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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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/.

// water.h

#pragma once


#include "graphics/d3d/d3dengine.h"
#include "graphics/common/particule.h"


class CInstanceManager;
class CTerrain;
class CSound;



const int MAXWATERLINE = 500;

struct WaterLine
{
	short		x, y;		// beginning
	short		len;		// length by x
	float		px1, px2, pz;
};


const int MAXWATVAPOR = 10;

struct WaterVapor
{
	bool			bUsed;
	ParticuleType	type;
	D3DVECTOR		pos;
	float			delay;
	float			time;
	float			last;
};


enum WaterType
{
	WATER_NULL		= 0,	// no water
	WATER_TT		= 1,	// transparent texture
	WATER_TO		= 2,	// opaque texture
	WATER_CT		= 3,	// transparent color
	WATER_CO		= 4,	// opaque color
};


class CWater
{
public:
	CWater(CInstanceManager* iMan, CD3DEngine* engine);
	~CWater();

	void		SetD3DDevice(LPDIRECT3DDEVICE7 device);
	bool		EventProcess(const Event &event);
	void		Flush();
	bool		Create(WaterType type1, WaterType type2, const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level, float glint, D3DVECTOR eddy);
	void		DrawBack();
	void		DrawSurf();

	bool		SetLevel(float level);
	float		RetLevel();
	float		RetLevel(CObject* object);

	void		SetLava(bool bLava);
	bool		RetLava();

	void		AdjustEye(D3DVECTOR &eye);

protected:
	bool		EventFrame(const Event &event);
	void		LavaFrame(float rTime);
	void		AdjustLevel(D3DVECTOR &pos, D3DVECTOR &norm, FPOINT &uv1, FPOINT &uv2);
	bool		RetWater(int x, int y);
	bool		CreateLine(int x, int y, int len);

	void		VaporFlush();
	bool		VaporCreate(ParticuleType type, D3DVECTOR pos, float delay);
	void		VaporFrame(int i, float rTime);

protected:
	CInstanceManager*	m_iMan;
	CD3DEngine*			m_engine;
	LPDIRECT3DDEVICE7	m_pD3DDevice;
	CTerrain*			m_terrain;
	CParticule*			m_particule;
	CSound*				m_sound;

	WaterType		m_type[2];
	char			m_filename[100];
	float			m_level;		// overall level
	float			m_glint;		// amplitude of reflections
	D3DVECTOR		m_eddy;			// amplitude of swirls
	D3DCOLORVALUE		m_diffuse;		// diffuse color
	D3DCOLORVALUE		m_ambient;		// ambient color
	float			m_time;
	float			m_lastLava;
	int			m_subdiv;

	int			m_brick;		// number of brick*mosaics
	float			m_size;			// size of a item in an brick

	int			m_lineUsed;
	WaterLine		m_line[MAXWATERLINE];

	WaterVapor		m_vapor[MAXWATVAPOR];

	bool			m_bDraw;
	bool			m_bLava;
	D3DCOLOR		m_color;
};