From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- StarsEx/TerrainRegion.cpp | 264 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 264 insertions(+) create mode 100644 StarsEx/TerrainRegion.cpp (limited to 'StarsEx/TerrainRegion.cpp') diff --git a/StarsEx/TerrainRegion.cpp b/StarsEx/TerrainRegion.cpp new file mode 100644 index 0000000..0a05df0 --- /dev/null +++ b/StarsEx/TerrainRegion.cpp @@ -0,0 +1,264 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Various Heavenly Bodies +*/ + +#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 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