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Implement CFluidPlaneGPU for GPU-computed water ripples

This commit is contained in:
Jack Andersen
2018-06-06 18:43:26 -10:00
parent e63102e180
commit ac424ff9eb
31 changed files with 1651 additions and 1060 deletions

View File

@@ -3,9 +3,21 @@
#include "RetroTypes.hpp"
#include "CRippleManager.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
namespace urde
{
enum class EFluidType
{
NormalWater,
PoisonWater,
Lava,
PhazonFluid,
Four,
ThickLava
};
class CStateManager;
class CScriptWater;
@@ -45,6 +57,7 @@ public:
static u8 RippleValues[64][64];
static u8 RippleMins[64];
static u8 RippleMaxs[64];
static boo::ObjToken<boo::ITextureS> RippleMapTex;
CFluidPlaneManager();
void StartFrame(bool);