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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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
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