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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_GAME_SYSTEM_ATMOSPHERE_HPP
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#define ANTKEEPER_GAME_SYSTEM_ATMOSPHERE_HPP
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#include "game/system/updatable.hpp"
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#include "entity/id.hpp"
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#include "utility/fundamental-types.hpp"
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#include "game/component/atmosphere.hpp"
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#include "render/passes/sky-pass.hpp"
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namespace game {
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namespace system {
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/**
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* Updates variables related to atmospheric scattering.
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*/
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class atmosphere:
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public updatable
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{
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public:
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atmosphere(entity::registry& registry);
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~atmosphere();
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virtual void update(double t, double dt);
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/**
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* Sets the wavelengths of red, green, and blue light.
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*
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* @param wavelengths Vector containing the wavelengths of red (x), green (y), and blue (z) light, in meters.
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*/
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void set_rgb_wavelengths(const double3& wavelengths);
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void set_sky_pass(::render::sky_pass* pass);
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/**
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* Sets the entity ID of the active atmosphere.
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*
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* @param entity_id Entity ID of the active atmosphere.
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*/
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void set_active_atmosphere(entity::id entity_id);
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private:
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void update_atmosphere(entity::id entity_id);
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void update_sky_pass();
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void on_atmosphere_construct(entity::registry& registry, entity::id entity_id);
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void on_atmosphere_update(entity::registry& registry, entity::id entity_id);
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void on_atmosphere_destroy(entity::registry& registry, entity::id entity_id);
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entity::id active_atmosphere_eid;
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double3 rgb_wavelengths;
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double3 rgb_ozone_cross_sections;
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game::component::atmosphere* atmosphere_component;
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::render::sky_pass* sky_pass;
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};
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} // namespace system
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} // namespace game
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#endif // ANTKEEPER_GAME_SYSTEM_ATMOSPHERE_HPP
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