예제 #1
0
void WaterObject::updateUnderwaterEffect( SceneRenderState *state )
{
   AssertFatal( isClientObject(), "uWaterObject::updateUnderwaterEffect() called on the server" );

   PostEffect *effect = getUnderwaterEffect();
   if ( !effect )
      return;

   // Never use underwater postFx with Basic Lighting, we don't have depth.
   if ( mBasicLighting )
   {
      effect->disable();
      return;
   }

   GameConnection *conn = GameConnection::getConnectionToServer();
   if ( !conn )
      return;

   GameBase *control = conn->getControlObject();
   if ( !control )
      return;

   WaterObject *water = control->getCurrentWaterObject();
   if ( water == NULL )
      effect->disable();

   else if ( water == this )
   {
      MatrixF mat;      
      conn->getControlCameraTransform( 0, &mat );
      
      if ( mUnderwater )
      {
         effect->enable();
         effect->setOnThisFrame( true );

         mWaterFogData.depthGradMax = mDepthGradientMax;
         state->getSceneManager()->setWaterFogData( mWaterFogData );

         // Register our depthGradient texture with a name so it can
         // be fetched by the effect when it renders.
         if ( !mNamedDepthGradTex.isRegistered() )
            mNamedDepthGradTex.registerWithName( "waterDepthGradMap" );
         mNamedDepthGradTex.setTexture( mDepthGradientTex );         
      }
      else
         effect->disable();
   }
}
예제 #2
0
void VPostEffectNetEvent::process( NetConnection *pConnection )
{
    PostEffect *postEffect;
    if ( !Sim::findObject( mPostEffect, postEffect ) )
    {
        Con::warnf( "VPostEffectNetEvent::process() - Unable to find PostEffect Object '%s'", mPostEffect );
        return;
    }

    if ( mEnabled )
    {
        // Enable Effect.
        postEffect->enable();
    }
    else
    {
        // Disable Effect.
        postEffect->disable();
    }
}