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ps/trunk/source/renderer/WaterManager.h
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CVertexBuffer::VBChunk* m_ShoreWaves_VBIndices; | CVertexBuffer::VBChunk* m_ShoreWaves_VBIndices; | ||||
size_t m_MapSize; | size_t m_MapSize; | ||||
ssize_t m_TexSize; | ssize_t m_TexSize; | ||||
CTexturePtr m_WaveTex; | CTexturePtr m_WaveTex; | ||||
CTexturePtr m_FoamTex; | CTexturePtr m_FoamTex; | ||||
GLuint m_depthTT; | |||||
GLuint m_FancyTexture; | GLuint m_FancyTexture; | ||||
GLuint m_FancyTextureDepth; | GLuint m_FancyTextureDepth; | ||||
GLuint m_ReflFboDepthTexture; | GLuint m_ReflFboDepthTexture; | ||||
GLuint m_RefrFboDepthTexture; | GLuint m_RefrFboDepthTexture; | ||||
// used to know what to update when updating parts of the terrain only. | // used to know what to update when updating parts of the terrain only. | ||||
u32 m_updatei0; | u32 m_updatei0; | ||||
u32 m_updatej0; | u32 m_updatej0; | ||||
Show All 35 Lines | public: | ||||
GLuint m_RefractionFbo; | GLuint m_RefractionFbo; | ||||
GLuint m_ReflectionFbo; | GLuint m_ReflectionFbo; | ||||
GLuint m_FancyEffectsFBO; | GLuint m_FancyEffectsFBO; | ||||
// Model-view-projection matrices for reflected & refracted cameras | // Model-view-projection matrices for reflected & refracted cameras | ||||
// (used to let the vertex shader do projective texturing) | // (used to let the vertex shader do projective texturing) | ||||
CMatrix3D m_ReflectionMatrix; | CMatrix3D m_ReflectionMatrix; | ||||
CMatrix3D m_RefractionMatrix; | CMatrix3D m_RefractionMatrix; | ||||
CMatrix3D m_RefractionProjInvMatrix; | |||||
CMatrix3D m_RefractionViewInvMatrix; | |||||
// Water parameters | // Water parameters | ||||
std::wstring m_WaterType; // Which texture to use. | std::wstring m_WaterType; // Which texture to use. | ||||
CColor m_WaterColor; // Color of the water without refractions. This is what you're seeing when the water's deep or murkiness high. | CColor m_WaterColor; // Color of the water without refractions. This is what you're seeing when the water's deep or murkiness high. | ||||
CColor m_WaterTint; // Tint of refraction in the water. | CColor m_WaterTint; // Tint of refraction in the water. | ||||
float m_Waviness; // How big the waves are. | float m_Waviness; // How big the waves are. | ||||
float m_Murkiness; // How murky the water is. | float m_Murkiness; // How murky the water is. | ||||
float m_WindAngle; // In which direction the water waves go. | float m_WindAngle; // In which direction the water waves go. | ||||
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Wildfire Games · Phabricator