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source: orxonox.OLD/trunk/src/world_entities/environments/mapped_water.h @ 8896

Last change on this file since 8896 was 8792, checked in by patrick, 18 years ago

merged water branche back to trunk

File size: 3.8 KB
Line 
1/*!
2 * @file mapped_water.h
3 *  worldentity for flat, cool looking, mapped water
4*/
5/*! example input in .oxw file with the standard values
6<MappedWater>
7  <waterpos>0,0,0</waterpos>
8  <watersize>100,100</watersize>
9  <wateruv>9</wateruv><!-- size of the waves -->
10  <waterflow>0.08</waterflow>
11  <lightpos>0,10,0</lightpos>
12  <waterangle>0</waterangle>
13  <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that -->
14  <shininess>128</shininess><!-- the bigger the value, the smaller the specular reflection point -->
15  <watercolor>0.1, 0.2, 0.4</watercolor>
16</MappedWater>
17*/
18
19
20#ifndef _MAPPED_WATER_H
21#define _MAPPED_WATER_H
22
23#include "world_entity.h"
24#include "material.h"
25#include "shader.h"
26
27
28class MappedWater : public WorldEntity
29{
30public:
31  MappedWater(const TiXmlElement* root = NULL);
32  virtual ~MappedWater();
33
34  void loadParams(const TiXmlElement* root);
35
36  void draw() const;
37  void tick(float dt);
38
39  // function to prepare renderpaths for creation of refleaction and reflaction textures
40  void activateReflection();
41  void deactivateReflection();
42  void activateRefraction();
43  void deactivateRefraction();
44
45  // functions to set parameters for the water, usually they're called through loadparam
46  void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); };
47  void setWaterPos(float x, float y, float z) { this->waterPos = Vector(x,y,z); };
48  void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; };
49  void setWaterAngle(float angle) { this->waterAngle = angle; };
50  void setWaterUV(float uv) { this->waterUV = uv; };
51  void setWaterFlow(float flow) { this->waterFlow = flow; };
52  void setNormalMapScale(float scale) { this->kNormalMapScale = scale; };
53  void setShininess(float shine) { this->shininess = shine; };
54  void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); };
55
56  // functions to change water parameters during runtime
57  // to reset waterUV and waterFlow just use the normal set functions
58  void resetWaterColor(float r, float g, float b);
59  void resetShininess(float shine);
60  void resetLightPos(float x, float y, float z);
61
62  // fade functions
63  void fadeWaterColor(float r, float g, float b, float time);
64  void fadeShininess(float shine, float time);
65  void fadeLightPos(float x, float y, float z, float time);
66
67private:
68  void initParams();
69  void initTextures();
70  void initShaders();
71
72private:
73  Vector              waterPos;               //!< position of the water
74  float               xWidth, zWidth;         //!< size of the water quad
75  Vector              lightPos;               //!< position of the light that is used to render the reflection
76  float               waterAngle;             //!< defines how much the water will be turned around the point waterPos
77  Vector              waterColor;             //!< color of the water
78  float               move;                   //!< textures coords, speeds, positions for the shaded textures....
79  float               move2;
80  float               waterUV;                //!< size of the waves
81  float               waterFlow;              //!< speed of the water
82  float               normalUV;
83  float               kNormalMapScale;
84  float               shininess;              //!< the bigger the value, the smaller the specular reflection point
85
86  int                 textureSize;            //!< height and width of the texture
87  Material            mat;
88  Shader*             shader;
89  Shader::Uniform*    cam_uni;                //!< uniform that is used for the camera position
90  Shader::Uniform*    light_uni;              //!< uniform that is used for the light position
91  Shader::Uniform*    color_uni;              //!< uniform that is used for the watercolor
92  Shader::Uniform*    shine_uni;              //!< uniform that is used for the specular shininessd of the water
93 
94 
95  int tempcounter;
96};
97
98#endif
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