Triton
Visual simulation library for ocean rendering.
Triton::Ocean Member List

This is the complete list of members for Triton::Ocean, including all inherited members.

AddDecal(TextureHandle texture, float size, const Vector3 &position)Triton::Ocean
ClearFFTInputArray()Triton::Ocean
ComputeReflectionMatrices(Matrix4 &reflectionMatrix, Matrix3 &textureMatrix, const Camera *camera=0)Triton::Ocean
Create(Environment *env, WaterModelTypes type=JONSWAP, bool enableHeightTests=false, bool enableBreakingWaves=false, OceanQuality quality=GOOD)Triton::Oceanstatic
Create(Environment *env, const TRITON_VECTOR(unsigned int)&userShaders, WaterModelTypes type=JONSWAP, bool enableHeightTests=false, bool enableBreakingWaves=false, OceanQuality quality=GOOD)Triton::Oceanstatic
D3D9DeviceLost()Triton::Ocean
D3D9DeviceReset()Triton::Ocean
Draw(double time, bool depthWrites=true, bool drawWater=true, bool drawParticles=true, void *context=0, const Camera *camera=0)Triton::Oceanvirtual
DrawConcurrent(double time, bool depthWrites=true, bool drawWater=true, bool drawParticles=true, void *context=0, const Camera *camera=0)Triton::Oceanvirtual
EnableGodRays(bool enable)Triton::Oceaninline
EnableSpray(bool enable)Triton::Ocean
EnableWireframe(bool wireframeOn)Triton::Ocean
GetBatchHeight(const TRITON_VECTOR(Vector3) points, const TRITON_VECTOR(Vector3) directions, TRITON_VECTOR(float)&heights, TRITON_VECTOR(Vector3)&normals, TRITON_VECTOR(Vector3)&intersectionPoints, bool visualCorrelation=true, bool includeWakes=true, bool highResolution=true, bool threadSafe=true, bool autoFlip=true, const Camera *camera=0)Triton::Ocean
GetChoppiness() constTriton::Ocean
GetClipDistances(double &nearClip, double &farClip) constTriton::Ocean
GetDepth(Triton::Vector3 &floorNormal, const Camera *camera=0) constTriton::Ocean
GetDepthOffset() constTriton::Ocean
GetDisplacementDampingDistance() constTriton::Ocean
GetEnvironment() constTriton::Oceaninline
GetFFTName() constTriton::Ocean
GetGodRaysFade() constTriton::Ocean
GetHeight(const Vector3 &point, const Vector3 &direction, float &height, Vector3 &normal, bool visualCorrelation=true, bool includeWakes=true, bool highResolution=true, bool threadSafe=true, Vector3 *intersectionPoint=0, bool autoFlip=true, const Camera *camera=0)Triton::Ocean
GetIntersection(const Vector3 &point, const Vector3 &direction, Vector3 &intersection, const Camera *camera=0)Triton::Ocean
GetLinearColorSpace() constTriton::Ocean
GetLoopingPeriod() constTriton::Ocean
GetMaximumWavePeriod() constTriton::Ocean
GetNumTriangles() constTriton::Ocean
GetPlanarReflectionBlend() constTriton::Ocean
GetQuality() constTriton::Oceaninline
GetReflectionScale() constTriton::Ocean
GetRefractionColor() constTriton::Ocean
GetShaderObject(Shaders shaderProgram, void *context=0, const Camera *camera=0) constTriton::Ocean
GetWaterModel(void) constTriton::Ocean
GetWaveHeading() constTriton::Oceaninline
GetWavesIntersection(const Vector3 &point, const Vector3 &direction, Vector3 &normal, Vector3 &intersectionPoint, double precision=0.1, bool visualCorrelation=true, bool threadSafe=true, const Camera *camera=0)Triton::Ocean
GodRaysEnabled() constTriton::Oceaninline
Initialize(void *context, const Camera *camera)Triton::Oceanvirtual
IsCameraAboveWater(const Camera *camera=0)Triton::Oceanvirtual
Lock()Triton::Ocean
MoveDecal(DecalHandle decal, const Vector3 &position)Triton::Ocean
OverrideFFTInputArray(const TritComplex *H0, unsigned int size)Triton::Ocean
PostDrawConcurrent()Triton::Ocean
ReloadShaders(const TRITON_VECTOR(unsigned int)&shaders, bool reloadSurface=true, bool reloadWakes=true, bool reloadSprays=true, bool reloadDecals=true, bool reloadGodRays=true)Triton::Oceanvirtual
RemoveDecal(DecalHandle decal)Triton::Ocean
RotateDecal(DecalHandle decal, double radians)Triton::Ocean
ScaleDecal(DecalHandle decal, float scaleWidth, float scaleDepth)Triton::Ocean
SetChoppiness(float chop)Triton::Ocean
SetClipDistances(double nearClip, double farClip)Triton::Ocean
SetDecalAlpha(DecalHandle decal, float alpha)Triton::Ocean
SetDepth(float depth, const Triton::Vector3 &floorNormal, const Camera *camera=0)Triton::Ocean
SetDepthOffset(float offset)Triton::Ocean
SetDisplacementDampingDistance(double distance)Triton::Ocean
SetGodRaysFade(float fadeAmount)Triton::Ocean
SetLinearColorSpace(bool linearOn)Triton::Ocean
SetLoopingPeriod(float loopingPeriod)Triton::Ocean
SetMaximumWavePeriod(double maxPeriod)Triton::Ocean
SetPatchMatrix(const double *modelMatrix, void *context=0, const Camera *camera=0)Triton::Oceanvirtual
SetPatchShader(double time, int vertexStride, int positionOffset, bool doublePrecisionVertices, const double *modelMatrix=0, bool decalPass=false, void *context=0, const Camera *camera=0)Triton::Oceanvirtual
SetPlanarReflectionBlend(float blendPercent)Triton::Ocean
SetQuality(OceanQuality quality)Triton::Ocean
SetReflectionScale(float reflectionScale)Triton::Ocean
SetRefractionColor(const Vector3 &refractionColor)Triton::Ocean
SetRotorWashUseDecals(bool useDecals)Triton::Ocean
SetWaterModel(WaterModelTypes waterModel)Triton::Ocean
SprayEnabled() constTriton::Oceaninline
Unlock()Triton::Ocean
UnsetPatchShader(double time=0.0, const TBoundingBox *patchBounds=0, bool decalPass=false, void *context=0, const Camera *camera=0)Triton::Oceanvirtual
UpdateSimulation(double time, const Camera *camera=0)Triton::Oceanvirtual
~Ocean()Triton::Oceanvirtual