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0ad/source/renderer/WaterManager.cpp

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/* 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));
}