary->Location(); - Point tvst = star->Location() - primary->Location(); - - tvpn.Normalize(); - tvst.Normalize(); - - day_phase = acos(tvpn * tvst) + PI; - - Point meridian = tvpn.cross(tvst); - - if (meridian.z < 0) { - day_phase = 2*PI - day_phase; - } - - day_phase *= 24 / (2*PI); - - if (!system || system->ActiveRegion() != this) - return; - - // set sky color: - int base_hour = (int) day_phase; - double fraction = day_phase - base_hour; - - sky_color[24] = Color::Scale(sky_color[base_hour], sky_color[base_hour+1], fraction); - sun_color[24] = Color::Scale(sun_color[base_hour], sun_color[base_hour+1], fraction); - fog_color[24] = Color::Scale(fog_color[base_hour], fog_color[base_hour+1], fraction); - ambient[24] = Color::Scale(ambient[base_hour], ambient[base_hour+1], fraction); - overcast[24] = Color::Scale(overcast[base_hour], overcast[base_hour+1], fraction); - cloud_color[24] = Color::Scale(cloud_color[base_hour], cloud_color[base_hour+1], fraction); - shade_color[24] = Color::Scale(shade_color[base_hour], shade_color[base_hour+1], fraction); - - CameraDirector* cam_dir = CameraDirector::GetInstance(); - Sim* sim = Sim::GetSim(); - double alt = 0; - double dim = 1; - - if (cam_dir && cam_dir->GetCamera()) - alt = cam_dir->GetCamera()->Pos().y; - - if (alt > 0) { - if (alt < TERRAIN_ALTITUDE_LIMIT) { - if (weather.Ceiling() > 0) { - fog_color[24] = overcast[24]; - sky_color[24] = overcast[24]; - dim = 0.125; - - /*** - if (alt < weather.Ceiling()) { - sky_color[24] = overcast[24]; - dim = 0.125; - } - else if (alt < weather.Ceiling() + 500) { - double thick = (weather.Ceiling() + 500.0 - alt) / 500.0; - sky_color[24] = sky_color[24] * (1.0 - thick); - sky_color[24] += overcast[24] * thick; - - dim = 1 - thick * 0.875; - } - else { - sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT); - } - ***/ - } - - else { - sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT); - } - } - else { - sky_color[24] = Color::Black; - } - } - - if (system) { - system->SetSunlight(sun_color[24], dim); - system->SetBacklight(sky_color[24], dim); - - HUDView* hud = HUDView::GetInstance(); - if (hud) { - Color night_vision = hud->Ambient(); - sky_color[24] += night_vision * 0.15; - } - } -} - -// +--------------------------------------------------------------------+ - -void -TerrainRegion::LoadSkyColors(const char* bmp_name) -{ - Bitmap sky_colors_bmp; - - DataLoader* loader = DataLoader::GetLoader(); - loader->LoadBitmap(bmp_name, sky_colors_bmp); - - int max_color = sky_colors_bmp.Width(); - - if (max_color > 24) - max_color = 24; - - for (int i = 0; i < 25; i++) { - sun_color[i] = Color::White; - sky_color[i] = Color::Black; - fog_color[i] = Color::White; - ambient[i] = Color::DarkGray; - cloud_color[i] = Color::White; - shade_color[i] = Color::Gray; - } - - for (int i = 0; i < max_color; i++) - sky_color[i] = sky_colors_bmp.GetColor(i, 0); - - if (sky_colors_bmp.Height() > 1) - for (int i = 0; i < max_color; i++) - fog_color[i].Set(sky_colors_bmp.GetColor(i, 1).Value() | Color(0,0,0,255).Value()); - - if (sky_colors_bmp.Height() > 2) - for (int i = 0; i < max_color; i++) - ambient[i] = sky_colors_bmp.GetColor(i, 2); - - if (sky_colors_bmp.Height() > 3) - for (int i = 0; i < max_color; i++) - sun_color[i] = sky_colors_bmp.GetColor(i, 3); - - if (sky_colors_bmp.Height() > 4) - for (int i = 0; i < max_color; i++) - overcast[i] = sky_colors_bmp.GetColor(i, 4); - - if (sky_colors_bmp.Height() > 5) - for (int i = 0; i < max_color; i++) - cloud_color[i] = sky_colors_bmp.GetColor(i, 5); - - if (sky_colors_bmp.Height() > 6) - for (int i = 0; i < max_color; i++) - shade_color[i] = sky_colors_bmp.GetColor(i, 6); -} - -// +--------------------------------------------------------------------+ - -void -TerrainRegion::AddLayer(double h, const char* tile, const char* detail) -{ - TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer; - - layer->min_height = h; - layer->tile_name = tile; - - if (detail && *detail) - layer->detail_name = detail; - - layers.append(layer); -} - -const Text& -TerrainRegion::EnvironmentTexture(int face) const -{ - switch (face) { - case 0: return env_texture_positive_x; - - case 1: if (env_texture_negative_x.length() > 0) - return env_texture_negative_x; - return env_texture_positive_x; - - case 2: return env_texture_positive_y; - - case 3: if (env_texture_negative_y.length() > 0) - return env_texture_negative_y; - return env_texture_positive_y; - - case 4: if (env_texture_positive_z.length() > 0) - return env_texture_positive_z; - return env_texture_positive_x; - - case 5: if (env_texture_negative_z.length() > 0) - return env_texture_negative_z; - if (env_texture_positive_z.length() > 0) - return env_texture_positive_z; - return env_texture_positive_x; - } - - return env_texture_positive_x; -} - +/* 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.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Various Heavenly Bodies +*/ + +#include "MemDebug.h" +#include "TerrainRegion.h" +#include "Sky.h" +#include "TerrainHaze.h" +#include "TerrainLayer.h" +#include "Sim.h" +#include "Grid.h" +#include "CameraDirector.h" +#include "HUDView.h" + +#include "Game.h" +#include "Sound.h" +#include "Solid.h" +#include "Sprite.h" +#include "Light.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Scene.h" +#include "ParseUtil.h" + +// +====================================================================+ + +TerrainRegion::TerrainRegion(StarSystem* s, const char* n, double r, Orbital* p) +: OrbitalRegion(s, n, 0.0, r, 0.0, p), +scale(10e3), +mtnscale(1e3), +fog_density(0), +fog_scale(0), +day_phase(0), +eclipsed(false) +{ + type = TERRAIN; + + if (primary) { + orbit = primary->Radius(); + period = primary->Rotation(); + } + + clouds_alt_high = 12.0e3; + clouds_alt_low = 8.0e3; + + Update(); +} + +// +--------------------------------------------------------------------+ + +TerrainRegion::~TerrainRegion() +{ + layers.destroy(); +} + +// +--------------------------------------------------------------------+ + +void +TerrainRegion::Update() +{ + if (system && primary) { + phase = primary->RotationPhase(); + loc = primary->Location() + Point((double) (orbit * cos(phase)), + (double) (orbit * sin(phase)), + 0); + } + + if (rep) + rep->MoveTo(loc.OtherHand()); + + // calc day phase: + OrbitalBody* star = system->Bodies()[0]; + + Point tvpn = Location() - primary->Location(); + Point tvst = star->Location() - primary->Location(); + + tvpn.Normalize(); + tvst.Normalize(); + + day_phase = acos(tvpn * tvst) + PI; + + Point meridian = tvpn.cross(tvst); + + if (meridian.z < 0) { + day_phase = 2*PI - day_phase; + } + + day_phase *= 24 / (2*PI); + + if (!system || system->ActiveRegion() != this) + return; + + // set sky color: + int base_hour = (int) day_phase; + double fraction = day_phase - base_hour; + + sky_color[24] = Color::Scale(sky_color[base_hour], sky_color[base_hour+1], fraction); + sun_color[24] = Color::Scale(sun_color[base_hour], sun_color[base_hour+1], fraction); + fog_color[24] = Color::Scale(fog_color[base_hour], fog_color[base_hour+1], fraction); + ambient[24] = Color::Scale(ambient[base_hour], ambient[base_hour+1], fraction); + overcast[24] = Color::Scale(overcast[base_hour], overcast[base_hour+1], fraction); + cloud_color[24] = Color::Scale(cloud_color[base_hour], cloud_color[base_hour+1], fraction); + shade_color[24] = Color::Scale(shade_color[base_hour], shade_color[base_hour+1], fraction); + + CameraDirector* cam_dir = CameraDirector::GetInstance(); + Sim* sim = Sim::GetSim(); + double alt = 0; + double dim = 1; + + if (cam_dir && cam_dir->GetCamera()) + alt = cam_dir->GetCamera()->Pos().y; + + if (alt > 0) { + if (alt < TERRAIN_ALTITUDE_LIMIT) { + if (weather.Ceiling() > 0) { + fog_color[24] = overcast[24]; + sky_color[24] = overcast[24]; + dim = 0.125; + + /*** + if (alt < weather.Ceiling()) { + sky_color[24] = overcast[24]; + dim = 0.125; + } + else if (alt < weather.Ceiling() + 500) { + double thick = (weather.Ceiling() + 500.0 - alt) / 500.0; + sky_color[24] = sky_color[24] * (1.0 - thick); + sky_color[24] += overcast[24] * thick; + + dim = 1 - thick * 0.875; + } + else { + sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT); + } + ***/ + } + + else { + sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT); + } + } + else { + sky_color[24] = Color::Black; + } + } + + if (system) { + system->SetSunlight(sun_color[24], dim); + system->SetBacklight(sky_color[24], dim); + + HUDView* hud = HUDView::GetInstance(); + if (hud) { + Color night_vision = hud->Ambient(); + sky_color[24] += night_vision * 0.15; + } + } +} + +// +--------------------------------------------------------------------+ + +void +TerrainRegion::LoadSkyColors(const char* bmp_name) +{ + Bitmap sky_colors_bmp; + + DataLoader* loader = DataLoader::GetLoader(); + loader->LoadBitmap(bmp_name, sky_colors_bmp); + + int max_color = sky_colors_bmp.Width(); + + if (max_color > 24) + max_color = 24; + + for (int i = 0; i < 25; i++) { + sun_color[i] = Color::White; + sky_color[i] = Color::Black; + fog_color[i] = Color::White; + ambient[i] = Color::DarkGray; + cloud_color[i] = Color::White; + shade_color[i] = Color::Gray; + } + + for (int i = 0; i < max_color; i++) + sky_color[i] = sky_colors_bmp.GetColor(i, 0); + + if (sky_colors_bmp.Height() > 1) + for (int i = 0; i < max_color; i++) + fog_color[i].Set(sky_colors_bmp.GetColor(i, 1).Value() | Color(0,0,0,255).Value()); + + if (sky_colors_bmp.Height() > 2) + for (int i = 0; i < max_color; i++) + ambient[i] = sky_colors_bmp.GetColor(i, 2); + + if (sky_colors_bmp.Height() > 3) + for (int i = 0; i < max_color; i++) + sun_color[i] = sky_colors_bmp.GetColor(i, 3); + + if (sky_colors_bmp.Height() > 4) + for (int i = 0; i < max_color; i++) + overcast[i] = sky_colors_bmp.GetColor(i, 4); + + if (sky_colors_bmp.Height() > 5) + for (int i = 0; i < max_color; i++) + cloud_color[i] = sky_colors_bmp.GetColor(i, 5); + + if (sky_colors_bmp.Height() > 6) + for (int i = 0; i < max_color; i++) + shade_color[i] = sky_colors_bmp.GetColor(i, 6); +} + +// +--------------------------------------------------------------------+ + +void +TerrainRegion::AddLayer(double h, const char* tile, const char* detail) +{ + TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer; + + layer->min_height = h; + layer->tile_name = tile; + + if (detail && *detail) + layer->detail_name = detail; + + layers.append(layer); +} + +const Text& +TerrainRegion::EnvironmentTexture(int face) const +{ + switch (face) { + case 0: return env_texture_positive_x; + + case 1: if (env_texture_negative_x.length() > 0) + return env_texture_negative_x; + return env_texture_positive_x; + + case 2: return env_texture_positive_y; + + case 3: if (env_texture_negative_y.length() > 0) + return env_texture_negative_y; + return env_texture_positive_y; + + case 4: if (env_texture_positive_z.length() > 0) + return env_texture_positive_z; + return env_texture_positive_x; + + case 5: if (env_texture_negative_z.length() > 0) + return env_texture_negative_z; + if (env_texture_positive_z.length() > 0) + return env_texture_positive_z; + return env_texture_positive_x; + } + + return env_texture_positive_x; +} + -- cgit v1.1