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| 1 | /*! |
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| 2 | * @file mapped_water.h |
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| 3 | * |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _MAPPED_WATER_H |
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| 7 | #define _MAPPED_WATER_H |
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| 8 | |
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| 9 | /* INCLUDES */ |
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| 10 | #include "world_entity.h" |
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| 11 | #include "material.h" |
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| 12 | #include "shader.h" |
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| 13 | |
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| 14 | class MappedWater : public WorldEntity |
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| 15 | { |
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| 16 | public: |
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| 17 | MappedWater(const TiXmlElement* root = NULL); |
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| 18 | virtual ~MappedWater(); |
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| 19 | |
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| 20 | void loadParams(const TiXmlElement* root); |
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| 21 | |
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| 22 | |
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| 23 | void activateReflection(); |
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| 24 | void deactivateReflection(); |
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| 25 | |
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| 26 | void activateRefraction(); |
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| 27 | void deactivateRefraction(); |
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| 28 | |
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| 29 | void draw() const; |
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| 30 | void tick(float dt); |
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| 31 | |
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| 32 | private: |
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| 33 | void setLightPosition(float x, float y, float z) { this->lightPos = Vector(x,y,z); }; |
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| 34 | void setHeight(float height); |
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| 35 | |
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| 36 | private: |
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| 37 | float waterHeight; //!< y-coord of the Water |
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| 38 | |
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| 39 | float move; //!< textures coords, speeds, positions for the shaded textures.... |
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| 40 | float move2; //!< |
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| 41 | float g_WaterUV; //!< |
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| 42 | float g_WaterFlow; //!< |
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| 43 | float refrUV; //!< |
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| 44 | float normalUV; //!< |
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| 45 | float kNormalMapScale; //!< |
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| 46 | |
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| 47 | int textureSize; //!< size of the texture |
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| 48 | Vector lightPos; |
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| 49 | Material mat; |
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| 50 | Shader* shader; |
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| 51 | Shader::Uniform* cam_uni; //!< uniform that is used for the camera position |
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| 52 | |
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| 53 | }; |
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| 54 | |
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| 55 | #endif /* _MAPPED_WATER_H */ |
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