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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: Water.h //////////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, December 2001
- // Desc: Water settings
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __WATER_H_
- #define __WATER_H_
- // INLCLUDES //////////////////////////////////////////////////////////////////////////////////////
- #include "Common/GameType.h"
- #include "Common/Overridable.h"
- #include "Common/Override.h"
- //-------------------------------------------------------------------------------------------------
- struct FieldParse;
- //-------------------------------------------------------------------------------------------------
- /** This structures keeps the settings for how our water will look */
- //-------------------------------------------------------------------------------------------------
- class WaterSetting
- {
- public:
- WaterSetting( void );
- virtual ~WaterSetting( void );
- /// Get the INI parsing table for loading
- const FieldParse *getFieldParse( void ) { return m_waterSettingFieldParseTable; }
- static const FieldParse m_waterSettingFieldParseTable[]; ///< the parse table for INI definition
- AsciiString m_skyTextureFile;
- AsciiString m_waterTextureFile;
- Int m_waterRepeatCount;
- Real m_skyTexelsPerUnit; //texel density of sky plane (higher value repeats texture more).
- RGBAColorInt m_vertex00Diffuse;
- RGBAColorInt m_vertex10Diffuse;
- RGBAColorInt m_vertex11Diffuse;
- RGBAColorInt m_vertex01Diffuse;
- RGBAColorInt m_waterDiffuseColor;
- RGBAColorInt m_transparentWaterDiffuse;
- Real m_uScrollPerMs;
- Real m_vScrollPerMs;
- };
- //-------------------------------------------------------------------------------------------------
- /** This structure keeps the transparency and vertex settings, which are the same regardless of the
- time of day. They can be overridden on a per-map basis. */
- //-------------------------------------------------------------------------------------------------
- class WaterTransparencySetting : public Overridable
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( WaterTransparencySetting, "WaterTransparencySetting" )
- public:
- Real m_transparentWaterDepth;
- Real m_minWaterOpacity;
-
- AsciiString m_skyboxTextureN;
- AsciiString m_skyboxTextureE;
- AsciiString m_skyboxTextureS;
- AsciiString m_skyboxTextureW;
- AsciiString m_skyboxTextureT;
- public:
- WaterTransparencySetting()
- {
- m_transparentWaterDepth = 3.0f;
- m_minWaterOpacity = 1.0f;
- m_skyboxTextureN = "TSMorningN.tga";
- m_skyboxTextureE = "TSMorningE.tga";
- m_skyboxTextureS = "TSMorningS.tga";
- m_skyboxTextureW = "TSMorningW.tga";
- m_skyboxTextureT = "TSMorningT.tga";
- }
- static const FieldParse m_waterTransparencySettingFieldParseTable[]; ///< the parse table for INI definition
- /// Get the INI parsing table for loading
- const FieldParse *getFieldParse( void ) const { return m_waterTransparencySettingFieldParseTable; }
- };
- EMPTY_DTOR(WaterTransparencySetting)
- // EXTERNAL ///////////////////////////////////////////////////////////////////////////////////////
- extern WaterSetting WaterSettings[ TIME_OF_DAY_COUNT ];
- extern OVERRIDE<WaterTransparencySetting> TheWaterTransparency;
- #endif // __WATER_H_
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