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//-----------------------------------------------------------------------------
// Name: flares.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 <Graphics/glstate.h>
#include <Graphics/textureref.h>
#include <Graphics/vbocontainer.h>
#include <Math/vec3.h>
#include <Asset/Asset/texture.h>
#include <opengl.h>
#include <vector>
#include <map>
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
const float _sharp_glare_threshold = 1.5f;
const float _soft_glare_threshold = 2.5f;
const float _no_glare_threshold = 4.0f;
struct OccQuery{
bool started;
bool created;
GLuint id;
OccQuery();
};
struct Flare {
std::vector<OccQuery> query;
vec3 position;
vec3 old_position;
float brightness;
float diffuse;
bool distant;
float visible;
float slow_visible;
vec3 color;
float tex_opac[3];
float size_mult;
float visible_mult;
};
class SceneGraph;
class Flares{
public:
Flares();
~Flares();
enum FlareType {
kDiffuse,
kSharp
};
SceneGraph *scenegraph;
Flare* MakeFlare(vec3 _position, float _brightness, bool _distant);
void CleanupFlares();
void Draw(FlareType flare_type);
void Update(float timestep);
void DeleteFlare(Flare* flare);
std::vector<Flare*> flares;
void GetShaderNames(std::map<std::string, int>& preload_shaders);
private:
VBOContainer vert_vbo;
VBOContainer index_vbo;
float animation;
float old_angle;
float new_angle;
GLState gl_state;
int shader_id;
const char* shader;
TextureAssetRef flare_texture_matte;
TextureAssetRef flare_texture_streaks;
TextureAssetRef flare_texture_blur1;
TextureAssetRef flare_texture_blur2;
TextureAssetRef flare_texture_color;
void DrawFlare(int which);
void OcclusionQuery(int which);
void DrawOcclusion(int which);
public:
};
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