131 lines
3.2 KiB
C++
131 lines
3.2 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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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. See the
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// * 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://www.gnu.org/licenses/.
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// water.h
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#pragma once
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#include "common/event.h"
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#include "graphics/d3d/d3dengine.h"
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#include "graphics/common/particule.h"
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class CInstanceManager;
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class CTerrain;
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class CSound;
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const int MAXWATERLINE = 500;
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struct WaterLine
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{
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short x, y; // beginning
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short len; // length by x
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float px1, px2, pz;
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};
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const int MAXWATVAPOR = 10;
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struct WaterVapor
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{
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bool bUsed;
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ParticuleType type;
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Math::Vector pos;
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float delay;
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float time;
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float last;
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};
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enum WaterType
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{
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WATER_NULL = 0, // no water
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WATER_TT = 1, // transparent texture
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WATER_TO = 2, // opaque texture
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WATER_CT = 3, // transparent color
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WATER_CO = 4, // opaque color
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};
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class CWater
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{
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public:
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CWater(CInstanceManager* iMan, CD3DEngine* engine);
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~CWater();
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void SetD3DDevice(LPDIRECT3DDEVICE7 device);
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bool EventProcess(const Event &event);
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void Flush();
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bool Create(WaterType type1, WaterType type2, const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level, float glint, Math::Vector eddy);
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void DrawBack();
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void DrawSurf();
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bool SetLevel(float level);
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float RetLevel();
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float RetLevel(CObject* object);
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void SetLava(bool bLava);
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bool RetLava();
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void AdjustEye(Math::Vector &eye);
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protected:
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bool EventFrame(const Event &event);
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void LavaFrame(float rTime);
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void AdjustLevel(Math::Vector &pos, Math::Vector &norm, Math::Point &uv1, Math::Point &uv2);
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bool RetWater(int x, int y);
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bool CreateLine(int x, int y, int len);
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void VaporFlush();
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bool VaporCreate(ParticuleType type, Math::Vector pos, float delay);
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void VaporFrame(int i, float rTime);
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protected:
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CInstanceManager* m_iMan;
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CD3DEngine* m_engine;
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LPDIRECT3DDEVICE7 m_pD3DDevice;
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CTerrain* m_terrain;
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CParticule* m_particule;
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CSound* m_sound;
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WaterType m_type[2];
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char m_filename[100];
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float m_level; // overall level
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float m_glint; // amplitude of reflections
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Math::Vector m_eddy; // amplitude of swirls
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D3DCOLORVALUE m_diffuse; // diffuse color
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D3DCOLORVALUE m_ambient; // ambient color
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float m_time;
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float m_lastLava;
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int m_subdiv;
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int m_brick; // number of brick*mosaics
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float m_size; // size of a item in an brick
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int m_lineUsed;
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WaterLine m_line[MAXWATERLINE];
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WaterVapor m_vapor[MAXWATVAPOR];
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bool m_bDraw;
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bool m_bLava;
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D3DCOLOR m_color;
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};
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