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ps/trunk/source/renderer/WaterManager.h
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// 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; | ||||
u32 m_updatei1; | u32 m_updatei1; | ||||
u32 m_updatej1; | u32 m_updatej1; | ||||
bool m_RenderWater; | bool m_RenderWater; | ||||
// If disabled, force the use of the fixed function for rendering. | // If disabled, force the use of the simple water shader for rendering. | ||||
bool m_WaterEffects; | bool m_WaterEffects; | ||||
// Those variables register the current quality level. If there is a change, I have to recompile the shader. | // Those variables register the current quality level. If there is a change, I have to recompile the shader. | ||||
// Use real depth or use the fake precomputed one. | // Use real depth or use the fake precomputed one. | ||||
bool m_WaterRealDepth; | bool m_WaterRealDepth; | ||||
// Use fancy shore effects and show trails behind ships | // Use fancy shore effects and show trails behind ships | ||||
bool m_WaterFancyEffects; | bool m_WaterFancyEffects; | ||||
// Use refractions instead of simply making the water more or less transparent. | // Use refractions instead of simply making the water more or less transparent. | ||||
bool m_WaterRefraction; | bool m_WaterRefraction; | ||||
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Wildfire Games · Phabricator