#pragma once #include "CFluidPlane.hpp" #include "Graphics/Shaders/CFluidPlaneShader.hpp" namespace urde { class CFluidPlaneDoor final : public CFluidPlane { float xa0_tileSize; int xa4_tileSubdivisions; float xa8_rippleResolution; CFluidPlaneShader::RenderSetupInfo RenderSetup(const CStateManager& mgr, float alpha, const zeus::CTransform& xf, const zeus::CAABox& aabb, bool noNormals) const; public: CFluidPlaneDoor(CAssetId patternTex1, CAssetId patternTex2, CAssetId colorTex, float tileSize, u32 tileSubdivisions, EFluidType fluidType, float alpha, const CFluidUVMotion& uvMotion); void AddRipple(float mag, TUniqueId rippler, const zeus::CVector3f& center, CScriptWater& water, CStateManager& mgr) {} void AddRipple(float intensity, TUniqueId rippler, const zeus::CVector3f& center, const zeus::CVector3f& velocity, const CScriptWater& water, CStateManager& mgr, const zeus::CVector3f& upVec) {} void AddRipple(const CRipple& ripple, const CScriptWater& water, CStateManager& mgr) {} void Render(const CStateManager& mgr, float alpha, const zeus::CAABox& aabb, const zeus::CTransform& xf, const zeus::CTransform& areaXf, bool noNormals, const zeus::CFrustum& frustum, const std::experimental::optional& rippleManager, TUniqueId waterId, const bool* gridFlags, u32 gridDimX, u32 gridDimY, const zeus::CVector3f& areaCenter) const; }; }