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+/*
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+ * Copyright (c) 2009-2010 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.water;
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+
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+import com.jme3.asset.AssetManager;
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+import com.jme3.export.InputCapsule;
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+import com.jme3.export.JmeExporter;
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+import com.jme3.export.JmeImporter;
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+import com.jme3.export.OutputCapsule;
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+import com.jme3.light.DirectionalLight;
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+import com.jme3.light.Light;
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+import com.jme3.material.Material;
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+import com.jme3.math.*;
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+import com.jme3.post.Filter;
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+import com.jme3.post.Filter.Pass;
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+import com.jme3.renderer.Camera;
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+import com.jme3.renderer.RenderManager;
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+import com.jme3.renderer.ViewPort;
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+import com.jme3.scene.Node;
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+import com.jme3.scene.Spatial;
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+import com.jme3.texture.Image.Format;
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+import com.jme3.texture.Texture.WrapMode;
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+import com.jme3.texture.Texture2D;
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+import com.jme3.util.TempVars;
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+import java.io.IOException;
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+
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+/**
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+ * The WaterFilter is a 2D post process that simulate water.
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+ * It renders water above and under water.
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+ * See this blog post for more info <a href="http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/">http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/</a>
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+ *
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+ *
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+ * @author Rémy Bouquet aka Nehon
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+ */
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+public class WaterFilter extends Filter {
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+
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+ private Pass reflectionPass;
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+ protected Spatial reflectionScene;
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+ protected ViewPort reflectionView;
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+ private Texture2D normalTexture;
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+ private Texture2D foamTexture;
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+ private Texture2D causticsTexture;
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+ private Texture2D heightTexture;
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+ private Plane plane;
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+ private Camera reflectionCam;
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+ protected Ray ray = new Ray();
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+ private Vector3f targetLocation = new Vector3f();
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+ private ReflectionProcessor reflectionProcessor;
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+ private Matrix4f biasMatrix = new Matrix4f(0.5f, 0.0f, 0.0f, 0.5f,
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+ 0.0f, 0.5f, 0.0f, 0.5f,
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+ 0.0f, 0.0f, 0.0f, 0.5f,
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+ 0.0f, 0.0f, 0.0f, 1.0f);
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+ private Matrix4f textureProjMatrix = new Matrix4f();
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+ private boolean underWater;
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+ private RenderManager renderManager;
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+ private ViewPort viewPort;
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+ private float time = 0;
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+ //properties
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+ private float speed = 1;
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+ private Vector3f lightDirection = new Vector3f(0, -1, 0);
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+ private ColorRGBA lightColor = ColorRGBA.White;
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+ private float waterHeight = 0.0f;
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+ private ColorRGBA waterColor = new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f);
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+ private ColorRGBA deepWaterColor = new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f);
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+ private Vector3f colorExtinction = new Vector3f(5.0f, 20.0f, 30.0f);
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+ private float waterTransparency = 0.1f;
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+ private float maxAmplitude = 1.5f;
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+ private float shoreHardness = 0.1f;
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+ private boolean useFoam = true;
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+ private float foamIntensity = 0.5f;
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+ private float foamHardness = 1.0f;
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+ private Vector3f foamExistence = new Vector3f(0.45f, 4.35f, 1.5f);
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+ private float waveScale = 0.005f;
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+ private float sunScale = 3.0f;
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+ private float shininess = 0.7f;
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+ private Vector2f windDirection = new Vector2f(0.0f, -1.0f);
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+ private int reflectionMapSize = 512;
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+ private boolean useRipples = true;
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+ private float normalScale = 3.0f;
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+ private boolean useHQShoreline = true;
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+ private boolean useSpecular = true;
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+ private boolean useRefraction = true;
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+ private float refractionStrength = 0.0f;
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+ private float refractionConstant = 0.5f;
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+ private float reflectionDisplace = 30;
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+ private float underWaterFogDistance = 120;
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+ private boolean useCaustics = true;
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+ private float causticsIntensity = 0.5f;
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+
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+ /**
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+ * Create a Water Filter
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+ */
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+ public WaterFilter() {
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+ super("WaterFilter");
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+ }
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+
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+ public WaterFilter(Node reflectionScene, Vector3f lightDirection) {
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+ super("WaterFilter");
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+ this.reflectionScene = reflectionScene;
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+ this.lightDirection = lightDirection;
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+ }
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+
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+ @Override
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+ protected boolean isRequiresDepthTexture() {
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+ return true;
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+ }
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+
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+ @Override
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+ protected void preFrame(float tpf) {
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+ time = time + (tpf * speed);
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+ material.setFloat("Time", time);
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+ Camera sceneCam = viewPort.getCamera();
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+ biasMatrix.mult(sceneCam.getViewProjectionMatrix(), textureProjMatrix);
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+ material.setMatrix4("TextureProjMatrix", textureProjMatrix);
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+ material.setVector3("CameraPosition", sceneCam.getLocation());
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+ material.setMatrix4("ViewProjectionMatrixInverse", sceneCam.getViewProjectionMatrix().invert());
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+
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+ material.setFloat("WaterHeight", waterHeight);
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+
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+ //update reflection cam
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+ ray.setOrigin(sceneCam.getLocation());
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+ ray.setDirection(sceneCam.getDirection());
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+ plane = new Plane(Vector3f.UNIT_Y, new Vector3f(0, waterHeight, 0).dot(Vector3f.UNIT_Y));
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+ reflectionProcessor.setReflectionClipPlane(plane);
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+ boolean inv = false;
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+ if (!ray.intersectsWherePlane(plane, targetLocation)) {
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+ ray.setDirection(ray.getDirection().negateLocal());
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+ ray.intersectsWherePlane(plane, targetLocation);
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+ inv = true;
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+ }
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+ Vector3f loc = plane.reflect(sceneCam.getLocation(), new Vector3f());
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+ reflectionCam.setLocation(loc);
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+ reflectionCam.setFrustum(sceneCam.getFrustumNear(),
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+ sceneCam.getFrustumFar(),
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+ sceneCam.getFrustumLeft(),
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+ sceneCam.getFrustumRight(),
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+ sceneCam.getFrustumTop(),
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+ sceneCam.getFrustumBottom());
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+ TempVars vars = TempVars.get();
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+
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+
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+ vars.vect1.set(sceneCam.getLocation()).addLocal(sceneCam.getUp());
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+ float planeDistance = plane.pseudoDistance(vars.vect1);
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+ vars.vect2.set(plane.getNormal()).multLocal(planeDistance * 2.0f);
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+ vars.vect3.set(vars.vect1.subtractLocal(vars.vect2)).subtractLocal(loc).normalizeLocal().negateLocal();
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+
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+ reflectionCam.lookAt(targetLocation, vars.vect3);
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+ vars.release();
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+
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+ if (inv) {
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+ reflectionCam.setAxes(reflectionCam.getLeft().negateLocal(), reflectionCam.getUp(), reflectionCam.getDirection().negateLocal());
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+ }
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+
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+ //if we're under water no need to compute reflection
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+ if (sceneCam.getLocation().y >= waterHeight) {
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+ boolean rtb = true;
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+ if (!renderManager.isHandleTranslucentBucket()) {
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+ renderManager.setHandleTranslucentBucket(true);
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+ rtb = false;
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+ }
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+ renderManager.renderViewPort(reflectionView, tpf);
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+ if (!rtb) {
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+ renderManager.setHandleTranslucentBucket(false);
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+ }
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+ renderManager.setCamera(sceneCam, false);
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+ renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
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+
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+
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+ underWater = false;
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+ } else {
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+ underWater = true;
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+ }
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+ }
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+
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+ @Override
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+ protected Material getMaterial() {
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+ return material;
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+ }
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+
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+ private DirectionalLight findLight(Node node) {
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+ for (Light light : node.getWorldLightList()) {
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+ if (light instanceof DirectionalLight) {
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+ return (DirectionalLight) light;
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+ }
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+ }
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+ for (Spatial child : node.getChildren()) {
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+ if (child instanceof Node) {
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+ return findLight((Node) child);
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+ }
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+ }
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+
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+ return null;
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+ }
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+
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+ @Override
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+ protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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+
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+ if (reflectionScene == null) {
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+ reflectionScene = vp.getScenes().get(0);
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+ DirectionalLight l = findLight((Node) reflectionScene);
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+ if (l != null) {
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+ lightDirection = l.getDirection();
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+ }
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+
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+ }
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+
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+ this.renderManager = renderManager;
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+ this.viewPort = vp;
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+ reflectionPass = new Pass();
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+ reflectionPass.init(renderManager.getRenderer(), reflectionMapSize, reflectionMapSize, Format.RGBA8, Format.Depth);
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+ reflectionCam = new Camera(reflectionMapSize, reflectionMapSize);
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+ reflectionView = new ViewPort("reflectionView", reflectionCam);
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+ reflectionView.setClearFlags(true, true, true);
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+ reflectionView.attachScene(reflectionScene);
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+ reflectionView.setOutputFrameBuffer(reflectionPass.getRenderFrameBuffer());
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+ plane = new Plane(Vector3f.UNIT_Y, new Vector3f(0, waterHeight, 0).dot(Vector3f.UNIT_Y));
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+ reflectionProcessor = new ReflectionProcessor(reflectionCam, reflectionPass.getRenderFrameBuffer(), plane);
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+ reflectionView.addProcessor(reflectionProcessor);
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+
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+ normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
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+ if (foamTexture == null) {
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+ foamTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/foam.jpg");
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+ }
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+ if (causticsTexture == null) {
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+ causticsTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/caustics.jpg");
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+ }
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+ heightTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/heightmap.jpg");
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+
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+ normalTexture.setWrap(WrapMode.Repeat);
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+ foamTexture.setWrap(WrapMode.Repeat);
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+ causticsTexture.setWrap(WrapMode.Repeat);
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+ heightTexture.setWrap(WrapMode.Repeat);
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+
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+ material = new Material(manager, "Common/MatDefs/Water/Water.j3md");
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+ material.setTexture("HeightMap", heightTexture);
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+ material.setTexture("CausticsMap", causticsTexture);
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+ material.setTexture("FoamMap", foamTexture);
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+ material.setTexture("NormalMap", normalTexture);
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+ material.setTexture("ReflectionMap", reflectionPass.getRenderedTexture());
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+
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+ material.setFloat("WaterTransparency", waterTransparency);
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+ material.setFloat("NormalScale", normalScale);
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+ material.setFloat("R0", refractionConstant);
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+ material.setFloat("MaxAmplitude", maxAmplitude);
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+ material.setVector3("LightDir", lightDirection);
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+ material.setColor("LightColor", lightColor);
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+ material.setFloat("ShoreHardness", shoreHardness);
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+ material.setFloat("RefractionStrength", refractionStrength);
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+ material.setFloat("WaveScale", waveScale);
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+ material.setVector3("FoamExistence", foamExistence);
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+ material.setFloat("SunScale", sunScale);
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+ material.setVector3("ColorExtinction", colorExtinction);
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+ material.setFloat("Shininess", shininess);
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+ material.setColor("WaterColor", waterColor);
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+ material.setColor("DeepWaterColor", deepWaterColor);
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+ material.setVector2("WindDirection", windDirection);
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+ material.setFloat("FoamHardness", foamHardness);
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+ material.setBoolean("UseRipples", useRipples);
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+ material.setBoolean("UseHQShoreline", useHQShoreline);
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+ material.setBoolean("UseSpecular", useSpecular);
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+ material.setBoolean("UseFoam", useFoam);
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+ material.setBoolean("UseCaustics", useCaustics);
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+ material.setBoolean("UseRefraction", useRefraction);
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+ material.setFloat("ReflectionDisplace", reflectionDisplace);
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+ material.setFloat("FoamIntensity", foamIntensity);
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+ material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
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+ material.setFloat("CausticsIntensity", causticsIntensity);
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+
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+
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+ }
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+
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+ @Override
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+ public void write(JmeExporter ex) throws IOException {
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+ super.write(ex);
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+ OutputCapsule oc = ex.getCapsule(this);
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+
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+ oc.write(speed, "speed", 1f);
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+ oc.write(lightDirection, "lightDirection", new Vector3f(0, -1, 0));
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+ oc.write(lightColor, "lightColor", ColorRGBA.White);
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+ oc.write(waterHeight, "waterHeight", 0.0f);
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+ oc.write(waterColor, "waterColor", new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f));
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+ oc.write(deepWaterColor, "deepWaterColor", new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f));
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+
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+ oc.write(colorExtinction, "colorExtinction", new Vector3f(5.0f, 20.0f, 30.0f));
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+ oc.write(waterTransparency, "waterTransparency", 0.1f);
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+ oc.write(maxAmplitude, "maxAmplitude", 1.5f);
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+ oc.write(shoreHardness, "shoreHardness", 0.1f);
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+ oc.write(useFoam, "useFoam", true);
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+
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+ oc.write(foamIntensity, "foamIntensity", 0.5f);
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+ oc.write(foamHardness, "foamHardness", 1.0f);
|
|
|
|
+
|
|
|
|
+ oc.write(foamExistence, "foamExistence", new Vector3f(0.45f, 4.35f, 1.5f));
|
|
|
|
+ oc.write(waveScale, "waveScale", 0.005f);
|
|
|
|
+
|
|
|
|
+ oc.write(sunScale, "sunScale", 3.0f);
|
|
|
|
+ oc.write(shininess, "shininess", 0.7f);
|
|
|
|
+ oc.write(windDirection, "windDirection", new Vector2f(0.0f, -1.0f));
|
|
|
|
+ oc.write(reflectionMapSize, "reflectionMapSize", 512);
|
|
|
|
+ oc.write(useRipples, "useRipples", true);
|
|
|
|
+
|
|
|
|
+ oc.write(normalScale, "normalScale", 3.0f);
|
|
|
|
+ oc.write(useHQShoreline, "useHQShoreline", true);
|
|
|
|
+
|
|
|
|
+ oc.write(useSpecular, "useSpecular", true);
|
|
|
|
+
|
|
|
|
+ oc.write(useRefraction, "useRefraction", true);
|
|
|
|
+ oc.write(refractionStrength, "refractionStrength", 0.0f);
|
|
|
|
+ oc.write(refractionConstant, "refractionConstant", 0.5f);
|
|
|
|
+ oc.write(reflectionDisplace, "reflectionDisplace", 30f);
|
|
|
|
+ oc.write(underWaterFogDistance, "underWaterFogDistance", 120f);
|
|
|
|
+ oc.write(causticsIntensity, "causticsIntensity", 0.5f);
|
|
|
|
+
|
|
|
|
+ oc.write(useCaustics, "useCaustics", true);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Override
|
|
|
|
+ public void read(JmeImporter im) throws IOException {
|
|
|
|
+ super.read(im);
|
|
|
|
+ InputCapsule ic = im.getCapsule(this);
|
|
|
|
+ speed = ic.readFloat("speed", 1f);
|
|
|
|
+ lightDirection = (Vector3f) ic.readSavable("lightDirection", new Vector3f(0, -1, 0));
|
|
|
|
+ lightColor = (ColorRGBA) ic.readSavable("lightColor", ColorRGBA.White);
|
|
|
|
+ waterHeight = ic.readFloat("waterHeight", 0.0f);
|
|
|
|
+ waterColor = (ColorRGBA) ic.readSavable("waterColor", new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f));
|
|
|
|
+ deepWaterColor = (ColorRGBA) ic.readSavable("deepWaterColor", new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f));
|
|
|
|
+
|
|
|
|
+ colorExtinction = (Vector3f) ic.readSavable("colorExtinction", new Vector3f(5.0f, 20.0f, 30.0f));
|
|
|
|
+ waterTransparency = ic.readFloat("waterTransparency", 0.1f);
|
|
|
|
+ maxAmplitude = ic.readFloat("maxAmplitude", 1.5f);
|
|
|
|
+ shoreHardness = ic.readFloat("shoreHardness", 0.1f);
|
|
|
|
+ useFoam = ic.readBoolean("useFoam", true);
|
|
|
|
+
|
|
|
|
+ foamIntensity = ic.readFloat("foamIntensity", 0.5f);
|
|
|
|
+ foamHardness = ic.readFloat("foamHardness", 1.0f);
|
|
|
|
+
|
|
|
|
+ foamExistence = (Vector3f) ic.readSavable("foamExistence", new Vector3f(0.45f, 4.35f, 1.5f));
|
|
|
|
+ waveScale = ic.readFloat("waveScale", 0.005f);
|
|
|
|
+
|
|
|
|
+ sunScale = ic.readFloat("sunScale", 3.0f);
|
|
|
|
+ shininess = ic.readFloat("shininess", 0.7f);
|
|
|
|
+ windDirection = (Vector2f) ic.readSavable("windDirection", new Vector2f(0.0f, -1.0f));
|
|
|
|
+ reflectionMapSize = ic.readInt("reflectionMapSize", 512);
|
|
|
|
+ useRipples = ic.readBoolean("useRipples", true);
|
|
|
|
+
|
|
|
|
+ normalScale = ic.readFloat("normalScale", 3.0f);
|
|
|
|
+ useHQShoreline = ic.readBoolean("useHQShoreline", true);
|
|
|
|
+
|
|
|
|
+ useSpecular = ic.readBoolean("useSpecular", true);
|
|
|
|
+
|
|
|
|
+ useRefraction = ic.readBoolean("useRefraction", true);
|
|
|
|
+ refractionStrength = ic.readFloat("refractionStrength", 0.0f);
|
|
|
|
+ refractionConstant = ic.readFloat("refractionConstant", 0.5f);
|
|
|
|
+ reflectionDisplace = ic.readFloat("reflectionDisplace", 30f);
|
|
|
|
+ underWaterFogDistance = ic.readFloat("underWaterFogDistance", 120f);
|
|
|
|
+ causticsIntensity = ic.readFloat("causticsIntensity", 0.5f);
|
|
|
|
+
|
|
|
|
+ useCaustics = ic.readBoolean("useCaustics", true);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * gets the height of the water plane
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getWaterHeight() {
|
|
|
|
+ return waterHeight;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the height of the water plane
|
|
|
|
+ * default is 0.0
|
|
|
|
+ * @param waterHeight
|
|
|
|
+ */
|
|
|
|
+ public void setWaterHeight(float waterHeight) {
|
|
|
|
+ this.waterHeight = waterHeight;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the scene to render in the reflection map
|
|
|
|
+ * @param reflectionScene
|
|
|
|
+ */
|
|
|
|
+ public void setReflectionScene(Spatial reflectionScene) {
|
|
|
|
+ this.reflectionScene = reflectionScene;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the waterTransparency value
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getWaterTransparency() {
|
|
|
|
+ return waterTransparency;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets how fast will colours fade out. You can also think about this
|
|
|
|
+ * values as how clear water is. Therefore use smaller values (eg. 0.05)
|
|
|
|
+ * to have crystal clear water and bigger to achieve "muddy" water.
|
|
|
|
+ * default is 0.1f
|
|
|
|
+ * @param waterTransparency
|
|
|
|
+ */
|
|
|
|
+ public void setWaterTransparency(float waterTransparency) {
|
|
|
|
+ this.waterTransparency = waterTransparency;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("WaterTransparency", waterTransparency);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Returns the normal scales applied to the normal map
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getNormalScale() {
|
|
|
|
+ return normalScale;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the normal scaling factors to apply to the normal map.
|
|
|
|
+ * the higher the value the more small ripples will be visible on the waves.
|
|
|
|
+ * default is 1.0
|
|
|
|
+ * @param normalScale
|
|
|
|
+ */
|
|
|
|
+ public void setNormalScale(float normalScale) {
|
|
|
|
+ this.normalScale = normalScale;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("NormalScale", normalScale);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the refractoin constant
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getRefractionConstant() {
|
|
|
|
+ return refractionConstant;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This is a constant related to the index of refraction (IOR) used to compute the fresnel term.
|
|
|
|
+ * F = R0 + (1-R0)( 1 - N.V)^5
|
|
|
|
+ * where F is the fresnel term, R0 the constant, N the normal vector and V tne view vector.
|
|
|
|
+ * It usually depend on the material you are lookinh through (here water).
|
|
|
|
+ * Default value is 0.3f
|
|
|
|
+ * In practice, the lowest the value and the less the reflection can be seen on water
|
|
|
|
+ * @param refractionConstant
|
|
|
|
+ */
|
|
|
|
+ public void setRefractionConstant(float refractionConstant) {
|
|
|
|
+ this.refractionConstant = refractionConstant;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("R0", refractionConstant);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * return the maximum wave amplitude
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getMaxAmplitude() {
|
|
|
|
+ return maxAmplitude;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the maximum waves amplitude
|
|
|
|
+ * default is 1.0
|
|
|
|
+ * @param maxAmplitude
|
|
|
|
+ */
|
|
|
|
+ public void setMaxAmplitude(float maxAmplitude) {
|
|
|
|
+ this.maxAmplitude = maxAmplitude;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("MaxAmplitude", maxAmplitude);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * gets the light direction
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public Vector3f getLightDirection() {
|
|
|
|
+ return lightDirection;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the light direction
|
|
|
|
+ * @param lightDirection
|
|
|
|
+ */
|
|
|
|
+ public void setLightDirection(Vector3f lightDirection) {
|
|
|
|
+ this.lightDirection = lightDirection;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setVector3("LightDir", lightDirection);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the light color
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public ColorRGBA getLightColor() {
|
|
|
|
+ return lightColor;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the light color to use
|
|
|
|
+ * default is white
|
|
|
|
+ * @param lightColor
|
|
|
|
+ */
|
|
|
|
+ public void setLightColor(ColorRGBA lightColor) {
|
|
|
|
+ this.lightColor = lightColor;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setColor("LightColor", lightColor);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Return the shoreHardeness
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getShoreHardness() {
|
|
|
|
+ return shoreHardness;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * The smaller this value is, the softer the transition between
|
|
|
|
+ * shore and water. If you want hard edges use very big value.
|
|
|
|
+ * Default is 0.1f.
|
|
|
|
+ * @param shoreHardness
|
|
|
|
+ */
|
|
|
|
+ public void setShoreHardness(float shoreHardness) {
|
|
|
|
+ this.shoreHardness = shoreHardness;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("ShoreHardness", shoreHardness);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the foam hardness
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getFoamHardness() {
|
|
|
|
+ return foamHardness;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the foam hardness : How much the foam will blend with the shore to avoid hard edged water plane.
|
|
|
|
+ * Default is 1.0
|
|
|
|
+ * @param foamHardness
|
|
|
|
+ */
|
|
|
|
+ public void setFoamHardness(float foamHardness) {
|
|
|
|
+ this.foamHardness = foamHardness;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("FoamHardness", foamHardness);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the refractionStrenght
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getRefractionStrength() {
|
|
|
|
+ return refractionStrength;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This value modifies current fresnel term. If you want to weaken
|
|
|
|
+ * reflections use bigger value. If you want to empasize them use
|
|
|
|
+ * value smaller then 0. Default is 0.0f.
|
|
|
|
+ * @param refractionStrength
|
|
|
|
+ */
|
|
|
|
+ public void setRefractionStrength(float refractionStrength) {
|
|
|
|
+ this.refractionStrength = refractionStrength;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("RefractionStrength", refractionStrength);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the scale factor of the waves height map
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getWaveScale() {
|
|
|
|
+ return waveScale;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the scale factor of the waves height map
|
|
|
|
+ * the smaller the value the bigger the waves
|
|
|
|
+ * default is 0.005f
|
|
|
|
+ * @param waveScale
|
|
|
|
+ */
|
|
|
|
+ public void setWaveScale(float waveScale) {
|
|
|
|
+ this.waveScale = waveScale;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("WaveScale", waveScale);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the foam existance vector
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public Vector3f getFoamExistence() {
|
|
|
|
+ return foamExistence;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Describes at what depth foam starts to fade out and
|
|
|
|
+ * at what it is completely invisible. The third value is at
|
|
|
|
+ * what height foam for waves appear (+ waterHeight).
|
|
|
|
+ * default is (0.45, 4.35, 1.0);
|
|
|
|
+ * @param foamExistence
|
|
|
|
+ */
|
|
|
|
+ public void setFoamExistence(Vector3f foamExistence) {
|
|
|
|
+ this.foamExistence = foamExistence;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setVector3("FoamExistence", foamExistence);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * gets the scale of the sun
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getSunScale() {
|
|
|
|
+ return sunScale;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the scale of the sun for specular effect
|
|
|
|
+ * @param sunScale
|
|
|
|
+ */
|
|
|
|
+ public void setSunScale(float sunScale) {
|
|
|
|
+ this.sunScale = sunScale;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("SunScale", sunScale);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Returns the color exctinction vector of the water
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public Vector3f getColorExtinction() {
|
|
|
|
+ return colorExtinction;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Return at what depth the refraction color extinct
|
|
|
|
+ * the first value is for red
|
|
|
|
+ * the second is for green
|
|
|
|
+ * the third is for blue
|
|
|
|
+ * Play with thos parameters to "trouble" the water
|
|
|
|
+ * default is (5.0, 20.0, 30.0f);
|
|
|
|
+ * @param colorExtinction
|
|
|
|
+ */
|
|
|
|
+ public void setColorExtinction(Vector3f colorExtinction) {
|
|
|
|
+ this.colorExtinction = colorExtinction;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setVector3("ColorExtinction", colorExtinction);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the foam texture
|
|
|
|
+ * @param foamTexture
|
|
|
|
+ */
|
|
|
|
+ public void setFoamTexture(Texture2D foamTexture) {
|
|
|
|
+ this.foamTexture = foamTexture;
|
|
|
|
+ foamTexture.setWrap(WrapMode.Repeat);
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setTexture("FoamMap", foamTexture);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the height texture
|
|
|
|
+ * @param heightTexture
|
|
|
|
+ */
|
|
|
|
+ public void setHeightTexture(Texture2D heightTexture) {
|
|
|
|
+ this.heightTexture = heightTexture;
|
|
|
|
+ heightTexture.setWrap(WrapMode.Repeat);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the normal Texture
|
|
|
|
+ * @param normalTexture
|
|
|
|
+ */
|
|
|
|
+ public void setNormalTexture(Texture2D normalTexture) {
|
|
|
|
+ this.normalTexture = normalTexture;
|
|
|
|
+ normalTexture.setWrap(WrapMode.Repeat);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * return the shininess factor of the water
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getShininess() {
|
|
|
|
+ return shininess;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the shinines factor of the water
|
|
|
|
+ * default is 0.7f
|
|
|
|
+ * @param shininess
|
|
|
|
+ */
|
|
|
|
+ public void setShininess(float shininess) {
|
|
|
|
+ this.shininess = shininess;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("Shininess", shininess);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * retruns the speed of the waves
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getSpeed() {
|
|
|
|
+ return speed;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Set the speed of the waves (0.0 is still) default is 1.0
|
|
|
|
+ * @param speed
|
|
|
|
+ */
|
|
|
|
+ public void setSpeed(float speed) {
|
|
|
|
+ this.speed = speed;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the color of the water
|
|
|
|
+ *
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public ColorRGBA getWaterColor() {
|
|
|
|
+ return waterColor;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the color of the water
|
|
|
|
+ * see setDeepWaterColor for deep water color
|
|
|
|
+ * default is (0.0078f, 0.5176f, 0.5f,1.0f) (greenish blue)
|
|
|
|
+ * @param waterColour
|
|
|
|
+ */
|
|
|
|
+ public void setWaterColor(ColorRGBA waterColor) {
|
|
|
|
+ this.waterColor = waterColor;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setColor("WaterColor", waterColor);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the deep water color
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public ColorRGBA getDeepWaterColor() {
|
|
|
|
+ return deepWaterColor;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the deep water color
|
|
|
|
+ * see setWaterColor for general color
|
|
|
|
+ * default is (0.0039f, 0.00196f, 0.145f,1.0f) (very dark blue)
|
|
|
|
+ * @param deepWaterColor
|
|
|
|
+ */
|
|
|
|
+ public void setDeepWaterColor(ColorRGBA deepWaterColor) {
|
|
|
|
+ this.deepWaterColor = deepWaterColor;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setColor("DeepWaterColor", deepWaterColor);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the wind direction
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public Vector2f getWindDirection() {
|
|
|
|
+ return windDirection;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the wind direction
|
|
|
|
+ * the direction where the waves move
|
|
|
|
+ * default is (0.0f, -1.0f)
|
|
|
|
+ * @param windDirection
|
|
|
|
+ */
|
|
|
|
+ public void setWindDirection(Vector2f windDirection) {
|
|
|
|
+ this.windDirection = windDirection;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setVector2("WindDirection", windDirection);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the size of the reflection map
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public int getReflectionMapSize() {
|
|
|
|
+ return reflectionMapSize;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the size of the reflection map
|
|
|
|
+ * default is 512, the higher, the better quality, but the slower the effect.
|
|
|
|
+ * @param reflectionMapSize
|
|
|
|
+ */
|
|
|
|
+ public void setReflectionMapSize(int reflectionMapSize) {
|
|
|
|
+ this.reflectionMapSize = reflectionMapSize;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if the water uses foam
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseFoam() {
|
|
|
|
+ return useFoam;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * set to true to use foam with water
|
|
|
|
+ * default true
|
|
|
|
+ * @param useFoam
|
|
|
|
+ */
|
|
|
|
+ public void setUseFoam(boolean useFoam) {
|
|
|
|
+ this.useFoam = useFoam;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseFoam", useFoam);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the texture to use to render caustics on the ground underwater
|
|
|
|
+ * @param causticsTexture
|
|
|
|
+ */
|
|
|
|
+ public void setCausticsTexture(Texture2D causticsTexture) {
|
|
|
|
+ this.causticsTexture = causticsTexture;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setTexture("causticsMap", causticsTexture);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if caustics are rendered
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseCaustics() {
|
|
|
|
+ return useCaustics;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * set to true if you want caustics to be rendered on the ground underwater, false otherwise
|
|
|
|
+ * @param useCaustics
|
|
|
|
+ */
|
|
|
|
+ public void setUseCaustics(boolean useCaustics) {
|
|
|
|
+ this.useCaustics = useCaustics;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseCaustics", useCaustics);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * return true
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseHQShoreline() {
|
|
|
|
+ return useHQShoreline;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void setUseHQShoreline(boolean useHQShoreline) {
|
|
|
|
+ this.useHQShoreline = useHQShoreline;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseHQShoreline", useHQShoreline);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if the water use the refraction
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseRefraction() {
|
|
|
|
+ return useRefraction;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * set to true to use refraction (default is true)
|
|
|
|
+ * @param useRefraction
|
|
|
|
+ */
|
|
|
|
+ public void setUseRefraction(boolean useRefraction) {
|
|
|
|
+ this.useRefraction = useRefraction;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseRefraction", useRefraction);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if the ater use ripples
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseRipples() {
|
|
|
|
+ return useRipples;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ *
|
|
|
|
+ * Set to true tu use ripples
|
|
|
|
+ * @param useRipples
|
|
|
|
+ */
|
|
|
|
+ public void setUseRipples(boolean useRipples) {
|
|
|
|
+ this.useRipples = useRipples;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseRipples", useRipples);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if the water use specular
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUseSpecular() {
|
|
|
|
+ return useSpecular;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Set to true to use specular lightings on the water
|
|
|
|
+ * @param useSpecular
|
|
|
|
+ */
|
|
|
|
+ public void setUseSpecular(boolean useSpecular) {
|
|
|
|
+ this.useSpecular = useSpecular;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setBoolean("UseSpecular", useSpecular);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the foam intensity
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getFoamIntensity() {
|
|
|
|
+ return foamIntensity;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the foam intensity default is 0.5f
|
|
|
|
+ * @param foamIntensity
|
|
|
|
+ */
|
|
|
|
+ public void setFoamIntensity(float foamIntensity) {
|
|
|
|
+ this.foamIntensity = foamIntensity;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("FoamIntensity", foamIntensity);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the reflection displace
|
|
|
|
+ * see {@link setReflectionDisplace(float reflectionDisplace)}
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getReflectionDisplace() {
|
|
|
|
+ return reflectionDisplace;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the reflection displace. define how troubled will look the reflection in the water. default is 30
|
|
|
|
+ * @param reflectionDisplace
|
|
|
|
+ */
|
|
|
|
+ public void setReflectionDisplace(float reflectionDisplace) {
|
|
|
|
+ this.reflectionDisplace = reflectionDisplace;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("m_ReflectionDisplace", reflectionDisplace);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns true if the camera is under the water level
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public boolean isUnderWater() {
|
|
|
|
+ return underWater;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * returns the distance of the fog when under water
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getUnderWaterFogDistance() {
|
|
|
|
+ return underWaterFogDistance;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the distance of the fog when under water.
|
|
|
|
+ * default is 120 (120 world units) use a high value to raise the view range under water
|
|
|
|
+ * @param underWaterFogDistance
|
|
|
|
+ */
|
|
|
|
+ public void setUnderWaterFogDistance(float underWaterFogDistance) {
|
|
|
|
+ this.underWaterFogDistance = underWaterFogDistance;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * get the intensity of caustics under water
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ public float getCausticsIntensity() {
|
|
|
|
+ return causticsIntensity;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * sets the intensity of caustics under water. goes from 0 to 1, default is 0.5f
|
|
|
|
+ * @param causticsIntensity
|
|
|
|
+ */
|
|
|
|
+ public void setCausticsIntensity(float causticsIntensity) {
|
|
|
|
+ this.causticsIntensity = causticsIntensity;
|
|
|
|
+ if (material != null) {
|
|
|
|
+ material.setFloat("CausticsIntensity", causticsIntensity);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|