TerraForge3D  2.3.1
3D Terrain And Landscape Generator

◆ SeaManager()

SeaManager::SeaManager ( ApplicationState appState)

Definition at line 11 of file SeaManager.cpp.

12{
13 appState = as;
14 model = new Model("Sea");
15 model->SetupMeshOnGPU();
16 model->mesh->GeneratePlane(256, 120);
17 model->mesh->RecalculateNormals();
18 model->UploadToGPU();
19 bool tmp = false;
20 enabled = false;
21 color[0] = 0;
22 color[1] = 0;
23 color[2] = 0.7f;
24 color[3] = 0;
25 scale = 100;
26 std::string vertexShaderSource = ReadShaderSourceFile(GetExecutableDir() + PATH_SEPARATOR "Data" PATH_SEPARATOR "shaders" PATH_SEPARATOR "water" PATH_SEPARATOR "vert.glsl", &tmp);
27 std::string fragmentShaderSource = ReadShaderSourceFile(GetExecutableDir() + PATH_SEPARATOR "Data" PATH_SEPARATOR "shaders" PATH_SEPARATOR "water" PATH_SEPARATOR "frag.glsl", &tmp);
28 std::string geometryShaderSource = ReadShaderSourceFile(GetExecutableDir() + PATH_SEPARATOR "Data" PATH_SEPARATOR "shaders" PATH_SEPARATOR "water" PATH_SEPARATOR "geom.glsl", &tmp);
29 shader = new Shader(vertexShaderSource, fragmentShaderSource, geometryShaderSource);
30 dudvMap = new Texture2D(GetExecutableDir() + PATH_SEPARATOR "Data" PATH_SEPARATOR "textures" PATH_SEPARATOR "water_dudv.png");
31 normalMap = new Texture2D(GetExecutableDir() + PATH_SEPARATOR "Data" PATH_SEPARATOR "textures" PATH_SEPARATOR "water_normal.png");
32}
Definition: Model.h:9
Definition: Shader.h:7