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254 lines
6.3 KiB
C++
254 lines
6.3 KiB
C++
#ifndef GAME_RENDER_SKY_H
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#define GAME_RENDER_SKY_H
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#include <vector>
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#include <OgreVector3.h>
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#include <OgreString.h>
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#include <OgreMaterial.h>
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#include <OgreColourValue.h>
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#include <OgreHighLevelGpuProgram.h>
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#include <extern/shiny/Main/Factory.hpp>
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#include <components/nifogre/ogrenifloader.hpp>
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#include "../mwworld/weather.hpp"
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namespace Ogre
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{
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class RenderWindow;
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class SceneNode;
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class Camera;
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class Viewport;
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class SceneManager;
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class Entity;
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class BillboardSet;
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class TextureUnitState;
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}
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namespace MWRender
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{
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class BillboardObject : public sh::MaterialInstanceListener
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{
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public:
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BillboardObject( const Ogre::String& textureName,
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const float size,
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const Ogre::Vector3& position,
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Ogre::SceneNode* rootNode,
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const std::string& material
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);
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void requestedConfiguration (sh::MaterialInstance* m, const std::string& configuration);
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void createdConfiguration (sh::MaterialInstance* m, const std::string& configuration);
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virtual ~BillboardObject() {}
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void setColour(const Ogre::ColourValue& pColour);
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void setPosition(const Ogre::Vector3& pPosition);
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void setVisible(const bool visible);
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void setRenderQueue(unsigned int id);
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void setVisibilityFlags(int flags);
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void setSize(const float size);
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Ogre::Vector3 getPosition() const;
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void setVisibility(const float visibility);
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Ogre::SceneNode* getNode();
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protected:
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float mVisibility;
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Ogre::ColourValue mColour;
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Ogre::SceneNode* mNode;
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sh::MaterialInstance* mMaterial;
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Ogre::Entity* mEntity;
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};
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/*
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* The moons need a seperate class because of their shader (which allows them to be partially transparent)
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*/
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class Moon : public BillboardObject
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{
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public:
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Moon( const Ogre::String& textureName,
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const float size,
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const Ogre::Vector3& position,
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Ogre::SceneNode* rootNode,
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const std::string& material
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);
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virtual ~Moon() {}
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enum Phase
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{
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Phase_New = 0,
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Phase_WaxingCrescent,
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Phase_WaxingHalf,
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Phase_WaxingGibbous,
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Phase_Full,
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Phase_WaningGibbous,
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Phase_WaningHalf,
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Phase_WaningCrescent
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};
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enum Type
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{
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Type_Masser = 0,
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Type_Secunda
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};
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void setPhase(const Phase& phase);
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void setType(const Type& type);
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unsigned int getPhaseInt() const;
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private:
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Type mType;
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Phase mPhase;
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};
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class SkyManager
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{
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public:
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SkyManager(Ogre::SceneNode* root, Ogre::Camera* pCamera);
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~SkyManager();
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/// Attach weather particle effects to this scene node (should be the Camera's parent node)
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void attachToNode(Ogre::SceneNode* sceneNode);
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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);
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///< will be called even when sky is disabled.
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void setDate (int day, int month);
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///< will be called even when sky is disabled.
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int getMasserPhase() const;
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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int getSecundaPhase() const;
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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void setMoonColour (bool red);
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///< change Secunda colour to red
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void setWeather(const MWWorld::WeatherResult& weather);
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Ogre::SceneNode* getSunNode();
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void sunEnable();
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void sunDisable();
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void setRainSpeed(float speed);
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void setStormDirection(const Ogre::Vector3& direction);
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void setSunDirection(const Ogre::Vector3& direction, bool is_moon);
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void setMasserDirection(const Ogre::Vector3& direction);
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void setSecundaDirection(const Ogre::Vector3& direction);
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void setMasserFade(const float fade);
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void setSecundaFade(const float fade);
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void masserEnable();
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void masserDisable();
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void secundaEnable();
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void secundaDisable();
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void setLightningStrength(const float factor);
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void setGlare(const float glare);
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void setGlareEnabled(bool enabled);
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Ogre::Vector3 getRealSunPos();
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private:
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void create();
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///< no need to call this, automatically done on first enable()
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void updateRain(float dt);
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void clearRain();
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bool mCreated;
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bool mMoonRed;
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bool mIsStorm;
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float mHour;
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int mDay;
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int mMonth;
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float mCloudAnimationTimer;
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BillboardObject* mSun;
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BillboardObject* mSunGlare;
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Moon* mMasser;
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Moon* mSecunda;
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Ogre::Camera* mCamera;
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Ogre::SceneNode* mRootNode;
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Ogre::SceneManager* mSceneMgr;
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Ogre::SceneNode* mAtmosphereDay;
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Ogre::SceneNode* mAtmosphereNight;
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Ogre::SceneNode* mCloudNode;
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std::vector<NifOgre::ObjectScenePtr> mObjects;
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Ogre::SceneNode* mParticleNode;
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NifOgre::ObjectScenePtr mParticle;
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std::map<Ogre::SceneNode*, NifOgre::ObjectScenePtr> mRainModels;
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float mRainTimer;
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Ogre::Vector3 mStormDirection;
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// remember some settings so we don't have to apply them again if they didnt change
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Ogre::String mClouds;
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Ogre::String mNextClouds;
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float mCloudBlendFactor;
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float mCloudOpacity;
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float mCloudSpeed;
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float mStarsOpacity;
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Ogre::ColourValue mCloudColour;
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Ogre::ColourValue mSkyColour;
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Ogre::ColourValue mFogColour;
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std::string mCurrentParticleEffect;
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Ogre::Light* mLightning;
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float mRemainingTransitionTime;
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float mGlare; // target
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float mGlareFade; // actual
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bool mRainEnabled;
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std::string mRainEffect;
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float mRainSpeed;
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float mRainFrequency;
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bool mEnabled;
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bool mSunEnabled;
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bool mMasserEnabled;
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bool mSecundaEnabled;
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};
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}
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#endif // GAME_RENDER_SKY_H
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