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//-----------------------------------------------------------------------------
// Name: bloodsurface.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec2.h>
#include <Asset/Asset/texture.h>
#include <Graphics/modelsurfacewalker.h>
#include <list>
#include <map>
class Object;
class Model;
class SceneGraph;
static bool blood_inited = false;
static bool blood_uniforms_inited = false;
class BloodSurface {
public:
class TransformedVertexGetter { // Used to get transformed geometry from items or characters
public:
virtual vec3 GetTransformedVertex(int val) = 0;
};
bool blood_tex_mipmap_dirty;
TextureRef blood_tex;
TextureRef blood_work_tex;
float sleep_time;
BloodSurface(TransformedVertexGetter* transformed_vertex_getter);
~BloodSurface();
void Dispose();
void PreDrawFrame(int width, int height);
void AttachToModel( Model * attach_model );
void Update(SceneGraph *scenegraph, float timestep, bool force_update = false);
void CreateBloodDripNearestPointTransformed( const vec3 &bone_pos, float blood_amount, bool can_drip );
void CreateBloodDripNearestPointDirection( const vec3 &bone_pos, const vec3 &direction, float blood_amount, bool can_drip );
void CleanBlood();
void SetFire(float fire);
void SetWet(float wet);
void AddDecalToTriangles( const std::vector<int> &hit_list, vec3 pos, vec3 dir, float size, const TextureAssetRef& texture_ref );
void AddBloodLine( const vec2 &start, const vec2 &end );
void CreateDripInTri( int tri, const vec3 &bary_coords, float blood_amount, float delay, bool can_drip, SurfaceWalker::Type type);
void StartDrawingToBloodTexture();
void EndDrawingToBloodTexture();
void Ignite();
void Extinguish();
void GetShaderNames(std::map<std::string, int>& shaders);
private:
struct CutLine {
vec2 start;
vec2 end;
};
void InitShaders();
void InitUniforms();
TransformedVertexGetter* transformed_vertex_getter_;
Model *model;
int drip_update_delay;
int dry_delay;
int dry_steps;
bool framebuffer_created;
GLuint blood_framebuffer;
GLuint blood_work_framebuffer;
typedef std::list<SurfaceWalker> SurfaceWalkerList;
SurfaceWalkerList surface_walkers;
std::vector<CutLine> cut_lines;
ModelSurfaceWalker model_surface_walker;
int simple_2d_id;
int simple_2d_stab_id;
int character_accumulate_id;
int ignite_id;
int extinguish_id;
const char* simple_2d;
const char* simple_2d_stab_texture;
const char* character_accumulate_dry;
const char* character_accumulate_ignite;
const char* character_accumulate_extinguish;
};
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