/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Water settings (speed, height) and texture management */ #include "precompiled.h" #include "lib/bits.h" #include "lib/timer.h" #include "lib/tex/tex.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "renderer/WaterManager.h" #include "renderer/Renderer.h" #define LOG_CATEGORY "graphics" /////////////////////////////////////////////////////////////////////////////////////////////// // WaterManager implementation /////////////////////////////////////////////////////////////////// // Construction/Destruction WaterManager::WaterManager() { // water m_RenderWater = false; // disabled until textures are successfully loaded m_WaterHeight = 5.0f; m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f); m_WaterFullDepth = 4.0f; m_WaterMaxAlpha = 0.85f; m_WaterAlphaOffset = -0.05f; m_SWaterTrans = 0; m_TWaterTrans = 0; m_SWaterSpeed = 0.0015f; m_TWaterSpeed = 0.0015f; m_SWaterScrollCounter = 0; m_TWaterScrollCounter = 0; m_WaterCurrentTex = 0; m_ReflectionTexture = 0; m_RefractionTexture = 0; m_ReflectionTextureSize = 0; m_RefractionTextureSize = 0; m_WaterTexTimer = 0.0; m_Shininess = 150.0f; m_SpecularStrength = 0.4f; m_Waviness = 8.0f; m_ReflectionTint = CColor(0.28f, 0.3f, 0.59f, 1.0f); m_ReflectionTintStrength = 0.0f; m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f); m_Murkiness = 0.45f; m_RepeatPeriod = 16.0f; for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++) m_WaterTexture[i] = 0; for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++) m_NormalMap[i] = 0; cur_loading_water_tex = 0; cur_loading_normal_map = 0; } WaterManager::~WaterManager() { // Cleanup if the caller messed up UnloadWaterTextures(); } /////////////////////////////////////////////////////////////////// // Progressive load of water textures int WaterManager::LoadWaterTextures() { const size_t num_textures = ARRAY_SIZE(m_WaterTexture); const size_t num_normal_maps = ARRAY_SIZE(m_NormalMap); // TODO: add a member variable and setter for this. (can't make this // a parameter because this function is called via delay-load code) static const char* const water_type = "default"; // yield after this time is reached. balances increased progress bar // smoothness vs. slowing down loading. const double end_time = timer_Time() + 100e-3; char filename[PATH_MAX]; // Load diffuse grayscale images (for non-fancy water) while (cur_loading_water_tex < num_textures) { snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/diffuse%02d.dds", water_type, (int)cur_loading_water_tex+1); Handle ht = ogl_tex_load(filename); if (ht <= 0) { LOG(CLogger::Error, LOG_CATEGORY, "LoadWaterTextures failed on \"%s\"", filename); return ht; } m_WaterTexture[cur_loading_water_tex] = ht; RETURN_ERR(ogl_tex_upload(ht)); cur_loading_water_tex++; LDR_CHECK_TIMEOUT(cur_loading_water_tex, num_textures + num_normal_maps); } // Load normalmaps (for fancy water) while (cur_loading_normal_map < num_normal_maps) { snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/normal%02d.dds", water_type, (int)cur_loading_normal_map+1); Handle ht = ogl_tex_load(filename); if (ht <= 0) { LOG(CLogger::Error, LOG_CATEGORY, "LoadWaterTextures failed on \"%s\"", filename); return ht; } m_NormalMap[cur_loading_normal_map] = ht; RETURN_ERR(ogl_tex_upload(ht)); cur_loading_normal_map++; LDR_CHECK_TIMEOUT(num_textures + cur_loading_normal_map, num_textures + num_normal_maps); } // Set the size to the largest power of 2 that is <= to the window height, so // the reflection/reflaction images will fit within the window // (alternative: use FBO's, which can have arbitrary size - but do we need // the reflection/refraction textures to be that large?) int size = round_up_to_pow2(g_Renderer.GetHeight()); if(size > g_Renderer.GetHeight()) size /= 2; m_ReflectionTextureSize = size; m_RefractionTextureSize = size; // Create reflection texture glGenTextures(1, &m_ReflectionTexture); glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create refraction texture glGenTextures(1, &m_RefractionTexture); glBindTexture(GL_TEXTURE_2D, m_RefractionTexture); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Enable rendering, now that we've succeeded this far m_RenderWater = true; return 0; } /////////////////////////////////////////////////////////////////// // Unload water textures void WaterManager::UnloadWaterTextures() { for(size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++) { ogl_tex_free(m_WaterTexture[i]); m_WaterTexture[i] = 0; } for(size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++) { ogl_tex_free(m_NormalMap[i]); m_NormalMap[i] = 0; } cur_loading_water_tex = 0; // so they will be reloaded if LoadWaterTextures is called again cur_loading_normal_map = 0; }