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/*  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 "ShipSolid.h"
#include "Ship.h"
#include "Sim.h"
#include "StarSystem.h"
#include "TerrainRegion.h"

#include "Game.h"
#include "Skin.h"

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

ShipSolid::ShipSolid(Ship* s)
: ship(s), skin(0), in_soup(false)
{
}

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

ShipSolid::~ShipSolid()
{
}

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

void
ShipSolid::TranslateBy(const Point& ref)
{
    true_eye_point = ref;
    Solid::TranslateBy(ref);
}

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

void
ShipSolid::Render(Video* video, DWORD flags)
{
    if (hidden || !visible || !video || Depth() > 5e6)
    return;

    const Skin* s = 0;

    if (ship)
    s = ship->GetSkin();
    else
    s = skin;

    if (s)
    s->ApplyTo(model);

    bool fog    = false;

    if (ship && ship->IsAirborne()) {
        fog = true;

        TerrainRegion* rgn         = (TerrainRegion*) ship->GetRegion()->GetOrbitalRegion();
        double         visibility  = rgn->GetWeather().Visibility();
        FLOAT          fog_density = (FLOAT) (rgn->FogDensity() * 2.5e-5 * 1/visibility);
        Color          fog_color   = rgn->FogColor();

        // Use BLACK fog on secondary lighting pass
        // This will effectively "filter out" the highlights
        // with distance...

        if (flags & Graphic::RENDER_ADD_LIGHT)
        fog_color = Color::Black;

        video->SetRenderState(Video::FOG_ENABLE,  true);
        video->SetRenderState(Video::FOG_COLOR,   fog_color.Value());
        video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density));
    }

    if (!fog)   video->SetRenderState(Video::FOG_ENABLE,  false);

    Solid::Render(video, flags);

    if (fog)    video->SetRenderState(Video::FOG_ENABLE,  false);

    if (s)
    s->Restore(model);
}