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 Color
getAdditiveColor()
javax.vecmath.Vector4f
getClipPlane()
String
getDudvMap()
Color
getMultiplicativeColor()
String
getNormalMap()
float
getOffset()
FrameBufferObject
getReflectionFbo()
FrameBufferObject
getRefractionFbo()
float
getScale()
float
getShineDamper()
Get shine damper for specular lightingfloat
getShininess()
Get shininess for specular lightingfloat
getSoftEdgeDepth()
float
getTiling()
javax.vecmath.Matrix4f
getTransMat()
float
getTransparency()
Setting the waters transparency (ration of reflectiona dn refraction).float
getWaveStrength()
float
getX()
float
getY()
float
getZ()
boolean
isReflectionEnabled()
boolean
isRefractionEnabled()
void
setDudvMap(String dudvMap)
void
setNormalMap(String normalMap)
void
setOffset(float offset)
void
setQuality(float quality)
Setting waters quality be rescaling the fraction and reflection texture.void
setReflectionEnabled(boolean reflectionEnabled)
Enable or disable reflection.void
setRefractionEnabled(boolean refractionEnabled)
Enable or disable refraction.void
setScale(float scale)
Sets the water horizontal scale/sizevoid
setShineDamper(float shineDamper)
Set shine damper for specular lightingvoid
setShininess(float shininess)
Set shininess for specular lightingvoid
setSoftEdgeDepth(float sed)
void
setTiling(float tiling)
void
setTransparency(float transparency)
Setting the waters transparency (ration of reflectiona dn refraction).void
setWaveStrength(float waveStrength)
void
setX(float x)
Sets the x position of the waters (0, 0) pointvoid
setY(float y)
Sets the y position of the waters (0, 0) point (sea level)void
setZ(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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