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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
    ========
    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