144 lines
3.5 KiB
C++
144 lines
3.5 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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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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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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/**
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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 "common/event.h"
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#include "graphics/core/color.h"
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#include "math/point.h"
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#include "math/vector.h"
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#include <vector>
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#include <string>
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// Graphics module namespace
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namespace Gfx {
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class CEngine;
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class CTerrain;
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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, y;
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//@}
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//! Length in X direction (terrain coordinates)
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short len;
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//! X (1, 2) and Z coordinates (world coordinates)
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float px1, px2, pz;
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CloudLine()
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{
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x = y = 0;
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len = 0;
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px1 = px2 = pz = 0;
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}
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};
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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 enable);
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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(Math::Vector& pos, Math::Vector& eye, float deep,
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Math::Point& uv1, Math::Point& 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;
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CTerrain* m_terrain;
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bool m_enabled;
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//! Overall level
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float m_level;
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//! Texture
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std::string m_fileName;
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//! Feedrate (wind)
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Math::Point 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;
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float m_lastTest;
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int m_subdiv;
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//! Wind speed
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Math::Vector m_wind;
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//! Brick mosaic
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int m_brickCount;
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//! Size of a brick element
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float m_brickSize;
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std::vector<CloudLine> m_lines;
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};
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} // namespace Gfx
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