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maszyna/precipitation.h
2018-10-12 21:49:49 +02:00

60 lines
1.4 KiB
C++

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