0ad/source/renderer/WaterManager.cpp
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

177 lines
5.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Water settings (speed, height) and texture management
*/
#include "precompiled.h"
#include "graphics/TextureManager.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 "renderer/WaterManager.h"
#include "renderer/Renderer.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// 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;
}
WaterManager::~WaterManager()
{
// Cleanup if the caller messed up
UnloadWaterTextures();
}
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
// TODO: this doesn't need to be progressive-loading any more
// (since texture loading is async now)
// 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 wchar_t* const water_type = L"default";
wchar_t pathname[PATH_MAX];
// Load diffuse grayscale images (for non-fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/diffuse%02d.dds", water_type, (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaterTexture[i] = texture;
}
// Load normalmaps (for fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal%02d.dds", water_type, (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_NormalMap[i] = texture;
}
// Set the size to the largest power of 2 that is <= to the window height, so
// the reflection/refraction 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 = (int)round_up_to_pow2((unsigned)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++)
{
m_WaterTexture[i].reset();
}
for(size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
{
m_NormalMap[i].reset();
}
}
bool WaterManager::WillRenderFancyWater()
{
return (g_Renderer.GetCapabilities().m_FragmentShader && g_Renderer.GetOptionBool(CRenderer::OPT_FANCYWATER));
}