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forked from 0ad/0ad
0ad/source/renderer/WaterManager.h
2006-09-10 05:31:41 +00:00

95 lines
2.4 KiB
C++

/**
* =========================================================================
* File : WaterManager.h
* Project : Pyrogenesis
* Description : Water settings (speed, height) and texture management
*
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef WATERMANAGER_H
#define WATERMANAGER_H
#include "ps/Overlay.h"
#include "maths/Matrix3D.h"
#include "lib/ogl.h"
/**
* Class WaterManager: Maintain water settings and textures.
*
* This could be extended to provide more advanced water rendering effects
* (refractive/reflective water) in the future.
*/
class WaterManager
{
public:
Handle m_WaterTexture[60];
Handle m_NormalMap[60];
int m_WaterCurrentTex;
CColor m_WaterColor;
bool m_RenderWater;
bool m_WaterScroll;
float m_WaterHeight;
float m_WaterMaxAlpha;
float m_WaterFullDepth;
float m_WaterAlphaOffset;
float m_SWaterSpeed;
float m_TWaterSpeed;
float m_SWaterTrans;
float m_TWaterTrans;
float m_SWaterScrollCounter;
float m_TWaterScrollCounter;
double m_WaterTexTimer;
// Reflection and refraction textures for fancy water
GLuint m_ReflectionTexture;
GLuint m_RefractionTexture;
uint m_ReflectionTextureSize;
uint m_RefractionTextureSize;
// Model-view-projection matrices for reflected & refracted cameras
// (used to let the vertex shader do projective texturing)
CMatrix3D m_ReflectionMatrix;
CMatrix3D m_RefractionMatrix;
// Shader parameters for fancy water
CColor m_WaterTint;
float m_RepeatPeriod;
float m_Shininess;
float m_SpecularStrength;
float m_Waviness;
float m_Murkiness;
CColor m_ReflectionTint;
float m_ReflectionTintStrength;
public:
WaterManager();
~WaterManager();
/**
* LoadWaterTextures: Load water textures from within the
* progressive load framework.
*
* @return 0 if loading has completed, a value from 1 to 100 (in percent of completion)
* if more textures need to be loaded and a negative error value on failure.
*/
int LoadWaterTextures();
/**
* UnloadWaterTextures: Free any loaded water textures and reset the internal state
* so that another call to LoadWaterTextures will begin progressive loading.
*/
void UnloadWaterTextures();
private:
/// State of progressive loading (in # of loaded textures)
uint cur_loading_water_tex;
uint cur_loading_normal_map;
};
#endif // WATERMANAGER_H