/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * 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://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 #include // 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 m_lines; }; } // namespace Gfx