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"
#include "IntNode.h"
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#include "FloatNode.h"
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WaterDefinition::WaterDefinition(DefinitionNode *parent) : DefinitionNode(parent, "water", "water") {
model = new IntNode(this, "model", -1);
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reflection = new FloatNode(this, "reflection");
xoffset = new FloatNode(this, "xoffset");
zoffset = new FloatNode(this, "zoffset");
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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;
lighting_depth = 0.0;
scaling = 1.0;
waves_height = 0.0;
detail_height = 0.0;
turbulence = 0.0;
foam_coverage = 0.0;
model->addWatcher(this, true);
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}
WaterDefinition::~WaterDefinition() {
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delete material;
delete depth_color;
delete foam_material;
delete noise_state;
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}
void WaterDefinition::save(PackStream *stream) const {
DefinitionNode::save(stream);
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material->save(stream);
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depth_color->save(stream);
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stream->write(&transparency_depth);
stream->write(&transparency);
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) {
DefinitionNode::load(stream);
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material->load(stream);
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depth_color->load(stream);
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stream->read(&transparency_depth);
stream->read(&transparency);
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(DefinitionNode *_destination) const {
DefinitionNode::copy(_destination);
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WaterDefinition *destination = (WaterDefinition *)_destination;
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*destination->material = *material;
*destination->depth_color = *depth_color;
destination->transparency_depth = transparency_depth;
destination->transparency = transparency;
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() {
DefinitionNode::validate();
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depth_color->a = 1.0;
material->base->a = 1.0;
material->reflection = 1.0;
material->shininess = 16.0;
material->hardness = 0.3;
foam_material->setColor(0.8, 0.8, 0.8, 1.0);
foam_material->reflection = 0.1;
foam_material->shininess = 1.5;
foam_material->hardness = 0.2;
material->validate();
foam_material->validate();
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}
void WaterDefinition::nodeChanged(const DefinitionNode *node, const DefinitionDiff *) {
if (node == model) {
noise_state->randomizeOffsets();
switch (model->getValue()) {
case 1:
transparency = 0.3;
reflection->setValue(0.07);
transparency_depth = 3.0;
material->setColor(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;
break;
case 0:
default:
transparency = 0.5;
reflection->setValue(0.2);
transparency_depth = 4.0;
material->setColor(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;
break;
}
}
}
void WaterDefinition::applyPreset(WaterPreset preset, RandomGenerator &random) {
if (preset == WATER_PRESET_LAKE) {
model->setValue(0);
} else if (preset == WATER_PRESET_SEA) {
model->setValue(1);
}
}