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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef I_WATER_H
#define I_WATER_H
#include "System/float3.h"
#include "Sim/Projectiles/ExplosionListener.h"
class CGame;
class IWater : public IExplosionListener
{
public:
enum {
WATER_RENDERER_BASIC = 0,
WATER_RENDERER_REFLECTIVE = 1,
WATER_RENDERER_DYNAMIC = 2,
WATER_RENDERER_REFL_REFR = 3,
WATER_RENDERER_BUMPMAPPED = 4,
NUM_WATER_RENDERERS = 5,
};
IWater();
virtual ~IWater() {}
virtual void Draw() {}
virtual void Update() {}
virtual void UpdateWater(CGame* game) {}
virtual void OcclusionQuery() {}
virtual void AddExplosion(const float3& pos, float strength, float size) {}
virtual int GetID() const { return -1; }
virtual const char* GetName() const { return ""; }
virtual void ExplosionOccurred(const CExplosionEvent& event);
bool DrawReflectionPass() const { return drawReflection; }
bool DrawRefractionPass() const { return drawRefraction; }
bool DrawSolid() const { return drawSolid; }
bool BlockWakeProjectiles() const { return (GetID() == WATER_RENDERER_DYNAMIC); }
static IWater* GetWater(IWater* currWaterRenderer, int nextWaterRenderMode);
static void ApplyPushedChanges(CGame* game);
static void PushWaterMode(int nextWaterRenderMode);
protected:
bool drawReflection;
bool drawRefraction;
bool drawSolid;
};
extern IWater* water;
#endif // I_WATER_H
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