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/*
** Command & Conquer Generals Zero Hour(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;
RGBColor m_standingWaterColor;
RGBColor m_radarColor;
Bool m_additiveBlend;
AsciiString m_standingWaterTexture;
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_standingWaterColor.red = 1.0f;
m_standingWaterColor.green = 1.0f;
m_standingWaterColor.blue = 1.0f;
m_radarColor.red = 140;
m_radarColor.green = 140;
m_radarColor.blue = 255;
m_standingWaterTexture = "TWWater01.tga";
m_additiveBlend = FALSE;
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_