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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();
};
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