Mapdev:water: Difference between revisions
m started figuring out the various aspects of water.. but have to leave now.. will continue later. |
m cleaned up some more, learned a lot while reading source files and trying to figure out how water works.. |
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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: | Water has five different rendering modes which can be set ingame by the command: | ||
| Line 14: | Line 18: | ||
The relevant soure code [https://github.com/spring/spring/tree/bfc21aada48a6a606b039819ba55017fe3d4f29d/rts/Rendering/Env files] | 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. | |||
= | |||
Now because of the various graphical modes, and some options being shared, | |||
== Options that are always relevant == | == Options that are always relevant == | ||
<code><pre>local mapinfo = { | <code><pre>local mapinfo = { | ||
... | ... | ||
| Line 27: | Line 28: | ||
water = { | water = { | ||
damage = 0.0, | 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, | |||
}, | }, | ||
... | ... | ||
}</pre></code> | }</pre></code> | ||
{{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.}} | |||
== Basic == | == Basic == | ||
| Line 38: | Line 60: | ||
| {{FIXME}}need to place an image here | | {{FIXME}}need to place an image here | ||
|}</center> | |}</center> | ||
<code><pre>local mapinfo = { | <code><pre>local mapinfo = { | ||
... | ... | ||
| Line 57: | Line 78: | ||
== Reflective == | == Reflective == | ||
<center> | |||
{| class="wikitable" | |||
|+ Example | |||
| {{FIXME}}need to place an image here | |||
|}</center> | |||
<code><pre>local mapinfo = { | |||
... | |||
water = { | |||
surfaceColor = {0.75, 0.8, 0.85}, | |||
}, | |||
... | |||
}</pre></code> | |||
{{FIXME}}? | |||
{{tag|name=surfaceColor|type=float3f|default={0.0, 0.0, 0.0}|description=Effects the reflected colour.}} | |||
== Dynamic == | == Dynamic == | ||
<center> | <center> | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 67: | Line 101: | ||
| {{FIXME}}need to place an image here | | {{FIXME}}need to place an image here | ||
|}</center> | |}</center> | ||
<code><pre>local mapinfo = { | <code><pre>local mapinfo = { | ||
... | ... | ||
water = { | |||
surfaceColor = {0.75, 0.8, 0.85}, | |||
--foamTexture = "", | |||
}, | |||
... | ... | ||
}</pre></code> | |||
{{tag|name=surfaceColor|type=float3f|default={0.0, 0.0, 0.0}|description=Effects the reflected colour.}} | |||
{{FIXME}}? | |||
== Reflective and Refractive == | |||
{{FIXME}}? | |||
== Bump Mapped == | |||
<center> | |||
{| class="wikitable" | |||
|+ Example | |||
| {{FIXME}}need to place an image here | |||
|}</center> | |||
<code><pre>local mapinfo = { | |||
... | |||
water = { | |||
ambientFactor = 1.0, | ambientFactor = 1.0, | ||
diffuseFactor = 1.0, | diffuseFactor = 1.0, | ||
| Line 110: | Line 153: | ||
shoreWaves = true, | shoreWaves = true, | ||
--foamTexture = "", | --foamTexture = "", | ||
--normalTexture = "", | --normalTexture = "", | ||
| Line 120: | Line 160: | ||
-- "", | -- "", | ||
--}, | --}, | ||
numTiles = 1, | |||
hasWaterPlane = true, | |||
}, | }, | ||
| Line 125: | Line 167: | ||
}</pre></code> | }</pre></code> | ||
{{FIXME}}? | |||
{{FIXME}} | |||
= Forum Discussions = | = Forum Discussions = | ||
Revision as of 07:29, 21 February 2013
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
- basic
- reflective
- dynamic
- reflective&refractive
- 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.
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,
},
...
}
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.
Basic
| FIXME: need to place an image here |
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
| 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
| FIXME: need to place an image here |
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
FIXME: ?
Bump Mapped
| FIXME: need to place an image here |
local mapinfo = {
...
water = {
ambientFactor = 1.0,
diffuseFactor = 1.0,
specularFactor = 1.0,
specularPower = 20.0,
planeColor = {0.0, 0.4, 0.0},
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
- chockolate rain map discussion apparrently has soemthing in it i wanted to keep for later.. cant remember though...
- water height