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 D | CCmpWaterManager.cpp | 45 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 D | MiniMap.cpp | 68 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 D | MiniMap.h | 91 float m_WaterHeight; variable
|
/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/ |
H A D | WaterManager.cpp | 88 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 D | WaterManager.h | 98 float m_WaterHeight; variable
|
H A D | Renderer.cpp | 1136 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 D | TerrainRenderer.cpp | 420 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 D | Camera.cpp | 224 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 D | GameView.cpp | 501 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()
|