Kelsidavis-WoWee/include/rendering/charge_effect.hpp

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#pragma once
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <memory>
#include <vector>
#include <deque>
#include <cstdint>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering {
class Camera;
class Shader;
class M2Renderer;
/// Renders a red-orange ribbon streak trailing behind the warrior during Charge,
/// plus small dust puffs at ground level.
class ChargeEffect {
public:
ChargeEffect();
~ChargeEffect();
bool initialize();
void shutdown();
/// Try to load M2 spell models (Charge_Caster.m2, etc.)
void tryLoadM2Models(M2Renderer* m2Renderer, pipeline::AssetManager* assets);
/// Start the trail (call once when charge begins)
void start(const glm::vec3& position, const glm::vec3& direction);
/// Feed current position each frame while charging
void emit(const glm::vec3& position, const glm::vec3& direction);
/// Stop adding trail points (existing ribbon fades out)
void stop();
/// Spawn M2 impact burst at target position
void triggerImpact(const glm::vec3& position);
void update(float deltaTime);
void render(const Camera& camera);
bool isActive() const { return emitting_ || !trail_.empty() || !dustPuffs_.empty(); }
private:
// --- Ribbon trail ---
struct TrailPoint {
glm::vec3 center; // World position of trail spine
glm::vec3 side; // Perpendicular direction (for ribbon width)
float age; // Seconds since spawned
};
static constexpr int MAX_TRAIL_POINTS = 64;
static constexpr float TRAIL_LIFETIME = 0.5f; // Seconds before trail point fades
static constexpr float TRAIL_HALF_WIDTH = 0.8f; // Half-width of ribbon
static constexpr float TRAIL_SPAWN_DIST = 0.4f; // Min distance between trail points
std::deque<TrailPoint> trail_;
GLuint ribbonVao_ = 0;
GLuint ribbonVbo_ = 0;
std::unique_ptr<Shader> ribbonShader_;
std::vector<float> ribbonVerts_; // pos(3) + alpha(1) + heat(1) = 5 floats per vert
// --- Dust puffs (small point sprites at feet) ---
struct DustPuff {
glm::vec3 position;
glm::vec3 velocity;
float lifetime;
float maxLifetime;
float size;
float alpha;
};
static constexpr int MAX_DUST = 80;
std::vector<DustPuff> dustPuffs_;
GLuint dustVao_ = 0;
GLuint dustVbo_ = 0;
std::unique_ptr<Shader> dustShader_;
std::vector<float> dustVerts_;
bool emitting_ = false;
glm::vec3 lastEmitPos_{0.0f};
float dustAccum_ = 0.0f;
// --- M2 spell effect models (optional) ---
static constexpr uint32_t CASTER_MODEL_ID = 999800;
static constexpr uint32_t IMPACT_MODEL_ID = 999801;
static constexpr float M2_EFFECT_DURATION = 2.0f;
M2Renderer* m2Renderer_ = nullptr;
bool casterModelLoaded_ = false;
bool impactModelLoaded_ = false;
uint32_t activeCasterInstanceId_ = 0;
struct ActiveM2 {
uint32_t instanceId;
float elapsed;
};
std::vector<ActiveM2> activeImpacts_;
};
} // namespace rendering
} // namespace wowee