Water.cpp 6.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134
  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: Water.cpp ////////////////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, December 2001
  25. // Desc: Map water settings
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #include "GameClient/Water.h"
  30. #include "Common/INI.h"
  31. // GLOBALS ////////////////////////////////////////////////////////////////////////////////////////
  32. WaterSetting WaterSettings[ TIME_OF_DAY_COUNT ];
  33. OVERRIDE<WaterTransparencySetting> TheWaterTransparency = NULL;
  34. // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
  35. const FieldParse WaterSetting::m_waterSettingFieldParseTable[] =
  36. {
  37. { "SkyTexture", INI::parseAsciiString, NULL, offsetof( WaterSetting, m_skyTextureFile ) },
  38. { "WaterTexture", INI::parseAsciiString, NULL, offsetof( WaterSetting, m_waterTextureFile ) },
  39. { "Vertex00Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex00Diffuse ) },
  40. { "Vertex10Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex10Diffuse ) },
  41. { "Vertex01Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex01Diffuse ) },
  42. { "Vertex11Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex11Diffuse ) },
  43. { "DiffuseColor", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_waterDiffuseColor ) },
  44. { "TransparentDiffuseColor", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_transparentWaterDiffuse ) },
  45. { "UScrollPerMS", INI::parseReal, NULL, offsetof( WaterSetting, m_uScrollPerMs ) },
  46. { "VScrollPerMS", INI::parseReal, NULL, offsetof( WaterSetting, m_vScrollPerMs ) },
  47. { "SkyTexelsPerUnit", INI::parseReal, NULL, offsetof( WaterSetting, m_skyTexelsPerUnit ) },
  48. { "WaterRepeatCount", INI::parseInt, NULL, offsetof( WaterSetting, m_waterRepeatCount ) },
  49. { NULL, NULL, NULL, 0 },
  50. };
  51. // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
  52. const FieldParse WaterTransparencySetting::m_waterTransparencySettingFieldParseTable[] =
  53. {
  54. { "TransparentWaterDepth", INI::parseReal, NULL, offsetof( WaterTransparencySetting, m_transparentWaterDepth ) },
  55. { "TransparentWaterMinOpacity", INI::parseReal, NULL, offsetof( WaterTransparencySetting, m_minWaterOpacity ) },
  56. { "StandingWaterColor", INI::parseRGBColor, NULL, offsetof( WaterTransparencySetting, m_standingWaterColor ) },
  57. { "StandingWaterTexture",INI::parseAsciiString, NULL, offsetof( WaterTransparencySetting, m_standingWaterTexture ) },
  58. { "AdditiveBlending", INI::parseBool, NULL, offsetof( WaterTransparencySetting, m_additiveBlend) },
  59. { "RadarWaterColor", INI::parseRGBColor, NULL, offsetof( WaterTransparencySetting, m_radarColor) },
  60. { "SkyboxTextureN", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureN ) },
  61. { "SkyboxTextureE", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureE ) },
  62. { "SkyboxTextureS", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureS ) },
  63. { "SkyboxTextureW", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureW ) },
  64. { "SkyboxTextureT", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureT ) },
  65. { 0, 0, 0, 0 },
  66. };
  67. //-------------------------------------------------------------------------------------------------
  68. //-------------------------------------------------------------------------------------------------
  69. WaterSetting::WaterSetting( void )
  70. {
  71. m_skyTextureFile.clear();
  72. m_waterTextureFile.clear();
  73. m_waterRepeatCount = 0;
  74. m_skyTexelsPerUnit = 0.0f;
  75. m_vertex00Diffuse.red = 0;
  76. m_vertex00Diffuse.green = 0;
  77. m_vertex00Diffuse.blue = 0;
  78. m_vertex00Diffuse.alpha = 0;
  79. m_vertex01Diffuse.red = 0;
  80. m_vertex01Diffuse.green = 0;
  81. m_vertex01Diffuse.blue = 0;
  82. m_vertex01Diffuse.alpha = 0;
  83. m_vertex10Diffuse.red = 0;
  84. m_vertex10Diffuse.green = 0;
  85. m_vertex10Diffuse.blue = 0;
  86. m_vertex10Diffuse.alpha = 0;
  87. m_vertex11Diffuse.red = 0;
  88. m_vertex11Diffuse.green = 0;
  89. m_vertex11Diffuse.blue = 0;
  90. m_vertex11Diffuse.alpha = 0;
  91. m_waterDiffuseColor.red = 0;
  92. m_waterDiffuseColor.green = 0;
  93. m_waterDiffuseColor.blue = 0;
  94. m_waterDiffuseColor.alpha = 0;
  95. m_transparentWaterDiffuse.red = 0;
  96. m_transparentWaterDiffuse.green = 0;
  97. m_transparentWaterDiffuse.blue = 0;
  98. m_transparentWaterDiffuse.alpha = 0;
  99. m_uScrollPerMs = 0.0f;
  100. m_vScrollPerMs = 0.0f;
  101. } // end WaterSetting
  102. //-------------------------------------------------------------------------------------------------
  103. //-------------------------------------------------------------------------------------------------
  104. WaterSetting::~WaterSetting( void )
  105. {
  106. } // end WaterSetting