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/* 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
========
*/
#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);
}
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