1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
use super::deserialize_path;
use crate::{default_scale, default_scale3, TextureTransform, Vec3};
use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct WaterMaterial {
/// Usually referred to as a "sludge-layer", acts as a layer on top of the surface of the $AboveWater Material.
#[serde(
rename = "$basetexture",
default,
deserialize_with = "deserialize_path"
)]
pub base_texture: Option<String>,
/// Tells this material is used for models and not brushes.
#[serde(rename = "$abovewater", default)]
pub above_water: bool,
/// Required parameter. This is the material (not texture) to use when underneath the water’s surface. The bottom material must have $reflecttexture, $abovewater and $envmap disabled, but can otherwise do whatever it wants.
#[serde(
rename = "$bottommaterial",
default,
deserialize_with = "deserialize_path"
)]
pub bottom_material: Option<String>,
/// Applies a refracting screen overlay when the camera is underwater. Generally used with effects\water_warp01. Requires $abovewater to be 0.
#[serde(
rename = "$underwaterover",
default,
deserialize_with = "deserialize_path"
)]
pub underwater_overlay: Option<String>,
/// Specifies a texture that will provide three-dimensional lighting information for a material for DX8.
#[serde(rename = "$bumpmap", default, deserialize_with = "deserialize_path")]
pub bump_map: Option<String>,
/// A Du/dv map for DirectX 8 rendering ($bumpmap), and a bump map for DirectX 9 and above ($normalmap).
#[serde(rename = "$normalmap", default, deserialize_with = "deserialize_path")]
pub normal_map: Option<String>,
#[serde(rename = "$dudvframe", default)]
pub du_dv_frame: u32,
/// Frame to start the animated du/dv map and bump map on, respectively
#[serde(rename = "$bumpframe", default)]
pub dump_frame: u32,
/// Transforms the bump map texture.
#[serde(rename = "$bumptransform", default)]
pub bump_transform: TextureTransform,
/// Tints the results of projected textures on the water. The flashlight mainly affects the brigthness of the fog in the water.
#[serde(rename = "$flashlighttint", default = "default_scale")]
pub flash_light_tint: f32,
/// Enable volumetric fog for the water.
#[serde(rename = "$fogenable", default)]
pub fog_enable: bool,
/// Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
#[serde(rename = "$fogenable", default = "default_scale3")]
pub fog_color: Vec3,
/// Distance in units/inches from the eye at which water fog starts.
#[serde(rename = "$fogstart", default)]
pub fog_start: f32,
/// Distance in units/inches from the eye at which water fog ends.
#[serde(rename = "$fogend", default)]
pub fog_end: f32,
/// Enable volumetric fog for the water.
#[serde(rename = "$lightmapwaterfog", default)]
pub light_map_water_fog: bool,
// todo: https://developer.valvesoftware.com/wiki/Water_(shader) from reflection onward
}