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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
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