2023-06-20 04:33:09 +00:00
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#ifndef STAR_PARALLAX_HPP
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#define STAR_PARALLAX_HPP
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#include "StarMaybe.hpp"
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#include "StarColor.hpp"
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#include "StarPlantDatabase.hpp"
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2023-06-25 06:10:57 +00:00
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#include "StarDirectives.hpp"
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2023-06-20 04:33:09 +00:00
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namespace Star {
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STAR_CLASS(Parallax);
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STAR_STRUCT(ParallaxLayer);
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struct ParallaxLayer {
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ParallaxLayer();
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ParallaxLayer(Json const& store);
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Json store() const;
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2023-06-25 06:10:57 +00:00
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void addImageDirectives(Directives const& newDirectives);
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void fadeToSkyColor(Color skyColor);
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2023-06-25 06:10:57 +00:00
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List<String> textures;
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Directives directives;
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float alpha;
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Vec2F parallaxValue;
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Vec2B repeat;
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Maybe<float> tileLimitTop;
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Maybe<float> tileLimitBottom;
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float verticalOrigin;
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float zLevel;
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Vec2F parallaxOffset;
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String timeOfDayCorrelation;
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float speed;
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bool unlit;
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bool lightMapped;
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float fadePercent;
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};
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typedef List<ParallaxLayer> ParallaxLayers;
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DataStream& operator>>(DataStream& ds, ParallaxLayer& parallaxLayer);
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DataStream& operator<<(DataStream& ds, ParallaxLayer const& parallaxLayer);
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// Object managing and rendering the parallax for a World
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class Parallax {
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public:
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Parallax(String const& assetFile,
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uint64_t seed,
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float verticalOrigin,
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float hueShift,
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Maybe<TreeVariant> parallaxTreeVariant = {});
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Parallax(Json const& store);
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Json store() const;
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void fadeToSkyColor(Color const& skyColor);
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ParallaxLayers const& layers() const;
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private:
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void buildLayer(Json const& layerSettings, String const& kind);
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uint64_t m_seed;
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float m_verticalOrigin;
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Maybe<TreeVariant> m_parallaxTreeVariant;
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float m_hueShift;
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String m_imageDirectory;
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ParallaxLayers m_layers;
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};
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}
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#endif
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