/*! \brief A special effect that spawns a region full of fireflies. */ #ifdef EYE_CANDY #ifndef EFFECT_FIREFLY_H #define EFFECT_FIREFLY_H // I N C L U D E S //////////////////////////////////////////////////////////// #include "eye_candy.h" namespace ec { // C L A S S E S ////////////////////////////////////////////////////////////// class FireflyParticle : public Particle { public: FireflyParticle(Effect* _effect, ParticleMover* _mover, const Vec3 _pos, const Vec3 _velocity, const coord_t _min_height, const coord_t _max_height); ~FireflyParticle() {} virtual bool idle(const Uint64 delta_t); virtual GLuint get_texture(const Uint16 res_index); virtual light_t estimate_light_level() const { return 0.0; }; // We don't want the particle system lights to be used on the pos, since it will assumedly already have one. virtual light_t get_light_level() { return 0.0; }; virtual bool deletable() { return false; }; coord_t min_height; coord_t max_height; }; class FireflyEffect : public Effect { public: FireflyEffect(EyeCandy* _base, bool* _dead, Vec3* _pos, std::vector* _obstructions, const float _density, BoundingRange* bounding_range); ~FireflyEffect(); virtual EffectEnum get_type() { return EC_FIREFLY; }; bool idle(const Uint64 usec); BoundingMover* mover; FilledBoundingSpawner* spawner; Vec3 center; }; /////////////////////////////////////////////////////////////////////////////// } // End namespace ec #endif // defined EFFECT_FIREFLY_H #endif // #ifdef EYE_CANDY