paysages3d/src/rendering/water/wat_presets.c

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#include "private.h"
void waterAutoPreset(WaterDefinition* definition, WaterPreset preset)
{
noiseRandomizeOffsets(definition->_waves_noise);
if (preset == WATER_PRESET_LAKE)
{
definition->transparency = 0.5;
definition->reflection = 0.4;
definition->transparency_depth = 4.0;
definition->material.base.r = 0.08;
definition->material.base.g = 0.15;
definition->material.base.b = 0.2;
definition->depth_color.r = 0.0;
definition->depth_color.g = 0.1;
definition->depth_color.b = 0.1;
definition->lighting_depth = 6.0;
definition->scaling = 1.0;
definition->waves_height = 0.8;
definition->detail_height = 0.05;
definition->turbulence = 0.1;
definition->foam_coverage = 0.15;
}
else if (preset == WATER_PRESET_SEA)
{
definition->transparency = 0.4;
definition->reflection = 0.35;
definition->transparency_depth = 3.0;
definition->material.base.r = 0.05;
definition->material.base.g = 0.18;
definition->material.base.b = 0.2;
definition->depth_color.r = 0.0;
definition->depth_color.g = 0.18;
definition->depth_color.b = 0.15;
definition->lighting_depth = 4.0;
definition->scaling = 1.5;
definition->waves_height = 1.0;
definition->detail_height = 0.06;
definition->turbulence = 0.3;
definition->foam_coverage = 0.4;
}
definition->depth_color.a = 1.0;
definition->material.base.a = 1.0;
definition->material.reflection = 1.0;
definition->material.shininess = 16.0;
definition->foam_material.base.r = 0.8;
definition->foam_material.base.g = 0.8;
definition->foam_material.base.b = 0.8;
definition->foam_material.base.a = 1.0;
definition->foam_material.reflection = 0.1;
definition->foam_material.shininess = 1.5;
WaterDefinitionClass.validate(definition);
}