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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "ISky.h"
#include "NullSky.h"
#include "LuaSky.h"
#include "SkyBox.h"
#include "Game/Camera.h"
#include "Game/TraceRay.h"
#include "Map/MapInfo.h"
#include "Rendering/GL/myGL.h"
#include "System/Exceptions.h"
#include "System/SafeUtil.h"
#include "System/Log/ILog.h"
ISky* sky = nullptr;
ISky::ISky()
: skyColor(mapInfo->atmosphere.skyColor)
, sunColor(mapInfo->atmosphere.sunColor)
, cloudColor(mapInfo->atmosphere.cloudColor)
, fogColor(mapInfo->atmosphere.fogColor)
, fogStart(mapInfo->atmosphere.fogStart)
, fogEnd(mapInfo->atmosphere.fogEnd)
, wireFrameMode(false)
{
}
ISky* ISky::GetSky()
{
ISky* sky = nullptr;
try {
if (!mapInfo->atmosphere.skyBox.empty()) {
sky = new CSkyBox("maps/" + mapInfo->atmosphere.skyBox);
} else {
sky = new CLuaSky();
}
} catch (const content_error& ex) {
LOG_L(L_ERROR, "[%s] error: %s (falling back to NullSky)", __func__, ex.what());
spring::SafeDelete(sky);
}
if (sky == nullptr)
sky = new CNullSky();
return sky;
}
bool ISky::SunVisible(const float3 pos) const {
const CUnit* hitUnit = nullptr;
const CFeature* hitFeature = nullptr;
// cast a ray *toward* the sun from <pos>
// sun is visible if no terrain blocks it
const float3& sunDir = skyLight.GetLightDir();
const float sunDist = TraceRay::GuiTraceRay(pos, sunDir, camera->GetFarPlaneDist(), nullptr, hitUnit, hitFeature, false, true, false);
return (sunDist < 0.0f || sunDist >= camera->GetFarPlaneDist());
}
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