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forked from 0ad/0ad
0ad/source/renderer/WaterManager.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

189 lines
5.8 KiB
C++

/**
* =========================================================================
* File : WaterManager.cpp
* Project : Pyrogenesis
* Description : 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, 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, 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;
}