Class WaterManager: Maintain rendering-related water settings and textures Anything that affects gameplay should go in CcmpWaterManager.cpp and passed to this (possibly as copy).
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#include <WaterManager.h>
Class WaterManager: Maintain rendering-related water settings and textures Anything that affects gameplay should go in CcmpWaterManager.cpp and passed to this (possibly as copy).
WaterManager::WaterManager |
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WaterManager::~WaterManager |
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void WaterManager::CreateWaveMeshes |
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CreateWaveMeshes: Creates the waves objects (and meshes).
int WaterManager::LoadWaterTextures |
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LoadWaterTextures: Load water textures from within the progressive load framework.
- Returns
- 0 if loading has completed, a value from 1 to 100 (in percent of completion) if more textures need to be loaded and a negative error value on failure.
void WaterManager::RecomputeBlurredNormalMap |
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RecomputeBlurredNormalMap: calculates the blurred normal map of the terrain.
Slow.
void WaterManager::RecomputeDistanceHeightmap |
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RecomputeDistanceHeightmap: recalculates (or calculates) the distance heightmap.
void WaterManager::RecomputeWindStrength |
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RecomputeWindStrength: calculates the intensity of waves.
void WaterManager::ReloadWaterNormalTextures |
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ReloadWaterNormalTextures: Reload the normal textures so that changing water type in Atlas will actually do the right thing.
void WaterManager::RenderWaves |
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const CFrustum & |
frustrum | ) |
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void WaterManager::Resize |
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Resize: Updates the fancy water textures so that water will render correctly with fancy water.
void WaterManager::SetMapSize |
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size_t |
size | ) |
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Updates the map size.
Will trigger a complete recalculation of fancy water information the next turn.
void WaterManager::UnloadWaterTextures |
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UnloadWaterTextures: Free any loaded water textures and reset the internal state so that another call to LoadWaterTextures will begin progressive loading.
void WaterManager::UpdateQuality |
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Updates the settings to the one from the renderer, and sets m_NeedsReloading.
bool WaterManager::WillRenderFancyWater |
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Returns true if fancy water shaders will be used (i.e.
the hardware is capable and it hasn't been configured off)
GLuint WaterManager::m_depthTT |
float* WaterManager::m_DistanceHeightmap |
GLuint WaterManager::m_FancyEffectsFBO |
GLuint WaterManager::m_FancyTextureDepth |
GLuint WaterManager::m_FancyTextureNormal |
GLuint WaterManager::m_FancyTextureOther |
size_t WaterManager::m_MapSize |
float WaterManager::m_Murkiness |
bool WaterManager::m_NeedInfoUpdate |
bool WaterManager::m_NeedsReloading |
GLuint WaterManager::m_ReflectionFbo |
GLuint WaterManager::m_ReflectionTexture |
GLuint WaterManager::m_ReflFboDepthTexture |
GLuint WaterManager::m_RefractionFbo |
GLuint WaterManager::m_RefractionTexture |
GLuint WaterManager::m_RefrFboDepthTexture |
size_t WaterManager::m_RefTextureSize |
bool WaterManager::m_RenderWater |
float WaterManager::m_RepeatPeriod |
std::vector< WaveObject* > WaterManager::m_ShoreWaves |
u32 WaterManager::m_updatei0 |
u32 WaterManager::m_updatei1 |
u32 WaterManager::m_updatej0 |
u32 WaterManager::m_updatej1 |
CColor WaterManager::m_WaterColor |
int WaterManager::m_WaterCurrentTex |
bool WaterManager::m_WaterFancyEffects |
float WaterManager::m_WaterHeight |
bool WaterManager::m_WaterRealDepth |
bool WaterManager::m_WaterReflection |
bool WaterManager::m_WaterRefraction |
bool WaterManager::m_WaterShadows |
double WaterManager::m_WaterTexTimer |
CColor WaterManager::m_WaterTint |
std::wstring WaterManager::m_WaterType |
bool WaterManager::m_WaterUgly |
float WaterManager::m_Waviness |
float WaterManager::m_WindAngle |
float* WaterManager::m_WindStrength |
The documentation for this class was generated from the following files: