#include "WaterModeler.h" #include "FloatPropertyBind.h" #include "IntPropertyBind.h" #include "MainModelerWindow.h" #include "OpenGLRenderer.h" #include "OpenGLWater.h" #include "Scenery.h" #include "TerrainDefinition.h" #include "WaterDefinition.h" WaterModeler::WaterModeler(MainModelerWindow *ui) : BaseModelerTool(ui) { QObject *toggle_water = ui->findQmlObject("camera_toggle_water"); if (toggle_water) { connect(toggle_water, SIGNAL(toggled(bool)), this, SLOT(enableRendering(bool))); } addIntBinding("water_model", "value", "/water/model"); addFloatBinding("water_height", "value", "/terrain/water_height"); addFloatBinding("water_reflection", "value", "/water/reflection"); } void WaterModeler::enableRendering(bool enable) { getWindow()->getRenderer()->getWater()->setEnabled(enable); }