summaryrefslogtreecommitdiffhomepage
path: root/Stars45/TerrainRegion.h
blob: 5a38547d7adc24683c8cd1b5d84f859b8f3052e3 (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
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
/*  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