// * 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 - Gfx::CCloud class */ #pragma once #include "common/event.h" #include "graphics/core/color.h" #include "math/point.h" #include "math/vector.h" #include #include class CInstanceManager; 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(CInstanceManager* iMan, 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, Gfx::Color diffuse, Gfx::Color ambient, float level); //! Draw the clouds void Draw(); //! Modifies the cloud level void SetLevel(float level); //! Returns the current level of clouds float GetLevel(); //! Activate management of clouds void SetEnable(bool enable); bool GetEnable(); 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: CInstanceManager* m_iMan; Gfx::CEngine* m_engine; Gfx::CTerrain* m_terrain; std::string m_fileName; //! Overall level float m_level; //! Feedrate (wind) Math::Point m_speed; //! Diffuse color Gfx::Color m_diffuse; //! Ambient color Gfx::Color m_ambient; float m_time; float m_lastTest; int m_subdiv; //! Wind speed Math::Vector m_wind; //! Brick mosaic int m_brick; //! Size of a brick element float m_size; std::vector m_lines; bool m_enable; }; }; // namespace Gfx