osb/source/game/StarParallax.hpp

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