paysages3d/src/definition/WaterDefinition.cpp

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#include "WaterDefinition.h"
#include "PackStream.h"
#include "NoiseState.h"
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#include "Color.h"
#include "SurfaceMaterial.h"
WaterDefinition::WaterDefinition(BaseDefinition* parent):
BaseDefinition(parent)
{
material = new SurfaceMaterial;
depth_color = new Color;
foam_material = new SurfaceMaterial;
noise_state = new NoiseState();
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transparency_depth = 0.0;
transparency = 0.0;
reflection = 0.0;
lighting_depth = 0.0;
scaling = 1.0;
waves_height = 0.0;
detail_height = 0.0;
turbulence = 0.0;
foam_coverage = 0.0;
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}
WaterDefinition::~WaterDefinition()
{
delete material;
delete depth_color;
delete foam_material;
delete noise_state;
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}
void WaterDefinition::save(PackStream* stream) const
{
BaseDefinition::save(stream);
material->save(stream);
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depth_color->save(stream);
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stream->write(&transparency_depth);
stream->write(&transparency);
stream->write(&reflection);
stream->write(&lighting_depth);
stream->write(&scaling);
stream->write(&waves_height);
stream->write(&detail_height);
stream->write(&turbulence);
stream->write(&foam_coverage);
foam_material->save(stream);
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noise_state->save(stream);
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}
void WaterDefinition::load(PackStream* stream)
{
BaseDefinition::load(stream);
material->load(stream);
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depth_color->load(stream);
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stream->read(&transparency_depth);
stream->read(&transparency);
stream->read(&reflection);
stream->read(&lighting_depth);
stream->read(&scaling);
stream->read(&waves_height);
stream->read(&detail_height);
stream->read(&turbulence);
stream->read(&foam_coverage);
foam_material->load(stream);
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noise_state->load(stream);
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validate();
}
void WaterDefinition::copy(BaseDefinition* _destination) const
{
BaseDefinition::copy(_destination);
WaterDefinition* destination = (WaterDefinition*)_destination;
*destination->material = *material;
*destination->depth_color = *depth_color;
destination->transparency_depth = transparency_depth;
destination->transparency = transparency;
destination->reflection = reflection;
destination->lighting_depth = lighting_depth;
destination->scaling = scaling;
destination->waves_height = waves_height;
destination->detail_height = detail_height;
destination->turbulence = turbulence;
destination->foam_coverage = foam_coverage;
*destination->foam_material = *foam_material;
noise_state->copy(destination->noise_state);
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}
void WaterDefinition::validate()
{
BaseDefinition::validate();
material->validate();
foam_material->validate();
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}
void WaterDefinition::applyPreset(WaterPreset preset)
{
noise_state->randomizeOffsets();
if (preset == WATER_PRESET_LAKE)
{
transparency = 0.5;
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reflection = 0.2;
transparency_depth = 4.0;
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material->base = colorToHSL(Color(0.08, 0.15, 0.2, 1.0));
depth_color->r = 0.0;
depth_color->g = 0.1;
depth_color->b = 0.1;
lighting_depth = 6.0;
scaling = 1.0;
waves_height = 0.8;
detail_height = 0.05;
turbulence = 0.1;
foam_coverage = 0.15;
}
else if (preset == WATER_PRESET_SEA)
{
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transparency = 0.3;
reflection = 0.07;
transparency_depth = 3.0;
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material->base = colorToHSL(Color(0.05, 0.18, 0.2, 1.0));
depth_color->r = 0.0;
depth_color->g = 0.18;
depth_color->b = 0.15;
lighting_depth = 4.0;
scaling = 1.5;
waves_height = 1.0;
detail_height = 0.06;
turbulence = 0.3;
foam_coverage = 0.4;
}
depth_color->a = 1.0;
material->base.a = 1.0;
material->reflection = 1.0;
material->shininess = 16.0;
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material->hardness = 0.3;
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foam_material->base = colorToHSL(Color(0.8, 0.8, 0.8, 1.0));
foam_material->reflection = 0.1;
foam_material->shininess = 1.5;
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foam_material->hardness = 0.2;
validate();
}