blob: da84a75683e99fc42db3942013419bbd95a25f9a (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
/* 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 "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;
}
|