/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program 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. * * This program 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, see http://gnu.org/licenses */ /** * \file graphics/engine/cloud.h * \brief Cloud rendering - CCloud class */ #pragma once #include "graphics/core/color.h" #include #include #include struct Event; // Graphics module namespace namespace Gfx { class CEngine; class CTerrain; /** * \class CCloud * \brief Cloud layer renderer * * Renders the cloud layer as fog. Cloud layer is similar to water layer * - it occurs only at specified level of terrain. Cloud map is created * the same way water is created. CloudLine structs are used to specify * lines in X direction in XY terrain coordinates. */ class CCloud { public: CCloud(CEngine* engine); ~CCloud(); bool EventProcess(const Event& event); //! Removes all the clouds void Flush(); //! Creates all areas of cloud void Create(const std::string& fileName, const Color& diffuse, const Color& ambient, float level); //! Draw the clouds void Draw(); //! Management of cloud level //@{ void SetLevel(float level); float GetLevel(); //@} //! Management of clouds //@{ void SetEnabled(bool enabled); bool GetEnabled(); //@} protected: //! Makes the clouds evolve bool EventFrame(const Event &event); //! Adjusts the position to normal, to imitate the clouds at movement void AdjustLevel(glm::vec3& pos, glm::vec3& eye, float deep, glm::vec2& uv1, glm::vec2& uv2); //! Updates the positions, relative to the ground void CreateLine(int x, int y, int len); protected: CEngine* m_engine = nullptr; CTerrain* m_terrain = nullptr; bool m_enabled = true; //! Overall level float m_level = 0.0f; //! Texture std::string m_fileName; //! Feedrate (wind) glm::vec2 m_speed; //! Diffuse color Color m_diffuse; //! Ambient color Color m_ambient; float m_time = 0.0f; float m_lastTest = 0.0f; int m_subdiv = 8; //! Wind speed glm::vec3 m_wind{ 0, 0, 0 }; //! Brick mosaic int m_brickCount = 0; //! Size of a brick element float m_brickSize = 0; /** * \struct CloudLine * \brief Cloud strip */ struct CloudLine { //@{ //! Beginning (terrain coordinates) short x = 0, y = 0; //@} //! Length in X direction (terrain coordinates) short len = 0; //! X (1, 2) and Z coordinates (world coordinates) float px1 = 0, px2 = 0, pz = 0; }; std::vector m_lines; }; } // namespace Gfx