/* 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.h AUTHOR: John DiCamillo OVERVIEW ======== Celestial sphere, stars, planets, space dust... */ #ifndef Sky_h #define Sky_h #include "Types.h" #include "Solid.h" #include "Bitmap.h" #include "Geometry.h" // +--------------------------------------------------------------------+ class StarSystem; // +--------------------------------------------------------------------+ class Stars : public Graphic { public: Stars(int nstars); virtual ~Stars(); virtual void Illuminate(double scale); virtual void Render(Video* video, DWORD flags); protected: VertexSet* vset; Color* colors; }; // +--------------------------------------------------------------------+ class Dust : public Graphic { public: Dust(int ndust, bool bright=false); virtual ~Dust(); virtual void Render(Video* video, DWORD flags); virtual void Reset(const Point& ref); virtual void ExecFrame(double factor, const Point& ref); virtual void Hide(); virtual void Show(); protected: bool really_hidden; bool bright; VertexSet* vset; }; // +--------------------------------------------------------------------+ class PlanetRep : public Solid { public: PlanetRep(const char* img_west, const char* img_glow, double rad, const Vec3& pos, double tscale = 1, const char* rngname=0, double minrad = 0, double maxrad = 0, Color atmos = Color::Black, const char* img_gloss=0); virtual ~PlanetRep(); virtual Color Atmosphere() const { return atmosphere; } virtual void SetAtmosphere(Color a) { atmosphere = a; } virtual void SetDaytime(bool d); virtual void SetStarSystem(StarSystem* system); virtual void Render(Video* video, DWORD flags); virtual int CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt, bool treat_translucent_polys_as_solid=true); protected: void CreateSphere(double radius, int nrings, int nsections, double minrad, double maxrad, int rsections, double tscale); Material* mtl_surf; Material* mtl_limb; Material* mtl_ring; int has_ring; int ring_verts; int ring_polys; double ring_rad; double body_rad; Color atmosphere; bool daytime; StarSystem* star_system; }; #endif Sky_h