/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/systems/weather-system.hpp" #include "scene/directional-light.hpp" #include "scene/ambient-light.hpp" #include "renderer/passes/sky-pass.hpp" #include "renderer/passes/shadow-map-pass.hpp" #include "renderer/passes/material-pass.hpp" #include "utility/gamma.hpp" #include "resources/image.hpp" #include "game/astronomy/celestial-coordinates.hpp" #include "game/astronomy/celestial-mechanics.hpp" #include static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0; weather_system::weather_system(entt::registry& registry): entity_system(registry), sky_pass(nullptr), shadow_map_pass(nullptr), material_pass(nullptr), universal_time(0.0), days_per_timestep(1.0 / seconds_per_day) {} void weather_system::update(double t, double dt) { // Add scaled timestep to current time set_universal_time(universal_time + dt * days_per_timestep); } void weather_system::set_sky_pass(::sky_pass* pass) { sky_pass = pass; } void weather_system::set_shadow_map_pass(::shadow_map_pass* pass) { shadow_map_pass = pass; } void weather_system::set_material_pass(::material_pass* pass) { material_pass = pass; material_pass->set_shadow_strength(0.5f); } void weather_system::set_universal_time(double time) { universal_time = time; } void weather_system::set_time_scale(double scale) { days_per_timestep = scale / seconds_per_day; }