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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2005. All Rights Reserved.

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


	OVERVIEW
	========
*/

#include "MemDebug.h"
#include "Terrain.h"
#include "TerrainHaze.h"
#include "TerrainRegion.h"

#include "Light.h"
#include "CameraView.h"
#include "Bitmap.h"
#include "DataLoader.h"
#include "Game.h"

// +====================================================================+

static Bitmap terrain_texture;

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

TerrainHaze::TerrainHaze()
: tregion(0)
{
}

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

TerrainHaze::~TerrainHaze()
{
}

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

void
TerrainHaze::Render(Video* video, DWORD flags)
{
	if (flags & RENDER_ADDITIVE)
	return;

	if (model) {
		if (!Luminous()) {
			SetLuminous(true);
			model->SetDynamic(true);
		}

		Surface* surface = model->GetSurfaces().first();

		if (!surface) return;

		int i;
		DWORD sky = 0;
		DWORD fog = 0;

		if (tregion) {
			sky = tregion->SkyColor().Value();
			fog = tregion->FogColor().Value();
		}

		// clear the solid lights to ambient:
		VertexSet* vset = surface->GetVertexSet();

		for (i = 0; i < vset->nverts; i++) {
			if (vset->loc[i].y > 0)
			vset->diffuse[i] = sky;
			else
			vset->diffuse[i] = fog;
		}

		InvalidateSurfaceData();
		Solid::Render(video, flags);
	}
}

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

int
TerrainHaze::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas)
{
	return 0;
}