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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
    ========
    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