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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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160 lines
5.6 KiB
C
160 lines
5.6 KiB
C
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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_LIGHT_CYCLE_MANAGER_H
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#define CL_LIGHT_CYCLE_MANAGER_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc.
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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// 3D Interface.
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_light.h"
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#include "game_share/dir_light_setup.h"
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#include "ig_enum.h"
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///////////
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// USING //
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///////////
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namespace NL3D
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{
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class UScene;
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}
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/// Description of the hours for days / night
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struct CLightCycleDesc
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{
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float RealDayLength; // real lenght of the day, in seconds
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float NumHours; // number of ryzom hours in a day
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float NightTransitionStartHour; // start of night transition
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float NightTransitionEndHour; // end of night transition
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float DuskRatio; // ratio for dusk transition. e.g. when set to 0.5f, that means that the dusk colors are taken when the day->night transition is at its half
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float DawnTransitionStartHour; // start of dawn transition
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float DawnTransitionEndHour; // end of dawn transition
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uint MaxNumColorSteps; // the max number of color steps
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//
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float getNightTransitionLength() const;
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float getDawnTransitionLength() const;
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};
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class CWeatherManagerClient;
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/**
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* This class manage the weather and the time.
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* \author Guillaume PUZIN
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CLightCycleManager : public IIGObserver
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{
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public:
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enum TLightState { Day = 0, Night, DayToNight, NightToDay, StateUnknown };
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public:
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/// ctor
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CLightCycleManager();
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/** Set the description of the light cycle
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* This also reset the hour to 0
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* \param desc description of lighting intervals
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* \return true If the desc was valid (not overlapping transitions..)
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*/
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bool setLightDesc(const CLightCycleDesc &desc);
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// get the current light desc
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const CLightCycleDesc &getLightDesc() const { return _Desc; }
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/** Set the current hour, and change color if necessary.
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* The caller can provide an additionnal lightning color if he want
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* NB : the weather manager is needed if the lighting needs to be overriden in case of bad weather
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*/
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void setHour(float hour, const CWeatherManagerClient &wm, NLMISC::CRGBA lightningColor);
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//
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float getHour() const { return _Hour; }
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// Get the last computed light level in a call to setHour (from 0 fro day to 1 for night)
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float getLightLevel() const { return _LightLevel; }
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/// Create driver directionnal light light
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void create();
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/** Touch the light setup.
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* The landscape patch are recomputed
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*/
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void touch();
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/// Get needed landscape update freq (or 0 if the setupped lightDesc was not valid)
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float getLandscapePatchUpdateFreq() const;
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/// Returns a string that describ the current state (day, night, ...)
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std::string getStateString() const;
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// Returns an enum that describe the current state
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TLightState getState() const
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{
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return _State;
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}
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/// Test if a day->night or night->day transition is currently occuring
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bool isInTransition() const;
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/// From IIGObserver
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virtual void instanceGroupLoaded(NL3D::UInstanceGroup * /* ig */) { }
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virtual void instanceGroupAdded(NL3D::UInstanceGroup *ig);
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virtual void instanceGroupRemoved(NL3D::UInstanceGroup * /* ig */) { }
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/// get the light level at the given hour
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float getLightLevel(float hour) const;
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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private:
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float _Hour;
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bool _Touched;
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bool _ValidDesc;
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NLMISC::CRGBA _LastDiffuse, _LastAmbient;
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CLightCycleDesc _Desc;
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float _LightLevel;
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float _WeatherLighting, _LastWeatherLighting;
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float _UpdateFreq;
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TLightState _State;
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TLightState _PrevState;
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private:
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void getLandscapeLightColor(NLMISC::CRGBA &diffuse, NLMISC::CRGBA &ambiant);
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static bool isInInterval(float start, float end, float value);
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static bool isInDayInterval(float startHour, float endHour, float dayDuration, float hour, float &ratio);
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void setDirLight(const CDirLightSetup &setup0, const CDirLightSetup &setup1, float level, float intensity, NL3D::UScene &scene);
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// get the number of hours for a landscape patch update
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float getUpdateDuration() const;
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/// Set the light to render the canopy or the sky
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void setupCanopyLight(float intensity);
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/// Set the light to render the main scene
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void setupMainLight(float intensity);
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// Setup light for canopy or main scene
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void setupDayToNightLight(NL3D::UScene &scene, const CDirLightSetup &dayLight, const CDirLightSetup &duskLight, const CDirLightSetup &nightLight, float lightIntensity);
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// Update the '_State' field
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void updateState();
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};
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#endif // LIGHT_CYCLE_MANAGER
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/* End of weather.h */
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