|
| readonly Color | waterColor = new Color(0.75f * 0.5f, 0.8f * 0.5f, 0.9f * 0.5f, 1.0f) |
| |
| readonly WaterVertexData | IndoorsWaterColor = new WaterVertexData(0.1f, 0.1f, 0.5f, 1.0f) |
| |
| readonly WaterVertexData | IndoorsSurfaceTopColor = new WaterVertexData(0.5f, 0.5f, 0.0f, 1.0f) |
| |
| readonly WaterVertexData | IndoorsSurfaceBottomColor = new WaterVertexData(0.2f, 0.1f, 0.9f, 1.0f) |
| |
| VertexPositionTexture[] | vertices = new VertexPositionTexture[DefaultBufferSize] |
| |
| Dictionary< EntityGrid, VertexPositionColorTexture[]> | IndoorsVertices = new Dictionary<EntityGrid, VertexPositionColorTexture[]>() |
| |
| int | PositionInBuffer = 0 |
| |
| Dictionary< EntityGrid, int > | PositionInIndoorsBuffer = new Dictionary<EntityGrid, int>() |
| |
Definition at line 29 of file WaterRenderer.cs.
◆ WaterRenderer()
| Barotrauma.WaterRenderer.WaterRenderer |
( |
GraphicsDevice |
graphicsDevice | ) |
|
◆ Dispose()
| void Barotrauma.WaterRenderer.Dispose |
( |
| ) |
|
◆ RenderAir()
| void Barotrauma.WaterRenderer.RenderAir |
( |
GraphicsDevice |
graphicsDevice, |
|
|
Camera |
cam, |
|
|
RenderTarget2D |
texture, |
|
|
Matrix |
transform |
|
) |
| |
◆ RenderWater()
| void Barotrauma.WaterRenderer.RenderWater |
( |
SpriteBatch |
spriteBatch, |
|
|
RenderTarget2D |
texture, |
|
|
Camera |
cam |
|
) |
| |
◆ ResetBuffers()
| void Barotrauma.WaterRenderer.ResetBuffers |
( |
| ) |
|
◆ ScrollWater()
| void Barotrauma.WaterRenderer.ScrollWater |
( |
Vector2 |
vel, |
|
|
float |
deltaTime |
|
) |
| |
◆ BlurAmount
| float Barotrauma.WaterRenderer.BlurAmount = 0.0f |
|
static |
◆ DefaultBufferSize
| const int Barotrauma.WaterRenderer.DefaultBufferSize = 2000 |
|
static |
◆ DefaultIndoorsBufferSize
| const int Barotrauma.WaterRenderer.DefaultIndoorsBufferSize = 3000 |
|
static |
◆ DistortionScale
| Vector2 Barotrauma.WaterRenderer.DistortionScale = new Vector2(2f, 1.5f) |
|
static |
◆ DistortionStrength
| Vector2 Barotrauma.WaterRenderer.DistortionStrength = new Vector2(0.01f, 0.33f) |
|
static |
◆ IndoorsSurfaceBottomColor
◆ IndoorsSurfaceTopColor
◆ IndoorsVertices
| Dictionary<EntityGrid, VertexPositionColorTexture[]> Barotrauma.WaterRenderer.IndoorsVertices = new Dictionary<EntityGrid, VertexPositionColorTexture[]>() |
◆ IndoorsWaterColor
◆ Instance
◆ PositionInBuffer
| int Barotrauma.WaterRenderer.PositionInBuffer = 0 |
◆ PositionInIndoorsBuffer
| Dictionary<EntityGrid, int> Barotrauma.WaterRenderer.PositionInIndoorsBuffer = new Dictionary<EntityGrid, int>() |
◆ vertices
| VertexPositionTexture [] Barotrauma.WaterRenderer.vertices = new VertexPositionTexture[DefaultBufferSize] |
◆ waterColor
| readonly Color Barotrauma.WaterRenderer.waterColor = new Color(0.75f * 0.5f, 0.8f * 0.5f, 0.9f * 0.5f, 1.0f) |
◆ WaterEffect
| Effect Barotrauma.WaterRenderer.WaterEffect |
|
get |
◆ WaterTexture
| Texture2D Barotrauma.WaterRenderer.WaterTexture |
|
get |
◆ WavePos
| Vector2 Barotrauma.WaterRenderer.WavePos |
|
get |