/*==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 .
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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or by snail mail at:
Cyan Worlds, Inc.
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*==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 fMaxLength;
plTimedSimple fMinLength;
plTimedSimple fAmpOverLen;
plTimedSimple fChop;
plTimedSimple 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 fRippleScale;
// Geometric and Texture share wind direction
plTimedCompound fWindDir;
// Level of noise added during summation of texture waves
enum {
kNoise = 0,
kSpecStart = 1,
kSpecEnd = 2
};
plTimedCompound fSpecVec; // (Noise, SpecStart, SpecEnd);
// Depth parameters. Affect how the depth of
// the water vertex is interpreted into water
// surface properties.
plTimedSimple fWaterHeight;
plTimedCompound fWaterOffset;
plTimedCompound fMaxAtten;
plTimedCompound fMinAtten;
plTimedCompound fDepthFalloff;
// Shore parameters
// Appearance
plTimedSimple fWispiness;
plTimedCompound fShoreTint;
// Next two only used in generation of bubble layer
plTimedCompound fMaxColor;
plTimedCompound fMinColor;
plTimedSimple fEdgeOpac;
plTimedSimple fEdgeRadius;
// Simulation
plTimedSimple fPeriod;
plTimedSimple 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 fWaterTint;
plTimedCompound fSpecularTint;
plTimedCompound fEnvCenter;
plTimedSimple fEnvRefresh;
plTimedSimple fEnvRadius;
void Set(const plFixedWaterState7& s, hsScalar secs);
void Read(hsStream* s);
void Write(hsStream* s) const;
};
#endif // plFixedWaterState7_inc