You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
265 lines
6.4 KiB
C++
265 lines
6.4 KiB
C++
#ifndef OPENMW_MWRENDER_SKY_H
|
|
#define OPENMW_MWRENDER_SKY_H
|
|
|
|
#include <string>
|
|
#include <memory>
|
|
#include <vector>
|
|
#include <iostream>
|
|
|
|
#include <osg/ref_ptr>
|
|
#include <osg/Vec4f>
|
|
#include <osg/Uniform>
|
|
|
|
namespace osg
|
|
{
|
|
class Camera;
|
|
}
|
|
|
|
namespace osg
|
|
{
|
|
class Group;
|
|
class Node;
|
|
class Material;
|
|
class PositionAttitudeTransform;
|
|
}
|
|
|
|
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 UnderwaterSwitchCallback;
|
|
|
|
struct WeatherResult
|
|
{
|
|
std::string mCloudTexture;
|
|
std::string mNextCloudTexture;
|
|
float mCloudBlendFactor;
|
|
|
|
osg::Vec4f mFogColor;
|
|
|
|
osg::Vec4f mAmbientColor;
|
|
|
|
osg::Vec4f mSkyColor;
|
|
|
|
// sun light color
|
|
osg::Vec4f mSunColor;
|
|
|
|
// alpha is the sun transparency
|
|
osg::Vec4f mSunDiscColor;
|
|
|
|
float mFogDepth;
|
|
|
|
float mDLFogFactor;
|
|
float mDLFogOffset;
|
|
|
|
float mWindSpeed;
|
|
|
|
float mCloudSpeed;
|
|
|
|
float mGlareView;
|
|
|
|
bool mNight; // use night skybox
|
|
float mNightFade; // fading factor for night skybox
|
|
|
|
bool mIsStorm;
|
|
|
|
std::string mAmbientLoopSoundID;
|
|
float mAmbientSoundVolume;
|
|
|
|
std::string mParticleEffect;
|
|
std::string mRainEffect;
|
|
float mEffectFade;
|
|
|
|
float mRainSpeed;
|
|
float mRainFrequency;
|
|
};
|
|
|
|
struct MoonState
|
|
{
|
|
enum Phase
|
|
{
|
|
Phase_Full = 0,
|
|
Phase_WaningGibbous,
|
|
Phase_ThirdQuarter,
|
|
Phase_WaningCrescent,
|
|
Phase_New,
|
|
Phase_WaxingCrescent,
|
|
Phase_FirstQuarter,
|
|
Phase_WaxingGibbous,
|
|
Phase_Unspecified
|
|
};
|
|
|
|
float mRotationFromHorizon;
|
|
float mRotationFromNorth;
|
|
Phase mPhase;
|
|
float mShadowBlend;
|
|
float mMoonAlpha;
|
|
};
|
|
|
|
///@brief The SkyManager handles rendering of the sky domes, celestial bodies as well as other objects that need to be rendered
|
|
/// relative to the camera (e.g. weather particle effects)
|
|
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 WeatherResult& weather);
|
|
|
|
void sunEnable();
|
|
|
|
void sunDisable();
|
|
|
|
bool isEnabled();
|
|
|
|
bool hasRain();
|
|
|
|
void setRainSpeed(float speed);
|
|
|
|
void setStormDirection(const osg::Vec3f& direction);
|
|
|
|
void setSunDirection(const osg::Vec3f& direction);
|
|
|
|
void setMasserState(const MoonState& state);
|
|
void setSecundaState(const MoonState& state);
|
|
|
|
void setGlareTimeOfDayFade(float val);
|
|
|
|
/// Enable or disable the water plane (used to remove underwater weather particles)
|
|
void setWaterEnabled(bool enabled);
|
|
|
|
/// Set height of water plane (used to remove underwater weather particles)
|
|
void setWaterHeight(float height);
|
|
|
|
void listAssetsToPreload(std::vector<std::string>& models, std::vector<std::string>& textures);
|
|
|
|
void setCamera(osg::Camera *camera);
|
|
|
|
void setRainIntensityUniform(osg::Uniform *uniform);
|
|
|
|
private:
|
|
void create();
|
|
///< no need to call this, automatically done on first enable()
|
|
|
|
void createRain();
|
|
void destroyRain();
|
|
void updateRainParameters();
|
|
|
|
Resource::SceneManager* mSceneManager;
|
|
|
|
osg::Camera *mCamera;
|
|
osg::Uniform *mRainIntensityUniform;
|
|
|
|
osg::ref_ptr<osg::Group> mRootNode;
|
|
osg::ref_ptr<osg::Group> mEarlyRenderBinRoot;
|
|
|
|
osg::ref_ptr<osg::PositionAttitudeTransform> mParticleNode;
|
|
osg::ref_ptr<osg::Node> mParticleEffect;
|
|
std::vector<osg::ref_ptr<AlphaFader> > mParticleFaders;
|
|
osg::ref_ptr<UnderwaterSwitchCallback> mUnderwaterSwitch;
|
|
|
|
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 didn't change
|
|
std::string mClouds;
|
|
std::string mNextClouds;
|
|
float mCloudBlendFactor;
|
|
float mCloudSpeed;
|
|
float mStarsOpacity;
|
|
osg::Vec4f mCloudColour;
|
|
osg::Vec4f mSkyColour;
|
|
osg::Vec4f mFogColour;
|
|
|
|
std::string mCurrentParticleEffect;
|
|
|
|
float mRemainingTransitionTime;
|
|
|
|
bool mRainEnabled;
|
|
std::string mRainEffect;
|
|
float mRainSpeed;
|
|
float mRainFrequency;
|
|
float mWindSpeed;
|
|
|
|
bool mEnabled;
|
|
bool mSunEnabled;
|
|
|
|
float mWeatherAlpha;
|
|
|
|
osg::Vec4f mMoonScriptColor;
|
|
};
|
|
}
|
|
|
|
#endif // GAME_RENDER_SKY_H
|