- Timestamp:
- Jun 22, 2006, 3:49:22 PM (18 years ago)
- Location:
- branches/water/src/world_entities/environments
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/water/src/world_entities/environments/mapped_water.cc
r8719 r8729 19 19 #include "util/loading/resource_manager.h" 20 20 #include "state.h" 21 #include "math.h" 21 22 22 23 … … 53 54 delete shader; 54 55 delete cam_uni; 56 delete color_uni; 57 delete light_uni; 58 delete shine_uni; 55 59 } 56 60 … … 68 72 this->setWaterAngle(0); 69 73 this->setNormalMapScale(0.25f); 74 this->setWaterColor(0.1f, 0.2f, 0.4f); 75 this->setShininess(128); 70 76 71 77 // initialization of the texture coords, speeds etc... … … 75 81 this->move = 0; 76 82 this->move2 = this->move * this->kNormalMapScale; 83 84 77 85 } 78 86 … … 132 140 Shader::Uniform(shader, "depthMap").set(2); 133 141 // Give the variable "waterColor" a blue color 134 Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); 142 color_uni = new Shader::Uniform(shader, "waterColor"); 143 color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); 135 144 // Give the variable "lightPos" our hard coded light position 136 Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); 145 light_uni = new Shader::Uniform(shader, "lightPos"); 146 light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); 147 // Set the variable "shine" 148 shine_uni = new Shader::Uniform(shader, "kShine"); 149 shine_uni->set(this->shininess); 137 150 // uniform for the camera position 138 151 cam_uni = new Shader::Uniform(shader, "cameraPos"); … … 156 169 LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); 157 170 LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); 171 LoadParam(root, "watercolor", this, MappedWater, setWaterColor); 172 LoadParam(root, "shininess", this, MappedWater, setShininess); 158 173 } 159 174 -
branches/water/src/world_entities/environments/mapped_water.h
r8719 r8729 12 12 <waterangle>0</waterangle> 13 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> 14 16 </MappedWater> 15 17 */ … … 49 51 void setWaterFlow(float flow) { this->waterFlow = flow; }; 50 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); }; 51 55 52 56 private: … … 60 64 Vector lightPos; //!< position of the light that is used to render the reflection 61 65 float waterAngle; //!< defines how much the water will be turned around the point waterPos 62 66 Vector waterColor; //!< color of the water 63 67 float move; //!< textures coords, speeds, positions for the shaded textures.... 64 68 float move2; … … 67 71 float normalUV; 68 72 float kNormalMapScale; 73 float shininess; //!< the bigger the value, the smaller the specular reflection point 69 74 70 75 int textureSize; //!< height and width of the texture … … 72 77 Shader* shader; 73 78 Shader::Uniform* cam_uni; //!< uniform that is used for the camera position 79 Shader::Uniform* light_uni; //!< uniform that is used for the light position 80 Shader::Uniform* color_uni; //!< uniform that is used for the watercolor 81 Shader::Uniform* shine_uni; //!< uniform that is used for the specular shininessd of the water 74 82 }; 75 83
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