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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
========
A Single Edge Section of a Terrain Object
*/
#ifndef TerrainClouds_h
#define TerrainClouds_h
#include "Types.h"
#include "Graphic.h"
#include "Geometry.h"
#include "Polygon.h"
// +--------------------------------------------------------------------+
class Terrain;
class TerrainRegion;
// +--------------------------------------------------------------------+
class TerrainClouds : public Graphic
{
public:
TerrainClouds(Terrain* terr, int type);
virtual ~TerrainClouds();
virtual void Render(Video* video, DWORD flags);
virtual void Update();
// accessors:
virtual int CollidesWith(Graphic& o) { return 0; }
virtual bool Luminous() const { return true; }
virtual bool Translucent() const { return true; }
void Illuminate(Color ambient, List<Light>& lights);
protected:
void BuildClouds();
Terrain* terrain;
Vec3* mverts;
VertexSet* verts;
Poly* polys;
Material mtl_cloud;
Material mtl_shade;
int type;
int nbanks;
int nverts;
int npolys;
};
#endif // TerrainClouds_h
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