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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==*/
#ifndef plFixedWaterState7_inc
#define plFixedWaterState7_inc
#include "hsGeometry3.h"
#include "hsColorRGBA.h"
#include "pnTimer/plTimedValue.h"
class hsStream;
class plFixedWaterState7
{
public:
class WaveState
{
public:
plTimedSimple<hsScalar> fMaxLength;
plTimedSimple<hsScalar> fMinLength;
plTimedSimple<hsScalar> fAmpOverLen;
plTimedSimple<hsScalar> fChop;
plTimedSimple<hsScalar> fAngleDev;
void Set(const WaveState& w, hsScalar secs);
void Read(hsStream* s);
void Write(hsStream* s) const;
};
// Main body of water state
// Geometric waves
WaveState fGeoState;
// Texture waves
WaveState fTexState;
plTimedSimple<hsScalar> fRippleScale;
// Geometric and Texture share wind direction
plTimedCompound<hsVector3> fWindDir;
// Level of noise added during summation of texture waves
enum {
kNoise = 0,
kSpecStart = 1,
kSpecEnd = 2
};
plTimedCompound<hsVector3> fSpecVec; // (Noise, SpecStart, SpecEnd);
// Depth parameters. Affect how the depth of
// the water vertex is interpreted into water
// surface properties.
plTimedSimple<hsScalar> fWaterHeight;
plTimedCompound<hsVector3> fWaterOffset;
plTimedCompound<hsVector3> fMaxAtten;
plTimedCompound<hsVector3> fMinAtten;
plTimedCompound<hsVector3> fDepthFalloff;
// Shore parameters
// Appearance
plTimedSimple<hsScalar> fWispiness;
plTimedCompound<hsColorRGBA> fShoreTint;
// Next two only used in generation of bubble layer
plTimedCompound<hsColorRGBA> fMaxColor;
plTimedCompound<hsColorRGBA> fMinColor;
plTimedSimple<hsScalar> fEdgeOpac;
plTimedSimple<hsScalar> fEdgeRadius;
// Simulation
plTimedSimple<hsScalar> fPeriod;
plTimedSimple<hsScalar> fFingerLength;
// The rest aren't really part of the state, that is they are normally controlled
// by something exterior to the state. They are included here to allow a convenient
// override during development.
// Water appearance.
plTimedCompound<hsColorRGBA> fWaterTint;
plTimedCompound<hsColorRGBA> fSpecularTint;
plTimedCompound<hsPoint3> fEnvCenter;
plTimedSimple<hsScalar> fEnvRefresh;
plTimedSimple<hsScalar> fEnvRadius;
void Set(const plFixedWaterState7& s, hsScalar secs);
void Read(hsStream* s);
void Write(hsStream* s) const;
};
#endif // plFixedWaterState7_inc