WaterWaves.h

Go to the documentation of this file.
00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(__INCLUDE_WaterWavesh_INCLUDE__)
00022 #define __INCLUDE_WaterWavesh_INCLUDE__
00023 
00024 #include <common/Vector.h>
00025 #include <common/ProgressCounter.h>
00026 #include <GLEXT/GLTexture.h>
00027 #include <vector>
00028 
00029 class Water2Patches;
00030 class WaterWaves
00031 {
00032 public:
00033         WaterWaves();
00034         virtual ~WaterWaves();
00035 
00036         void generateWaves(float waterHeight, ProgressCounter *counter = 0);
00037         void draw(Water2Patches &currentPatch);
00038         void simulate(float frameTime);
00039 
00040 protected:
00041         struct WaterWaveEntry 
00042         {
00043                 Vector perp;
00044                 Vector ptA;
00045                 Vector ptB;
00046                 Vector ptC;
00047                 Vector ptD;
00048         };
00049         struct WaterWaveContext
00050         {
00051                 int mapWidth;
00052                 int mapHeight;
00053                 int pointsWidth;
00054                 int pointsHeight;
00055                 int pointsMult;
00056                 bool *wavePoints;
00057                 unsigned int pointCount;
00058                 unsigned int removedCount;
00059         };
00060 
00061         GLTexture wavesTexture1_;
00062         GLTexture wavesTexture2_;
00063         Vector wavesColor_;
00064 
00065         std::vector<WaterWaveEntry> paths1_;
00066         std::vector<WaterWaveEntry> paths2_;
00067         float totalTime_;
00068 
00069         void findPoints(WaterWaveContext *context,
00070                 float waterHeight, ProgressCounter *counter);
00071         bool findNextPath(WaterWaveContext *context,
00072                 float waterHeight, ProgressCounter *counter);
00073         void findPath(WaterWaveContext *context,
00074                 std::vector<Vector> &points, int x, int y, ProgressCounter *counter);
00075         void constructLines(WaterWaveContext *context,
00076                 float waterHeight, std::vector<Vector> &points);
00077         void drawBoxes(Water2Patches &currentPatch,
00078                 float totalTime, Vector &windDir, 
00079                 std::vector<WaterWaveEntry> &paths);
00080 
00081 };
00082 
00083 #endif

Generated on Mon Feb 16 15:14:48 2009 for Scorched3D by  doxygen 1.5.3