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WaterUnderwaterEffectsBindings.cpp
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13 auto gradient = table.addClass("UnderwaterColorGradient", ssq::Class::Ctor<UnderwaterColorGradient()>());
23 auto curve = table.addClass("UnderwaterScalarCurve", ssq::Class::Ctor<UnderwaterScalarCurve()>());
24 curve.addFunc("addKey", [vm = table.getHandle()](UnderwaterScalarCurve* value, float time, float sample) {
32 auto settings = table.addClass("WaterUnderwaterSettings", ssq::Class::Ctor<WaterUnderwaterSettings()>());
57 settings.addVar("transitionVignetteSmoothness", &WaterUnderwaterSettings::transitionVignetteSmoothness);
60 settings.addFunc("setTransitionLift", [](WaterUnderwaterSettings* value, float r, float g, float b) {
63 settings.addFunc("setTransitionInverseGamma", [](WaterUnderwaterSettings* value, float r, float g, float b) {
66 settings.addFunc("setTransitionGain", [](WaterUnderwaterSettings* value, float r, float g, float b) {
69 settings.addFunc("setTransitionColorFilter", [](WaterUnderwaterSettings* value, float r, float g, float b) {
72 settings.addFunc("setFogColorMultiplier", [](WaterUnderwaterSettings* value, float r, float g, float b) {
75 settings.addFunc("setOverrideFogMultiplier", [](WaterUnderwaterSettings* value, float r, float g, float b) {
78 settings.addFunc("setConstantPostColor", [](WaterUnderwaterSettings* value, float r, float g, float b) {
107 auto output = table.addClass("WaterUnderwaterOutput", ssq::Class::Ctor<WaterUnderwaterOutput()>());
109 EV_UW_BOOL(isUnderwater); EV_UW_BOOL(entered); EV_UW_BOOL(exited); EV_UW_BOOL(playSubmergeDown);
128 output.addVar("transitionVignetteSmoothness", &WaterUnderwaterOutput::transitionVignetteSmoothness);
131 output.addFunc("getTransitionLiftR", [](const WaterUnderwaterOutput* value) { return value->transitionLift.r; });
132 output.addFunc("getTransitionInverseGammaR", [](const WaterUnderwaterOutput* value) { return value->transitionInverseGamma.r; });
133 output.addFunc("getTransitionGainR", [](const WaterUnderwaterOutput* value) { return value->transitionGain.r; });
137 output.addFunc("getFogR", [](const WaterUnderwaterOutput* value) { return value->fogColor.r; });
138 output.addFunc("getFogG", [](const WaterUnderwaterOutput* value) { return value->fogColor.g; });
139 output.addFunc("getFogB", [](const WaterUnderwaterOutput* value) { return value->fogColor.b; });
140 output.addFunc("getPostR", [](const WaterUnderwaterOutput* value) { return value->postColor.r; });
141 output.addFunc("getPostG", [](const WaterUnderwaterOutput* value) { return value->postColor.g; });
142 output.addFunc("getPostB", [](const WaterUnderwaterOutput* value) { return value->postColor.b; });
153 auto surface = table.addClass("WaterSurfaceFogSnapshot", ssq::Class::Ctor<WaterSurfaceFogSnapshot()>());
The single Squirrel projection for common Result, Status and Value.
#define EV_UW_BOOL(name)
Definition Graphics.h:125
Caller-owned ordered color gradient used for depth or time-of-day fog.
Definition WaterUnderwaterEffects.h:22
Caller-owned normalized scalar curve used by Pcg underwater post exposure.
Definition WaterUnderwaterEffects.h:35
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Definition Animation.h:25
void exposeWaterUnderwaterEffectsBindings(ssq::Table &table)
Register underwater-effects value types and checked transition with the VM owner thread.
Definition WaterUnderwaterEffectsBindings.cpp:12
Caller-owned surface fog values restored after leaving or disabling underwater effects.
Definition WaterUnderwaterEffects.h:153
float heightFalloff
Definition WaterUnderwaterEffects.h:159
Caller-owned water-renderable tint restored outside the underwater state.
Definition WaterUnderwaterEffects.h:176
float alpha
Definition WaterUnderwaterEffects.h:178
Caller-owned surface post-processing values restored above water.
Definition WaterUnderwaterEffects.h:163
float vignetteSmoothness
Definition WaterUnderwaterEffects.h:167
float lensScale
Definition WaterUnderwaterEffects.h:169
float vignette
Definition WaterUnderwaterEffects.h:166
float exposureEv
Definition WaterUnderwaterEffects.h:164
float lensDistortion
Definition WaterUnderwaterEffects.h:168
Caller-owned enable state driven by Pcg disable-underwater trigger events.
Definition WaterUnderwaterEffects.h:101
bool effectsEnabled
Definition WaterUnderwaterEffects.h:101
Immutable per-frame water, camera and lighting snapshot.
Definition WaterUnderwaterEffects.h:88
bool hasMainLight
Definition WaterUnderwaterEffects.h:93
int causticTicks
Definition WaterUnderwaterEffects.h:94
Effects snapshot for graphics, audio, particles and VFX providers to consume.
Definition WaterUnderwaterEffects.h:112
float hdrpBaseHeight
Definition WaterUnderwaterEffects.h:133
float fogHeight
Definition WaterUnderwaterEffects.h:131
float hdrpAnisotropy
Definition WaterUnderwaterEffects.h:136
float hdrpDepthExtent
Definition WaterUnderwaterEffects.h:137
float transitionLensScale
Definition WaterUnderwaterEffects.h:145
float hdrpProbeDimmer
Definition WaterUnderwaterEffects.h:135
float transitionWeight
Definition WaterUnderwaterEffects.h:141
float transitionVignette
Definition WaterUnderwaterEffects.h:142
float transitionVignetteSmoothness
Definition WaterUnderwaterEffects.h:143
float transitionLensDistortion
Definition WaterUnderwaterEffects.h:144
float causticSize
Definition WaterUnderwaterEffects.h:126
float postExposure
Definition WaterUnderwaterEffects.h:138
int causticFrame
Definition WaterUnderwaterEffects.h:125
float fogDensity
Definition WaterUnderwaterEffects.h:128
float hdrpMeanFreePath
Definition WaterUnderwaterEffects.h:134
Authored Pcg underwater-effects policy; owns no renderer, audio source or scene object.
Definition WaterUnderwaterEffects.h:48
float fogDensity
Definition WaterUnderwaterEffects.h:60
bool supportFog
Definition WaterUnderwaterEffects.h:50
bool supportPostFx
Definition WaterUnderwaterEffects.h:51
float hdrpFogDistance
Definition WaterUnderwaterEffects.h:58
float transitionBlendDistance
Definition WaterUnderwaterEffects.h:76
bool useCaustics
Definition WaterUnderwaterEffects.h:53
float fogDepth
Definition WaterUnderwaterEffects.h:56
float nearFogDistance
Definition WaterUnderwaterEffects.h:59
float playbackVolume
Definition WaterUnderwaterEffects.h:61
bool enableTransitionFx
Definition WaterUnderwaterEffects.h:52
float anisotropyDeep
Definition WaterUnderwaterEffects.h:71
float transitionVignetteSmoothness
Definition WaterUnderwaterEffects.h:78
int framesPerSecond
Definition WaterUnderwaterEffects.h:63
float anisotropyShallow
Definition WaterUnderwaterEffects.h:70
float transitionLensDistortion
Definition WaterUnderwaterEffects.h:79
float causticSize
Definition WaterUnderwaterEffects.h:62
float constantPostExposure
Definition WaterUnderwaterEffects.h:73
bool overrideFogColor
Definition WaterUnderwaterEffects.h:55
float transitionVignette
Definition WaterUnderwaterEffects.h:77
float transitionLensScale
Definition WaterUnderwaterEffects.h:80
bool timeDrivenPostFx
Definition WaterUnderwaterEffects.h:72
float transitionHalfHeight
Definition WaterUnderwaterEffects.h:75
int causticTextureCount
Definition WaterUnderwaterEffects.h:64
float overrideFogCurve
Definition WaterUnderwaterEffects.h:69
float fogDistance
Definition WaterUnderwaterEffects.h:57
Persistent caller-owned transition and caustic animation state.
Definition WaterUnderwaterEffects.h:98
int causticFrame
Definition WaterUnderwaterEffects.h:98
bool isUnderwater
Definition WaterUnderwaterEffects.h:98
bool initialized
Definition WaterUnderwaterEffects.h:98
Immutable normalized 3D trigger event snapshot supplied by the physics owner.
Definition WaterUnderwaterEffects.h:104
bool exited
Definition WaterUnderwaterEffects.h:108
bool entered
Definition WaterUnderwaterEffects.h:107
int visitorTag
Definition WaterUnderwaterEffects.h:106
int sensorTag
Definition WaterUnderwaterEffects.h:105