1 | /*! |
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2 | * @file mapped_water.h |
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3 | * worldentity for flat, cool looking, mapped water |
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4 | */ |
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5 | /*! example input in .oxw file with the standard values |
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6 | <MappedWater> |
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7 | <waterpos>0,0,0</waterpos> |
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8 | <watersize>100,100</watersize> |
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9 | <wateruv>9</wateruv><!-- size of the waves --> |
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10 | <waterflow>0.08</waterflow> |
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11 | <lightpos>0,10,0</lightpos> |
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12 | <waterangle>0</waterangle> |
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13 | <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that --> |
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14 | <shinesize>128</shinesize><!-- the bigger the value, the smaller the specular reflection point --> |
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15 | <shinestrength>0.7</shinestrength> |
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16 | <reflstrength>1</reflstrength> |
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17 | <refraction>0.009</refraction> |
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18 | <watercolor>0.1, 0.2, 0.4</watercolor> |
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19 | </MappedWater> |
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20 | */ |
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21 | |
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22 | |
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23 | #ifndef _MAPPED_WATER_H |
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24 | #define _MAPPED_WATER_H |
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25 | |
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26 | #include "world_entity.h" |
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27 | #include "material.h" |
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28 | #include "shader.h" |
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29 | |
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30 | namespace OrxGui { class GLGuiBox; }; |
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31 | |
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32 | // forward declaration |
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33 | template <class T> class tAnimation; |
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34 | |
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35 | class MappedWater : public WorldEntity |
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36 | { |
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37 | ObjectListDeclaration(MappedWater); |
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38 | public: |
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39 | MappedWater(const TiXmlElement* root = NULL); |
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40 | virtual ~MappedWater(); |
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41 | |
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42 | // worldentity functions |
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43 | void loadParams(const TiXmlElement* root); |
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44 | void saveParams(); |
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45 | void draw() const; |
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46 | void tick(float dt); |
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47 | |
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48 | // function to prepare renderpaths for creation of refleaction and reflaction textures |
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49 | void activateReflection(); |
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50 | void deactivateReflection(); |
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51 | void activateRefraction(); |
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52 | void deactivateRefraction(); |
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53 | |
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54 | // slider gui to edit water params during gameplay |
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55 | void toggleGui(); |
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56 | |
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57 | // functions to set parameters for the water, usually they're called through loadparam |
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58 | void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); } |
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59 | void setWaterPos(float x, float y, float z) { this->waterHeight = y; this->waterVerts[0] = x; this->waterVerts[1] = z; } |
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60 | void setWaterHeight(float y) { this->waterHeight = y; } |
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61 | void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; } |
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62 | void setWaterAngle(float angle) { this->waterAngle = angle; } |
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63 | void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); } |
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64 | void setWaterUV(float uv) { this->waterUV = uv; } |
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65 | void setWaterFlow(float flow) { this->waterFlow = flow; } |
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66 | void setNormalMapScale(float scale) { this->kNormalMapScale = scale; } |
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67 | void setShineSize(float shine) { this->shineSize = shine; } |
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68 | void setShineStrength(float strength) { this->shineStrength = strength; } |
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69 | void setReflStrength(float strength) { this->reflStrength = strength; } |
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70 | void setRefraction(float refraction) { this->refraction = refraction; } |
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71 | |
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72 | // functions to change water parameters during runtime |
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73 | // to reset waterUV and waterFlow just use the normal set functions |
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74 | // don't reset kNormalMapScale (because it won't change anything) |
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75 | void resetLightPos(float x, float y, float z); |
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76 | void resetLightPosX(float x) { this->resetLightPos(x, this->lightPos.y, this->lightPos.z); } |
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77 | void resetLightPosY(float y) { this->resetLightPos(this->lightPos.x, y, this->lightPos.z); } |
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78 | void resetLightPosZ(float z) { this->resetLightPos(this->lightPos.x, this->lightPos.y, z); } |
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79 | void resetWaterPos(float x, float y, float z) { this->setWaterPos(x, y, z); this->calcVerts(); } |
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80 | void resetWaterSize(float x, float z) { this->setWaterSize(x, z); this->calcVerts(); } |
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81 | void resetWaterAngle(float angle) { this->setWaterAngle(angle); this->calcVerts(); } |
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82 | void resetWaterColor(float r, float g, float b); |
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83 | void resetWaterColorR(float r) { this->resetWaterColor(r, this->waterColor.y, this->waterColor.z); } |
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84 | void resetWaterColorG(float g) { this->resetWaterColor(this->waterColor.x, g, this->waterColor.z); } |
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85 | void resetWaterColorB(float b) { this->resetWaterColor(this->waterColor.x, this->waterColor.y, b); } |
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86 | void resetShineSize(float shine); |
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87 | void resetShineStrength(float strength); |
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88 | void resetReflStrength(float strength); |
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89 | void resetRefraction(float refraction); |
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90 | |
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91 | // fading functions |
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92 | void fadeWaterUV(float uv, float time) { this->newWaterUV = uv; this->waterUVFadeTime = time; this->bFadeWaterUV = true; } |
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93 | void fadeWaterFlow(float flow, float time) { this->newWaterFlow = flow; this->waterFlowFadeTime = time; this->bFadeWaterFlow = true; } |
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94 | void fadeShineSize(float shine, float time) { this->newShineSize = shine; this->shineSizeFadeTime = time; this->bFadeShineSize = true; } |
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95 | void fadeShineStrength(float strength, float time) { this->newShineStrength = strength; this->shineStrengthFadeTime = time; this->bFadeShineStrength = true; } |
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96 | void fadeReflStrength(float strength, float time) { this->newReflStrength = strength; this->reflStrengthFadeTime = time; this->bFadeReflStrength = true; } |
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97 | void fadeRefraction(float refraction, float time) { this->newRefraction = refraction; this->refractionFadeTime = time; this->bFadeRefraction = true; } |
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98 | void fadeWaterHeight(float y, float time) { this->newWaterHeight = y; this->waterHeightFadeTime = time; this->bFadeWaterHeight = true; } |
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99 | void fadeWaterColor(float r, float g, float b, float time) { this->newWaterColor = Vector(r, g, b); this->waterColorFadeTime = time; this->bFadeWaterColor = true; } |
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100 | |
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101 | private: |
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102 | void initParams(); |
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103 | void initTextures(); |
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104 | void initShaders(); |
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105 | void calcVerts(); |
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106 | |
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107 | private: |
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108 | Material mat; |
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109 | Shader shader; |
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110 | OrxGui::GLGuiBox* box; |
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111 | |
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112 | // water size and position |
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113 | float waterHeight; //!< position of the water |
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114 | float waterVerts[8]; //!< coords of the 4 vertexes of the water quad |
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115 | float xWidth, zWidth; //!< size of the water quad |
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116 | float waterAngle; //!< defines how much the water will be turned around the point waterPos |
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117 | |
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118 | // values for texture size, scale, texture coords |
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119 | float move; |
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120 | float move2; |
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121 | float waterUV; //!< size of the waves |
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122 | float waterFlow; //!< speed of the water |
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123 | float normalUV; |
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124 | float kNormalMapScale; |
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125 | int textureSize; //!< height and width of the texture |
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126 | |
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127 | // values for the uniforms |
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128 | Vector waterColor; //!< color of the water |
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129 | Vector lightPos; //!< position of the light that is used to render the reflection |
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130 | float shineSize; //!< the bigger the value, the smaller the specular reflection point |
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131 | float shineStrength; |
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132 | float reflStrength; |
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133 | float refraction; |
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134 | |
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135 | // uniforms |
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136 | Shader::Uniform* cam_uni; //!< uniform that is used for the camera position |
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137 | Shader::Uniform* light_uni; //!< uniform that is used for the light position |
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138 | Shader::Uniform* color_uni; //!< uniform that is used for the watercolor |
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139 | Shader::Uniform* shineSize_uni; //!< uniform that is used for the specular shininessd of the water |
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140 | Shader::Uniform* shineStrength_uni; //!< uniform that is used for the strenght of the specular reflection |
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141 | Shader::Uniform* reflStrength_uni; //!< uniform that is used for the strength of the reflection |
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142 | Shader::Uniform* refr_uni; //!< uniform that is used for the strength of the refraction |
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143 | |
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144 | // fading TODO fix this so it isnt so hacky anymore |
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145 | tAnimation<MappedWater>* waterUVFader; |
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146 | float newWaterUV; |
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147 | float waterUVFadeTime; |
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148 | bool bFadeWaterUV ; |
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149 | tAnimation<MappedWater>* waterFlowFader; |
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150 | float newWaterFlow; |
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151 | float waterFlowFadeTime; |
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152 | bool bFadeWaterFlow; |
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153 | tAnimation<MappedWater>* shineSizeFader; |
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154 | float newShineSize; |
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155 | float shineSizeFadeTime; |
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156 | bool bFadeShineSize; |
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157 | tAnimation<MappedWater>* shineStrengthFader; |
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158 | float newShineStrength; |
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159 | float shineStrengthFadeTime; |
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160 | bool bFadeShineStrength; |
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161 | tAnimation<MappedWater>* reflStrengthFader; |
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162 | float newReflStrength; |
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163 | float reflStrengthFadeTime; |
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164 | bool bFadeReflStrength; |
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165 | tAnimation<MappedWater>* refractionFader; |
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166 | float newRefraction; |
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167 | float refractionFadeTime; |
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168 | bool bFadeRefraction; |
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169 | tAnimation<MappedWater>* waterHeightFader; |
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170 | float newWaterHeight; |
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171 | float waterHeightFadeTime; |
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172 | bool bFadeWaterHeight; |
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173 | tAnimation<MappedWater>* waterColorRFader; |
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174 | tAnimation<MappedWater>* waterColorGFader; |
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175 | tAnimation<MappedWater>* waterColorBFader; |
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176 | Vector newWaterColor; |
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177 | float waterColorFadeTime; |
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178 | bool bFadeWaterColor; |
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179 | }; |
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180 | |
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181 | #endif |
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