/*!
* @file mapped_water.h
* worldentity for flat, cool looking, mapped water
*/
/*! example input in .oxw file with the standard values
0,0,0
100,100
9
0.08
0,10,0
0
0.25
128
0.7
1
0.009
0.1, 0.2, 0.4
*/
#ifndef _MAPPED_WATER_H
#define _MAPPED_WATER_H
#include "world_entity.h"
#include "material.h"
#include "shader.h"
namespace OrxGui { class GLGuiBox; };
// forward declaration
template class tAnimation;
class MappedWater : public WorldEntity
{
public:
MappedWater(const TiXmlElement* root = NULL);
virtual ~MappedWater();
// worldentity functions
void loadParams(const TiXmlElement* root);
void saveParams();
void draw() const;
void tick(float dt);
// function to prepare renderpaths for creation of refleaction and reflaction textures
void activateReflection();
void deactivateReflection();
void activateRefraction();
void deactivateRefraction();
// slider gui to edit water params during gameplay
void toggleGui();
// functions to set parameters for the water, usually they're called through loadparam
void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); }
void setWaterPos(float x, float y, float z) { this->waterHeight = y; this->waterVerts[0] = x; this->waterVerts[1] = z; }
void setWaterHeight(float y) { this->waterHeight = y; }
void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; }
void setWaterAngle(float angle) { this->waterAngle = angle; }
void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); }
void setWaterUV(float uv) { this->waterUV = uv; }
void setWaterFlow(float flow) { this->waterFlow = flow; }
void setNormalMapScale(float scale) { this->kNormalMapScale = scale; }
void setShineSize(float shine) { this->shineSize = shine; }
void setShineStrength(float strength) { this->shineStrength = strength; }
void setReflStrength(float strength) { this->reflStrength = strength; }
void setRefraction(float refraction) { this->refraction = refraction; }
// functions to change water parameters during runtime
// to reset waterUV and waterFlow just use the normal set functions
// don't reset kNormalMapScale (because it won't change anything)
void resetLightPos(float x, float y, float z);
void resetLightPosX(float x) { this->resetLightPos(x, this->lightPos.y, this->lightPos.z); }
void resetLightPosY(float y) { this->resetLightPos(this->lightPos.x, y, this->lightPos.z); }
void resetLightPosZ(float z) { this->resetLightPos(this->lightPos.x, this->lightPos.y, z); }
void resetWaterPos(float x, float y, float z) { this->setWaterPos(x, y, z); this->calcVerts(); }
void resetWaterSize(float x, float z) { this->setWaterSize(x, z); this->calcVerts(); }
void resetWaterAngle(float angle) { this->setWaterAngle(angle); this->calcVerts(); }
void resetWaterColor(float r, float g, float b);
void resetWaterColorR(float r) { this->resetWaterColor(r, this->waterColor.y, this->waterColor.z); }
void resetWaterColorG(float g) { this->resetWaterColor(this->waterColor.x, g, this->waterColor.z); }
void resetWaterColorB(float b) { this->resetWaterColor(this->waterColor.x, this->waterColor.y, b); }
void resetShineSize(float shine);
void resetShineStrength(float strength);
void resetReflStrength(float strength);
void resetRefraction(float refraction);
// fading functions
void fadeWaterUV(float uv, float time) { this->newWaterUV = uv; this->waterUVFadeTime = time; this->bFadeWaterUV = true; }
void fadeWaterFlow(float flow, float time) { this->newWaterFlow = flow; this->waterFlowFadeTime = time; this->bFadeWaterFlow = true; }
void fadeShineSize(float shine, float time) { this->newShineSize = shine; this->shineSizeFadeTime = time; this->bFadeShineSize = true; }
void fadeShineStrength(float strength, float time) { this->newShineStrength = strength; this->shineStrengthFadeTime = time; this->bFadeShineStrength = true; }
void fadeReflStrength(float strength, float time) { this->newReflStrength = strength; this->reflStrengthFadeTime = time; this->bFadeReflStrength = true; }
void fadeRefraction(float refraction, float time) { this->newRefraction = refraction; this->refractionFadeTime = time; this->bFadeRefraction = true; }
void fadeWaterHeight(float y, float time) { this->newWaterHeight = y; this->waterHeightFadeTime = time; this->bFadeWaterHeight = true; }
void fadeWaterColor(float r, float g, float b, float time) { this->newWaterColor = Vector(r, g, b); this->waterColorFadeTime = time; this->bFadeWaterColor = true; }
private:
void initParams();
void initTextures();
void initShaders();
void calcVerts();
private:
Material mat;
Shader* shader;
OrxGui::GLGuiBox* box;
// water size and position
float waterHeight; //!< position of the water
float waterVerts[8]; //!< coords of the 4 vertexes of the water quad
float xWidth, zWidth; //!< size of the water quad
float waterAngle; //!< defines how much the water will be turned around the point waterPos
// values for texture size, scale, texture coords
float move;
float move2;
float waterUV; //!< size of the waves
float waterFlow; //!< speed of the water
float normalUV;
float kNormalMapScale;
int textureSize; //!< height and width of the texture
// values for the uniforms
Vector waterColor; //!< color of the water
Vector lightPos; //!< position of the light that is used to render the reflection
float shineSize; //!< the bigger the value, the smaller the specular reflection point
float shineStrength;
float reflStrength;
float refraction;
// uniforms
Shader::Uniform* cam_uni; //!< uniform that is used for the camera position
Shader::Uniform* light_uni; //!< uniform that is used for the light position
Shader::Uniform* color_uni; //!< uniform that is used for the watercolor
Shader::Uniform* shineSize_uni; //!< uniform that is used for the specular shininessd of the water
Shader::Uniform* shineStrength_uni; //!< uniform that is used for the strenght of the specular reflection
Shader::Uniform* reflStrength_uni; //!< uniform that is used for the strength of the reflection
Shader::Uniform* refr_uni; //!< uniform that is used for the strength of the refraction
// fading TODO fix this so it isnt so hacky anymore
tAnimation* waterUVFader;
float newWaterUV;
float waterUVFadeTime;
bool bFadeWaterUV ;
tAnimation* waterFlowFader;
float newWaterFlow;
float waterFlowFadeTime;
bool bFadeWaterFlow;
tAnimation* shineSizeFader;
float newShineSize;
float shineSizeFadeTime;
bool bFadeShineSize;
tAnimation* shineStrengthFader;
float newShineStrength;
float shineStrengthFadeTime;
bool bFadeShineStrength;
tAnimation* reflStrengthFader;
float newReflStrength;
float reflStrengthFadeTime;
bool bFadeReflStrength;
tAnimation* refractionFader;
float newRefraction;
float refractionFadeTime;
bool bFadeRefraction;
tAnimation* waterHeightFader;
float newWaterHeight;
float waterHeightFadeTime;
bool bFadeWaterHeight;
tAnimation* waterColorRFader;
tAnimation* waterColorGFader;
tAnimation* waterColorBFader;
Vector newWaterColor;
float waterColorFadeTime;
bool bFadeWaterColor;
};
#endif