/* 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. 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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; }