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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsTypes.h"
#include "plFixedWaterState7.h"
#include "hsStream.h"
void plFixedWaterState7::WaveState::Set(const plFixedWaterState7::WaveState& w, hsScalar secs)
{
fMaxLength.Set(w.fMaxLength, secs);
fMinLength.Set(w.fMinLength, secs);
fAmpOverLen.Set(w.fAmpOverLen, secs);
fChop.Set(w.fChop, secs);
fAngleDev.Set(w.fAngleDev, secs);
}
void plFixedWaterState7::Set(const plFixedWaterState7& t, hsScalar secs)
{
fWindDir.Set(t.fWindDir, secs);
fGeoState.Set(t.fGeoState, secs);
fTexState.Set(t.fTexState, secs);
fRippleScale.Set(t.fRippleScale, secs);
fSpecVec.Set(t.fSpecVec, secs);
fWaterHeight.Set(t.fWaterHeight, secs);
fWaterOffset.Set(t.fWaterOffset, secs);
fMaxAtten.Set(t.fMaxAtten, secs);
fMinAtten.Set(t.fMinAtten, secs);
fDepthFalloff.Set(t.fDepthFalloff, secs);
fWispiness.Set(t.fWispiness, secs);
fShoreTint.Set(t.fShoreTint, secs);
fMaxColor.Set(t.fMaxColor, secs);
fMinColor.Set(t.fMinColor, secs);
fEdgeOpac.Set(t.fEdgeOpac, secs);
fEdgeRadius.Set(t.fEdgeRadius, secs);
fPeriod.Set(t.fPeriod, secs);
fFingerLength.Set(t.fFingerLength, secs);
fWaterTint.Set(t.fWaterTint, secs);
fSpecularTint.Set(t.fSpecularTint, secs);
fEnvCenter.Set(t.fEnvCenter, secs);
fEnvRefresh.Set(t.fEnvRefresh, secs);
fEnvRadius.Set(t.fEnvRadius, secs);
}
void plFixedWaterState7::WaveState::Read(hsStream* s)
{
fMaxLength.Read(s);
fMinLength.Read(s);
fAmpOverLen.Read(s);
fChop.Read(s);
fAngleDev.Read(s);
}
void plFixedWaterState7::WaveState::Write(hsStream* s) const
{
fMaxLength.Write(s);
fMinLength.Write(s);
fAmpOverLen.Write(s);
fChop.Write(s);
fAngleDev.Write(s);
}
void plFixedWaterState7::Read(hsStream* s)
{
// Geometric waves
fGeoState.Read(s);
// Texture waves
fTexState.Read(s);
fRippleScale.Read(s);
// Geometric and Texture share wind direction
fWindDir.Read(s);
// Level of noise added during summation of texture waves
fSpecVec.Read(s);
// Depth parameters. Affect how the depth of
// the water vertex is interpreted into water
// surface properties.
fWaterHeight.Read(s);
fWaterOffset.Read(s);
fMaxAtten.Read(s);
fMinAtten.Read(s);
fDepthFalloff.Read(s);
// Shore parameters
// Appearance
fWispiness.Read(s);
fShoreTint.Read(s);
// Next two only used in generation of bubble layer
fMaxColor.Read(s);
fMinColor.Read(s);
fEdgeOpac.Read(s);
fEdgeRadius.Read(s);
// Simulation
fPeriod.Read(s);
fFingerLength.Read(s);
// Water appearance.
fWaterTint.Read(s);
fSpecularTint.Read(s);
fEnvCenter.Read(s);
fEnvRefresh.Read(s);
fEnvRadius.Read(s);
}
void plFixedWaterState7::Write(hsStream* s) const
{
// Geometric waves
fGeoState.Write(s);
// Texture waves
fTexState.Write(s);
fRippleScale.Write(s);
// Geometric and Texture share wind direction
fWindDir.Write(s);
// Level of noise added during summation of texture waves
fSpecVec.Write(s);
// Depth parameters. Affect how the depth of
// the water vertex is interpreted into water
// surface properties.
fWaterHeight.Write(s);
fWaterOffset.Write(s);
fMaxAtten.Write(s);
fMinAtten.Write(s);
fDepthFalloff.Write(s);
// Shore parameters
// Appearance
fWispiness.Write(s);
fShoreTint.Write(s);
// Next two only used in generation of bubble layer
fMaxColor.Write(s);
fMinColor.Write(s);
fEdgeOpac.Write(s);
fEdgeRadius.Write(s);
// Simulation
fPeriod.Write(s);
fFingerLength.Write(s);
// Water appearance.
fWaterTint.Write(s);
fSpecularTint.Write(s);
fEnvCenter.Write(s);
fEnvRefresh.Write(s);
fEnvRadius.Write(s);
}