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#pragma once
#include <GL/glfw.h>
#include "snoutlib/misc.h"
#include "snoutlib/shader.h"
#include "snoutlib/rtt_fbo.h"
class Clouds
{
unsigned int m_num_clouds;
unsigned int m_num_tex_row;
float m_time_offset;
GLuint m_vbo;
GLuint m_cloud_texture;
GLuint m_circle_dl;
void generate_cloud_textures(void);
void draw_random_cloud(void);
Clouds(Clouds &b2) {}
Clouds &operator=(const Clouds &b2) { return *this;}
public:
Clouds();
~Clouds();
void draw(void);
};
class Sky
{
Clouds *m_clouds;
Sky(Sky &b2) {}
Sky &operator=(const Sky &b2) { return *this;}
public:
Sky();
~Sky();
void draw(float pos);
};
class Sea
{
GLuint m_vbo;
GLuint m_vertcnt;
Sea(Sea &b2) {}
Sea &operator=(const Sea &b2) { return *this;}
public:
Sea();
static float sea_func(float x);
void draw(float pos,float max_amp, bool blend);
};
class Background
{
float m_sea_pos;
float m_sea_amp;
Sea *m_sea;
Sky *m_sky;
Background(Background &b2) {}
Background &operator=(const Background &b2) { return *this;}
public:
Background();
~Background();
void draw(void);
void draw_sea(bool blend);
void draw_sky(void);
static void darken_area(vec4 const &box,float amount=0.4f);
};
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