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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
========
*/
#include "Terrain.h"
#include "TerrainHaze.h"
#include "TerrainRegion.h"
#include "Light.h"
#include "CameraView.h"
#include "Bitmap.h"
#include "Game.h"
// +====================================================================+
static Bitmap terrain_texture;
// +--------------------------------------------------------------------+
TerrainHaze::TerrainHaze()
: tregion(0)
{
}
// +--------------------------------------------------------------------+
TerrainHaze::~TerrainHaze()
{
}
// +--------------------------------------------------------------------+
void
TerrainHaze::Render(Video* video, DWORD flags)
{
if (flags & RENDER_ADDITIVE)
return;
if (model) {
if (!Luminous()) {
SetLuminous(true);
model->SetDynamic(true);
}
Surface* surface = model->GetSurfaces().first();
if (!surface) return;
int i;
DWORD sky = 0;
DWORD fog = 0;
if (tregion) {
sky = tregion->SkyColor().Value();
fog = tregion->FogColor().Value();
}
// clear the solid lights to ambient:
VertexSet* vset = surface->GetVertexSet();
for (i = 0; i < vset->nverts; i++) {
if (vset->loc[i].y > 0)
vset->diffuse[i] = sky;
else
vset->diffuse[i] = fog;
}
InvalidateSurfaceData();
Solid::Render(video, flags);
}
}
// +--------------------------------------------------------------------+
int
TerrainHaze::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas)
{
return 0;
}
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