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Diffstat (limited to 'Source/Graphics/sky.h')
-rw-r--r--Source/Graphics/sky.h94
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+//-----------------------------------------------------------------------------
+// Name: sky.h
+// Developer: Wolfire Games LLC
+// Description:
+// License: Read below
+//-----------------------------------------------------------------------------
+//
+//
+// Copyright 2022 Wolfire Games LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//-----------------------------------------------------------------------------
+#pragma once
+
+#include <Graphics/model.h>
+#include <Asset/Asset/texture.h>
+#include <Internal/datemodified.h>
+
+#include <map>
+
+class SceneGraph;
+
+class Sky{
+private:
+ TextureRef cube_map_texture_ref;
+ TextureRef spec_cube_map_texture_ref;
+ TextureRef original_spec_cube_map_texture_ref;
+
+ const char* simple_tex_3d_flipped;
+ const char* fog;
+ const char* shader;
+
+public:
+ bool displaying_YCOCG_sky;
+ bool lighting_changed;
+
+ int64_t modified;
+ bool cached;
+ bool load_resources_queued;
+
+ GLuint framebuffer;
+ GLuint framebuffer2;
+
+ TextureAssetRef sky_texture_ref;
+ TextureAssetRef horizon_texture_ref;
+ Model sky_dome_model;
+ Model sky_land_model;
+ Model sky_box_model;
+ Model horizon_model;
+
+ enum CubeMapFlags {
+ DRAW_LAND = 1<<0,
+ DRAW_HORIZON = 1<<1
+ };
+
+ void RenderCubeMap(int flags, const TextureRef* land_texture_ref);
+
+public:
+ Sky();
+ void GetShaderNames(std::map<std::string, int>& shader_names);
+
+ std::string dome_texture_name;
+ std::string level_name;
+ float sky_rotation;
+ vec3 sky_tint; // Current displayed tint
+ vec3 sky_base_tint; // Set by script parameters
+
+
+ bool live_updated;
+
+ void Draw(SceneGraph* scenegraph);
+ void LightingChanged(bool terrain_exists);
+ void Reload();
+ void QueueLoadResources();
+ void LoadResources();
+ void Dispose();
+ void BakeFirstPass(); // Just render the skydome to a cubemap
+ void BakeSecondPass(const TextureRef *_land_texture_ref); // Render skydome, ground plane, and horizon band
+
+ void ResetSpecularCubeMapTexture();
+ void SetSpecularCubeMapTexture( TextureRef new_spec_cube_map_texture_ref );
+ TextureRef GetSpecularCubeMapTexture();
+};