File: BasicSky.h

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef BASIC_SKY_H
#define BASIC_SKY_H

#include "Rendering/GL/myGL.h"
#include "ISky.h"

class CBasicSky : public ISky
{
public:
	CBasicSky();
	virtual ~CBasicSky();

	void Update();
	void Draw();
	void DrawSun();

	void UpdateSunDir();
	void UpdateSkyTexture();

private:
	void CreateSkyDomeList();
	void InitSun();
	void UpdateSunFlare();
	void CreateCover(int baseX, int baseY, float* buf);
	void CreateTransformVectors();
	void CreateRandMatrix(int **matrix,float mod);
	void CreateClouds();
	void UpdatePart(int ast, int aed, int a3cstart, int a4cstart);
	void UpdateTexPartDot3(int x, int y, unsigned char (*texp)[4]);
	void UpdateTexPart(int x, int y, unsigned char (*texp)[4]);
	void UpdateSkyDir();
	float3 GetDirFromTexCoord(float x, float y);
	float GetTexCoordFromDir(const float3& dir);
	float3 GetCoord(int x, int y);

protected:
	inline unsigned char GetCloudThickness(int x, int y);

	float3 skydir1; // right
	float3 skydir2; // up

	unsigned int skyTex;
	unsigned int skyDot3Tex;
	unsigned int cloudDot3Tex;
	unsigned int sunTex;
	unsigned int sunFlareTex;

	unsigned char (* skytexpart)[4];
	unsigned int skyTexUpdateIter;

	unsigned int skyDomeList;
	unsigned int sunFlareList;

	float skyAngle;

	float domeheight;
	float domeWidth;

	float sunTexCoordX;
	float sunTexCoordY;

	int*** randMatrix;
	int** rawClouds;
	int*** blendMatrix;

	unsigned char* cloudThickness;

	float covers[4][32];
	int oldCoverBaseX;
	int oldCoverBaseY;

	unsigned char alphaTransform[1024];
	unsigned char thicknessTransform[1024];
	bool cloudDown[10];

	int ydif[CLOUD_SIZE];
	int updatecounter;
};

#endif // BASIC_SKY_H