stk-code_catmod/src/graphics/skid_marks.hpp
2018-01-21 15:35:38 +08:00

122 lines
3.8 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004-2015 Ingo Ruhnke <grumbel@gmx.de>
// Copyright (C) 2013-2015 Joerg Henrichs
//
// This program 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 3
// of the License, or (at your option) any later version.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_SKID_MARK_HPP
#define HEADER_SKID_MARK_HPP
#include <aabbox3d.h>
#include <memory>
#include <SColor.h>
#include <vector>
using namespace irr;
class Material;
namespace SP
{
class SPDynamicDrawCall;
class SPShader;
}
#include "utils/no_copy.hpp"
#include "utils/vec3.hpp"
class AbstractKart;
/** \brief This class is responsible for drawing skid marks for a kart.
* \ingroup graphics
*/
class SkidMarks : public NoCopy
{
private:
/** Reference to the kart to which these skidmarks belong. */
const AbstractKart &m_kart;
/** True if the kart was skidding in the previous frame. */
bool m_skid_marking;
/** Reduce effect of Z-fighting. */
float m_width;
/** Initial alpha value. */
static const int m_start_alpha;
/** Initial grey value, same for the 3 channels. */
static const int m_start_grey;
/** Material to use for the skid marks. */
Material* m_material;
/** Shader(alphablend) to use for the skid marks. */
std::shared_ptr<SP::SPShader> m_shader;
// ------------------------------------------------------------------------
class SkidMarkQuads : public NoCopy
{
/** Used to move skid marks at the same location slightly on
* top of each other to avoid a 'wobbling' effect when sometines
* the first and sometimes the 2nd one is drawn on top. */
float m_z_offset;
/** Fade out = alpha value. */
float m_fade_out;
video::SColor m_start_color;
/** Vector marking the start of the skidmarks (located between left and right wheel) */
Vec3 m_center_start;
std::shared_ptr<SP::SPDynamicDrawCall> m_dy_dc;
public:
SkidMarkQuads (const Vec3 &left, const Vec3 &right,
const Vec3 &normal, Material* material,
std::shared_ptr<SP::SPShader> shader,
float z_offset, video::SColor* custom_color = NULL);
~SkidMarkQuads();
void add (const Vec3 &left,
const Vec3 &right,
const Vec3 &normal,
float distance);
bool fade (float f);
const Vec3& getCenterStart() const { return m_center_start; }
}; // SkidMarkQuads
// ------------------------------------------------------------------------
/** Two skidmark objects for the left and right wheel. */
std::vector<std::unique_ptr<SkidMarkQuads> > m_left, m_right;
/** Shared static so that consecutive skidmarks are at a slightly
* different height. */
static float m_avoid_z_fighting;
public:
SkidMarks(const AbstractKart& kart, float width=0.32f);
~SkidMarks();
void update (float dt, bool force_skid_marks=false,
video::SColor* custom_color = NULL);
void reset();
}; // SkidMarks
#endif
/* EOF */