136 lines
3.5 KiB
C++
136 lines
3.5 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/cloud.h
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* \brief Cloud rendering - CCloud class
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*/
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#pragma once
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#include "graphics/core/color.h"
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#include <glm/glm.hpp>
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#include <vector>
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#include <string>
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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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* \class CCloud
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* \brief Cloud layer renderer
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*
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* Renders the cloud layer as fog. Cloud layer is similar to water layer
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* - it occurs only at specified level of terrain. Cloud map is created
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* the same way water is created. CloudLine structs are used to specify
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* lines in X direction in XY terrain coordinates.
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*/
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class CCloud
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{
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public:
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CCloud(CEngine* engine);
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~CCloud();
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bool EventProcess(const Event& event);
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//! Removes all the clouds
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void Flush();
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//! Creates all areas of cloud
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void Create(const std::string& fileName, const Color& diffuse, const Color& ambient, float level);
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//! Draw the clouds
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void Draw();
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//! Management of cloud level
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//@{
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void SetLevel(float level);
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float GetLevel();
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//@}
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//! Management of clouds
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//@{
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void SetEnabled(bool enabled);
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bool GetEnabled();
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//@}
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protected:
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//! Makes the clouds evolve
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bool EventFrame(const Event &event);
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//! Adjusts the position to normal, to imitate the clouds at movement
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void AdjustLevel(glm::vec3& pos, glm::vec3& eye, float deep,
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glm::vec2& uv1, glm::vec2& uv2);
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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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protected:
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CEngine* m_engine = nullptr;
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CTerrain* m_terrain = nullptr;
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bool m_enabled = true;
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//! Overall level
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float m_level = 0.0f;
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//! Texture
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std::string m_fileName;
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//! Feedrate (wind)
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glm::vec2 m_speed;
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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_lastTest = 0.0f;
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int m_subdiv = 8;
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//! Wind speed
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glm::vec3 m_wind{ 0, 0, 0 };
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//! Brick mosaic
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int m_brickCount = 0;
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//! Size of a brick element
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float m_brickSize = 0;
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/**
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* \struct CloudLine
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* \brief Cloud strip
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*/
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struct CloudLine
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{
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//@{
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//! Beginning (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<CloudLine> m_lines;
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};
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} // namespace Gfx
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