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

179 lines
4.3 KiB
C++

#ifndef OPENMW_MWRENDER_SKY_H
#define OPENMW_MWRENDER_SKY_H
#include <osg/ref_ptr>
#include "../mwworld/weather.hpp"
namespace osg
{
class Group;
class Node;
class Material;
}
namespace osgParticle
{
class ParticleSystem;
}
namespace Resource
{
class SceneManager;
}
namespace MWRender
{
class AtmosphereUpdater;
class AtmosphereNightUpdater;
class CloudUpdater;
class Sun;
class Moon;
class RainShooter;
class RainFader;
class AlphaFader;
class SkyManager
{
public:
SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager);
~SkyManager();
void update(float duration);
void setEnabled(bool enabled);
void setHour (double hour);
///< will be called even when sky is disabled.
void setDate (int day, int month);
///< will be called even when sky is disabled.
int getMasserPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
int getSecundaPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
void setMoonColour (bool red);
///< change Secunda colour to red
void setWeather(const MWWorld::WeatherResult& weather);
void sunEnable();
void sunDisable();
void setRainSpeed(float speed);
void setStormDirection(const osg::Vec3f& direction);
void setSunDirection(const osg::Vec3f& direction);
void setMasserDirection(const osg::Vec3f& direction);
void setSecundaDirection(const osg::Vec3f& direction);
void setMasserFade(const float fade);
void setSecundaFade(const float fade);
void masserEnable();
void masserDisable();
void secundaEnable();
void secundaDisable();
void setLightningStrength(const float factor);
void setGlare(const float glare);
void setGlareEnabled(bool enabled);
private:
void create();
///< no need to call this, automatically done on first enable()
void createRain();
void destroyRain();
void updateRainParameters();
Resource::SceneManager* mSceneManager;
osg::ref_ptr<osg::Group> mRootNode;
osg::ref_ptr<osg::PositionAttitudeTransform> mParticleNode;
osg::ref_ptr<osg::Node> mParticleEffect;
osg::ref_ptr<AlphaFader> mParticleFader;
osg::ref_ptr<osg::PositionAttitudeTransform> mCloudNode;
osg::ref_ptr<CloudUpdater> mCloudUpdater;
osg::ref_ptr<CloudUpdater> mCloudUpdater2;
osg::ref_ptr<osg::Node> mCloudMesh;
osg::ref_ptr<osg::Node> mCloudMesh2;
osg::ref_ptr<osg::Node> mAtmosphereDay;
osg::ref_ptr<osg::PositionAttitudeTransform> mAtmosphereNightNode;
float mAtmosphereNightRoll;
osg::ref_ptr<AtmosphereNightUpdater> mAtmosphereNightUpdater;
osg::ref_ptr<AtmosphereUpdater> mAtmosphereUpdater;
std::unique_ptr<Sun> mSun;
std::unique_ptr<Moon> mMasser;
std::unique_ptr<Moon> mSecunda;
osg::ref_ptr<osg::Group> mRainNode;
osg::ref_ptr<osgParticle::ParticleSystem> mRainParticleSystem;
osg::ref_ptr<RainShooter> mRainShooter;
osg::ref_ptr<RainFader> mRainFader;
bool mCreated;
bool mIsStorm;
int mDay;
int mMonth;
float mCloudAnimationTimer;
float mRainTimer;
osg::Vec3f mStormDirection;
// remember some settings so we don't have to apply them again if they didnt change
std::string mClouds;
std::string mNextClouds;
float mCloudBlendFactor;
float mCloudOpacity;
float mCloudSpeed;
float mStarsOpacity;
osg::Vec4f mCloudColour;
osg::Vec4f mSkyColour;
osg::Vec4f mFogColour;
std::string mCurrentParticleEffect;
float mRemainingTransitionTime;
float mGlare; // target
float mGlareFade; // actual
bool mRainEnabled;
std::string mRainEffect;
float mRainSpeed;
float mRainFrequency;
float mWindSpeed;
bool mEnabled;
bool mSunEnabled;
osg::Vec4f mMoonScriptColor;
};
}
#endif // GAME_RENDER_SKY_H