openclonk/src/landscape/C4Sky.h

63 lines
2.0 KiB
C++

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