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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         ShipSolid.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
*/

#include "MemDebug.h"
#include "ShipSolid.h"
#include "Ship.h"
#include "Sim.h"
#include "StarSystem.h"
#include "TerrainRegion.h"

#include "Game.h"
#include "Skin.h"

// +--------------------------------------------------------------------+

ShipSolid::ShipSolid(Ship* s)
   : ship(s), skin(0), in_soup(false)
{
}

// +--------------------------------------------------------------------+

ShipSolid::~ShipSolid()
{
}

// +--------------------------------------------------------------------+

void
ShipSolid::TranslateBy(const Point& ref)
{
   true_eye_point = ref;
   Solid::TranslateBy(ref);
}

// +--------------------------------------------------------------------+

void
ShipSolid::Render(Video* video, DWORD flags)
{
   if (hidden || !visible || !video || Depth() > 5e6)
      return;

   const Skin* s = 0;
   
   if (ship)
      s = ship->GetSkin();
   else
      s = skin;

   if (s)
      s->ApplyTo(model);

   bool fog    = false;

   if (ship && ship->IsAirborne()) {
      fog = true;

      TerrainRegion* rgn         = (TerrainRegion*) ship->GetRegion()->GetOrbitalRegion();
      double         visibility  = rgn->GetWeather().Visibility();
      FLOAT          fog_density = (FLOAT) (rgn->FogDensity() * 2.5e-5 * 1/visibility);
      Color          fog_color   = rgn->FogColor();

      // Use BLACK fog on secondary lighting pass
      // This will effectively "filter out" the highlights
      // with distance...

      if (flags & Graphic::RENDER_ADD_LIGHT)
         fog_color = Color::Black;

      video->SetRenderState(Video::FOG_ENABLE,  true);
      video->SetRenderState(Video::FOG_COLOR,   fog_color.Value());
      video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density));
   }

   if (!fog)   video->SetRenderState(Video::FOG_ENABLE,  false);

   Solid::Render(video, flags);

   if (fog)    video->SetRenderState(Video::FOG_ENABLE,  false);

   if (s)
      s->Restore(model);
}