1098 lines
37 KiB
C++
1098 lines
37 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Water settings (speed, height) and texture management
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*/
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#include "precompiled.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/ShaderProgram.h"
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#include "lib/bits.h"
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#include "lib/timer.h"
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#include "lib/tex/tex.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector2D.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/WaterManager.h"
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#include "renderer/Renderer.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/components/ICmpRangeManager.h"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// WaterManager implementation
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struct CoastalPoint
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{
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CoastalPoint(int idx, CVector2D pos) : index(idx), position(pos) {};
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int index;
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CVector2D position;
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};
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struct SWavesVertex {
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// vertex position
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CVector3D m_BasePosition;
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CVector3D m_ApexPosition;
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CVector3D m_SplashPosition;
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CVector3D m_RetreatPosition;
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CVector2D m_PerpVect;
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u8 m_UV[3];
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};
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cassert(sizeof(SWavesVertex) == 60);
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struct WaveObject
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{
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CVertexBuffer::VBChunk* m_VBvertices;
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CBoundingBoxAligned m_AABB;
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size_t m_Width;
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float m_TimeDiff;
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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WaterManager::WaterManager()
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{
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// water
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m_RenderWater = false; // disabled until textures are successfully loaded
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m_WaterHeight = 5.0f;
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m_WaterCurrentTex = 0;
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m_ReflectionTexture = 0;
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m_RefractionTexture = 0;
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m_ReflectionTextureSize = 0;
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m_RefractionTextureSize = 0;
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m_ReflectionFbo = 0;
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m_RefractionFbo = 0;
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m_FancyEffectsFBO = 0;
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m_WaterTexTimer = 0.0;
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m_WindAngle = 0.0f;
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m_Waviness = 8.0f;
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m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
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m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
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m_Murkiness = 0.45f;
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m_RepeatPeriod = 16.0f;
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m_DistanceHeightmap = NULL;
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m_BlurredNormalMap = NULL;
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m_WindStrength = NULL;
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m_ShoreWaves_VBIndices = NULL;
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m_WaterUgly = false;
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m_WaterFancyEffects = false;
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m_WaterRealDepth = false;
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m_WaterRefraction = false;
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m_WaterReflection = false;
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m_WaterShadows = false;
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m_WaterType = L"ocean";
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m_NeedsReloading = false;
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m_NeedInfoUpdate = true;
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m_depthTT = 0;
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m_FancyTextureNormal = 0;
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m_FancyTextureOther = 0;
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m_FancyTextureDepth = 0;
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m_ReflFboDepthTexture = 0;
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m_RefrFboDepthTexture = 0;
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m_MapSize = 0;
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m_updatei0 = 0;
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m_updatej0 = 0;
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m_updatei1 = 0;
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m_updatej1 = 0;
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}
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WaterManager::~WaterManager()
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{
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// Cleanup if the caller messed up
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UnloadWaterTextures();
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// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
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for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
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{
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WaveObject* obj = m_ShoreWaves[i];
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if (obj->m_VBvertices)
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g_VBMan.Release(obj->m_VBvertices);
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delete obj;
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}
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if (m_ShoreWaves_VBIndices)
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g_VBMan.Release(m_ShoreWaves_VBIndices);
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SAFE_ARRAY_DELETE(m_DistanceHeightmap);
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SAFE_ARRAY_DELETE(m_BlurredNormalMap);
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SAFE_ARRAY_DELETE(m_WindStrength);
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glDeleteTextures(1, &m_depthTT);
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glDeleteTextures(1, &m_FancyTextureNormal);
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glDeleteTextures(1, &m_FancyTextureOther);
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glDeleteTextures(1, &m_FancyTextureDepth);
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glDeleteTextures(1, &m_ReflFboDepthTexture);
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glDeleteTextures(1, &m_RefrFboDepthTexture);
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pglDeleteFramebuffersEXT(1, &m_FancyEffectsFBO);
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pglDeleteFramebuffersEXT(1, &m_RefractionFbo);
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pglDeleteFramebuffersEXT(1, &m_ReflectionFbo);
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}
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///////////////////////////////////////////////////////////////////
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// Progressive load of water textures
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int WaterManager::LoadWaterTextures()
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{
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// TODO: this doesn't need to be progressive-loading any more
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// (since texture loading is async now)
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wchar_t pathname[PATH_MAX];
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// Load diffuse grayscale images (for non-fancy water)
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for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
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{
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swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
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CTextureProperties textureProps(pathname);
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textureProps.SetWrap(GL_REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_WaterTexture[i] = texture;
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}
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// Load normalmaps (for fancy water)
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for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
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{
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swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", m_WaterType.c_str(), (int)i+1);
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CTextureProperties textureProps(pathname);
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textureProps.SetWrap(GL_REPEAT);
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textureProps.SetMaxAnisotropy(4);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_NormalMap[i] = texture;
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}
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// Load CoastalWaves
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{
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CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
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textureProps.SetWrap(GL_REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_WaveTex = texture;
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}
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// Load Foam
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{
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CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
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textureProps.SetWrap(GL_REPEAT);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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texture->Prefetch();
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m_FoamTex = texture;
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}
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m_ReflectionTextureSize = g_Renderer.GetHeight() * 0.66; // Higher settings give a better result
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m_RefractionTextureSize = g_Renderer.GetHeight() * 0.33; // Lower settings actually sorta look better since it blurs.
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if (round_down_to_pow2(m_ReflectionTextureSize)/m_ReflectionTextureSize < 0.65)
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m_ReflectionTextureSize = round_up_to_pow2(m_ReflectionTextureSize);
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else
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m_ReflectionTextureSize = round_down_to_pow2(m_ReflectionTextureSize);
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if (round_down_to_pow2(m_RefractionTextureSize)/m_RefractionTextureSize < 0.7)
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m_RefractionTextureSize = round_up_to_pow2(m_RefractionTextureSize);
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else
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m_RefractionTextureSize = round_down_to_pow2(m_RefractionTextureSize);
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// Create reflection texture
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glGenTextures(1, &m_ReflectionTexture);
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glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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// Create refraction texture
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glGenTextures(1, &m_RefractionTexture);
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glBindTexture(GL_TEXTURE_2D, m_RefractionTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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// Create depth textures
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glGenTextures(1, &m_ReflFboDepthTexture);
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glBindTexture(GL_TEXTURE_2D, m_ReflFboDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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glGenTextures(1, &m_RefrFboDepthTexture);
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glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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// Create the Fancy Effects texture
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glGenTextures(1, &m_FancyTextureNormal);
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glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
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glGenTextures(1, &m_FancyTextureOther);
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glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
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glGenTextures(1, &m_FancyTextureDepth);
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glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the water framebuffers
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GLint currentFbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, ¤tFbo);
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m_ReflectionFbo = 0;
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pglGenFramebuffersEXT(1, &m_ReflectionFbo);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture, 0);
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ogl_WarnIfError();
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GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING(L"Reflection framebuffer object incomplete: 0x%04X", status);
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g_Renderer.m_Options.m_WaterReflection = false;
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}
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m_RefractionFbo = 0;
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pglGenFramebuffersEXT(1, &m_RefractionFbo);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture, 0);
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ogl_WarnIfError();
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status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING(L"Refraction framebuffer object incomplete: 0x%04X", status);
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g_Renderer.m_Options.m_WaterRefraction = false;
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}
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pglGenFramebuffersEXT(1, &m_FancyEffectsFBO);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTextureNormal, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_FancyTextureOther, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth, 0);
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ogl_WarnIfError();
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status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING(L"Fancy Effects framebuffer object incomplete: 0x%04X", status);
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g_Renderer.m_Options.m_WaterRefraction = false;
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}
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFbo);
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// Enable rendering, now that we've succeeded this far
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m_RenderWater = true;
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return 0;
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}
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///////////////////////////////////////////////////////////////////
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// Unload water textures
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void WaterManager::UnloadWaterTextures()
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{
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for(size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
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{
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m_WaterTexture[i].reset();
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}
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for(size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
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{
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m_NormalMap[i].reset();
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}
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glDeleteTextures(1, &m_ReflectionTexture);
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glDeleteTextures(1, &m_RefractionTexture);
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pglDeleteFramebuffersEXT(1, &m_RefractionFbo);
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pglDeleteFramebuffersEXT(1, &m_ReflectionFbo);
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}
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///////////////////////////////////////////////////////////////////
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// Calculate our binary heightmap from the terrain heightmap.
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void WaterManager::RecomputeDistanceHeightmap()
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{
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size_t SideSize = m_MapSize*2;
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if (m_DistanceHeightmap == NULL)
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m_DistanceHeightmap = new float[SideSize*SideSize];
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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// Create a manhattan-distance heightmap.
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// This is currently upsampled by a factor of 2 to get more precision
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// This could be refined to only be done near the coast itself, but it's probably not necessary.
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float level = SideSize;
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for (size_t z = 0; z < SideSize; ++z)
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{
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level = SideSize;
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for (size_t x = 0; x < SideSize; ++x)
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m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? level = 0.f : ++level;
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level = SideSize;
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for (size_t x = SideSize-1; x != (size_t)-1; --x)
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{
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if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
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level = 0.f;
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else
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{
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++level;
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if (level < m_DistanceHeightmap[z*SideSize + x])
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m_DistanceHeightmap[z*SideSize + x] = level;
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}
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}
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}
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for (size_t x = 0; x < SideSize; ++x)
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{
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level = SideSize;
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for (size_t z = 0; z < SideSize; ++z)
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{
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if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
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level = 0.f;
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else if (level > m_DistanceHeightmap[z*SideSize + x])
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level = m_DistanceHeightmap[z*SideSize + x];
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else
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{
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++level;
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if (level < m_DistanceHeightmap[z*SideSize + x])
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m_DistanceHeightmap[z*SideSize + x] = level;
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}
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}
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level = SideSize;
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|
for (size_t z = SideSize-1; z != (size_t)-1; --z)
|
|
{
|
|
if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
|
|
level = 0.f;
|
|
else if (level > m_DistanceHeightmap[z*SideSize + x])
|
|
level = m_DistanceHeightmap[z*SideSize + x];
|
|
else
|
|
{
|
|
++level;
|
|
if (level < m_DistanceHeightmap[z*SideSize + x])
|
|
m_DistanceHeightmap[z*SideSize + x] = level;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This requires m_DistanceHeightmap to be defined properly.
|
|
void WaterManager::CreateWaveMeshes()
|
|
{
|
|
size_t SideSize = m_MapSize*2;
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
|
|
// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
|
|
for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
|
|
{
|
|
WaveObject* obj = m_ShoreWaves[i];
|
|
if (obj->m_VBvertices)
|
|
g_VBMan.Release(obj->m_VBvertices);
|
|
delete obj;
|
|
}
|
|
m_ShoreWaves.clear();
|
|
|
|
if (m_ShoreWaves_VBIndices)
|
|
{
|
|
g_VBMan.Release(m_ShoreWaves_VBIndices);
|
|
m_ShoreWaves_VBIndices = NULL;
|
|
}
|
|
|
|
if (m_Waviness < 5.0f && m_WaterType != L"ocean")
|
|
return;
|
|
|
|
// First step: get the points near the coast.
|
|
std::set<int> CoastalPointsSet;
|
|
for (size_t z = 1; z < SideSize-1; ++z)
|
|
for (size_t x = 1; x < SideSize-1; ++x)
|
|
if (abs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
|
|
CoastalPointsSet.insert(z*SideSize + x);
|
|
|
|
// Second step: create chains out of those coastal points.
|
|
static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } };
|
|
|
|
std::vector<std::deque<CoastalPoint> > CoastalPointsChains;
|
|
while (!CoastalPointsSet.empty())
|
|
{
|
|
int index = *(CoastalPointsSet.begin());
|
|
int x = index % SideSize;
|
|
int y = (index - x ) / SideSize;
|
|
|
|
std::deque<CoastalPoint> Chain;
|
|
|
|
Chain.push_front(CoastalPoint(index,CVector2D(x*2,y*2)));
|
|
|
|
// Erase us.
|
|
CoastalPointsSet.erase(CoastalPointsSet.begin());
|
|
|
|
// We're our starter points. At most we can have 2 points close to us.
|
|
// We'll pick the first one and look for its neighbors (he can only have one new)
|
|
// Up until we either reach the end of the chain, or ourselves.
|
|
// Then go down the other direction if there is any.
|
|
int neighbours[2] = { -1, -1 };
|
|
int nbNeighb = 0;
|
|
for (int i = 0; i < 8; ++i)
|
|
{
|
|
if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize))
|
|
{
|
|
if (nbNeighb < 2)
|
|
neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize;
|
|
++nbNeighb;
|
|
}
|
|
}
|
|
if (nbNeighb > 2)
|
|
continue;
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
if (neighbours[i] == -1)
|
|
continue;
|
|
// Move to our neighboring point
|
|
int xx = neighbours[i] % SideSize;
|
|
int yy = (neighbours[i] - xx ) / SideSize;
|
|
int indexx = xx + yy*SideSize;
|
|
int endedChain = false;
|
|
|
|
if (i == 0)
|
|
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
|
|
else
|
|
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
|
|
|
|
// If there's a loop we'll be the "other" neighboring point already so check for that.
|
|
// We'll readd at the end/front the other one to have full squares.
|
|
if (CoastalPointsSet.count(indexx) == 0)
|
|
break;
|
|
|
|
CoastalPointsSet.erase(indexx);
|
|
|
|
// Start checking from there.
|
|
while(!endedChain)
|
|
{
|
|
bool found = false;
|
|
nbNeighb = 0;
|
|
for (int p = 0; p < 8; ++p)
|
|
{
|
|
if (CoastalPointsSet.count(xx+around[p][0] + (yy + around[p][1])*SideSize))
|
|
{
|
|
if (nbNeighb >= 2)
|
|
{
|
|
CoastalPointsSet.erase(xx + yy*SideSize);
|
|
continue;
|
|
}
|
|
++nbNeighb;
|
|
// We've found a new point around us.
|
|
// Move there
|
|
xx = xx + around[p][0];
|
|
yy = yy + around[p][1];
|
|
indexx = xx + yy*SideSize;
|
|
if (i == 0)
|
|
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
|
|
else
|
|
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
|
|
CoastalPointsSet.erase(xx + yy*SideSize);
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
endedChain = true;
|
|
}
|
|
}
|
|
if (Chain.size() > 10)
|
|
CoastalPointsChains.push_back(Chain);
|
|
}
|
|
|
|
// (optional) third step: Smooth chains out.
|
|
// This is also really dumb.
|
|
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
|
|
{
|
|
// Bump 1 for smoother.
|
|
for (int p = 0; p < 3; ++p)
|
|
{
|
|
for (size_t j = 1; j < CoastalPointsChains[i].size()-1; ++j)
|
|
{
|
|
CVector2D realPos = CoastalPointsChains[i][j-1].position + CoastalPointsChains[i][j+1].position;
|
|
|
|
CoastalPointsChains[i][j].position = (CoastalPointsChains[i][j].position + realPos/2.0f)/2.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fourth step: create waves themselves, using those chains. We basically create subchains.
|
|
size_t waveSizes = 14; // maximal size in width.
|
|
|
|
// Construct indices buffer (we can afford one for all of them)
|
|
std::vector<GLushort> water_indices;
|
|
for (size_t a = 0; a < waveSizes-1;++a)
|
|
{
|
|
for (size_t rect = 0; rect < 7; ++rect)
|
|
{
|
|
water_indices.push_back(a*9 + rect);
|
|
water_indices.push_back(a*9 + 9 + rect);
|
|
water_indices.push_back(a*9 + 1 + rect);
|
|
water_indices.push_back(a*9 + 9 + rect);
|
|
water_indices.push_back(a*9 + 10 + rect);
|
|
water_indices.push_back(a*9 + 1 + rect);
|
|
}
|
|
}
|
|
// Generic indexes, max-length
|
|
m_ShoreWaves_VBIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
|
|
m_ShoreWaves_VBIndices->m_Owner->UpdateChunkVertices(m_ShoreWaves_VBIndices, &water_indices[0]);
|
|
|
|
float diff = (rand() % 50) / 5.0f;
|
|
|
|
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
|
|
{
|
|
for (size_t j = 0; j < CoastalPointsChains[i].size()-waveSizes; ++j)
|
|
{
|
|
if (CoastalPointsChains[i].size()- 1 - j < waveSizes)
|
|
break;
|
|
|
|
size_t width = waveSizes;
|
|
|
|
// First pass to get some parameters out.
|
|
float outmost = 0.0f; // how far to move on the shore.
|
|
float avgDepth = 0.0f;
|
|
int sign = 1;
|
|
CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
|
|
for (size_t a = 0; a < waveSizes;++a)
|
|
{
|
|
lastPerp = perp;
|
|
perp = CVector2D(0,0);
|
|
int nb = 0;
|
|
CVector2D pos = CoastalPointsChains[i][j+a].position;
|
|
CVector2D posPlus;
|
|
CVector2D posMinus;
|
|
if (a > 0)
|
|
{
|
|
++nb;
|
|
posMinus = CoastalPointsChains[i][j+a-1].position;
|
|
perp += pos-posMinus;
|
|
}
|
|
if (a < waveSizes-1)
|
|
{
|
|
++nb;
|
|
posPlus = CoastalPointsChains[i][j+a+1].position;
|
|
perp += posPlus-pos;
|
|
}
|
|
perp /= nb;
|
|
perp = CVector2D(-perp.Y,perp.X).Normalized();
|
|
|
|
if (a == 0)
|
|
firstPerp = perp;
|
|
|
|
if ( a > 1 && perp.Dot(lastPerp) < 0.90f && perp.Dot(firstPerp) < 0.70f)
|
|
{
|
|
width = a+1;
|
|
break;
|
|
}
|
|
|
|
if (m_BlurredNormalMap[ (int)(pos.X/4) + (int)(pos.Y/4)*m_MapSize].Y < 0.9)
|
|
{
|
|
width = a-1;
|
|
break;
|
|
}
|
|
|
|
if (terrain->GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f) > m_WaterHeight)
|
|
sign = -1;
|
|
|
|
avgDepth += terrain->GetExactGroundLevel(pos.X+sign*perp.X*20.0f, pos.Y+sign*perp.Y*20.0f) - m_WaterHeight;
|
|
|
|
float localOutmost = -2.0f;
|
|
while (localOutmost < 0.0f)
|
|
{
|
|
float depth = terrain->GetExactGroundLevel(pos.X+sign*perp.X*localOutmost, pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight;
|
|
if (depth < 0.0f || depth > 0.6f)
|
|
localOutmost += 0.2f;
|
|
else
|
|
break;
|
|
}
|
|
|
|
outmost += localOutmost;
|
|
}
|
|
if (width < 5)
|
|
{
|
|
j += 6;
|
|
continue;
|
|
}
|
|
|
|
outmost /= width;
|
|
|
|
if (outmost > -0.5f)
|
|
{
|
|
j += 3;
|
|
continue;
|
|
}
|
|
outmost = -0.5f + outmost * m_Waviness/10.0f;
|
|
|
|
avgDepth /= width;
|
|
|
|
if (avgDepth > -1.3f)
|
|
{
|
|
j += 3;
|
|
continue;
|
|
}
|
|
// we passed the checks, we can create a wave of size "width".
|
|
|
|
WaveObject* shoreWave = new WaveObject;
|
|
std::vector<SWavesVertex> vertices;
|
|
|
|
shoreWave->m_Width = width;
|
|
shoreWave->m_TimeDiff = diff;
|
|
diff += (rand() % 100) / 25.0f + 4.0f;
|
|
|
|
for (size_t a = 0; a < width;++a)
|
|
{
|
|
CVector2D perp = CVector2D(0,0);
|
|
int nb = 0;
|
|
CVector2D pos = CoastalPointsChains[i][j+a].position;
|
|
CVector2D posPlus;
|
|
CVector2D posMinus;
|
|
if (a > 0)
|
|
{
|
|
++nb;
|
|
posMinus = CoastalPointsChains[i][j+a-1].position;
|
|
perp += pos-posMinus;
|
|
}
|
|
if (a < waveSizes-1)
|
|
{
|
|
++nb;
|
|
posPlus = CoastalPointsChains[i][j+a+1].position;
|
|
perp += posPlus-pos;
|
|
}
|
|
perp /= nb;
|
|
perp = CVector2D(-perp.Y,perp.X).Normalized();
|
|
|
|
SWavesVertex point[9];
|
|
|
|
float baseHeight = 0.04f;
|
|
|
|
float halfWidth = (width-1.0f)/2.0f;
|
|
float sideNess = sqrtf(clamp( (halfWidth - fabsf(a-halfWidth))/3.0f, 0.0f,1.0f));
|
|
|
|
point[0].m_UV[0] = a; point[0].m_UV[1] = 8;
|
|
point[1].m_UV[0] = a; point[1].m_UV[1] = 7;
|
|
point[2].m_UV[0] = a; point[2].m_UV[1] = 6;
|
|
point[3].m_UV[0] = a; point[3].m_UV[1] = 5;
|
|
point[4].m_UV[0] = a; point[4].m_UV[1] = 4;
|
|
point[5].m_UV[0] = a; point[5].m_UV[1] = 3;
|
|
point[6].m_UV[0] = a; point[6].m_UV[1] = 2;
|
|
point[7].m_UV[0] = a; point[7].m_UV[1] = 1;
|
|
point[8].m_UV[0] = a; point[8].m_UV[1] = 0;
|
|
|
|
point[0].m_PerpVect = perp;
|
|
point[1].m_PerpVect = perp;
|
|
point[2].m_PerpVect = perp;
|
|
point[3].m_PerpVect = perp;
|
|
point[4].m_PerpVect = perp;
|
|
point[5].m_PerpVect = perp;
|
|
point[6].m_PerpVect = perp;
|
|
point[7].m_PerpVect = perp;
|
|
point[8].m_PerpVect = perp;
|
|
|
|
static const float perpT1[9] = { 6.0f, 6.05f, 6.1f, 6.2f, 6.3f, 6.4f, 6.5f, 6.6f, 9.7f };
|
|
static const float perpT2[9] = { 2.0f, 2.1f, 2.2f, 2.3f, 2.4f, 3.0f, 3.3f, 3.6f, 9.5f };
|
|
static const float perpT3[9] = { 1.1f, 0.7f, -0.2f, 0.0f, 0.6f, 1.3f, 2.2f, 3.6f, 9.0f };
|
|
static const float perpT4[9] = { 2.0f, 2.1f, 1.2f, 1.5f, 1.7f, 1.9f, 2.7f, 3.8f, 9.0f };
|
|
|
|
static const float heightT1[9] = { 0.0f, 0.2f, 0.5f, 0.8f, 0.9f, 0.85f, 0.6f, 0.2f, 0.0 };
|
|
static const float heightT2[9] = { -0.8f, -0.4f, 0.0f, 0.1f, 0.1f, 0.03f, 0.0f, 0.0f, 0.0 };
|
|
static const float heightT3[9] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0 };
|
|
|
|
for (size_t t = 0; t < 9; ++t)
|
|
{
|
|
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT1[t]+outmost),
|
|
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
|
|
point[t].m_BasePosition = CVector3D(pos.X+sign*perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
|
|
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
|
|
}
|
|
for (size_t t = 0; t < 9; ++t)
|
|
{
|
|
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT2[t]+outmost),
|
|
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
|
|
point[t].m_ApexPosition = CVector3D(pos.X+sign*perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
|
|
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
|
|
}
|
|
for (size_t t = 0; t < 9; ++t)
|
|
{
|
|
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess),
|
|
pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
|
|
point[t].m_SplashPosition = CVector3D(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), baseHeight + heightT2[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
|
|
}
|
|
for (size_t t = 0; t < 9; ++t)
|
|
{
|
|
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT4[t]+outmost),
|
|
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
|
|
point[t].m_RetreatPosition = CVector3D(pos.X+sign*perp.X*(perpT4[t]+outmost), baseHeight + heightT3[t]*sideNess + std::max(m_WaterHeight,terrHeight),
|
|
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
|
|
}
|
|
|
|
vertices.push_back(point[8]);
|
|
vertices.push_back(point[7]);
|
|
vertices.push_back(point[6]);
|
|
vertices.push_back(point[5]);
|
|
vertices.push_back(point[4]);
|
|
vertices.push_back(point[3]);
|
|
vertices.push_back(point[2]);
|
|
vertices.push_back(point[1]);
|
|
vertices.push_back(point[0]);
|
|
|
|
shoreWave->m_AABB += point[8].m_SplashPosition;
|
|
shoreWave->m_AABB += point[8].m_BasePosition;
|
|
shoreWave->m_AABB += point[0].m_SplashPosition;
|
|
shoreWave->m_AABB += point[0].m_BasePosition;
|
|
shoreWave->m_AABB += point[4].m_ApexPosition;
|
|
}
|
|
|
|
if (sign == 1)
|
|
{
|
|
// Let's do some fancy reversing.
|
|
std::vector<SWavesVertex> reversed;
|
|
for (int a = width-1; a >= 0; --a)
|
|
{
|
|
for (size_t t = 0; t < 9; ++t)
|
|
reversed.push_back(vertices[a*9+t]);
|
|
}
|
|
vertices = reversed;
|
|
}
|
|
j += width/2-1;
|
|
|
|
shoreWave->m_VBvertices = g_VBMan.Allocate(sizeof(SWavesVertex), vertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|
shoreWave->m_VBvertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBvertices, &vertices[0]);
|
|
|
|
m_ShoreWaves.push_back(shoreWave);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WaterManager::RenderWaves(const CFrustum& frustrum)
|
|
{
|
|
if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
|
|
return;
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
|
|
|
|
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
|
|
pglDrawBuffers(2, attachments);
|
|
|
|
glClearColor(0.0f,0.0f, 0.0f,0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
CShaderDefines none;
|
|
CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none);
|
|
|
|
shad->Bind();
|
|
|
|
shad->BindTexture(str_waveTex, m_WaveTex);
|
|
shad->BindTexture(str_foamTex, m_FoamTex);
|
|
|
|
shad->Uniform(str_time, (float)m_WaterTexTimer);
|
|
shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
|
|
for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
|
|
{
|
|
if (!frustrum.IsBoxVisible(CVector3D(0,0,0), m_ShoreWaves[a]->m_AABB))
|
|
continue;
|
|
|
|
CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices;
|
|
SWavesVertex *base=(SWavesVertex *)VBchunk->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride = sizeof(SWavesVertex);
|
|
shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
|
|
shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
|
|
// NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
|
|
pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect); // replaces commented above because my normal is vec2
|
|
shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
|
|
shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
|
|
shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
|
|
|
|
shad->AssertPointersBound();
|
|
|
|
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
|
|
shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);
|
|
|
|
u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind();
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
|
|
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index));
|
|
|
|
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
|
|
|
|
// TODO: figure out why this doesn't work.
|
|
//g_Renderer.m_Stats.m_DrawCalls++;
|
|
//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
shad->Unbind();
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthFunc(GL_LEQUAL);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Calculate The blurred normal map to get an idea of where water ought to go.
|
|
void WaterManager::RecomputeBlurredNormalMap()
|
|
{
|
|
// used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map).
|
|
// this might be updated to actually cache in the terrain manager but that's not for now.
|
|
if (m_BlurredNormalMap == NULL)
|
|
m_BlurredNormalMap = new CVector3D[m_MapSize*m_MapSize];
|
|
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
|
|
// It's really slow to calculate normals so cache them first.
|
|
CVector3D* normals = new CVector3D[m_MapSize*m_MapSize];
|
|
|
|
// Not the edges, we won't care about them.
|
|
float ii = 8.0f, jj = 8.0f;
|
|
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
|
|
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f)
|
|
{
|
|
CVector3D norm;
|
|
terrain->CalcNormal(i,j,norm);
|
|
normals[j*m_MapSize + i] = norm;
|
|
}
|
|
|
|
// We could be way fancier (and faster) for our blur but we probably don't need the complexity.
|
|
// Two pass filter, nothing complicated here.
|
|
CVector3D blurValue;
|
|
ii = 8.0f; jj = 8.0f;
|
|
size_t idx = 2;
|
|
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
|
|
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f,++idx)
|
|
{
|
|
blurValue = normals[idx-2];
|
|
blurValue += normals[idx-1];
|
|
blurValue += normals[idx];
|
|
blurValue += normals[idx+1];
|
|
blurValue += normals[idx+2];
|
|
m_BlurredNormalMap[idx] = blurValue * 0.2f;
|
|
}
|
|
// y direction, probably slower because of cache misses but I don't see an easy way around that.
|
|
ii = 8.0f; jj = 8.0f;
|
|
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f)
|
|
{
|
|
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
|
|
{
|
|
blurValue = normals[(j-2)*m_MapSize + i];
|
|
blurValue += normals[(j-1)*m_MapSize + i];
|
|
blurValue += normals[j*m_MapSize + i];
|
|
blurValue += normals[(j+1)*m_MapSize + i];
|
|
blurValue += normals[(j+2)*m_MapSize + i];
|
|
m_BlurredNormalMap[j*m_MapSize + i] = blurValue * 0.2f;
|
|
}
|
|
}
|
|
|
|
delete[] normals;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Calculate the strength of the wind at a given point on the map.
|
|
// This is too slow and should support limited recomputation.
|
|
void WaterManager::RecomputeWindStrength()
|
|
{
|
|
if (m_WindStrength == NULL)
|
|
m_WindStrength = new float[m_MapSize*m_MapSize];
|
|
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
float waterLevel = m_WaterHeight;
|
|
|
|
CVector2D windDir = CVector2D(cos(m_WindAngle),sin(m_WindAngle));
|
|
CVector2D perp = CVector2D(-windDir.Y, windDir.X);
|
|
|
|
// Our kernel will sample 5 points going towards the wind (generally).
|
|
int kernel[5][2] = { {(int)windDir.X*2,(int)windDir.Y*2}, {(int)windDir.X*5,(int)windDir.Y*5}, {(int)windDir.X*9,(int)windDir.Y*9}, {(int)windDir.X*16,(int)windDir.Y*16}, {(int)windDir.X*25,(int)windDir.Y*25} };
|
|
|
|
float* Temp = new float[m_MapSize*m_MapSize];
|
|
std::fill(Temp, Temp + m_MapSize*m_MapSize, 1.0f);
|
|
|
|
for (size_t j = 0; j < m_MapSize; ++j)
|
|
for (size_t i = 0; i < m_MapSize; ++i)
|
|
{
|
|
float curHeight = terrain->GetVertexGroundLevel(i,j);
|
|
if (curHeight >= waterLevel)
|
|
{
|
|
Temp[j*m_MapSize + i] = 0.3f; // blurs too strong otherwise
|
|
continue;
|
|
}
|
|
if (terrain->GetVertexGroundLevel(i + ceil(windDir.X),j + ceil(windDir.Y)) < waterLevel)
|
|
continue;
|
|
|
|
// Calculate how dampened our waves should be.
|
|
float tendency = 0.0f;
|
|
float oldHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[4][0],j+kernel[4][1]));
|
|
float currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[3][0],j+kernel[3][1]));
|
|
float avgheight = oldHeight + currentHeight;
|
|
tendency = currentHeight - oldHeight;
|
|
oldHeight = currentHeight;
|
|
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[2][0],j+kernel[2][1]));
|
|
avgheight += currentHeight;
|
|
tendency += currentHeight - oldHeight;
|
|
oldHeight = currentHeight;
|
|
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[1][0],j+kernel[1][1]));
|
|
avgheight += currentHeight;
|
|
tendency += currentHeight - oldHeight;
|
|
oldHeight = currentHeight;
|
|
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[0][0],j+kernel[0][1]));
|
|
avgheight += currentHeight;
|
|
tendency += currentHeight - oldHeight;
|
|
|
|
float baseLevel = std::max(0.0f,1.0f - (avgheight/5.0f-waterLevel)/20.0f);
|
|
baseLevel *= baseLevel;
|
|
tendency /= 15.0f;
|
|
baseLevel -= tendency; // if the terrain was sloping downwards, increase baselevel. Otherwise reduce.
|
|
baseLevel = clamp(baseLevel,0.0f,1.0f);
|
|
|
|
// Draw on map. This is pretty slow.
|
|
float length = 35.0f * (1.0f-baseLevel/1.8f);
|
|
for (float y = 0; y < length; y += 0.6f)
|
|
{
|
|
int xx = clamp(i - y * windDir.X,0.0f,(float)(m_MapSize-1));
|
|
int yy = clamp(j - y * windDir.Y,0.0f,(float)(m_MapSize-1));
|
|
Temp[yy*m_MapSize + xx] = Temp[yy*m_MapSize + xx] < (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f ?
|
|
Temp[yy*m_MapSize + xx] : (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f;
|
|
}
|
|
}
|
|
|
|
int blurKernel[4][2] = { {(int)ceil(windDir.X),(int)ceil(windDir.Y)}, {(int)windDir.X*3,(int)windDir.Y*3}, {(int)ceil(perp.X),(int)ceil(perp.Y)}, {(int)-ceil(perp.X),(int)-ceil(perp.Y)} };
|
|
float blurValue;
|
|
for (size_t j = 2; j < m_MapSize-2; ++j)
|
|
for (size_t i = 2; i < m_MapSize-2; ++i)
|
|
{
|
|
blurValue = Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
|
|
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
|
|
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
|
|
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
|
|
m_WindStrength[j*m_MapSize + i] = blurValue * 0.25f;
|
|
}
|
|
delete[] Temp;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// TODO: This will always recalculate for now
|
|
void WaterManager::SetMapSize(size_t size)
|
|
{
|
|
// TODO: Im' blindly trusting the user here.
|
|
m_MapSize = size;
|
|
m_NeedInfoUpdate = true;
|
|
m_updatei0 = 0;
|
|
m_updatei1 = size;
|
|
m_updatej0 = 0;
|
|
m_updatej1 = size;
|
|
|
|
SAFE_ARRAY_DELETE(m_DistanceHeightmap);
|
|
SAFE_ARRAY_DELETE(m_BlurredNormalMap);
|
|
SAFE_ARRAY_DELETE(m_WindStrength);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// This will set the bools properly
|
|
void WaterManager::UpdateQuality()
|
|
{
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERUGLY) != m_WaterUgly) {
|
|
m_WaterUgly = g_Renderer.GetOptionBool(CRenderer::OPT_WATERUGLY);
|
|
m_NeedsReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS) != m_WaterFancyEffects) {
|
|
m_WaterFancyEffects = g_Renderer.GetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS);
|
|
m_NeedsReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREALDEPTH) != m_WaterRealDepth) {
|
|
m_WaterRealDepth = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREALDEPTH);
|
|
m_NeedsReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFRACTION) != m_WaterRefraction) {
|
|
m_WaterRefraction = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFRACTION);
|
|
m_NeedsReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFLECTION) != m_WaterReflection) {
|
|
m_WaterReflection = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFLECTION);
|
|
m_NeedsReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWSONWATER) != m_WaterShadows) {
|
|
m_WaterShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWSONWATER);
|
|
m_NeedsReloading = true;
|
|
}
|
|
}
|
|
|
|
bool WaterManager::WillRenderFancyWater()
|
|
{
|
|
if (!g_Renderer.GetCapabilities().m_FragmentShader)
|
|
return false;
|
|
if (!m_RenderWater || m_WaterUgly)
|
|
return false;
|
|
return true;
|
|
}
|