Changeset 8792 in orxonox.OLD for trunk/src/world_entities/environments/mapped_water.h
- Timestamp:
- Jun 26, 2006, 3:18:08 PM (19 years ago)
- File:
-
- 1 edited
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trunk/src/world_entities/environments/mapped_water.h
r8719 r8792 12 12 <waterangle>0</waterangle> 13 13 <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> 14 16 </MappedWater> 15 17 */ … … 49 51 void setWaterFlow(float flow) { this->waterFlow = flow; }; 50 52 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); }; 55 56 // functions to change water parameters during runtime 57 // to reset waterUV and waterFlow just use the normal set functions 58 void resetWaterColor(float r, float g, float b); 59 void resetShininess(float shine); 60 void resetLightPos(float x, float y, float z); 61 62 // fade functions 63 void fadeWaterColor(float r, float g, float b, float time); 64 void fadeShininess(float shine, float time); 65 void fadeLightPos(float x, float y, float z, float time); 51 66 52 67 private: … … 60 75 Vector lightPos; //!< position of the light that is used to render the reflection 61 76 float waterAngle; //!< defines how much the water will be turned around the point waterPos 62 77 Vector waterColor; //!< color of the water 63 78 float move; //!< textures coords, speeds, positions for the shaded textures.... 64 79 float move2; … … 67 82 float normalUV; 68 83 float kNormalMapScale; 84 float shininess; //!< the bigger the value, the smaller the specular reflection point 69 85 70 86 int textureSize; //!< height and width of the texture … … 72 88 Shader* shader; 73 89 Shader::Uniform* cam_uni; //!< uniform that is used for the camera position 90 Shader::Uniform* light_uni; //!< uniform that is used for the light position 91 Shader::Uniform* color_uni; //!< uniform that is used for the watercolor 92 Shader::Uniform* shine_uni; //!< uniform that is used for the specular shininessd of the water 93 94 95 int tempcounter; 74 96 }; 75 97
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