Terrain namespace
Everything related with the planet terrain system.
Contents
- Reference
Planets in Spore are spheres, but geometrically they are actually cubes, with the faces deformed outwards to look like a sphere. The main terrain class for a planet is Terrain::
Namespaces
- namespace Sphere
Classes
- class cTerrainMap
- class cTerrainMap16
- class cTerrainMap32
- class cTerrainMapSet
- class cTerrainShaderMgr
- class cTerrainSphere
- class cTerrainSphereQuad
- struct cTerrainSphereRenderingChunk
- struct cTerrainStateMgr
- class cWeatherManager
- class ITerrain
- class ITerrainResourceManager
- struct TerrainLighting
- struct TerrainQuadMesh
- struct TerrainState
- struct TerrainTransform
- class UnkWeatherManager
Enums
- enum class TerrainMapIndex: int { HeightMap = 0, NormalMap = 1, ControlMap = 2, ColorMap = 3, JetStreamMap = 4, PressureMap = 5, CloudEmitMap = 6, HeightAboveMap = 7, WindTempMap = 8, FloatTempMap = 9, FilteredMap = 10 }
- enum class TerrainMaterialIndex: int { TerrainAbove = 0, TerrainBelow = 1, TerrainWater = 2, TerrainLava = 3, TerrainIce = 4, TerrainAtmosphere = 5, TerrainDecal = 6, TerrainWaterDecal = 7, TerrainAndWaterDecal = 8, TerrainDecalEmissive = 9, TerrainDebug = 10 }
Functions
- ASSERT_SIZE(cTerrainMap, 0x10)
- ASSERT_SIZE(cTerrainMapSet, 0x5C)
- auto Addresses(cTerrainMapSet) -> namespace
- ASSERT_SIZE(cTerrainShaderMgr, 0x9C)
- auto Addresses(cTerrainShaderMgr) -> namespace
- ASSERT_SIZE(cTerrainSphereRenderingChunk, 0x10)
- ASSERT_SIZE(cTerrainSphere, 0xA50)
- auto Addresses(cTerrainSphere) -> namespace
- ASSERT_SIZE(TerrainTransform, 0xB0)
- ASSERT_SIZE(cTerrainSphereQuad, 0x1B8)
- auto Addresses(cTerrainSphereQuad) -> namespace
- ASSERT_SIZE(cTerrainStateMgr, 0xC40)
- ASSERT_SIZE(cWeatherManager, 0x1A0)
- ASSERT_SIZE(ITerrainResourceManager, 0x68)
- auto Addresses(ITerrainResourceManager) -> namespace
- auto GetActiveMaterialIndex() -> TerrainMaterialIndex
- void SetActiveMaterialIndex(TerrainMaterialIndex material)
- auto GetActiveQuadIndex() -> int
- void SetActiveQuadIndex(int index)
- auto IsActiveQuadMaterial(TerrainMaterialIndex material, int quadIndex) -> bool
- void SetActiveQuadMaterial(TerrainMaterialIndex material, int quadIndex)
-
auto GetAtmosphereIndexBuffer() -> RenderWare::
IndexBuffer* - void CreateRefractionRTTs()
- Creates the "TerrainRefractionBuffers", "TerrainRefractionBlur1" and "TerrainRefractionBlur2" render target textures, used for water refraction.
- void DisposeRefractionRTTs()
- Disposes the terrain refraction render target textures.
-
auto GetRefractionBuffersRenderTargetID() -> Graphics::
RenderTargetID* -
auto GetRefractionBuffersRenderTargetTexture() -> Graphics::
Texture* -
auto GetRefractionBuffersRenderTarget() -> RenderWare::
Raster* -
void SetRefractionBuffersRenderTargetTexture(Graphics::
Texture* texture) -
auto GetRefractionBlur1RenderTargetID() -> Graphics::
RenderTargetID* -
auto GetRefractionBlur2RenderTargetID() -> Graphics::
RenderTargetID* -
auto GetRefractionViewer() -> App::
cViewer* - Returns the camera configuration used to render the water refraction textures.
- void CreateReflectionRTTs()
- Creates the render target texture used for water reflection.
- void DisposeReflectionRTTs()
- auto GetReflectionTexture() -> TexturePtr&
-
auto GetReflectionViewer() -> App::
cViewer* - void CreateScatterRTTs()
- Creates render targets for scatter texture.
- auto GetBakeInScatterTexture() -> TexturePtr&
- auto GetScatterTexture() -> TexturePtr&
-
auto GetScatterViewer() -> App::
cViewer* -
auto GetSimDataRenderTargetTextures() -> Graphics::
Texture** - Returns an array of 6 render target textures used for "SimData", which apparently controls planet color for each of the 6 terrain quads.
-
auto GetSimDataRenderTargetIDs() -> Graphics::
RenderTargetID* - Returns an array of 6 render target textures IDs used for "SimData".
-
auto GetColorMapID() -> Graphics::
RenderTargetID* -
auto GetColorMap() -> RenderWare::
Raster* -
void SetColorMap(RenderWare::
Raster* pRaster) -
auto GetColorMapViewer() -> App::
cViewer* - ASSERT_SIZE(TerrainState, 0x140)
- ASSERT_SIZE(TerrainLighting, 0x90)
Enum documentation
enum class Terrain:: TerrainMapIndex: int
#include <Spore/Terrain/cTerrainMapSet.h>
enum class Terrain:: TerrainMaterialIndex: int
#include <Spore/Terrain/cTerrainShaderMgr.h>
Enumerators | |
---|---|
TerrainAbove |
Used when rendering land above water level. |
TerrainBelow |
Used when rendering land below water level (so the seabed land) |
TerrainWater |
|
TerrainLava |
|
TerrainIce |
|
TerrainAtmosphere |
|
TerrainDecal |
|
TerrainWaterDecal |
|
TerrainAndWaterDecal |
|
TerrainDecalEmissive |
|
TerrainDebug |
|
Function documentation
Terrain:: ASSERT_SIZE(cTerrainMap,
0x10)
#include <Spore/Terrain/cTerrainMap.h>
Terrain:: ASSERT_SIZE(cTerrainMapSet,
0x5C)
#include <Spore/Terrain/cTerrainMapSet.h>
namespace Terrain:: Addresses(cTerrainMapSet)
#include <Spore/Terrain/cTerrainMapSet.h>
Terrain:: ASSERT_SIZE(cTerrainShaderMgr,
0x9C)
#include <Spore/Terrain/cTerrainShaderMgr.h>
namespace Terrain:: Addresses(cTerrainShaderMgr)
#include <Spore/Terrain/cTerrainShaderMgr.h>
Terrain:: ASSERT_SIZE(cTerrainSphereRenderingChunk,
0x10)
#include <Spore/Terrain/cTerrainSphere.h>
Terrain:: ASSERT_SIZE(cTerrainSphere,
0xA50)
#include <Spore/Terrain/cTerrainSphere.h>
namespace Terrain:: Addresses(cTerrainSphere)
#include <Spore/Terrain/cTerrainSphere.h>
Terrain:: ASSERT_SIZE(TerrainTransform,
0xB0)
#include <Spore/Terrain/cTerrainSphereQuad.h>
Terrain:: ASSERT_SIZE(cTerrainSphereQuad,
0x1B8)
#include <Spore/Terrain/cTerrainSphereQuad.h>
namespace Terrain:: Addresses(cTerrainSphereQuad)
#include <Spore/Terrain/cTerrainSphereQuad.h>
Terrain:: ASSERT_SIZE(cTerrainStateMgr,
0xC40)
#include <Spore/Terrain/cTerrainStateMgr.h>
Terrain:: ASSERT_SIZE(cWeatherManager,
0x1A0)
#include <Spore/Terrain/cWeatherManager.h>
Terrain:: ASSERT_SIZE(ITerrainResourceManager,
0x68)
namespace Terrain:: Addresses(ITerrainResourceManager)
TerrainMaterialIndex Terrain:: GetActiveMaterialIndex()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: SetActiveMaterialIndex(TerrainMaterialIndex material)
#include <Spore/Terrain/TerrainRendering.h>
int Terrain:: GetActiveQuadIndex()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: SetActiveQuadIndex(int index)
#include <Spore/Terrain/TerrainRendering.h>
bool Terrain:: IsActiveQuadMaterial(TerrainMaterialIndex material,
int quadIndex)
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: SetActiveQuadMaterial(TerrainMaterialIndex material,
int quadIndex)
#include <Spore/Terrain/TerrainRendering.h>
RenderWare:: IndexBuffer* Terrain:: GetAtmosphereIndexBuffer()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: CreateRefractionRTTs()
#include <Spore/Terrain/TerrainRendering.h>
Creates the "TerrainRefractionBuffers", "TerrainRefractionBlur1" and "TerrainRefractionBlur2" render target textures, used for water refraction.
Source code: CreateTerrainRefractionRTTs()
void Terrain:: DisposeRefractionRTTs()
#include <Spore/Terrain/TerrainRendering.h>
Disposes the terrain refraction render target textures.
Source code: DisposeTerrainRefractionRTTs()
Graphics:: RenderTargetID* Terrain:: GetRefractionBuffersRenderTargetID()
#include <Spore/Terrain/TerrainRendering.h>
Graphics:: Texture* Terrain:: GetRefractionBuffersRenderTargetTexture()
#include <Spore/Terrain/TerrainRendering.h>
RenderWare:: Raster* Terrain:: GetRefractionBuffersRenderTarget()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: SetRefractionBuffersRenderTargetTexture(Graphics:: Texture* texture)
#include <Spore/Terrain/TerrainRendering.h>
Graphics:: RenderTargetID* Terrain:: GetRefractionBlur1RenderTargetID()
#include <Spore/Terrain/TerrainRendering.h>
Graphics:: RenderTargetID* Terrain:: GetRefractionBlur2RenderTargetID()
#include <Spore/Terrain/TerrainRendering.h>
App:: cViewer* Terrain:: GetRefractionViewer()
#include <Spore/Terrain/TerrainRendering.h>
Returns the camera configuration used to render the water refraction textures.
void Terrain:: CreateReflectionRTTs()
#include <Spore/Terrain/TerrainRendering.h>
Creates the render target texture used for water reflection.
Source code: CreateReflectionRTTs()
void Terrain:: DisposeReflectionRTTs()
#include <Spore/Terrain/TerrainRendering.h>
TexturePtr& Terrain:: GetReflectionTexture()
#include <Spore/Terrain/TerrainRendering.h>
App:: cViewer* Terrain:: GetReflectionViewer()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: CreateScatterRTTs()
#include <Spore/Terrain/TerrainRendering.h>
Creates render targets for scatter texture.
Source code: CreateScatterRTTs()
TexturePtr& Terrain:: GetBakeInScatterTexture()
#include <Spore/Terrain/TerrainRendering.h>
TexturePtr& Terrain:: GetScatterTexture()
#include <Spore/Terrain/TerrainRendering.h>
App:: cViewer* Terrain:: GetScatterViewer()
#include <Spore/Terrain/TerrainRendering.h>
Graphics:: Texture** Terrain:: GetSimDataRenderTargetTextures()
#include <Spore/Terrain/TerrainRendering.h>
Returns an array of 6 render target textures used for "SimData", which apparently controls planet color for each of the 6 terrain quads.
Graphics:: RenderTargetID* Terrain:: GetSimDataRenderTargetIDs()
#include <Spore/Terrain/TerrainRendering.h>
Returns an array of 6 render target textures IDs used for "SimData".
Graphics:: RenderTargetID* Terrain:: GetColorMapID()
#include <Spore/Terrain/TerrainRendering.h>
RenderWare:: Raster* Terrain:: GetColorMap()
#include <Spore/Terrain/TerrainRendering.h>
void Terrain:: SetColorMap(RenderWare:: Raster* pRaster)
#include <Spore/Terrain/TerrainRendering.h>
App:: cViewer* Terrain:: GetColorMapViewer()
#include <Spore/Terrain/TerrainRendering.h>
Terrain:: ASSERT_SIZE(TerrainState,
0x140)
#include <Spore/Terrain/TerrainShaderData.h>
Terrain:: ASSERT_SIZE(TerrainLighting,
0x90)
#include <Spore/Terrain/TerrainShaderData.h>