122 lines
3.8 KiB
C++
122 lines
3.8 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004-2015 Ingo Ruhnke <grumbel@gmx.de>
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// Copyright (C) 2013-2015 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_SKID_MARK_HPP
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#define HEADER_SKID_MARK_HPP
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#include <aabbox3d.h>
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#include <memory>
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#include <SColor.h>
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#include <vector>
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using namespace irr;
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class Material;
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namespace SP
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{
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class SPDynamicDrawCall;
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class SPShader;
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}
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#include "utils/no_copy.hpp"
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#include "utils/vec3.hpp"
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class AbstractKart;
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/** \brief This class is responsible for drawing skid marks for a kart.
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* \ingroup graphics
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*/
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class SkidMarks : public NoCopy
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{
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private:
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/** Reference to the kart to which these skidmarks belong. */
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const AbstractKart &m_kart;
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/** True if the kart was skidding in the previous frame. */
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bool m_skid_marking;
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/** Reduce effect of Z-fighting. */
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float m_width;
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/** Initial alpha value. */
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static const int m_start_alpha;
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/** Initial grey value, same for the 3 channels. */
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static const int m_start_grey;
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/** Material to use for the skid marks. */
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Material* m_material;
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/** Shader(alphablend) to use for the skid marks. */
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std::shared_ptr<SP::SPShader> m_shader;
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// ------------------------------------------------------------------------
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class SkidMarkQuads : public NoCopy
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{
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/** Used to move skid marks at the same location slightly on
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* top of each other to avoid a 'wobbling' effect when sometines
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* the first and sometimes the 2nd one is drawn on top. */
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float m_z_offset;
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/** Fade out = alpha value. */
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float m_fade_out;
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video::SColor m_start_color;
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/** Vector marking the start of the skidmarks (located between left and right wheel) */
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Vec3 m_center_start;
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std::shared_ptr<SP::SPDynamicDrawCall> m_dy_dc;
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public:
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SkidMarkQuads (const Vec3 &left, const Vec3 &right,
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const Vec3 &normal, Material* material,
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std::shared_ptr<SP::SPShader> shader,
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float z_offset, video::SColor* custom_color = NULL);
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~SkidMarkQuads();
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void add (const Vec3 &left,
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const Vec3 &right,
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const Vec3 &normal,
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float distance);
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bool fade (float f);
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const Vec3& getCenterStart() const { return m_center_start; }
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}; // SkidMarkQuads
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// ------------------------------------------------------------------------
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/** Two skidmark objects for the left and right wheel. */
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std::vector<std::unique_ptr<SkidMarkQuads> > m_left, m_right;
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/** Shared static so that consecutive skidmarks are at a slightly
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* different height. */
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static float m_avoid_z_fighting;
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public:
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SkidMarks(const AbstractKart& kart, float width=0.32f);
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~SkidMarks();
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void update (float dt, bool force_skid_marks=false,
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video::SColor* custom_color = NULL);
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void reset();
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}; // SkidMarks
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#endif
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/* EOF */
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