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Searched refs:m_WaterHeight (Results 1 – 9 of 9) sorted by relevance

/dports/games/0ad/0ad-0.0.23b-alpha/source/simulation2/components/
H A DCCmpWaterManager.cpp45 entity_pos_t m_WaterHeight;
62 serialize.NumberFixed_Unbounded("height", m_WaterHeight); in Serialize()
69 deserialize.NumberFixed_Unbounded("height", m_WaterHeight); in Deserialize()
103 g_Renderer.GetWaterManager()->m_WaterHeight = m_WaterHeight.ToFloat(); in RecomputeWaterData()
112 if (m_WaterHeight == h) in SetWaterLevel()
115 m_WaterHeight = h; in SetWaterLevel()
125 return m_WaterHeight; in GetWaterLevel()
130 return m_WaterHeight.ToFloat(); in GetExactWaterLevel()
/dports/games/0ad/0ad-0.0.23b-alpha/source/gui/
H A DMiniMap.cpp68 m_NextBlinkTime(0.0), m_PingDuration(25.0), m_BlinkState(false), m_WaterHeight(0.0) in CMiniMap()
258 float h = g_Renderer.GetWaterManager()->m_WaterHeight; in DrawViewRect()
412 if (m_TerrainDirty || m_WaterHeight != g_Renderer.GetWaterManager()->m_WaterHeight) in Draw()
641 m_WaterHeight = g_Renderer.GetWaterManager()->m_WaterHeight; in RebuildTerrainTexture()
656 if (avgHeight < m_WaterHeight && avgHeight > m_WaterHeight - m_ShallowPassageHeight) in RebuildTerrainTexture()
661 else if (avgHeight < m_WaterHeight) in RebuildTerrainTexture()
H A DMiniMap.h91 float m_WaterHeight; variable
/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/
H A DWaterManager.cpp88 m_WaterHeight = 5.0f; in WaterManager()
436 …m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? le… in RecomputeDistanceHeightmap()
440 if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) in RecomputeDistanceHeightmap()
455 if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) in RecomputeDistanceHeightmap()
469 if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) in RecomputeDistanceHeightmap()
700 if (terrain->GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f) > m_WaterHeight) in CreateWaveMeshes()
703 … += terrain->GetExactGroundLevel(pos.X+sign*perp.X*20.0f, pos.Y+sign*perp.Y*20.0f) - m_WaterHeight; in CreateWaveMeshes()
708 …etExactGroundLevel(pos.X+sign*perp.X*localOutmost, pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight; in CreateWaveMeshes()
810 …perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight), in CreateWaveMeshes()
817 …perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight), in CreateWaveMeshes()
[all …]
H A DWaterManager.h98 float m_WaterHeight; variable
H A DRenderer.cpp1136 camera.m_Orientation.Translate(0, 2*wm.m_WaterHeight, 0); in ComputeReflectionCamera()
1138 camera.ClipFrustum(CVector4D(0, 1, 0, -wm.m_WaterHeight)); in ComputeReflectionCamera()
1151 CVector4D camPlane(0, 1, 0, -wm.m_WaterHeight + 0.5f); in ComputeReflectionCamera()
1174 …camera.ClipFrustum(CVector4D(0, -1, 0, wm.m_WaterHeight + 0.5f)); // add some to avoid artifacts n… in ComputeRefractionCamera()
1285 CVector4D camPlane(0, -1, 0, wm.m_WaterHeight + 2.0f); in RenderRefractions()
H A DTerrainRenderer.cpp420 float h = g_Renderer.GetWaterManager()->m_WaterHeight + 0.05f; // add a delta to avoid z-fighting in RenderTerrainOverlayTexture()
/dports/games/0ad/0ad-0.0.23b-alpha/source/graphics/
H A DCamera.cpp224 CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane in GetWorldCoordinates()
302 CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane in GetFocus()
H A DGameView.cpp501 float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f; in EnumerateObjects()
586 g_Renderer.GetWaterManager()->m_WaterHeight); in FocusHeight()
595 g_Renderer.GetWaterManager()->m_WaterHeight); in FocusHeight()