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Water.h
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29[[nodiscard]] EVENGINE_API_BACKENDS Result<int> calculateWaterMeshTriangles(const WaterMeshSettings &settings);
175 float getScreenSpaceReflectionStrength() const { return config_.screenSpaceReflectionStrength; }
Definition Graphics.h:125
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:18
Dynamic water surface with sky reflection and animated ripples.
Definition Water.h:68
Texture * getDepthGradientTexture() const
Return the Graphics-owned current depth-ramp texture, or null when disabled.
Definition Water.h:146
float getWaveDirectionAngle() const
Return the normalized wave direction angle in [0,360).
Definition Water.h:135
Water(const Water &)=delete
uint32_t getReflectionCaptureMask() const
Return the reflection-capture visibility layer mask.
Definition Water.h:219
void setReflectionCaptureMask(uint32_t mask)
Set the reflection-capture visibility layer mask.
Definition Water.h:217
void setReflectionCaptureEnabled(bool enabled)
Enable or disable inclusion in reflection-probe captures.
Definition Water.h:213
float getScreenSpaceReflectionStrength() const
Returns the screen space reflection strength.
Definition Water.h:175
Water & operator=(const Water &)=delete
void clearDepthGradient()
Disable depth-ramp sampling without destroying the Graphics-owned texture.
Definition Water.h:148
WaterStyleConfig config() const
Return the immutable current configuration snapshot by value.
Definition Water.h:187
bool getReflectionCaptureEnabled() const
Return whether this water surface is included in reflection-probe captures.
Definition Water.h:215
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Definition Animation.h:25
Result< int > calculateWaterMeshTriangles(const WaterMeshSettings &settings)
Calculate Pcg PWS_WaterSystem's triangle count without allocating a mesh.
Definition Water.cpp:117
Shader * newWaterShader(Graphics *gfx)
Create the embedded water fragment shader (owned by Graphics).
Definition Water.cpp:129
WaterMeshType
Pcg procedural water mesh shape. Custom meshes remain caller-supplied Mesh resources.
Definition Water.h:15
Caller-owned color and alpha keys used to bake a water depth-ramp texture.
Definition Water.h:41
std::vector< WaterGradientAlphaStop > alphaStops
Definition Water.h:43
std::vector< WaterGradientColorStop > colorStops
Definition Water.h:42
One linear alpha stop in a Pcg-compatible water depth gradient.
Definition Water.h:38
One linear RGB stop in a Pcg-compatible water depth gradient.
Definition Water.h:36
Authored dimensions and density for Pcg-compatible procedural water geometry.
Definition Water.h:18
Versioned, backend-neutral configuration for the built-in stylized water surface.
Definition WaterStyleConfig.h:15