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

	SUBSYSTEM:    Stars.exe
	FILE:         TerrainRegion.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Various heavenly bodies
*/

#ifndef TerrainRegion_h
#define TerrainRegion_h

#include "Types.h"
#include "StarSystem.h"
#include "Weather.h"

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

const double TERRAIN_ALTITUDE_LIMIT = 35e3;

class TerrainLayer;

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

class TerrainRegion : public OrbitalRegion
{
	friend class StarSystem;

public:
	TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0);
	virtual ~TerrainRegion();

	// operations:
	virtual void      Update();

	// accessors:
	const Text&       PatchName()       const { return patch_name;    }
	const Text&       PatchTexture()    const { return patch_texture; }
	const Text&       ApronName()       const { return apron_name;    }
	const Text&       ApronTexture()    const { return apron_texture; }
	const Text&       WaterTexture()    const { return water_texture; }
	const Text&       DetailTexture0()  const { return noise_tex0;    }
	const Text&       DetailTexture1()  const { return noise_tex1;    }
	const Text&       HazeName()        const { return haze_name;     }
	const Text&       CloudsHigh()      const { return clouds_high;   }
	const Text&       ShadesHigh()      const { return shades_high;   }
	const Text&       CloudsLow()       const { return clouds_low;    }
	const Text&       ShadesLow()       const { return shades_low;    }
	const Text&       EnvironmentTexture(int n) const;

	Color             SunColor()        const { return sun_color[24]; }
	Color             SkyColor()        const { return sky_color[24]; }
	Color             FogColor()        const { return fog_color[24]; }
	Color             Ambient()         const { return ambient[24];   }
	Color             Overcast()        const { return overcast[24];  }
	Color             CloudColor()      const { return cloud_color[24];}
	Color             ShadeColor()      const { return shade_color[24];}

	double            LateralScale()    const { return scale;         }
	double            MountainScale()   const { return mtnscale;      }
	double            FogDensity()      const { return fog_density;   }
	double            FogScale()        const { return fog_scale;     }
	double            DayPhase()        const { return day_phase;     }
	double            HazeFade()        const { return haze_fade;     }
	double            CloudAltHigh()    const { return clouds_alt_high; }
	double            CloudAltLow()     const { return clouds_alt_low;  }
	Weather&          GetWeather()            { return weather;       }
	List<TerrainLayer>& GetLayers()           { return layers;        }

	bool              IsEclipsed()      const { return eclipsed;      }
	void              SetEclipsed(bool e)     { eclipsed = e;         }

	void              LoadSkyColors(const char* bmp_name);
	void              AddLayer(double h, const char* tile, const char* detail=0);

protected:
	Text              patch_name;
	Text              patch_texture;
	Text              apron_name;
	Text              apron_texture;
	Text              water_texture;
	Text              env_texture_positive_x;
	Text              env_texture_negative_x;
	Text              env_texture_positive_y;
	Text              env_texture_negative_y;
	Text              env_texture_positive_z;
	Text              env_texture_negative_z;
	Text              noise_tex0;
	Text              noise_tex1;
	Text              haze_name;
	Text              clouds_high;
	Text              clouds_low;
	Text              shades_high;
	Text              shades_low;

	Color             sun_color[25];
	Color             sky_color[25];
	Color             fog_color[25];
	Color             ambient[25];
	Color             overcast[25];
	Color             cloud_color[25];
	Color             shade_color[25];

	double            scale;
	double            mtnscale;

	double            fog_density;
	double            fog_scale;
	double            day_phase;
	double            haze_fade;
	double            clouds_alt_high;
	double            clouds_alt_low;

	Weather           weather;
	bool              eclipsed;

	List<TerrainLayer>   layers;
};

#endif TerrainRegion_h