/* * Copyright (C) 2020 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 "renderer/passes/sky-pass.hpp" #include "renderer/passes/shadow-map-pass.hpp" #include "renderer/passes/material-pass.hpp" #include weather_system::weather_system(entt::registry& registry): entity_system(registry), ambient_light(nullptr), sun_light(nullptr), moon_light(nullptr), shadow_light(nullptr), sky_pass(nullptr), shadow_map_pass(nullptr), material_pass(nullptr), time_of_day(0.0f), time_scale(1.0f), sun_direction{0.0f, -1.0f, 0.0f} {} void weather_system::update(double t, double dt) { set_time_of_day(time_of_day + dt * time_scale); } void weather_system::set_ambient_light(::ambient_light* light) { this->ambient_light = light; } void weather_system::set_sun_light(directional_light* light) { sun_light = light; if (sky_pass) { sky_pass->set_sun_light(sun_light); } } void weather_system::set_moon_light(directional_light* light) { moon_light = light; } void weather_system::set_sky_pass(::sky_pass* pass) { sky_pass = pass; if (sky_pass) { sky_pass->set_sun_light(sun_light); } } void weather_system::set_shadow_map_pass(::shadow_map_pass* pass) { shadow_map_pass = pass; if (shadow_map_pass) { shadow_map_pass->set_light(shadow_light); } } void weather_system::set_material_pass(::material_pass* pass) { material_pass = pass; if (material_pass) { material_pass->set_shadow_strength(0.75f); } } void weather_system::set_time_of_day(float t) { static constexpr float seconds_per_day = 24.0f * 60.0f * 60.0f; time_of_day = std::fmod(t, seconds_per_day); sun_azimuth = 0.0f; sun_elevation = (time_of_day / seconds_per_day) * math::two_pi - math::half_pi; math::quaternion sun_azimuth_rotation = math::angle_axis(sun_azimuth, float3{0, 1, 0}); math::quaternion sun_elevation_rotation = math::angle_axis(sun_elevation, float3{-1, 0, 0}); math::quaternion sun_rotation = math::normalize(sun_azimuth_rotation * sun_elevation_rotation); sun_direction = math::normalize(sun_rotation * float3{0, 0, -1}); if (sun_light) { sun_light->set_rotation(sun_rotation); } shadow_light = sun_light; if (shadow_map_pass) { shadow_map_pass->set_light(shadow_light); } } void weather_system::set_time_scale(float scale) { time_scale = scale; }