Class Water
- java.lang.Object
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- de.coreengine.rendering.renderable.Water
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public class Water extends Object
Class that represents a renderable waterplate- Author:
- Darius Dinger
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Constructor Summary
Constructors Constructor Description Water()Creating new water
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description ColorgetAdditiveColor()javax.vecmath.Vector4fgetClipPlane()StringgetDudvMap()ColorgetMultiplicativeColor()StringgetNormalMap()floatgetOffset()FrameBufferObjectgetReflectionFbo()FrameBufferObjectgetRefractionFbo()floatgetScale()floatgetShineDamper()Get shine damper for specular lightingfloatgetShininess()Get shininess for specular lightingfloatgetSoftEdgeDepth()floatgetTiling()javax.vecmath.Matrix4fgetTransMat()floatgetTransparency()Setting the waters transparency (ration of reflectiona dn refraction).floatgetWaveStrength()floatgetX()floatgetY()floatgetZ()booleanisReflectionEnabled()booleanisRefractionEnabled()voidsetDudvMap(String dudvMap)voidsetNormalMap(String normalMap)voidsetOffset(float offset)voidsetQuality(float quality)Setting waters quality be rescaling the fraction and reflection texture.voidsetReflectionEnabled(boolean reflectionEnabled)Enable or disable reflection.voidsetRefractionEnabled(boolean refractionEnabled)Enable or disable refraction.voidsetScale(float scale)Sets the water horizontal scale/sizevoidsetShineDamper(float shineDamper)Set shine damper for specular lightingvoidsetShininess(float shininess)Set shininess for specular lightingvoidsetSoftEdgeDepth(float sed)voidsetTiling(float tiling)voidsetTransparency(float transparency)Setting the waters transparency (ration of reflectiona dn refraction).voidsetWaveStrength(float waveStrength)voidsetX(float x)Sets the x position of the waters (0, 0) pointvoidsetY(float y)Sets the y position of the waters (0, 0) point (sea level)voidsetZ(float z)Sets the z position of the waters (0, 0) point
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Method Detail
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setQuality
public void setQuality(float quality)
Setting waters quality be rescaling the fraction and reflection texture. The rescaling is the WindowResolution * quality. So 1.0f is the best quality and to 0.0f it gets more pixelated.
This action take performance so dont call it in the game loop!- Parameters:
quality- New water quality
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getDudvMap
public String getDudvMap()
- Returns:
- Waters dudv map for distortion
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getNormalMap
public String getNormalMap()
- Returns:
- Waters normal map
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getTiling
public float getTiling()
- Returns:
- Tiling for the maps (dudv/normal)
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setOffset
public void setOffset(float offset)
- Parameters:
offset- New offset of the dudv/normal map for wave animation
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getOffset
public float getOffset()
- Returns:
- Offset of the dudv/normal map for wave animation
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getReflectionFbo
public FrameBufferObject getReflectionFbo()
- Returns:
- Fbo to render reflection into
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getRefractionFbo
public FrameBufferObject getRefractionFbo()
- Returns:
- Fbo to render refraction into
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getMultiplicativeColor
public Color getMultiplicativeColor()
- Returns:
- Read/writeable multiplicative color part of the water. (watercolor = multiplicativeColor * color + additiveColor)
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getAdditiveColor
public Color getAdditiveColor()
- Returns:
- Read/writeable additive color part of the water. (color(x) = multiplicativeColor * x + additiveColor)
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getSoftEdgeDepth
public float getSoftEdgeDepth()
- Returns:
- Depth to begin softing edge
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getWaveStrength
public float getWaveStrength()
- Returns:
- Strength, the dudv map effects the water
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setDudvMap
public void setDudvMap(String dudvMap)
- Parameters:
dudvMap- New dudv map of the water
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setNormalMap
public void setNormalMap(String normalMap)
- Parameters:
normalMap- New normal map of the water
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setTiling
public void setTiling(float tiling)
- Parameters:
tiling- New tiling of the waters dudv/normal map
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setSoftEdgeDepth
public void setSoftEdgeDepth(float sed)
- Parameters:
sed- New depth to begin softing edge
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setWaveStrength
public void setWaveStrength(float waveStrength)
- Parameters:
waveStrength- New strength, the dudv map effects the water
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setScale
public void setScale(float scale)
Sets the water horizontal scale/size- Parameters:
scale- New scale of the water
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setX
public void setX(float x)
Sets the x position of the waters (0, 0) point- Parameters:
x- New x position
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setY
public void setY(float y)
Sets the y position of the waters (0, 0) point (sea level)- Parameters:
y- New y position
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setZ
public void setZ(float z)
Sets the z position of the waters (0, 0) point- Parameters:
z- New z position
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getTransMat
public javax.vecmath.Matrix4f getTransMat()
- Returns:
- Waters current transformation matrix
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getScale
public float getScale()
- Returns:
- Horizontal scale/size of the water
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getX
public float getX()
- Returns:
- X position of the water
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getY
public float getY()
- Returns:
- Y position of the water
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getZ
public float getZ()
- Returns:
- Z position of the water
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getClipPlane
public javax.vecmath.Vector4f getClipPlane()
- Returns:
- Clip plane for rendering refraction/reflection texture
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getTransparency
public float getTransparency()
Setting the waters transparency (ration of reflectiona dn refraction). If the value is 1.0 the mix is 50/50. Under 1 is more transparent, over 1 is more reflective.- Returns:
- Current waters transparency
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setTransparency
public void setTransparency(float transparency)
Setting the waters transparency (ration of reflectiona dn refraction). If the value is 1.0 the mix is 50/50. Under 1 is more transparent, over 1 is more reflective.- Parameters:
transparency- New transparency
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getShineDamper
public float getShineDamper()
Get shine damper for specular lighting- Returns:
- Water shine damper
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setShineDamper
public void setShineDamper(float shineDamper)
Set shine damper for specular lighting- Parameters:
shineDamper- Water shine damper
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getShininess
public float getShininess()
Get shininess for specular lighting- Returns:
- Water shininess
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setShininess
public void setShininess(float shininess)
Set shininess for specular lighting- Parameters:
shininess- Water shininess
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setReflectionEnabled
public void setReflectionEnabled(boolean reflectionEnabled)
Enable or disable reflection. So the water will reflect the environment. This will have effect on the performance.- Parameters:
reflectionEnabled- Should reflection be enabled
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setRefractionEnabled
public void setRefractionEnabled(boolean refractionEnabled)
Enable or disable refraction. So the water will refract theenvironment under the water. This will have effect on the performance.- Parameters:
refractionEnabled- Should refraction be enabled
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isReflectionEnabled
public boolean isReflectionEnabled()
- Returns:
- Is reflection of the water enabled
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isRefractionEnabled
public boolean isRefractionEnabled()
- Returns:
- Is refraction of the water enabled
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