forked from Mirrors/openclonk
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2013-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Small member of the landscape class to handle the sky background */
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#ifndef INC_C4Sky
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#define INC_C4Sky
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#include "graphics/C4Shader.h"
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#define C4SkyPM_Fixed 0 // sky parallax mode: fixed
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#define C4SkyPM_Wind 1 // sky parallax mode: blown by the wind
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class C4Sky
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{
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public:
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C4Sky() { Default(); }
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~C4Sky();
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void Default(); // zero fields
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bool Init(bool fSavegame, std::string names = "");
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void Clear();
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void SetColor(int32_t iIndex, int32_t iRed, int32_t iGreen, int32_t iBlue);
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void SetFadePalette(int32_t *ipColors);
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void Draw(C4TargetFacet &cgo); // draw sky
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DWORD GetSkyFadeClr(int32_t iY); // get sky color at iY
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void Execute(); // move sky
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bool SetModulation(DWORD dwWithClr, DWORD dwBackClr); // adjust the way the sky is blitted
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DWORD GetModulation(bool fBackClr)
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{ return fBackClr ? BackClr : Modulation; }
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void CompileFunc(StdCompiler *pComp);
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protected:
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int32_t Width, Height;
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uint32_t Modulation;
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int32_t BackClr; // background color behind sky
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bool BackClrEnabled; // is the background color enabled?
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public:
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class C4Surface * Surface;
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C4Shader Shader; // shader to draw sky w/o dynamic light (global viewport)
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C4Shader ShaderLight; // shader to draw sky with dynamic light (player viewport)
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C4Real xdir,ydir; // sky movement speed
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C4Real x,y; // sky movement pos
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int32_t ParX, ParY; // parallax movement in xdir/ydir
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uint32_t FadeClr1, FadeClr2;
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int32_t ParallaxMode; // sky scrolling mode
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};
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#endif
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