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60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "Texture.h"
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// based on "Rendering Falling Rain and Snow"
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// by Niniane Wang, Bretton Wade
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class basic_precipitation {
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public:
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// constructors
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basic_precipitation() = default;
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// destructor
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~basic_precipitation();
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// methods
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inline
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void
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set_unit( GLint const Textureunit ) {
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m_textureunit = Textureunit; }
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bool
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init();
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void
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update();
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void
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render();
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glm::dvec3 m_cameramove{ 0.0 };
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private:
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// methods
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void create( int const Tesselation );
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// members
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std::vector<glm::vec3> m_vertices;
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std::vector<glm::vec2> m_uvs;
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std::vector<std::uint16_t> m_indices;
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GLuint m_vertexbuffer { (GLuint)-1 };
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GLuint m_uvbuffer { (GLuint)-1 };
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GLuint m_indexbuffer { (GLuint)-1 };
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GLint m_textureunit { 0 };
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texture_handle m_texture { -1 };
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float m_textureoffset { 0.f };
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float m_moverate { 30 * 0.001f };
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float m_moverateweathertypefactor { 1.f }; // medium-dependent; 1.0 for snow, faster for rain
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glm::dvec3 m_camerapos { 0.0 };
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bool m_freeflymode { true };
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bool m_windowopen { true };
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int m_activecab{ 0 };
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glm::dvec3 m_cabcameramove{ 0.0 };
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};
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