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openmw-tes3mp/apps/openmw/mwrender/sky.hpp

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#ifndef _GAME_RENDER_SKY_H
#define _GAME_RENDER_SKY_H
#include <OgreVector3.h>
#include <OgreString.h>
#include <OgreMaterial.h>
#include <OgreColourValue.h>
#include <OgreHighLevelGpuProgram.h>
#include "sky.hpp"
#include "../mwworld/weather.hpp"
namespace Ogre
{
class RenderWindow;
class SceneNode;
class Camera;
class Viewport;
class SceneManager;
class Entity;
class BillboardSet;
}
namespace MWRender
{
class BillboardObject
{
public:
BillboardObject( const Ogre::String& textureName,
const unsigned int size,
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode
);
BillboardObject();
void setColour(const Ogre::ColourValue& pColour);
void setPosition(const Ogre::Vector3& pPosition);
void setVisible(const bool visible);
void setRenderQueue(unsigned int id);
Ogre::SceneNode* getNode();
protected:
virtual void init(const Ogre::String& textureName,
const unsigned int size,
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode);
Ogre::SceneNode* mNode;
Ogre::MaterialPtr mMaterial;
Ogre::BillboardSet* mBBSet;
};
/*
* The moons need a seperate class because of their shader (which allows them to be partially transparent)
*/
class Moon : public BillboardObject
{
public:
Moon( const Ogre::String& textureName,
const unsigned int size,
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode
);
void setVisibility(const float pVisibility);
///< set the transparency factor for this moon
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enum Phase
{
Phase_New = 0,
Phase_WaxingCrescent,
Phase_WaxingHalf,
Phase_WaxingGibbous,
Phase_WaningCrescent,
Phase_WaningHalf,
Phase_WaningGibbous,
Phase_Full
};
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enum Type
{
Type_Masser = 0,
Type_Secunda
};
void setPhase(const Phase& phase);
void setType(const Type& type);
Phase getPhase() const;
unsigned int getPhaseInt() const;
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private:
Type mType;
Phase mPhase;
};
class SkyManager
{
public:
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera);
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~SkyManager();
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void update(float duration);
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void enable();
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void disable();
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void setHour (double hour) {}
///< will be called even when sky is disabled.
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void setDate (int day, int month) {}
///< will be called even when sky is disabled.
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int getMasserPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
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int getSecundaPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
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void setMoonColour (bool red);
///< change Secunda colour to red
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void setCloudsOpacity(float opacity);
///< change opacity of the clouds
void setWeather(const MWWorld::WeatherResult& weather);
void sunEnable();
void sunDisable();
void setSunDirection(const Ogre::Vector3& direction);
void setGlare(bool glare);
Ogre::Vector3 getRealSunPos();
private:
BillboardObject* mSun;
BillboardObject* mSunGlare;
Moon* mMasser;
Moon* mSecunda;
Ogre::Viewport* mViewport;
Ogre::SceneNode* mRootNode;
Ogre::SceneManager* mSceneMgr;
Ogre::MaterialPtr mCloudMaterial;
Ogre::MaterialPtr mAtmosphereMaterial;
Ogre::HighLevelGpuProgramPtr mCloudFragmentShader;
// remember the cloud texture names used right now, so we don't have to set the texture names if they didnt change
Ogre::String mClouds;
Ogre::String mNextClouds;
float mCloudBlendFactor;
float mCloudOpacity;
float mCloudSpeed;
Ogre::ColourValue mCloudColour;
Ogre::ColourValue mSkyColour;
float mRemainingTransitionTime;
void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
bool mEnabled;
bool mGlareEnabled;
bool mSunEnabled;
};
}
#endif // _GAME_RENDER_SKY_H