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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "ISky.h"
#include "BasicSky.h"
#include "AdvSky.h"
#include "SkyBox.h"
#include "Game/TraceRay.h"
#include "Map/MapInfo.h"
#include "Rendering/GlobalRendering.h"
#include "System/Config/ConfigHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
CONFIG(bool, DynamicSun).defaultValue(false).description("Sets whether the sun will move around the sky throughout the game.\nThe sun will always stay above DynamicSunMinElevation");
CONFIG(bool, AdvSky).defaultValue(true).defaultValue(false).description("Enables High Resolution Clouds.");
ISky* sky = NULL;
ISky::ISky()
: wireframe(false)
, dynamicSky(false)
, fogStart(0.0f)
, skyLight(NULL)
, cloudDensity(0.0f)
{
SetLight(configHandler->GetBool("DynamicSun"));
}
ISky::~ISky()
{
delete skyLight;
}
void ISky::SetupFog() {
if (globalRendering->drawFog) {
glEnable(GL_FOG);
} else {
glDisable(GL_FOG);
}
glFogfv(GL_FOG_COLOR, mapInfo->atmosphere.fogColor);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, globalRendering->viewRange * mapInfo->atmosphere.fogStart);
glFogf(GL_FOG_END, globalRendering->viewRange * mapInfo->atmosphere.fogEnd);
glFogf(GL_FOG_DENSITY, 1.0f);
}
ISky* ISky::GetSky()
{
ISky* sky = NULL;
try {
if (!mapInfo->atmosphere.skyBox.empty()) {
sky = new CSkyBox("maps/" + mapInfo->atmosphere.skyBox);
} else if (configHandler->GetBool("AdvSky")) {
sky = new CAdvSky();
}
} catch (const content_error& ex) {
LOG_L(L_ERROR, "[%s] error: %s (falling back to BasicSky)",
__FUNCTION__, ex.what());
delete sky;
sky = NULL;
}
if (sky == NULL) {
sky = new CBasicSky();
}
return sky;
}
void ISky::SetLight(bool dynamic) {
delete skyLight;
if (dynamic)
skyLight = new DynamicSkyLight();
else
skyLight = new StaticSkyLight();
}
bool ISky::SunVisible(const float3 pos) const {
CUnit* hitUnit = NULL;
CFeature* hitFeature = NULL;
// 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, globalRendering->viewRange, NULL, hitUnit, hitFeature, false, true, false);
return (sunDist < 0.0f || sunDist >= globalRendering->viewRange);
}
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