colobot/colobot-base/graphics/engine/cloud.h

136 lines
3.5 KiB
C++

/*
* 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 <glm/glm.hpp>
#include <vector>
#include <string>
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<CloudLine> m_lines;
};
} // namespace Gfx