Base Water Renderer¶
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class BaseWaterRenderer¶
Public Functions
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BaseWaterRenderer()¶
Constructor.
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virtual ~BaseWaterRenderer()¶
Destructor.
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virtual void RestoreDeviceObjects(crossplatform::RenderPlatform *r)¶
Platform-dependent function called when initializing the water renderer.
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void InvalidateDeviceObjects()¶
Platform-dependent function called when uninitializing the water renderer.
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void SetBaseSkyInterface(simul::sky::BaseSkyInterface *si, simul::sky::AtmosphericScatteringInterface *ai)¶
Set the sky and atmospherics interface to allow the renderer to use the correct lighting values.
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void fillBeaufortScaleConstants()¶
Static function to set the default values for the beaufort scale.
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void updateBeaufortValues(localWaterValues *valuesToUpdate, float scale)¶
Set the water parameters according the beaufort scale.
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void updateTime(float time)¶
Set the time.
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void PreRenderUpdate(crossplatform::GraphicsDeviceContext &deviceContext, float real_time_seconds)¶
Once per-frame update. Do this before any rendering each frame.
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void Render(crossplatform::GraphicsDeviceContext &deviceContext, const crossplatform::Viewport *depthViewports, crossplatform::Texture *depthTexture, crossplatform::Texture *colourTexture, crossplatform::Texture *cubemap, int passNo, int vr = 0)¶
Main Render function.
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void RecompileShaders()¶
Platform-dependent function to reload the shaders - only use this for debug purposes.
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void RenderTextures(crossplatform::GraphicsDeviceContext &deviceContext, int width, int depth)¶
Render debug textures.
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void RenderFlowRays(crossplatform::GraphicsDeviceContext &deviceContext, int width, int height)¶
Visualise the path of flow rays.
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void updateBoundlessOceanDensity(float height)¶
Update the ocean surface detail according to how far away from the surface you are.
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void enableBoundlessOcean(uint layerDensity, uint noOfLayers, int maxDistance)¶
Enable the boundless ocean with a certain maximum detail.
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void disableBoundlessOcean()¶
Disable boundless ocean.
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void createBoundedWaterObject(uint ID, vec3 dimension, vec3 location)¶
Create a bounded water object.
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void addBoundedWaterObject(BoundedWaterObject *newWaterObject)¶
Add an existing water object to the renderer.
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simul::terrain::BoundedWaterObject *getBoundedWaterObject(uint ID)¶
Get a pointer to a bounded water object.
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void removeBoundedWaterObject(uint ID)¶
Remove a bounded water object.
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simul::terrain::WaterWaveletsSimulator *getWaterWaveletsSimulator()¶
Get the water wavelets simulator object.
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bool addWaterProbe(WaterProbeValues *values)¶
Create a water probe from the given values.
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void updateWaterProbeValues(WaterProbeValues *values)¶
Update the values of a specific water probe.
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vec4 getWaterProbeValues(int ID)¶
Get the results of a water probe.
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void updateWaterProbes(crossplatform::DeviceContext &deviceContext)¶
Caluculate the water probe results.
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void removeWaterProbe(int ID)¶
Remove a water probe.
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bool addWaterBuoyancyObject(WaterMeshObjectValues *newObject)¶
Create a water buoyancy object.
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void updateWaterBuoyancyObjectValues(WaterMeshObjectValues *values)¶
Update the values of a specific water buoyancy object.
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float *getWaterBuoyancyObjectResults(int ID)¶
Get the results of a water buoyancy object.
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void updateWaterBuoyancyObjects(crossplatform::DeviceContext &deviceContext)¶
Caluculate water buoyancy object vaues.
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void removeWaterBuoyancyObject(int ID)¶
Remove a water buoyancy object.
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bool addWaterMaskObject(const waterMaskingObject *newObject)¶
Create a water masking object.
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void updateWaterMaskObjectValues(const waterMaskingObject *values)¶
Update the values of a specific water buoyancy object.
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void removeWaterMaskObject(int ID)¶
Remove a water masking object.
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void setShoreDepthTexture(crossplatform::Texture *texture)¶
Set the shore depth texture.
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shoreTexture *getShoreTextureParams()¶
Get the shore texture paramaters.
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boundlessOceanProperties *getBoundlessOceanProperties()¶
Get Boundless ocean properties.
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WaterParticleSimulator *getWaterParticleSimulator()¶
Get a pointer to the particle generator.
Public Static Functions
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static long long GetEnum(const char *n)¶
Get the enums of water properties. Used mainly for plugin interfacing.
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BaseWaterRenderer()¶
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struct beaufortConstants¶
Struct for holding the beaufort values of a water object.
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struct WaterProbeValues¶
Values of a water probe.
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struct waterProbe¶
Struct for water probes.
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struct waterBuoyancyObject¶
Struct for water buoyancy objects.
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struct waterMaskingObject¶
Struct for water masking objects.