192 lines
5.5 KiB
C++
192 lines
5.5 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program 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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* This program 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.
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* See the 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 this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/engine/water.h
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* \brief Water rendering - CWater class
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*/
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#pragma once
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#include "graphics/engine/particle.h"
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class CSoundInterface;
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struct Event;
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// Graphics module namespace
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namespace Gfx
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{
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class CEngine;
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class CTerrain;
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/**
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* \enum WaterType
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* \brief Mode of water display
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*/
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enum WaterType
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{
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//! No water
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WATER_NULL = 0,
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//! Transparent texture
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WATER_TT = 1,
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//! Opaque texture
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WATER_TO = 2,
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//! Transparent color
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WATER_CT = 3,
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//! Opaque color
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WATER_CO = 4,
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};
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/**
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* \class CWater
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* \brief Water manager/renderer
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*
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* Water is drawn where the terrain is below specified level. The mapping
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* is based on terrain coordinates - for each "brick" coordinate, the level
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* of terrain is tested. For every Y coordinate, many lines in X direction
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* are created (WaterLines).
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*
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* There are two parts of drawing process: drawing the background image
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* blocking the normal sky layer and drawing the surface of water.
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* The surface is drawn with texture, so with proper texture it can be lava.
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*/
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class CWater
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{
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public:
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CWater(CEngine* engine);
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virtual ~CWater();
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bool EventProcess(const Event &event);
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//! Removes all the water
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void Flush();
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//! Creates all expanses of water
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void Create(WaterType type1, WaterType type2, const std::string& fileName,
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Color diffuse, Color ambient, float level, float glint, glm::vec3 eddy);
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//! Draw the back surface of the water
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void DrawBack();
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//! Draws the flat surface of the water
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void DrawSurf();
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//! Changes the level of the water
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void SetLevel(float level);
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//! Returns the current level of water
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float GetLevel();
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//! Returns the current level of water for a given object
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float GetLevel(CObject* object);
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//@{
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//! Management of the mode of lava/water
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void SetLava(bool lava);
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bool GetLava();
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//@}
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//! Adjusts the eye of the camera, not to be in the water
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void AdjustEye(glm::vec3 &eye);
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protected:
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//! Makes water evolve
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bool EventFrame(const Event &event);
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//! Makes evolve the steam jets on the lava
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void LavaFrame(float rTime);
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//! Adjusts the position to normal, to imitate reflections on an expanse of water at rest
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void AdjustLevel(glm::vec3 &pos, glm::vec3 &norm, glm::vec2& uv1, glm::vec2& uv2);
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//! Indicates if there is water in a given position
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bool GetWater(int x, int y);
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//! Updates the positions, relative to the ground
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void CreateLine(int x, int y, int len);
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//! Removes all the steam jets
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void VaporFlush();
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//! Creates a new steam
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bool VaporCreate(ParticleType type, glm::vec3 pos, float delay);
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//! Makes evolve a steam jet
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void VaporFrame(int i, float rTime);
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protected:
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CEngine* m_engine = nullptr;
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CDevice* m_device = nullptr;
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CTerrain* m_terrain = nullptr;
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CParticle* m_particle = nullptr;
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CSoundInterface* m_sound = nullptr;
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WaterType m_type[2] = {};
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std::string m_fileName;
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//! Overall level
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float m_level = 0.0f;
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//! Amplitude of reflections
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float m_glint = 0.0f;
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//! Amplitude of swirls
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glm::vec3 m_eddy = { 0, 0, 0 };
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//! Diffuse color
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Color m_diffuse;
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//! Ambient color
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Color m_ambient;
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float m_time = 0.0f;
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float m_lastLava = 0.0f;
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int m_subdiv = 4;
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//! Number of brick*mosaics
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int m_brickCount = 0;
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//! Size of a item in an brick
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float m_brickSize = 0;
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/**
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* \struct WaterLine
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* \brief Water strip
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*/
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struct WaterLine
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{
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//@{
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//! Beginning of line (terrain coordinates)
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short x = 0, y = 0;
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//@}
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//! Length in X direction (terrain coordinates)
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short len = 0;
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//! X (1, 2) and Z coordinates (world coordinates)
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float px1 = 0, px2 = 0, pz = 0;
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};
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std::vector<WaterLine> m_lines;
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/**
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* \struct WaterVapor
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* \brief Water particle effect
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*/
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struct WaterVapor
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{
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bool used = false;
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ParticleType type = PARTIWATER;
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glm::vec3 pos = { 0, 0, 0 };
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float delay = 0.0f;
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float time = 0.0f;
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float last = 0.0f;
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};
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std::vector<WaterVapor> m_vapors;
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bool m_draw = true;
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bool m_lava = false;
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Color m_color = Color(1.0f, 1.0f, 1.0f, 1.0f);
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};
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} // namespace Gfx
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