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https://github.com/Kelsidavis/WoWee.git
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113 lines
2.7 KiB
C++
113 lines
2.7 KiB
C++
#pragma once
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <vector>
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namespace wowee {
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namespace rendering {
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class Camera;
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class Shader;
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/**
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* @brief Weather particle system for rain and snow
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*
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* Features:
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* - Rain particles (fast vertical drops)
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* - Snow particles (slow floating flakes)
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* - Particle recycling for efficiency
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* - Camera-relative positioning (follows player)
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* - Adjustable intensity (light, medium, heavy)
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* - GPU instanced rendering
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*/
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class Weather {
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public:
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enum class Type {
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NONE,
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RAIN,
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SNOW
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};
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Weather();
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~Weather();
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/**
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* @brief Initialize weather system
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* @return true if initialization succeeded
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*/
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bool initialize();
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/**
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* @brief Update weather particles
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* @param camera Camera for particle positioning
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* @param deltaTime Time since last frame
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*/
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void update(const Camera& camera, float deltaTime);
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/**
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* @brief Render weather particles
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* @param camera Camera for rendering
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*/
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void render(const Camera& camera);
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/**
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* @brief Set weather type
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*/
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void setWeatherType(Type type) { weatherType = type; }
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Type getWeatherType() const { return weatherType; }
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/**
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* @brief Set weather intensity (0.0 = none, 1.0 = heavy)
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*/
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void setIntensity(float intensity);
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float getIntensity() const { return intensity; }
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/**
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* @brief Enable or disable weather
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*/
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void setEnabled(bool enabled) { this->enabled = enabled; }
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bool isEnabled() const { return enabled; }
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/**
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* @brief Get active particle count
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*/
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int getParticleCount() const;
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private:
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struct Particle {
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glm::vec3 position;
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glm::vec3 velocity;
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float lifetime;
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float maxLifetime;
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};
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void cleanup();
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void resetParticles(const Camera& camera);
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void updateParticle(Particle& particle, const Camera& camera, float deltaTime);
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glm::vec3 getRandomPosition(const glm::vec3& center) const;
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// OpenGL objects
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GLuint vao = 0;
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GLuint vbo = 0; // Instance buffer
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std::unique_ptr<Shader> shader;
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// Particles
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std::vector<Particle> particles;
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std::vector<glm::vec3> particlePositions; // For rendering
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// Weather parameters
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bool enabled = false;
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Type weatherType = Type::NONE;
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float intensity = 0.5f;
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// Particle system parameters
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static constexpr int MAX_PARTICLES = 2000;
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static constexpr float SPAWN_VOLUME_SIZE = 100.0f; // Size of spawn area around camera
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static constexpr float SPAWN_HEIGHT = 80.0f; // Height above camera to spawn
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};
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} // namespace rendering
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} // namespace wowee
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