Michael Lemaire
26fb112da1
Also fixed deletion of children in the definition tree, to handle dynamic and static destructor calls.
157 lines
3.9 KiB
C++
157 lines
3.9 KiB
C++
#include "WaterDefinition.h"
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#include "PackStream.h"
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#include "NoiseState.h"
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#include "Color.h"
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#include "SurfaceMaterial.h"
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WaterDefinition::WaterDefinition(BaseDefinition* parent):
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BaseDefinition(parent, "water")
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{
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material = new SurfaceMaterial;
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depth_color = new Color;
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foam_material = new SurfaceMaterial;
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noise_state = new NoiseState();
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transparency_depth = 0.0;
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transparency = 0.0;
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reflection = 0.0;
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lighting_depth = 0.0;
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scaling = 1.0;
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waves_height = 0.0;
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detail_height = 0.0;
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turbulence = 0.0;
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foam_coverage = 0.0;
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}
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WaterDefinition::~WaterDefinition()
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{
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delete material;
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delete depth_color;
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delete foam_material;
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delete noise_state;
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}
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void WaterDefinition::save(PackStream* stream) const
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{
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BaseDefinition::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);
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stream->write(&transparency);
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stream->write(&reflection);
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stream->write(&lighting_depth);
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stream->write(&scaling);
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stream->write(&waves_height);
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stream->write(&detail_height);
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stream->write(&turbulence);
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stream->write(&foam_coverage);
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foam_material->save(stream);
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noise_state->save(stream);
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}
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void WaterDefinition::load(PackStream* stream)
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{
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BaseDefinition::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);
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stream->read(&transparency);
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stream->read(&reflection);
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stream->read(&lighting_depth);
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stream->read(&scaling);
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stream->read(&waves_height);
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stream->read(&detail_height);
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stream->read(&turbulence);
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stream->read(&foam_coverage);
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foam_material->load(stream);
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noise_state->load(stream);
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validate();
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}
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void WaterDefinition::copy(BaseDefinition* _destination) const
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{
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BaseDefinition::copy(_destination);
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WaterDefinition* destination = (WaterDefinition*)_destination;
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*destination->material = *material;
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*destination->depth_color = *depth_color;
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destination->transparency_depth = transparency_depth;
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destination->transparency = transparency;
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destination->reflection = reflection;
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destination->lighting_depth = lighting_depth;
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destination->scaling = scaling;
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destination->waves_height = waves_height;
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destination->detail_height = detail_height;
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destination->turbulence = turbulence;
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destination->foam_coverage = foam_coverage;
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*destination->foam_material = *foam_material;
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noise_state->copy(destination->noise_state);
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}
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void WaterDefinition::validate()
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{
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BaseDefinition::validate();
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material->validate();
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foam_material->validate();
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}
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void WaterDefinition::applyPreset(WaterPreset preset)
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{
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noise_state->randomizeOffsets();
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if (preset == WATER_PRESET_LAKE)
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{
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transparency = 0.5;
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reflection = 0.2;
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transparency_depth = 4.0;
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material->base = colorToHSL(Color(0.08, 0.15, 0.2, 1.0));
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depth_color->r = 0.0;
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depth_color->g = 0.1;
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depth_color->b = 0.1;
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lighting_depth = 6.0;
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scaling = 1.0;
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waves_height = 0.8;
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detail_height = 0.05;
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turbulence = 0.1;
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foam_coverage = 0.15;
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}
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else if (preset == WATER_PRESET_SEA)
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{
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transparency = 0.3;
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reflection = 0.07;
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transparency_depth = 3.0;
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material->base = colorToHSL(Color(0.05, 0.18, 0.2, 1.0));
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depth_color->r = 0.0;
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depth_color->g = 0.18;
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depth_color->b = 0.15;
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lighting_depth = 4.0;
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scaling = 1.5;
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waves_height = 1.0;
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detail_height = 0.06;
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turbulence = 0.3;
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foam_coverage = 0.4;
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}
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depth_color->a = 1.0;
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material->base.a = 1.0;
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material->reflection = 1.0;
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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));
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foam_material->reflection = 0.1;
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foam_material->shininess = 1.5;
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foam_material->hardness = 0.2;
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validate();
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}
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