////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_SkyDome_hpp_INCLUDE__
#define __INCLUDE_SkyDome_hpp_INCLUDE__

#include <sky/LargeHemisphere.hpp>
#include <sky/SkyLine.hpp>
#include <GLEXT/GLTexture.hpp>
#include <image/Image.hpp>

class SkyDome
{
public:
	SkyDome();
	virtual ~SkyDome();

	void simulate( float frameTime );
	void drawBackdrop();
	void drawLayers();
	void generate();
	void flash();

protected:
	float     xy_;
	float     cloudSpeed_;
	Vector    cloudDirection_;
	float     flashTime_;
	GLTexture cloudTexture_;
	GLTexture starTexture_;
	GLTexture skyLineTexture_;
	Image     skyColorsMap_;
	bool      useStarTexture_;
	bool      noSunFog_;
	bool      horizonGlow_;
	bool      useSkyLine_;

	SkyLine         skyLine1_;
	LargeHemisphere clouds1_;
	LargeHemisphere clouds2_;
	LargeHemisphere colors_;
	LargeHemisphere stars_;
	LargeHemisphere flash_;
};

#endif  // __INCLUDE_SkyDome_hpp_INCLUDE__
