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= Water =
= Water =
The 'water' engine feature can be used for more than just water, it can be Lava, Slime, and completely invisible for maps in space.
The 'water' engine feature can be used for more than just water, it can be Lava, Slime, and completely invisible for maps in space.
Water is always at zero elevation, the terrain is positioned above and below the water using the <code>minHeight</code> and <code>maxHeight</code> values(see [[Mapdev:height]]).
Shading of the water is split into two parts; the surface of the water and the surface of the ground under the water
Water has five different rendering modes which can be set ingame by the command:
<pre>/water</pre>
<ol start=0>
<li> basic
<li> reflective
<li> dynamic
<li> reflective&refractive
<li> bumpmapped
</ol>
The relevant soure code [https://github.com/spring/spring/tree/bfc21aada48a6a606b039819ba55017fe3d4f29d/rts/Rendering/Env files]
= Specifications =
Now because of the various graphical modes, and some options being shared, I've split this into sections.
==Data Types==
{{DataTypes}}
== Options that are always relevant ==
<pre>local mapinfo = {
  ...
  tidalStrength = 0,
  voidWater = false,
  ...
  water = {
      damage =  0.0,
      absorb    = {0.0, 0.0, 0.0},
      baseColor = {0.0, 0.0, 0.0},
      minColor  = {0.0, 0.0, 0.0},
      forceRendering = false,
      planeColor = {0.0, 0.4, 0.0},
    },
  ...
}</pre>
{{tag|name=tidalStrength|type=float}}
{{tag|name=voidWater|default=false|type=bool|description=If true, the water will not be drawn. Also the terrain under the water will not be drawn.}}
{{tag|name=damage|type=float}}
{{tag|name=absorb|type=float3|description=Used to calculate the colour of the terrain under the water, see below.}}
{{tag|name=baseCcolor|type=float3|description=Used to calculate the colour of the terrain under the water, see below.}}
{{tag|name=minColor|type=float3|description=Used to calculate the colour of the terrain under the water, see below.}}
The absorb, baseColor and minColor variables are used to alter the colour of the terrain under the water as defined in a glsl shader, see [https://github.com/spring/spring/blob/a71c17d710cc387c484e876971881837ecb0ff10/cont/base/springcontent/shaders/GLSL/SMFFragProg.glsl line 163].
{{tag|name=forceRendering|default=false|type=bool|description=If false, and the minimum height of the terrain is above 1.0, then the water will not be drawn.}}
{{tag|name=planeColor|default={0.0, 0.4, 0.0}|type=float3|description=sets the colour of the horizon water plane, to prevent it from being drawn at all you must comment out this line.}}
== Basic ==
<center>
{| class="wikitable"
|+ Example
| [[File:Water basic example.jpg|400px]]
|}</center>
<pre>local mapinfo = {
  ...
  water = {
      repeatX = 0.0,
      repeatY = 0.0,
      --texture = "",
  },
  ...
}</pre>
{{tag|name=repeatX|type=float|default=0|description=control the texture repetition}}
{{tag|name=repeatY|type=float|default=0|description=control the texture repetition}}
{{tag|name=texture|type=string|default=0|description=the texture image to use, searches the ./maps/ directory of the map archive.}}
== Reflective ==
<center>
<center>
{| class="wikitable"  
{| class="wikitable"  
Line 6: Line 91:
| {{FIXME}}need to place an image here
| {{FIXME}}need to place an image here
|}</center>
|}</center>
= Specification =
<pre>local mapinfo = {
== mapinfo.lua ==
  ...
<code><pre>local mapinfo = {
  water = {
      surfaceColor  = {0.75, 0.8, 0.85},
  },
   ...
   ...
  tidalStrength = 0,
}</pre>
  voidWater = false,
 
{{FIXME}}?
 
{{tag|name=surfaceColor|type=float3f|default={0.0, 0.0, 0.0}|description=Effects the reflected colour.}}
 
== Dynamic ==
<center>
{| class="wikitable"
|+ Example
| [[file:water_dynamic_example.jpg|400px]]
|}</center>
<pre>local mapinfo = {
   ...
   ...
   water = {
   water = {
       damage = 0.0,
       surfaceColor  = {0.75, 0.8, 0.85},
      --foamTexture =  "",
  },
  ...
}</pre>
 
{{tag|name=surfaceColor|type=float3f|default={0.0, 0.0, 0.0}|description=Effects the reflected colour.}}
 
{{FIXME}}?


       repeatX = 0.0,
== Reflective and Refractive ==
      repeatY = 0.0,
From what i can tell, this mode is basically the same as the reflective mode, except that it distorts(refracts the light) of objects under the surface.
<center>
{| class="wikitable"
|+ Example
| [[file:water_refractive_example.jpg|400px]]
|}</center>
<pre>local mapinfo = {
  ...
  water = {
       surfaceColor  = {0.75, 0.8, 0.85},
  },
  ...
}</pre>


      absorb    = {0.0, 0.0, 0.0},
{{tag|name=surfaceColor|type=float3f|default={0.0, 0.0, 0.0}|description=Effects the reflected colour.}}
      baseColor = {0.0, 0.0, 0.0},
      minColor  = {0.0, 0.0, 0.0},


== Bump Mapped ==
<center>
{| class="wikitable"
|+ Example
| {{FIXME}}need to place an image here
|}</center>
<pre>local mapinfo = {
  ...
  water = {
       ambientFactor  = 1.0,
       ambientFactor  = 1.0,
       diffuseFactor  = 1.0,
       diffuseFactor  = 1.0,
Line 28: Line 153:
       specularPower  = 20.0,
       specularPower  = 20.0,


      planeColor = {0.0, 0.4, 0.0},
 


       surfaceColor  = {0.75, 0.8, 0.85},
       surfaceColor  = {0.75, 0.8, 0.85},
Line 50: Line 175:


       shoreWaves = true,
       shoreWaves = true,
      forceRendering = false,


      --// undefined == load them from resources.lua!
      --texture =      "",
       --foamTexture =  "",
       --foamTexture =  "",
       --normalTexture = "",
       --normalTexture = "",
Line 60: Line 182:
       --  "",
       --  "",
       --},
       --},
      numTiles = 1,
      hasWaterPlane = true,


   },
   },
   ...
   ...
}</pre></code>
}</pre>
 
=== Void Water ===
{{FIXME}} discussion on void water and use cases
<center>
{| class="wikitable"
|+ Example
| {{FIXME}}need to place an image here
|}</center>
 
=== Tidal Strength ===
{{FIXME}}Discussion on resourcing again.
 
=== repeatX and repeatY ===
 
=== Shading ===
 
=== Shore Waves ===
 
{{FIXME}}so much to put in here that i cant test and such because my hardware doesn't support it :|
 
== The Water Plane ==
The water plane is always <code>y = 0</code>, anything underneath the water plane is underwater. The terrain is positioned above and below the water plane using its <code>minHeight</code> and <code>maxHeight</code> values(see [[Mapdev:height]]).


To derive the exact value of grey on the heightmap that will be at the water plane use:
{{FIXME}}?
* <code>{{FIXME}}equation</code>
To derive the maxHeight given a grey value and a minheight use:
* <code>{{FIXME}}equation</code>
To derive the minHeight given a grey value and a maxheight use:
* <code>{{FIXME}}equation</code>
To derive the maxHeight and minHeight given a grey value and a total height use:
* <code>{{FIXME}}equation</code>


= Forum Discussions =
= Forum Discussions =
Line 100: Line 195:
* [[Water_Height:_Mapconv_vs._Heightmap|water height]]
* [[Water_Height:_Mapconv_vs._Heightmap|water height]]


[[Category:Development]]
[[Category:Map Dev]]
[[Category:Mapdev]]

Latest revision as of 17:35, 13 May 2020

Water

The 'water' engine feature can be used for more than just water, it can be Lava, Slime, and completely invisible for maps in space.

Water is always at zero elevation, the terrain is positioned above and below the water using the minHeight and maxHeight values(see Mapdev:height).

Shading of the water is split into two parts; the surface of the water and the surface of the ground under the water

Water has five different rendering modes which can be set ingame by the command:

/water
  1. basic
  2. reflective
  3. dynamic
  4. reflective&refractive
  5. bumpmapped

The relevant soure code files

Specifications

Now because of the various graphical modes, and some options being shared, I've split this into sections.

Data Types

int
An integer number. eg. 5
float
A number with decimals. eg 1.023
bool
A value which can be true or false. eg true
string
Text, or more precisely a string of alphanumeric characters. eg "string of characters"
rgb
Three float components, representing red, green and blue components, ranged from 0.0 to 1.0. eg {0.0, 0.0, 0.0}
float3
Three float components, eg {0.0, 0.0, 0.0}
float4
Four float components, eg {0.0, 0.0, 0.0, 0.0}

Options that are always relevant

local mapinfo = {
   ...
   tidalStrength = 0,
   voidWater = false,
   ...
   water = {
      damage =  0.0,

      absorb    = {0.0, 0.0, 0.0},
      baseColor = {0.0, 0.0, 0.0},
      minColor  = {0.0, 0.0, 0.0},

      forceRendering = false,

      planeColor = {0.0, 0.4, 0.0},
    },
   ...
}

float tidalStrength  default: ? 

FIXME:

bool voidWater  default: false 

If true, the water will not be drawn. Also the terrain under the water will not be drawn.

float damage  default: ? 

FIXME:

float3 absorb  default: ? 

Used to calculate the colour of the terrain under the water, see below.

float3 baseCcolor  default: ? 

Used to calculate the colour of the terrain under the water, see below.

float3 minColor  default: ? 

Used to calculate the colour of the terrain under the water, see below.

The absorb, baseColor and minColor variables are used to alter the colour of the terrain under the water as defined in a glsl shader, see line 163.

bool forceRendering  default: false 

If false, and the minimum height of the terrain is above 1.0, then the water will not be drawn.

float3 planeColor  default: {0.0, 0.4, 0.0} 

sets the colour of the horizon water plane, to prevent it from being drawn at all you must comment out this line.

Basic

Example
local mapinfo = {
   ...
   water = {
      repeatX = 0.0,
      repeatY = 0.0,

      --texture = "",
   },
   ...
}

float repeatX  default: 0 

control the texture repetition

float repeatY  default: 0 

control the texture repetition

string texture  default: 0 

the texture image to use, searches the ./maps/ directory of the map archive.

Reflective

Example
FIXME: need to place an image here
local mapinfo = {
   ...
   water = {
      surfaceColor  = {0.75, 0.8, 0.85},
   },
   ...
}

FIXME: ?

float3f surfaceColor  default: {0.0, 0.0, 0.0} 

Effects the reflected colour.

Dynamic

Example
local mapinfo = {
   ...
   water = {
      surfaceColor  = {0.75, 0.8, 0.85},
      --foamTexture =   "",
   },
   ...
}

float3f surfaceColor  default: {0.0, 0.0, 0.0} 

Effects the reflected colour.

FIXME: ?

Reflective and Refractive

From what i can tell, this mode is basically the same as the reflective mode, except that it distorts(refracts the light) of objects under the surface.

Example
local mapinfo = {
   ...
   water = {
      surfaceColor  = {0.75, 0.8, 0.85},
   },
   ...
}

float3f surfaceColor  default: {0.0, 0.0, 0.0} 

Effects the reflected colour.

Bump Mapped

Example
FIXME: need to place an image here
local mapinfo = {
   ...
   water = {
      ambientFactor  = 1.0,
      diffuseFactor  = 1.0,
      specularFactor = 1.0,
      specularPower  = 20.0,



      surfaceColor  = {0.75, 0.8, 0.85},
      surfaceAlpha  = 0.55,
      diffuseColor  = {1.0, 1.0, 1.0},
      specularColor = {0.5, 0.5, 0.5},

      fresnelMin   = 0.2,
      fresnelMax   = 0.8,
      fresnelPower = 4.0,

      reflectionDistortion = 1.0,

      blurBase      = 2.0,
      blurExponent = 1.5,

      perlinStartFreq  =  8.0,
      perlinLacunarity = 3.0,
      perlinAmplitude  =  0.9,
      windSpeed = 1.0, --// does nothing yet

      shoreWaves = true,

      --foamTexture =   "",
      --normalTexture = "",
      --caustics = {
      --   "",
      --   "",
      --},
      numTiles = 1,
      hasWaterPlane = true,

   },
   ...
}

FIXME: ?

Forum Discussions