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