mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
98 lines
2.3 KiB
C++
98 lines
2.3 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "sky.h"
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#include "sun.h"
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#include "moon.h"
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#include "stars.h"
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#include "skydome.h"
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#include "precipitation.h"
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#include "sound.h"
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class opengl_renderer;
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class opengl33_renderer;
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// wrapper for environment elements -- sky, sun, stars, clouds etc
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class world_environment {
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friend opengl_renderer;
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friend opengl33_renderer;
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public:
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// methods
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void init();
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void update();
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void update_precipitation();
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void update_moon();
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void time( int const Hour = -1, int const Minute = -1, int const Second = -1 );
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// switches between static and dynamic daylight calculation
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void on_daylight_change();
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// calculates current season of the year based on set simulation date
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void compute_season( int const Yearday ) const;
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// calculates current weather
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void compute_weather() const;
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// data access
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inline auto const &
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sun() const {
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return m_sun; }
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inline auto const &
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light_intensity() const {
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return m_lightintensity; }
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inline auto const &
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skydome() const {
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return m_skydome; }
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inline auto &
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skydome() {
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return m_skydome; }
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inline auto const &
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precipitation() const {
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return m_precipitation; }
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inline auto const &
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wind() const {
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return m_wind.vector; }
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inline auto const &
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wind_azimuth() const {
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return m_wind.azimuth; }
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private:
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// types
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struct basic_wind {
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// internal state data
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float azimuth;
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float azimuth_change;
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float velocity;
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float velocity_change;
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float change_time;
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// output
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glm::vec3 vector;
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};
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// methods
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void update_wind();
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// members
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CSkyDome m_skydome;
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cStars m_stars;
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cSun m_sun;
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cMoon m_moon;
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float m_lightintensity { 1.f };
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TSky m_clouds;
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basic_precipitation m_precipitation;
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sound_source m_rainsound { sound_placement::external, -1 };
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basic_wind m_wind;
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};
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namespace simulation {
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extern world_environment Environment;
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} // simulation
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//---------------------------------------------------------------------------
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