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Timestamp:
Jun 22, 2006, 3:49:22 PM (19 years ago)
Author:
stefalie
Message:

water: quite everything works…

File:
1 edited

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  • branches/water/src/world_entities/environments/mapped_water.h

    r8719 r8729  
    1212  <waterangle>0</waterangle>
    1313  <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that -->
     14  <shininess>128</shininess><!-- the bigger the value, the smaller the specular reflection point -->
     15  <watercolor>0.1, 0.2, 0.4</watercolor>
    1416</MappedWater>
    1517*/
     
    4951  void setWaterFlow(float flow) { this->waterFlow = flow; };
    5052  void setNormalMapScale(float scale) { this->kNormalMapScale = scale; };
     53  void setShininess(float shine) { this->shininess = shine; };
     54  void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); };
    5155
    5256private:
     
    6064  Vector              lightPos;               //!< position of the light that is used to render the reflection
    6165  float               waterAngle;             //!< defines how much the water will be turned around the point waterPos
    62 
     66  Vector              waterColor;             //!< color of the water
    6367  float               move;                   //!< textures coords, speeds, positions for the shaded textures....
    6468  float               move2;
     
    6771  float               normalUV;
    6872  float               kNormalMapScale;
     73  float               shininess;              //!< the bigger the value, the smaller the specular reflection point
    6974
    7075  int                 textureSize;            //!< height and width of the texture
     
    7277  Shader*             shader;
    7378  Shader::Uniform*    cam_uni;                //!< uniform that is used for the camera position
     79  Shader::Uniform*    light_uni;              //!< uniform that is used for the light position
     80  Shader::Uniform*    color_uni;              //!< uniform that is used for the watercolor
     81  Shader::Uniform*    shine_uni;              //!< uniform that is used for the specular shininessd of the water
    7482};
    7583
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