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renderer
Class WaterManager

   in WaterManager.h
   in WaterManager.cpp

class WaterManager

Class WaterManager: Maintain water settings and textures. This could be extended to provide more advanced water rendering effects (refractive/reflective water) in the future.


Field Summary
private uint cur_loading_normal_map
          
private uint cur_loading_water_tex
          
 float m_Murkiness
          
 Handle[ 60 ] m_NormalMap
          
 CMatrix3D m_ReflectionMatrix
          
 GLuint m_ReflectionTexture
          
 uint m_ReflectionTextureSize
          
 CColor m_ReflectionTint
          
 float m_ReflectionTintStrength
          
 CMatrix3D m_RefractionMatrix
          
 GLuint m_RefractionTexture
          
 uint m_RefractionTextureSize
          
 bool m_RenderWater
          
 float m_RepeatPeriod
          
 float m_Shininess
          
 float m_SpecularStrength
          
 float m_SWaterScrollCounter
          
 float m_SWaterSpeed
          
 float m_SWaterTrans
          
 float m_TWaterScrollCounter
          
 float m_TWaterSpeed
          
 float m_TWaterTrans
          
 float m_WaterAlphaOffset
          
 CColor m_WaterColor
          
 int m_WaterCurrentTex
          
 float m_WaterFullDepth
          
 float m_WaterHeight
          
 float m_WaterMaxAlpha
          
 bool m_WaterScroll
          
 double m_WaterTexTimer
          
 Handle[ 60 ] m_WaterTexture
          
 CColor m_WaterTint
          
 float m_Waviness
          
 
Constructor Summary
WaterManager()
          
~WaterManager()
          Progressive load of water textures
 
Method Summary
 int LoadWaterTextures()
          Unload water textures
 void UnloadWaterTextures()
          State of progressive loading (in # of loaded textures)
 

Field Detail

cur_loading_normal_map

private uint cur_loading_normal_map;

cur_loading_water_tex

private uint cur_loading_water_tex;

m_Murkiness

public float m_Murkiness;

m_NormalMap

public Handle m_NormalMap[ 60 ];

m_ReflectionMatrix

public CMatrix3D m_ReflectionMatrix;

m_ReflectionTexture

public GLuint m_ReflectionTexture;

m_ReflectionTextureSize

public uint m_ReflectionTextureSize;

m_ReflectionTint

public CColor m_ReflectionTint;

m_ReflectionTintStrength

public float m_ReflectionTintStrength;

m_RefractionMatrix

public CMatrix3D m_RefractionMatrix;

m_RefractionTexture

public GLuint m_RefractionTexture;

m_RefractionTextureSize

public uint m_RefractionTextureSize;

m_RenderWater

public bool m_RenderWater;

m_RepeatPeriod

public float m_RepeatPeriod;

m_Shininess

public float m_Shininess;

m_SpecularStrength

public float m_SpecularStrength;

m_SWaterScrollCounter

public float m_SWaterScrollCounter;

m_SWaterSpeed

public float m_SWaterSpeed;

m_SWaterTrans

public float m_SWaterTrans;

m_TWaterScrollCounter

public float m_TWaterScrollCounter;

m_TWaterSpeed

public float m_TWaterSpeed;

m_TWaterTrans

public float m_TWaterTrans;

m_WaterAlphaOffset

public float m_WaterAlphaOffset;

m_WaterColor

public CColor m_WaterColor;

m_WaterCurrentTex

public int m_WaterCurrentTex;

m_WaterFullDepth

public float m_WaterFullDepth;

m_WaterHeight

public float m_WaterHeight;

m_WaterMaxAlpha

public float m_WaterMaxAlpha;

m_WaterScroll

public bool m_WaterScroll;

m_WaterTexTimer

public double m_WaterTexTimer;

m_WaterTexture

public Handle m_WaterTexture[ 60 ];

m_WaterTint

public CColor m_WaterTint;

m_Waviness

public float m_Waviness;


Constructor Detail

WaterManager

public WaterManager();

~WaterManager

public ~WaterManager();
Progressive load of water textures


Method Detail

LoadWaterTextures

public int LoadWaterTextures();
Unload water textures

UnloadWaterTextures

public void UnloadWaterTextures();
State of progressive loading (in # of loaded textures)

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