/*
** 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 .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Water.cpp ////////////////////////////////////////////////////////////////////////////////
// Author: Colin Day, December 2001
// Desc: Map water settings
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "GameClient/Water.h"
#include "Common/INI.h"
// GLOBALS ////////////////////////////////////////////////////////////////////////////////////////
WaterSetting WaterSettings[ TIME_OF_DAY_COUNT ];
OVERRIDE TheWaterTransparency = NULL;
// PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
const FieldParse WaterSetting::m_waterSettingFieldParseTable[] =
{
{ "SkyTexture", INI::parseAsciiString, NULL, offsetof( WaterSetting, m_skyTextureFile ) },
{ "WaterTexture", INI::parseAsciiString, NULL, offsetof( WaterSetting, m_waterTextureFile ) },
{ "Vertex00Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex00Diffuse ) },
{ "Vertex10Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex10Diffuse ) },
{ "Vertex01Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex01Diffuse ) },
{ "Vertex11Color", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_vertex11Diffuse ) },
{ "DiffuseColor", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_waterDiffuseColor ) },
{ "TransparentDiffuseColor", INI::parseRGBAColorInt, NULL, offsetof( WaterSetting, m_transparentWaterDiffuse ) },
{ "UScrollPerMS", INI::parseReal, NULL, offsetof( WaterSetting, m_uScrollPerMs ) },
{ "VScrollPerMS", INI::parseReal, NULL, offsetof( WaterSetting, m_vScrollPerMs ) },
{ "SkyTexelsPerUnit", INI::parseReal, NULL, offsetof( WaterSetting, m_skyTexelsPerUnit ) },
{ "WaterRepeatCount", INI::parseInt, NULL, offsetof( WaterSetting, m_waterRepeatCount ) },
{ NULL, NULL, NULL, 0 },
};
// PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
const FieldParse WaterTransparencySetting::m_waterTransparencySettingFieldParseTable[] =
{
{ "TransparentWaterDepth", INI::parseReal, NULL, offsetof( WaterTransparencySetting, m_transparentWaterDepth ) },
{ "TransparentWaterMinOpacity", INI::parseReal, NULL, offsetof( WaterTransparencySetting, m_minWaterOpacity ) },
{ "SkyboxTextureN", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureN ) },
{ "SkyboxTextureE", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureE ) },
{ "SkyboxTextureS", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureS ) },
{ "SkyboxTextureW", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureW ) },
{ "SkyboxTextureT", INI::parseAsciiString,NULL, offsetof( WaterTransparencySetting, m_skyboxTextureT ) },
{ 0, 0, 0, 0 },
};
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
WaterSetting::WaterSetting( void )
{
m_skyTextureFile.clear();
m_waterTextureFile.clear();
m_waterRepeatCount = 0;
m_skyTexelsPerUnit = 0.0f;
m_vertex00Diffuse.red = 0;
m_vertex00Diffuse.green = 0;
m_vertex00Diffuse.blue = 0;
m_vertex00Diffuse.alpha = 0;
m_vertex01Diffuse.red = 0;
m_vertex01Diffuse.green = 0;
m_vertex01Diffuse.blue = 0;
m_vertex01Diffuse.alpha = 0;
m_vertex10Diffuse.red = 0;
m_vertex10Diffuse.green = 0;
m_vertex10Diffuse.blue = 0;
m_vertex10Diffuse.alpha = 0;
m_vertex11Diffuse.red = 0;
m_vertex11Diffuse.green = 0;
m_vertex11Diffuse.blue = 0;
m_vertex11Diffuse.alpha = 0;
m_waterDiffuseColor.red = 0;
m_waterDiffuseColor.green = 0;
m_waterDiffuseColor.blue = 0;
m_waterDiffuseColor.alpha = 0;
m_transparentWaterDiffuse.red = 0;
m_transparentWaterDiffuse.green = 0;
m_transparentWaterDiffuse.blue = 0;
m_transparentWaterDiffuse.alpha = 0;
m_uScrollPerMs = 0.0f;
m_vScrollPerMs = 0.0f;
} // end WaterSetting
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
WaterSetting::~WaterSetting( void )
{
} // end WaterSetting