//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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 2 of the License, or // (at your option) any later version. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_WaterWavesh_INCLUDE__) #define __INCLUDE_WaterWavesh_INCLUDE__ #include #include #include #include class WaterWaves { public: WaterWaves(); virtual ~WaterWaves(); void generateWaves(float waterHeight, WaterMap &map, ProgressCounter *counter = 0); void draw(); void simulate(float frameTime); GLTexture &getWavesTexture1() { return wavesTexture1_; } GLTexture &getWavesTexture2() { return wavesTexture2_; } Vector &getWavesColor() { return wavesColor_; } float getWaveDistance(int x, int y); protected: struct WaterWaveEntry { Vector perp; WaterMap::WaterEntry *ptAEntry; WaterMap::WaterEntry *ptBEntry; WaterMap::WaterEntry *ptCEntry; WaterMap::WaterEntry *ptDEntry; Vector ptC; Vector ptD; }; struct WaterWaveContext { int mapWidth; int mapHeight; int pointsWidth; int pointsHeight; int pointsMult; bool *wavePoints; unsigned int pointCount; unsigned int removedCount; }; GLTexture wavesTexture1_; GLTexture wavesTexture2_; Vector wavesColor_; float *waveDistance_; int distanceWidth_, distanceHeight_; int distanceWidthMult_, distanceHeightMult_; std::vector paths1_; std::vector paths2_; float totalTime_; void findPoints(WaterWaveContext *context, float waterHeight, ProgressCounter *counter); bool findNextPath(WaterWaveContext *context, float waterHeight, WaterMap &wmap, ProgressCounter *counter); void findPath(WaterWaveContext *context, std::vector &points, int x, int y, ProgressCounter *counter); void constructLines(WaterWaveContext *context, float waterHeight, WaterMap &wmap, std::vector &points); void drawBoxes(float totalTime, Vector &windDir, std::vector &paths); }; #endif