colobot/src/graphics/engine/cloud.h

144 lines
3.5 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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://www.gnu.org/licenses/.
/**
* \file graphics/engine/cloud.h
* \brief Cloud rendering - CCloud class
*/
#pragma once
#include "common/event.h"
#include "graphics/core/color.h"
#include "math/point.h"
#include "math/vector.h"
#include <vector>
#include <string>
// Graphics module namespace
namespace Gfx {
class CEngine;
class CTerrain;
/**
* \struct CloudLine
* \brief Cloud strip
*/
struct CloudLine
{
//@{
//! Beginning (terrain coordinates)
short x, y;
//@}
//! Length in X direction (terrain coordinates)
short len;
//! X (1, 2) and Z coordinates (world coordinates)
float px1, px2, pz;
CloudLine()
{
x = y = 0;
len = 0;
px1 = px2 = pz = 0;
}
};
/**
* \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 enable);
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(Math::Vector& pos, Math::Vector& eye, float deep,
Math::Point& uv1, Math::Point& uv2);
//! Updates the positions, relative to the ground
void CreateLine(int x, int y, int len);
protected:
CEngine* m_engine;
CTerrain* m_terrain;
bool m_enabled;
//! Overall level
float m_level;
//! Texture
std::string m_fileName;
//! Feedrate (wind)
Math::Point m_speed;
//! Diffuse color
Color m_diffuse;
//! Ambient color
Color m_ambient;
float m_time;
float m_lastTest;
int m_subdiv;
//! Wind speed
Math::Vector m_wind;
//! Brick mosaic
int m_brickCount;
//! Size of a brick element
float m_brickSize;
std::vector<CloudLine> m_lines;
};
} // namespace Gfx