Kelsidavis-WoWee/src/rendering/water_renderer.cpp

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#include "rendering/water_renderer.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "pipeline/adt_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <algorithm>
#include <cmath>
#include <limits>
namespace wowee {
namespace rendering {
WaterRenderer::WaterRenderer() = default;
WaterRenderer::~WaterRenderer() {
shutdown();
}
bool WaterRenderer::initialize() {
LOG_INFO("Initializing water renderer");
// Create water shader
waterShader = std::make_unique<Shader>();
// Vertex shader
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float time;
uniform float waveAmp;
uniform float waveFreq;
uniform float waveSpeed;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out float WaveOffset;
void main() {
vec3 pos = aPos;
// Procedural ripple motion (tunable per water profile).
float w1 = sin((aPos.x + time * waveSpeed) * waveFreq) * waveAmp;
float w2 = cos((aPos.y - time * (waveSpeed * 0.78)) * (waveFreq * 0.82)) * (waveAmp * 0.72);
float wave = w1 + w2;
pos.z += wave;
FragPos = vec3(model * vec4(pos, 1.0));
// Use mat3(model) directly - avoids expensive inverse() per vertex
Normal = mat3(model) * aNormal;
TexCoord = aTexCoord;
WaveOffset = wave;
gl_Position = projection * view * vec4(FragPos, 1.0);
}
)";
// Fragment shader
const char* fragmentShaderSource = R"(
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in float WaveOffset;
uniform vec3 viewPos;
uniform vec4 waterColor;
uniform float waterAlpha;
uniform float time;
uniform float shimmerStrength;
uniform float alphaScale;
out vec4 FragColor;
void main() {
// Normalize interpolated normal
vec3 norm = normalize(Normal);
// Simple directional light (sun)
vec3 lightDir = normalize(vec3(0.5, 1.0, 0.3));
float diff = max(dot(norm, lightDir), 0.0);
// Specular highlights (shininess for water)
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float specBase = pow(max(dot(viewDir, reflectDir), 0.0), mix(64.0, 180.0, shimmerStrength));
float sparkle = 0.65 + 0.35 * sin((TexCoord.x + TexCoord.y + time * 0.4) * 80.0);
float spec = specBase * mix(1.0, sparkle, shimmerStrength);
// Animated texture coordinates for flowing effect
vec2 uv1 = TexCoord + vec2(time * 0.02, time * 0.01);
vec2 uv2 = TexCoord + vec2(-time * 0.01, time * 0.015);
// Combine lighting
vec3 ambient = vec3(0.3) * waterColor.rgb;
vec3 diffuse = vec3(0.6) * diff * waterColor.rgb;
vec3 specular = vec3(1.0) * spec;
// Add wave offset to brightness
float brightness = 1.0 + WaveOffset * 0.1;
vec3 result = (ambient + diffuse + specular) * brightness;
// Slight fresnel: more reflective/opaque at grazing angles.
float fresnel = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0);
float alpha = clamp(waterAlpha * alphaScale * (0.68 + fresnel * 0.45), 0.12, 0.82);
FragColor = vec4(result, alpha);
}
)";
if (!waterShader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create water shader");
return false;
}
LOG_INFO("Water renderer initialized");
return true;
}
void WaterRenderer::shutdown() {
clear();
waterShader.reset();
}
void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool append,
int tileX, int tileY) {
constexpr float TILE_SIZE = 33.33333f / 8.0f;
if (!append) {
LOG_INFO("Loading water from terrain (replacing)");
clear();
} else {
LOG_INFO("Loading water from terrain (appending)");
}
// Load water surfaces from MH2O data
int totalLayers = 0;
for (int chunkIdx = 0; chunkIdx < 256; chunkIdx++) {
const auto& chunkWater = terrain.waterData[chunkIdx];
if (!chunkWater.hasWater()) {
continue;
}
// Get the terrain chunk for position reference
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
const auto& terrainChunk = terrain.getChunk(chunkX, chunkY);
// Process each water layer in this chunk
for (const auto& layer : chunkWater.layers) {
WaterSurface surface;
// Use the chunk base position - layer offsets will be applied in mesh generation
// to match terrain's coordinate transformation
surface.position = glm::vec3(
terrainChunk.position[0],
terrainChunk.position[1],
layer.minHeight
);
surface.origin = glm::vec3(
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
layer.minHeight
);
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
// Debug log first few water surfaces
if (totalLayers < 5) {
LOG_DEBUG("Water layer ", totalLayers, ": chunk=", chunkIdx,
" liquidType=", layer.liquidType,
" offset=(", (int)layer.x, ",", (int)layer.y, ")",
" size=", (int)layer.width, "x", (int)layer.height,
" height range=[", layer.minHeight, ",", layer.maxHeight, "]");
}
surface.minHeight = layer.minHeight;
surface.maxHeight = layer.maxHeight;
surface.liquidType = layer.liquidType;
// Store dimensions
surface.xOffset = layer.x;
surface.yOffset = layer.y;
surface.width = layer.width;
surface.height = layer.height;
// Prefer per-vertex terrain water heights when sane; fall back to flat
// minHeight if data looks malformed (prevents sky-stretch artifacts).
size_t numVertices = (layer.width + 1) * (layer.height + 1);
bool useFlat = true;
if (layer.heights.size() == numVertices) {
bool sane = true;
for (float h : layer.heights) {
if (!std::isfinite(h) || std::abs(h) > 50000.0f) {
sane = false;
break;
}
// Conservative acceptance window around MH2O min/max metadata.
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) {
sane = false;
break;
}
}
if (sane) {
useFlat = false;
surface.heights = layer.heights;
}
}
if (useFlat) {
surface.heights.resize(numVertices, layer.minHeight);
}
// Copy render mask
surface.mask = layer.mask;
surface.tileX = tileX;
surface.tileY = tileY;
createWaterMesh(surface);
surfaces.push_back(surface);
totalLayers++;
}
}
LOG_INFO("Loaded ", totalLayers, " water layers from MH2O data");
}
void WaterRenderer::removeTile(int tileX, int tileY) {
int removed = 0;
auto it = surfaces.begin();
while (it != surfaces.end()) {
if (it->tileX == tileX && it->tileY == tileY) {
destroyWaterMesh(*it);
it = surfaces.erase(it);
removed++;
} else {
++it;
}
}
if (removed > 0) {
LOG_DEBUG("Removed ", removed, " water surfaces for tile [", tileX, ",", tileY, "]");
}
}
void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liquid,
[[maybe_unused]] const glm::mat4& modelMatrix,
[[maybe_unused]] uint32_t wmoId) {
if (!liquid.hasLiquid() || liquid.xTiles == 0 || liquid.yTiles == 0) {
return;
}
if (liquid.xVerts < 2 || liquid.yVerts < 2) {
return;
}
if (liquid.xTiles != liquid.xVerts - 1 || liquid.yTiles != liquid.yVerts - 1) {
return;
}
if (liquid.xTiles > 64 || liquid.yTiles > 64) {
return;
}
WaterSurface surface;
surface.tileX = -1;
surface.tileY = -1;
surface.wmoId = wmoId;
surface.liquidType = liquid.materialId;
surface.xOffset = 0;
surface.yOffset = 0;
surface.width = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.xTiles));
surface.height = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.yTiles));
constexpr float WMO_LIQUID_TILE_SIZE = 4.1666625f;
const glm::vec3 localBase(liquid.basePosition.x, liquid.basePosition.y, liquid.basePosition.z);
const glm::vec3 localStepX(WMO_LIQUID_TILE_SIZE, 0.0f, 0.0f);
const glm::vec3 localStepY(0.0f, WMO_LIQUID_TILE_SIZE, 0.0f);
surface.origin = glm::vec3(modelMatrix * glm::vec4(localBase, 1.0f));
surface.stepX = glm::vec3(modelMatrix * glm::vec4(localStepX, 0.0f));
surface.stepY = glm::vec3(modelMatrix * glm::vec4(localStepY, 0.0f));
surface.position = surface.origin;
const int gridWidth = static_cast<int>(surface.width) + 1;
const int gridHeight = static_cast<int>(surface.height) + 1;
const int vertexCount = gridWidth * gridHeight;
// Keep WMO liquid flat for stability; some files use variant payload layouts
// that can produce invalid per-vertex heights if interpreted generically.
surface.heights.assign(vertexCount, surface.origin.z);
surface.minHeight = surface.origin.z;
surface.maxHeight = surface.origin.z;
size_t tileCount = static_cast<size_t>(surface.width) * static_cast<size_t>(surface.height);
size_t maskBytes = (tileCount + 7) / 8;
// WMO liquid flags vary across files; for now treat all WMO liquid tiles as
// visible for rendering. Swim/gameplay queries already ignore WMO surfaces.
surface.mask.assign(maskBytes, 0xFF);
createWaterMesh(surface);
if (surface.indexCount > 0) {
surfaces.push_back(surface);
}
}
void WaterRenderer::removeWMO(uint32_t wmoId) {
if (wmoId == 0) {
return;
}
auto it = surfaces.begin();
while (it != surfaces.end()) {
if (it->wmoId == wmoId) {
destroyWaterMesh(*it);
it = surfaces.erase(it);
} else {
++it;
}
}
}
void WaterRenderer::clear() {
for (auto& surface : surfaces) {
destroyWaterMesh(surface);
}
surfaces.clear();
}
void WaterRenderer::render(const Camera& camera, float time) {
if (!renderingEnabled || surfaces.empty() || !waterShader) {
return;
}
GLboolean cullEnabled = glIsEnabled(GL_CULL_FACE);
if (cullEnabled) {
glDisable(GL_CULL_FACE);
}
// Enable alpha blending for transparent water
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth writing so terrain shows through water
glDepthMask(GL_FALSE);
waterShader->use();
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
waterShader->setUniform("view", view);
waterShader->setUniform("projection", projection);
waterShader->setUniform("viewPos", camera.getPosition());
waterShader->setUniform("time", time);
// Render each water surface
for (const auto& surface : surfaces) {
// WMO liquid parsing is still not reliable; render terrain water only
// to avoid large invalid sheets popping over city geometry.
if (surface.wmoId != 0) {
continue;
}
if (surface.vao == 0) {
continue;
}
// Model matrix (identity, position already in vertices)
glm::mat4 model = glm::mat4(1.0f);
waterShader->setUniform("model", model);
// Set liquid-specific color and alpha
glm::vec4 color = getLiquidColor(surface.liquidType);
float alpha = getLiquidAlpha(surface.liquidType);
// City/canal liquid profile: clearer water + stronger ripples/sun shimmer.
// Stormwind canals typically use LiquidType 5 in this data set.
bool canalProfile = (surface.wmoId != 0) || (surface.liquidType == 5);
float waveAmp = canalProfile ? 0.07f : 0.038f;
float waveFreq = canalProfile ? 0.30f : 0.22f;
float waveSpeed = canalProfile ? 1.20f : 0.90f;
float shimmerStrength = canalProfile ? 0.95f : 0.35f;
float alphaScale = canalProfile ? 0.72f : 1.00f;
waterShader->setUniform("waterColor", color);
waterShader->setUniform("waterAlpha", alpha);
waterShader->setUniform("waveAmp", waveAmp);
waterShader->setUniform("waveFreq", waveFreq);
waterShader->setUniform("waveSpeed", waveSpeed);
waterShader->setUniform("shimmerStrength", shimmerStrength);
waterShader->setUniform("alphaScale", alphaScale);
// Render
glBindVertexArray(surface.vao);
glDrawElements(GL_TRIANGLES, surface.indexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
// Restore state
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
if (cullEnabled) {
glEnable(GL_CULL_FACE);
}
}
void WaterRenderer::createWaterMesh(WaterSurface& surface) {
// Variable-size grid based on water layer dimensions
const int gridWidth = surface.width + 1; // Vertices = tiles + 1
const int gridHeight = surface.height + 1;
constexpr float VISUAL_WATER_Z_BIAS = 0.02f; // Small bias to avoid obvious overdraw on city meshes
std::vector<float> vertices;
std::vector<uint32_t> indices;
// Generate vertices
for (int y = 0; y < gridHeight; y++) {
for (int x = 0; x < gridWidth; x++) {
int index = y * gridWidth + x;
// Use per-vertex height data if available, otherwise flat at minHeight
float height;
if (index < static_cast<int>(surface.heights.size())) {
height = surface.heights[index];
} else {
height = surface.minHeight;
}
glm::vec3 pos = surface.origin +
surface.stepX * static_cast<float>(x) +
surface.stepY * static_cast<float>(y);
pos.z = height + VISUAL_WATER_Z_BIAS;
// Debug first surface's corner vertices
static int debugCount = 0;
if (debugCount < 4 && (x == 0 || x == gridWidth-1) && (y == 0 || y == gridHeight-1)) {
LOG_DEBUG("Water vertex: (", pos.x, ", ", pos.y, ", ", pos.z, ")");
debugCount++;
}
vertices.push_back(pos.x);
vertices.push_back(pos.y);
vertices.push_back(pos.z);
// Normal (pointing up for water surface)
vertices.push_back(0.0f);
vertices.push_back(0.0f);
vertices.push_back(1.0f);
// Texture coordinates
vertices.push_back(static_cast<float>(x) / std::max(1, gridWidth - 1));
vertices.push_back(static_cast<float>(y) / std::max(1, gridHeight - 1));
}
}
// Generate indices (triangles), respecting the render mask
for (int y = 0; y < gridHeight - 1; y++) {
for (int x = 0; x < gridWidth - 1; x++) {
// Check render mask - each bit represents a tile
bool renderTile = true;
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
// Terrain MH2O mask is chunk-wide 8x8.
int cx = static_cast<int>(surface.xOffset) + x;
int cy = static_cast<int>(surface.yOffset) + y;
tileIndex = cy * 8 + cx;
} else {
// Local mask indexing (WMO/custom).
tileIndex = y * surface.width + x;
}
int byteIndex = tileIndex / 8;
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
renderTile = lsbOrder || msbOrder;
}
}
if (!renderTile) {
continue; // Skip this tile
}
int topLeft = y * gridWidth + x;
int topRight = topLeft + 1;
int bottomLeft = (y + 1) * gridWidth + x;
int bottomRight = bottomLeft + 1;
// First triangle
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
// Second triangle
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
if (indices.empty()) {
// No visible tiles
return;
}
surface.indexCount = static_cast<int>(indices.size());
// Create OpenGL buffers
glGenVertexArrays(1, &surface.vao);
glGenBuffers(1, &surface.vbo);
glGenBuffers(1, &surface.ebo);
glBindVertexArray(surface.vao);
// Upload vertex data
glBindBuffer(GL_ARRAY_BUFFER, surface.vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// Upload index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);
// Set vertex attributes
// Position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Normal
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// Texture coordinates
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}
void WaterRenderer::destroyWaterMesh(WaterSurface& surface) {
if (surface.vao != 0) {
glDeleteVertexArrays(1, &surface.vao);
surface.vao = 0;
}
if (surface.vbo != 0) {
glDeleteBuffers(1, &surface.vbo);
surface.vbo = 0;
}
if (surface.ebo != 0) {
glDeleteBuffers(1, &surface.ebo);
surface.ebo = 0;
}
}
std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const {
std::optional<float> best;
for (size_t si = 0; si < surfaces.size(); si++) {
const auto& surface = surfaces[si];
// Use terrain/MH2O water for gameplay queries. WMO liquid extents are
// currently render-only and can overlap interiors.
if (surface.wmoId != 0) {
continue;
}
glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
float lenSqX = glm::dot(stepX, stepX);
float lenSqY = glm::dot(stepY, stepY);
if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
continue;
}
float gx = glm::dot(rel, stepX) / lenSqX;
float gy = glm::dot(rel, stepY) / lenSqY;
if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
gy < 0.0f || gy > static_cast<float>(surface.height)) {
continue;
}
int gridWidth = surface.width + 1;
// Bilinear interpolation
int ix = static_cast<int>(gx);
int iy = static_cast<int>(gy);
float fx = gx - ix;
float fy = gy - iy;
// Clamp to valid vertex range
if (ix >= surface.width) { ix = surface.width - 1; fx = 1.0f; }
if (iy >= surface.height) { iy = surface.height - 1; fy = 1.0f; }
if (ix < 0 || iy < 0) {
continue;
}
// Respect per-tile mask so holes/non-liquid tiles do not count as swimmable.
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
int cx = static_cast<int>(surface.xOffset) + ix;
int cy = static_cast<int>(surface.yOffset) + iy;
tileIndex = cy * 8 + cx;
} else {
tileIndex = iy * surface.width + ix;
}
int byteIndex = tileIndex / 8;
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
bool renderTile = lsbOrder || msbOrder;
if (!renderTile) {
continue;
}
}
}
int idx00 = iy * gridWidth + ix;
int idx10 = idx00 + 1;
int idx01 = idx00 + gridWidth;
int idx11 = idx01 + 1;
int total = static_cast<int>(surface.heights.size());
if (idx11 >= total) continue;
float h00 = surface.heights[idx00];
float h10 = surface.heights[idx10];
float h01 = surface.heights[idx01];
float h11 = surface.heights[idx11];
float h = h00 * (1-fx) * (1-fy) + h10 * fx * (1-fy) +
h01 * (1-fx) * fy + h11 * fx * fy;
if (!best || h > *best) {
best = h;
}
}
return best;
}
std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) const {
std::optional<float> bestHeight;
std::optional<uint16_t> bestType;
for (const auto& surface : surfaces) {
if (surface.wmoId != 0) {
continue;
}
glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
float lenSqX = glm::dot(stepX, stepX);
float lenSqY = glm::dot(stepY, stepY);
if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
continue;
}
float gx = glm::dot(rel, stepX) / lenSqX;
float gy = glm::dot(rel, stepY) / lenSqY;
if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
gy < 0.0f || gy > static_cast<float>(surface.height)) {
continue;
}
int ix = static_cast<int>(gx);
int iy = static_cast<int>(gy);
if (ix >= surface.width) ix = surface.width - 1;
if (iy >= surface.height) iy = surface.height - 1;
if (ix < 0 || iy < 0) continue;
if (!surface.mask.empty()) {
int tileIndex = iy * surface.width + ix;
int byteIndex = tileIndex / 8;
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
bool renderTile = (surface.mask[byteIndex] & (1 << bitIndex)) != 0;
if (!renderTile) continue;
}
}
// Use minHeight as stable selector for "topmost surface at XY".
float h = surface.minHeight;
if (!bestHeight || h > *bestHeight) {
bestHeight = h;
bestType = surface.liquidType;
}
}
return bestType;
}
glm::vec4 WaterRenderer::getLiquidColor(uint16_t liquidType) const {
// WoW 3.3.5a LiquidType.dbc IDs:
// 1,5,9,13,17 = Water variants (still, slow, fast)
// 2,6,10,14 = Ocean
// 3,7,11,15 = Magma
// 4,8,12 = Slime
// Map to basic type using (id - 1) % 4 for standard IDs, or handle ranges
uint8_t basicType;
if (liquidType == 0) {
basicType = 0; // Water (fallback)
} else {
basicType = ((liquidType - 1) % 4);
}
switch (basicType) {
case 0: // Water
return glm::vec4(0.2f, 0.4f, 0.6f, 1.0f);
case 1: // Ocean
return glm::vec4(0.1f, 0.3f, 0.5f, 1.0f);
case 2: // Magma
return glm::vec4(0.9f, 0.3f, 0.05f, 1.0f);
case 3: // Slime
return glm::vec4(0.2f, 0.6f, 0.1f, 1.0f);
default:
return glm::vec4(0.2f, 0.4f, 0.6f, 1.0f); // Water fallback
}
}
float WaterRenderer::getLiquidAlpha(uint16_t liquidType) const {
uint8_t basicType = (liquidType == 0) ? 0 : ((liquidType - 1) % 4);
switch (basicType) {
case 2: return 0.72f; // Magma
case 3: return 0.62f; // Slime
default: return 0.38f; // Water/Ocean
}
}
} // namespace rendering
} // namespace wowee