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658 lines
23 KiB
658 lines
23 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef plWaveSet7_inc |
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#define plWaveSet7_inc |
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#include "hsGeometry3.h" |
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#include "hsTemplates.h" |
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#include "../plMath/plRandom.h" |
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#include "hsBounds.h" |
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#include "plFixedWaterState7.h" |
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#include "plWaveSetBase.h" |
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class hsStream; |
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class hsResMgr; |
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class plAccessVtxSpan; |
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class plMessage; |
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class hsGMaterial; |
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class plDrawableSpans; |
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class plRenderMsg; |
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class plArmatureUpdateMsg; |
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class plGenRefMsg; |
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class plAuxSpan; |
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class plDynaDecalMgr; |
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class plGBufferGroup; |
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class plBitmap; |
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class plMipmap; |
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class plLayer; |
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class plRenderRequest; |
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class plRenderRequestMsg; |
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class plRenderTarget; |
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class plShader; |
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class plPipeline; |
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class plRipVSConsts; |
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class plStatusLog; |
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class plGraphPlate; |
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class plWorldWaveData7 |
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{ |
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public: |
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hsPoint3 fDir; |
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hsScalar fLength; |
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hsScalar fFreq; |
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hsScalar fPhase; |
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hsScalar fAmplitude; |
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}; |
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class plWorldWave7 : public plWorldWaveData7 |
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{ |
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public: |
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inline void Accumulate(hsPoint3& accumPos, hsVector3& accumNorm) const; |
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}; |
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class plWaveSet7 : public plWaveSetBase |
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{ |
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public: |
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// Props inc by 1 (bit shift in bitvector). |
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enum plDrawProperties { |
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kDisable = 0, |
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kNumProps // last in the list |
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}; |
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// Flags, also in a bitvector, so far unused in the multimodifier |
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enum { |
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kHasRefObject = 16 |
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}; |
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enum { |
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kNumWaves = 4 |
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}; |
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enum { |
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kRefDynaDecalMgr, |
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kRefBuoy, |
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kRefBumpMat, |
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kRefBumpDraw, |
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kRefBumpVShader, |
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kRefBumpPShader, |
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kRefBiasVShader, |
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kRefBiasPShader, |
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kRefRipVShader, |
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kRefRipPShader, |
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kRefShoreVShader, |
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kRefShorePShader, |
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kRefFixedVShader, |
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kRefFixedPShader, |
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kRefGraphShoreTex, |
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kRefBubbleShoreTex, |
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kRefEdgeShoreTex, |
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kRefGraphShoreMat, |
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kRefGraphShoreDraw, |
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kRefGraphVShader, |
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kRefGraphPShader, |
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kRefGraphShoreRT, |
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kRefShore, |
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kRefDecal, |
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kRefDecVShader, |
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kRefDecPShader, |
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kRefEnvMap, |
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kRefCosineLUT, |
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kRefRefObj |
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}; |
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enum { |
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kGraphShorePasses = 3 |
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}; |
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enum { |
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kNumWindDep = 5 |
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}; |
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enum { |
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kNumTexWaves = 16 |
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}; |
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enum { |
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kBumpPerPass = 4 |
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}; |
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enum { |
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kNumBumpShaders = kNumTexWaves / kBumpPerPass |
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}; |
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enum { |
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kCompositeSize = 256 |
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}; |
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enum { |
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kUpdateWaveKs = 0x1, |
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kRemakeBubble = 0x2, |
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kRemakeEdge = 0x4, |
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kReRenderEnvMap = 0x8, |
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kReInitWaves = 0x10 |
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}; |
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protected: |
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double fCurrTime; |
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double fLastTime; |
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plStatusLog* fStatusLog; |
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plGraphPlate* fStatusGraph; |
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UInt32 fTrialUpdate; |
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plFixedWaterState7 fState; |
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hsScalar fScrunchLen; |
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hsScalar fScrunchScale; |
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hsVector3 fWindDir; |
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hsScalar fMinLen; |
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hsScalar fMaxLen; |
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hsScalar fFreqScale; |
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hsScalar fTransCountDown; |
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int fTransistor; |
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hsScalar fTransDel; |
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hsScalar fTexTransCountDown; |
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int fTexTrans; |
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hsScalar fTexTransDel; |
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hsScalar fTexWaveFade[kNumTexWaves]; |
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plWorldWave7 fWorldWaves[kNumWaves]; |
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hsScalar fFreqMod[kNumWaves]; |
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plRandom fRand; |
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plKey fSceneNode; |
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hsTArray<plDynaDecalMgr*> fDecalMgrs; |
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hsTArray<plSceneObject*> fBuoys; |
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hsTArray<plSceneObject*> fShores; |
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hsTArray<plSceneObject*> fDecals; |
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plSceneObject* fRefObj; |
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hsTArray<hsBounds3Ext> fTargBnds; |
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plLayer* fBiasLayer[2]; |
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plLayer* fBumpLayers[kNumTexWaves]; |
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hsGMaterial* fBumpMat; |
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plDrawableSpans* fBumpDraw; |
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plRenderRequest* fBumpReq; |
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plRenderRequestMsg* fBumpReqMsg; |
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plMipmap* fCosineLUT; |
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plShader* fBumpVShader[kNumBumpShaders]; |
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plShader* fBumpPShader[kNumBumpShaders]; |
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plShader* fBiasVShader; |
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plShader* fBiasPShader; |
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plBitmap* fEnvMap; |
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UInt32 fEnvSize; |
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hsScalar fEnvRefresh; |
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plLayer* fFixedLayers[4]; |
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plShader* fRipVShader; |
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plShader* fRipPShader; |
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plShader* fShoreVShader; |
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plShader* fShorePShader; |
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plShader* fFixedVShader; |
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plShader* fFixedPShader; |
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enum DecalVType { |
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kDecalV1Lay, |
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kDecalV2Lay11, |
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kDecalV2Lay12, |
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kDecalVEnv, |
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kNumDecalVShaders |
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}; |
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enum DecalPType { |
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kDecalPBB, |
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kDecalPaB, |
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kDecalPaM, |
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kDecalPaA, |
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kDecalPAB, |
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kDecalPAM, |
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kDecalPAA, |
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kDecalPMB, |
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kDecalPMM, |
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kDecalPMA, |
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kDecalPEnv, |
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kNumDecalPShaders |
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}; |
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plShader* fDecalVShaders[kNumDecalVShaders]; |
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plShader* fDecalPShaders[kNumDecalPShaders]; |
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// Graph shore stuff |
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plMipmap* fGraphShoreTex; |
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plMipmap* fBubbleShoreTex; |
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plMipmap* fEdgeShoreTex; |
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hsGMaterial* fGraphShoreMat[kGraphShorePasses]; |
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plDrawableSpans* fGraphShoreDraw[kGraphShorePasses]; |
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plRenderTarget* fGraphShoreRT[kGraphShorePasses]; |
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plRenderRequest* fGraphReq[kGraphShorePasses]; |
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plRenderRequestMsg* fGraphReqMsg[kGraphShorePasses]; |
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plShader* fGraphVShader[kGraphShorePasses]; |
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plShader* fGraphPShader[kGraphShorePasses]; |
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class GraphState |
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{ |
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public: |
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float fAge; |
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float fInvLife; |
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float fUOff; |
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float fFreq[4]; |
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float fPhase[4]; |
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float fAmp[4]; |
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}; |
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GraphState fGraphState[kGraphShorePasses]; |
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class WaveK |
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{ |
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public: |
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// fK is the number of times the sine wave repeats across the texture. Must be an integer |
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// fS/fK is the base X component of the direction of the wave, with Y = 1.f - X. Note that X^2 + Y^2 != 1. |
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// fD allows the wave to get more off the Y direction |
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// So the X component will be Int(fS + fD*dispersion) / fK, because it must be an integer ratio to |
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// preserve tiling. Also, (fS + fD) must be <= fK (for the Y normalization). |
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// See the notes. |
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float fS; |
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float fK; |
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float fD; |
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}; |
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WaveK fWaveKs[kNumTexWaves]; |
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class TexWaveDesc |
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{ |
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public: |
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hsScalar fPhase; |
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hsScalar fAmp; |
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hsScalar fLen; |
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hsScalar fFreq; |
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hsScalar fDirX; |
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hsScalar fDirY; |
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hsScalar fRotScale00; |
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hsScalar fRotScale01; |
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}; |
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TexWaveDesc fTexWaves[kNumTexWaves]; |
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class TexWaveWindDep |
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{ |
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public: |
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hsScalar fWindSpeed; |
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hsScalar fHeight; |
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hsScalar fSpecular; |
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}; |
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TexWaveWindDep fWindDeps[kNumWindDep]; |
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void IInitWaveConsts(); |
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void IInitState(); |
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inline void IScrunch(hsPoint3& pos, hsVector3& norm) const; |
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void ICalcWindow(hsScalar dt); |
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void ICalcScale(); |
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void IUpdateWaves(hsScalar dt); |
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void IUpdateWave(hsScalar dt, int i); |
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hsBool IAnyBoundsVisible(plPipeline* pipe) const; |
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void IInitWave(int i); |
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void IReInitWaves(); |
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void IUpdateRefObject(); |
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void IUpdateWindDir(hsScalar dt); |
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void IShiftCenter(plSceneObject* so) const; |
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void IFloatBuoys(hsScalar dt); |
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void IFloatBuoy(hsScalar dt, plSceneObject* so); |
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// Bookkeeping |
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void IAddTarget(const plKey& key); |
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void IRemoveTarget(const plKey& key); |
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void ISetWindSpeed(hsScalar s); |
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hsBool IOnReceive(plGenRefMsg* refMsg); |
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hsBool IOnRemove(plGenRefMsg* refMsg); |
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hsBool ITransContinue(hsScalar dt); |
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void IStartTransition(hsScalar dt); |
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hsScalar ITransitionDelay() const; |
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void ITransition(hsScalar dt); |
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hsBool ITransTexContinue(hsScalar dt); |
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void IStartTexTransition(hsScalar dt); |
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void ITransTex(hsScalar dt); |
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void IInitTexWave(int i); |
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void ISetupTextureWaves(); |
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void IUpdateLayers(hsScalar dt); |
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void IUpdateBumpLayers(hsScalar dt); |
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plRenderRequest* ICreateRenderRequest(plRenderTarget* rt, plDrawableSpans* draw, hsScalar pri); |
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void ISubmitRenderRequests(); |
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plRenderTarget* ICreateTransferRenderTarget(const char* name, int size); |
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plDrawableSpans* ICreateClearDrawable(plDrawableSpans* drawable, hsGMaterial* mat); |
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void IAddBumpBiasShaders(plLayer* layer); |
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plMipmap* ICreateBiasNoiseMap(); |
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void IAddBumpBiasLayer(hsGMaterial* mat); |
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plMipmap* ICreateBumpBitmapFFP(hsScalar amp, hsScalar dx, hsScalar dy) const; |
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hsGMaterial* ICreateBumpLayersFFP(); |
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plMipmap* ICreateBumpMipmapPS(); |
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plLayer* ICreateBumpLayerPS(plMipmap* mipMap, hsGMaterial* bumpMat, int which); |
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hsGMaterial* ICreateBumpLayersPS(); |
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plDrawableSpans* ICreateBumpDrawable(); |
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plLayer* ICreateTotalEnvLayer(plBitmap* envMap, hsGMaterial* mat, int which, const char* pref); |
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plLayer* ICreateTotalLayer(plBitmap* bm, hsGMaterial* mat, int which, const char* suff); |
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hsGMaterial* ICreateFixedMatPS(hsGMaterial* mat, const int numUVWs); |
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void ICreateFixedMat(hsGMaterial* mat, const int numUVWs); |
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void ICheckTargetMaterials(); |
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plDrawableSpans* ICreateGraphDrawable(plDrawableSpans* drawable, hsGMaterial* mat, int nWid); |
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plDrawableSpans* ICreateEmptyGraphDrawable(const char* name, UInt32 ref, int wich); |
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hsGMaterial* ICreateEmptyMaterial(const char* name, UInt32 ref, int which); |
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plLayer* ICreateBlankLayer(const char* name, int suff); |
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plMipmap* ICreateBlankTex(const char* name, int width, int height, UInt32 ref); |
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plMipmap* ICreateGraphShoreTex(int width, int height); |
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plMipmap* ICreateBubbleShoreTex(int width, int height); |
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void IRefillBubbleShoreTex(); |
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plMipmap* ICreateEdgeShoreTex(int width, int height); |
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void IRefillEdgeShoreTex(); |
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void ISetAsTexture(plLayer* lay, plBitmap* tex); |
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void ICreateGraphShoreLayer(hsGMaterial* mat, int iPass); |
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void ICreateGraphBubbleLayer(hsGMaterial* mat, int iPass); |
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void ICreateGraphEdgeLayer(hsGMaterial* mat, int iPass); |
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void ICreateGraphShoreMaterials(); |
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plRenderTarget* ISetupGraphShoreRenderReq(int which); |
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void IMakeShoreLayer(hsGMaterial* mat, int which); |
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void ISetupShoreLayers(hsGMaterial* mat); |
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void ISetupGraphShore(hsGMaterial* mat); |
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void ICheckShoreMaterial(plSceneObject* so); |
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void ICheckShoreMaterials(); |
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void ICheckDecalMaterial(plSceneObject* so); |
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void ICheckDecalMaterials(); |
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void ISetupDecal(hsGMaterial* mat); |
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void ICheckDecalEnvLayers(hsGMaterial* mat); |
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void IAddGraphPShader(hsGMaterial* mat, int iPass); |
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void IAddGraphVShader(hsGMaterial* mat, int iPass); |
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void IUpdateGraphShader(hsScalar dt, int iPass); |
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void IInitGraph(int iPass); |
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void IShuffleDownGraphs(int iPass); |
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// type is either plLayRefMsg::kVertexShader or plLayRefMsg::kPixelShader. |
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void IAddShaderToLayers(hsGMaterial* mat, int iFirst, int iLast, UInt8 type, plShader* shader); |
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void IAddBumpPixelShader(hsGMaterial* mat, int iShader, int iFirst, int iLast); |
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void IAddBumpVertexShader(hsGMaterial* mat, int iShader, int iFirst, int iLast); |
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void IAddRipVertexShader(hsGMaterial* mat, const plRipVSConsts& ripConsts); |
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void IAddRipPixelShader(hsGMaterial* mat, const plRipVSConsts& ripConsts); |
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void IAddShoreVertexShader(hsGMaterial* mat); |
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void IAddShorePixelShader(hsGMaterial* mat); |
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void IAddFixedVertexShader(hsGMaterial* mat, const int numUVWs); |
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void IAddFixedPixelShader(hsGMaterial* mat); |
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plShader* IGetDecalPShader(hsGMaterial* mat); |
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plShader* ICreateDecalPShader(DecalPType t); |
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plShader* IGetDecalVShader(hsGMaterial* mat); |
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plShader* ICreateDecalVShader(DecalVType t); |
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void IUpdateShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateBiasVShader(); |
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void IUpdateBumpPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateBumpVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateRipPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateRipVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateShoreVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateFixedVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateFixedPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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void IUpdateGraphShaders(plPipeline* pipe, hsScalar dt); |
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void IUpdateDecVShader(int t, plPipeline* pipe); |
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void IUpdateDecVShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l); |
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virtual int IShoreRef() const { return kRefShore; } |
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virtual int IDecalRef() const { return kRefDecal; } |
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inline void LogF(const char *format, ...) const; |
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inline void LogF(UInt32 color, const char *format, ...) const; |
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inline void IRestartLog() const; |
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inline void GraphLen(hsScalar len) const; |
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inline void IRestartGraph() const; |
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public: |
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plWaveSet7(); |
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virtual ~plWaveSet7(); |
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CLASSNAME_REGISTER( plWaveSet7 ); |
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GETINTERFACE_ANY( plWaveSet7, plWaveSetBase ); |
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virtual hsBool MsgReceive(plMessage* msg); |
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return false; } |
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Int32 GetNumProperties() const { return kNumProps; } |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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hsScalar EvalPoint(hsPoint3& pos, hsVector3& norm); |
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// Getters and Setters for Python twiddling |
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// |
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// First a way to set new values. The secs parameter says how long to take |
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// blending to the new value from the current value. |
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// |
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// Geometric wave parameters. These are all safe to twiddle at any time or speed. |
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// The new settings take effect as new waves are spawned. |
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void SetGeoMaxLength(hsScalar s, hsScalar secs=0) { fState.fGeoState.fMaxLength.Set(s, secs); } |
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void SetGeoMinLength(hsScalar s, hsScalar secs=0) { fState.fGeoState.fMinLength.Set(s, secs); } |
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void SetGeoAmpOverLen(hsScalar s, hsScalar secs=0) { fState.fGeoState.fAmpOverLen.Set(s, secs); } |
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void SetGeoChop(hsScalar s, hsScalar secs=0) { fState.fGeoState.fChop.Set(s, secs); } |
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void SetGeoAngleDev(hsScalar s, hsScalar secs=0) { fState.fGeoState.fAngleDev.Set(s, secs); } |
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// Texture wave parameters. Safe to twiddle any time or speed. |
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// The new settings take effect as new waves are spawned. |
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void SetTexMaxLength(hsScalar s, hsScalar secs=0) { fState.fTexState.fMaxLength.Set(s, secs); } |
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void SetTexMinLength(hsScalar s, hsScalar secs=0) { fState.fTexState.fMinLength.Set(s, secs); } |
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void SetTexAmpOverLen(hsScalar s, hsScalar secs=0) { fState.fTexState.fAmpOverLen.Set(s, secs); } |
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void SetTexChop(hsScalar s, hsScalar secs=0) { fState.fTexState.fChop.Set(s, secs); } |
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void SetTexAngleDev(hsScalar s, hsScalar secs=0) { fState.fTexState.fAngleDev.Set(s, secs); } |
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// The size in feet of one tile of the ripple texture. If you change this (I don't |
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// recommend it), you need to change it very slowly or it will look very stupid. |
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void SetRippleScale(hsScalar s, hsScalar secs=0) { fState.fRippleScale.Set(s, secs); } |
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// The direction the wind is blowing (waves will be more or less perpindicular to wind dir). |
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// Change somewhat slowly, like over 30 seconds. |
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void SetWindDir(const hsVector3& s, hsScalar secs=0) { fState.fWindDir.Set(s, secs); } |
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// Change these gently, effect is immediate. |
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void SetSpecularNoise(hsScalar s, hsScalar secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kNoise] = s; fState.fSpecVec.Set(spec, secs); } |
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void SetSpecularStart(hsScalar s, hsScalar secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kSpecStart] = s; fState.fSpecVec.Set(spec, secs); } |
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void SetSpecularEnd(hsScalar s, hsScalar secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kSpecEnd] = s; fState.fSpecVec.Set(spec, secs); } |
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// Water Height is overriden if the ref object is animated. |
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void SetWaterHeight(hsScalar s, hsScalar secs=0) { fState.fWaterHeight.Set(s, secs); } |
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// Water Offset and DepthFalloff are complicated, and not immediately interesting to animate. |
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void SetWaterOffset(const hsVector3& s, hsScalar secs=0) { fState.fWaterOffset.Set(s, secs); } |
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void SetOpacOffset(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fWaterOffset; off.fX = s; fState.fWaterOffset.Set(off, secs); } |
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void SetReflOffset(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fWaterOffset; off.fY = s; fState.fWaterOffset.Set(off, secs); } |
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void SetWaveOffset(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fWaterOffset; off.fZ = s; fState.fWaterOffset.Set(off, secs); } |
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void SetDepthFalloff(const hsVector3& s, hsScalar secs=0) { fState.fDepthFalloff.Set(s, secs); } |
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void SetOpacFalloff(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fDepthFalloff; off.fX = s; fState.fDepthFalloff.Set(off, secs); } |
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void SetReflFalloff(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fDepthFalloff; off.fY = s; fState.fDepthFalloff.Set(off, secs); } |
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void SetWaveFalloff(hsScalar s, hsScalar secs=0) { hsVector3 off = fState.fDepthFalloff; off.fZ = s; fState.fDepthFalloff.Set(off, secs); } |
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// Max and Min Atten aren't very interesting, and will probably go away. |
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void SetMaxAtten(const hsVector3& s, hsScalar secs=0) { fState.fMaxAtten.Set(s, secs); } |
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void SetMinAtten(const hsVector3& s, hsScalar secs=0) { fState.fMinAtten.Set(s, secs); } |
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// Skipping the shore parameters, because they are never used. |
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// Water colors, adjust slowly, effect is immediate. |
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void SetWaterTint(const hsColorRGBA& s, hsScalar secs=0) { fState.fWaterTint.Set(s, secs); } |
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void SetWaterRGB(const hsVector3& col, hsScalar secs=0) { hsColorRGBA rgb; rgb.Set(col.fX, col.fY, col.fZ, GetWaterOpacity()); SetWaterTint(rgb, secs); } |
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void SetWaterOpacity(hsScalar s, hsScalar secs=0) { hsColorRGBA col = GetWaterTint(); col.a = s; SetWaterTint(col, secs); } |
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void SetSpecularTint(const hsColorRGBA& s, hsScalar secs=0) { fState.fSpecularTint.Set(s, secs); } |
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void SetSpecularRGB(const hsVector3& col, hsScalar secs=0) { hsColorRGBA rgb; rgb.Set(col.fX, col.fY, col.fZ, GetSpecularMute()); SetSpecularTint(rgb, secs); } |
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void SetSpecularMute(hsScalar s, hsScalar secs=0) { hsColorRGBA col = GetSpecularTint(); col.a = s; SetSpecularTint(col, secs); } |
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// The environment map is essentially projected onto a sphere. Moving the center of |
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// the sphere north will move the reflections north, changing the radius of the |
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// sphere effects parallax in the obvious way. |
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void SetEnvCenter(const hsPoint3& s, hsScalar secs=0) { fState.fEnvCenter.Set(s, secs); } |
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void SetEnvRadius(hsScalar s, hsScalar secs=0) { fState.fEnvRadius.Set(s, secs); } |
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// Now a way to get current values. See the accompanying Setter for notes on |
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// what the parameter means. |
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// |
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hsScalar GetGeoMaxLength() const { return fState.fGeoState.fMaxLength; } |
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hsScalar GetGeoMinLength() const { return fState.fGeoState.fMinLength; } |
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hsScalar GetGeoAmpOverLen() const { return fState.fGeoState.fAmpOverLen; } |
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hsScalar GetGeoChop() const { return fState.fGeoState.fChop; } |
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hsScalar GetGeoAngleDev() const { return fState.fGeoState.fAngleDev; } |
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hsScalar GetTexMaxLength() const { return fState.fTexState.fMaxLength; } |
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hsScalar GetTexMinLength() const { return fState.fTexState.fMinLength; } |
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hsScalar GetTexAmpOverLen() const { return fState.fTexState.fAmpOverLen; } |
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hsScalar GetTexChop() const { return fState.fTexState.fChop; } |
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hsScalar GetTexAngleDev() const { return fState.fTexState.fAngleDev; } |
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hsScalar GetRippleScale() const { return fState.fRippleScale; } |
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hsVector3 GetWindDir() const { return fState.fWindDir; } |
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hsScalar GetSpecularNoise() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kNoise]; } |
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hsScalar GetSpecularStart() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kSpecStart]; } |
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hsScalar GetSpecularEnd() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kSpecEnd]; } |
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hsScalar GetWaterHeight() const { return fState.fWaterHeight; } |
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hsVector3 GetWaterOffset() const { return fState.fWaterOffset; } |
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hsScalar GetOpacOffset() const { hsVector3 off = fState.fWaterOffset; return off.fX; } |
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hsScalar GetReflOffset() const { hsVector3 off = fState.fWaterOffset; return off.fY; } |
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hsScalar GetWaveOffset() const { hsVector3 off = fState.fWaterOffset; return off.fZ; } |
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hsVector3 GetDepthFalloff() const { return fState.fDepthFalloff; } |
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hsScalar GetOpacFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fX; } |
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hsScalar GetReflFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fY; } |
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hsScalar GetWaveFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fZ; } |
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hsVector3 GetMaxAtten() const { return fState.fMaxAtten; } |
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hsVector3 GetMinAtten() const { return fState.fMinAtten; } |
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hsColorRGBA GetWaterTint() const { return fState.fWaterTint; } |
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hsVector3 GetWaterRGB() const { hsColorRGBA col = GetWaterTint(); return hsVector3(col.r, col.g, col.b); } |
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hsScalar GetWaterOpacity() const { return GetWaterTint().a; } |
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hsColorRGBA GetSpecularTint() const { return fState.fSpecularTint; } |
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hsVector3 GetSpecularRGB() const { hsColorRGBA col = GetSpecularTint(); return hsVector3(col.r, col.g, col.b); } |
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hsScalar GetSpecularMute() const { return GetSpecularTint().a; } |
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hsPoint3 GetEnvCenter() const { return fState.fEnvCenter; } |
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hsScalar GetEnvRadius() const { return fState.fEnvRadius; } |
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// Export/debugging functions. For runtime, use message interface (plGenRefMsg, plWaveMsg). |
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void AddTarget(const plKey& key); |
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void RemoveTarget(const plKey& key); |
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void AddShoreTest(plKey& key); |
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void SetRefObject(plSceneObject* refObj); |
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void SetSceneNode(const plKey& key); |
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plKey GetSceneNode() const { return fSceneNode; } |
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void AddDynaDecalMgr(plKey& key); |
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void RemoveDynaDecalMgr(plKey& key); |
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void AddBuoy(plKey soKey); |
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void RemoveBuoy(plKey soKey); |
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virtual hsBool SetupRippleMat(hsGMaterial* mat, const plRipVSConsts& ripConsts); |
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virtual hsScalar GetHeight() const { return State().fWaterHeight; } |
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const plFixedWaterState7::WaveState& GeoState() const { return State().fGeoState; } |
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const plFixedWaterState7::WaveState& TexState() const { return State().fTexState; } |
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const plFixedWaterState7& State() const { return fState; } |
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void SetState(const plFixedWaterState7& state, hsScalar dur); |
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void SetEnvSize(UInt32 s) { fEnvSize = s; } |
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UInt32 GetEnvSize() const { return fEnvSize; } |
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void StopLog(); |
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void StartLog(); |
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hsBool Logging() const { return fStatusLog != nil; } |
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void StartGraph(); |
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void StopGraph(); |
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hsBool Graphing() const { return fStatusGraph != nil; } |
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}; |
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#endif // plWaveSet7_inc
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