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94 lines
3.3 KiB
C
94 lines
3.3 KiB
C
13 years ago
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_SKY_H
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#define CL_SKY_H
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#include "sky_object.h"
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#include "time_client.h"
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//
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#include <vector>
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namespace NL3D
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{
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class UDriver;
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class UAnimationSet;
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class UPlayListManager;
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class UPlayList;
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}
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class CSkySheet;
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class CSky
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{
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public:
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// ctor
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CSky();
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// dtor
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~CSky();
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/** init from a sky sheet and a scene
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* \param unsupportedObjects If not NULL, will be filled with the names of the shapes that the driver cannot render
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*/
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void init(NL3D::UDriver *drv, const CSkySheet &sheet, bool forceFallbaclVersion = false, float numHourInDay = 24.f, std::vector<std::string> *unsupportedObjects = NULL);
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// release all datas, including the sky scene
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void release();
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/** Setup the sky
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* \param skyScene the sky is rendered fof
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* \return the number of visible objects
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*/
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uint setup(const CClientDate &date, const CClientDate &animationDate, float weatherLevel, CRGBA fogColor, const NLMISC::CVector &sunLightDir, bool envMapScene);
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// Get the sky scene
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NL3D::UScene *getScene() { return _Scene; }
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// Get number of objects in the sky
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uint getNumObjects() const { return uint(_Objects.size()); }
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const CSkyObject &getObject(uint index) const { return _Objects[index]; }
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// test if the sky has a fog color
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bool hasFogColor() const { return _FogColor != NULL; }
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// compute fog color
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NLMISC::CRGBA computeFogColor(const CClientDate &date, float weatherLevel) const;
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float getWaterEnvMapCameraHeight() const { return _WaterEnvMapCameraHeight; }
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uint8 getWaterEnvMapAlpha() const { return _WaterEnvMapAlpha; }
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private:
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std::vector<CSkyObject> _Objects; // all the object in the sky
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std::vector<NLMISC::CBitmap *> _Bitmaps; // all the bitmaps for the color lookups
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NL3D::UScene *_Scene;
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NL3D::UDriver *_Driver;
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NL3D::UInstanceGroup *_IG;
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double _AnimLengthInSeconds;
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float _NumHourInDay;
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NL3D::UAnimationSet *_AnimationSet;
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NL3D::UPlayListManager *_PlayListManager;
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NL3D::UPlayList *_PlayList;
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// Bitmap that gives the lighting of the sky scene depending on weather & hour
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NLMISC::CBitmap *_AmbientSunLight;
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NLMISC::CBitmap *_DiffuseSunLight;
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NLMISC::CBitmap *_FogColor;
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float _WaterEnvMapCameraHeight;
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uint8 _WaterEnvMapAlpha;
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};
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// retrieve a bitmap from its name, find it in the map if it has already been built, or load it and add it otherwise
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NLMISC::CBitmap *buildSharedBitmap(const std::string &filename,
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std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
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std::vector<NLMISC::CBitmap *> &builtBitmaps,
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bool &alreadyBuilt
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);
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#endif
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