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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);
}