Mapdev:water: Difference between revisions

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m added infomration about water plane.
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       forceRendering = false,
       forceRendering = false,
      planeColor = {0.0, 0.4, 0.0},
     },
     },
   ...
   ...
Line 53: Line 55:


{{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=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 ==
== Basic ==
Line 131: Line 135:
       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},

Revision as of 06:10, 2 August 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
  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.

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
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

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
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

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: ?

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