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forked from 0ad/0ad
0ad/source/renderer/WaterManager.h
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

108 lines
2.9 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
*/
#ifndef INCLUDED_WATERMANAGER
#define INCLUDED_WATERMANAGER
#include "graphics/Texture.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:
CTexturePtr m_WaterTexture[60];
CTexturePtr 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;
size_t m_ReflectionTextureSize;
size_t 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();
/**
* Returns true if fancy water shaders will be used (i.e. the hardware is capable
* and it hasn't been configured off)
*/
bool WillRenderFancyWater();
};
#endif // INCLUDED_WATERMANAGER