paysages3d/src/definition/WaterDefinition.h

69 lines
1.6 KiB
C++

#pragma once
#include "definition_global.h"
#include "DefinitionNode.h"
#include "DefinitionWatcher.h"
namespace paysages {
namespace definition {
class DEFINITIONSHARED_EXPORT WaterDefinition : public DefinitionNode {
public:
WaterDefinition(DefinitionNode *parent);
virtual ~WaterDefinition();
virtual void save(PackStream *stream) const override;
virtual void load(PackStream *stream) override;
virtual void copy(DefinitionNode *destination) const override;
virtual void validate() override;
inline IntNode *propModel() const {
return model;
}
inline FloatNode *propReflection() const {
return reflection;
}
inline FloatNode *propXOffset() const {
return xoffset;
}
inline FloatNode *propZOffset() const {
return zoffset;
}
inline ColorNode *propDepthColor() const {
return depth_color;
}
typedef enum { WATER_PRESET_LAKE, WATER_PRESET_SEA } WaterPreset;
void applyPreset(WaterPreset preset, RandomGenerator &random = RandomGeneratorDefault);
protected:
virtual void onChildChanged(int depth, const string &relpath) override;
public:
double transparency;
SurfaceMaterial *material;
double transparency_depth;
double lighting_depth;
double scaling;
double turbulence;
double waves_height;
double detail_height;
double foam_coverage;
SurfaceMaterial *foam_material;
NoiseState *noise_state;
private:
IntNode *model;
FloatNode *reflection;
FloatNode *xoffset;
FloatNode *zoffset;
ColorNode *depth_color;
};
}
}