historic_bruno
047992e61a
Checks if wave vertex buffers were allocated before rendering, fixes #2017 This was SVN commit r13561.
622 lines
20 KiB
C++
622 lines
20 KiB
C++
/* Copyright (C) 2013 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/Terrain.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 "maths/Vector2D.h"
|
|
|
|
#include "ps/Game.h"
|
|
#include "ps/World.h"
|
|
|
|
#include "renderer/WaterManager.h"
|
|
#include "renderer/Renderer.h"
|
|
|
|
#include "simulation2/Simulation2.h"
|
|
#include "simulation2/components/ICmpWaterManager.h"
|
|
#include "simulation2/components/ICmpRangeManager.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 = 5.0f;
|
|
m_WaterMaxAlpha = 1.0f;
|
|
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 = 0.6f;
|
|
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;
|
|
m_WaveX = NULL;
|
|
m_WaveZ = NULL;
|
|
m_DistanceToShore = NULL;
|
|
m_FoamFactor = NULL;
|
|
|
|
m_WaterNormal = false;
|
|
m_WaterRealDepth = false;
|
|
m_WaterFoam = false;
|
|
m_WaterCoastalWaves = false;
|
|
m_WaterRefraction = false;
|
|
m_WaterReflection = false;
|
|
m_WaterShadows = false;
|
|
|
|
m_NeedsReloading = false;
|
|
m_NeedsFullReloading = true;
|
|
m_TerrainChangeThisTurn = false;
|
|
|
|
m_VBWaves = NULL;
|
|
m_VBWavesIndices = NULL;
|
|
|
|
m_depthTT = 0;
|
|
m_waveTT = 0;
|
|
|
|
}
|
|
|
|
WaterManager::~WaterManager()
|
|
{
|
|
// Cleanup if the caller messed up
|
|
UnloadWaterTextures();
|
|
delete[] m_WaveX;
|
|
delete[] m_WaveZ;
|
|
delete[] m_DistanceToShore;
|
|
delete[] m_FoamFactor;
|
|
|
|
glDeleteTextures(1, &m_depthTT);
|
|
glDeleteTextures(1, &m_waveTT);
|
|
|
|
if (m_VBWaves) g_VBMan.Release(m_VBWaves);
|
|
if (m_VBWavesIndices) g_VBMan.Release(m_VBWavesIndices);
|
|
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// 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;
|
|
}
|
|
// Load foam (for fancy water)
|
|
{
|
|
CTextureProperties textureProps("art/textures/terrain/types/water/foam.png");
|
|
textureProps.SetWrap(GL_REPEAT);
|
|
|
|
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
|
|
texture->Prefetch();
|
|
m_Foam = texture;
|
|
}
|
|
// Load waves (for fancy water)
|
|
{
|
|
CTextureProperties textureProps("art/textures/terrain/types/water/shore_wave.png");
|
|
textureProps.SetWrap(GL_REPEAT);
|
|
|
|
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
|
|
texture->Prefetch();
|
|
m_Wave = 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_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Create information about the terrain and wave vertices.
|
|
void WaterManager::CreateSuperfancyInfo(CSimulation2* simulation)
|
|
{
|
|
if (m_VBWaves)
|
|
{
|
|
g_VBMan.Release(m_VBWaves);
|
|
m_VBWaves = NULL;
|
|
}
|
|
if (m_VBWavesIndices)
|
|
{
|
|
g_VBMan.Release(m_VBWavesIndices);
|
|
m_VBWavesIndices = NULL;
|
|
}
|
|
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
ssize_t mapSize = terrain->GetVerticesPerSide();
|
|
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(*simulation, SYSTEM_ENTITY);
|
|
if (!cmpWaterManager)
|
|
return; // REALLY shouldn't happen and will most likely crash.
|
|
|
|
// Using this to get some more optimization on circular maps
|
|
CmpPtr<ICmpRangeManager> cmpRangeManager(*simulation, SYSTEM_ENTITY);
|
|
if (!cmpRangeManager)
|
|
return;
|
|
bool circular = cmpRangeManager->GetLosCircular();
|
|
float mSize = mapSize*mapSize;
|
|
float halfSize = (mapSize/2.0);
|
|
|
|
// Warning: this won't work with multiple water planes
|
|
m_WaterHeight = cmpWaterManager->GetExactWaterLevel(0,0);
|
|
|
|
// TODO: change this whenever we incrementally update because it's def. not too efficient
|
|
delete[] m_WaveX;
|
|
delete[] m_WaveZ;
|
|
delete[] m_DistanceToShore;
|
|
delete[] m_FoamFactor;
|
|
|
|
m_WaveX = new float[mapSize*mapSize];
|
|
m_WaveZ = new float[mapSize*mapSize];
|
|
m_DistanceToShore = new float[mapSize*mapSize];
|
|
m_FoamFactor = new float[mapSize*mapSize];
|
|
|
|
u16* heightmap = terrain->GetHeightMap();
|
|
|
|
// some temporary stuff for wave intensity
|
|
// not really used too much right now.
|
|
u8* waveForceHQ = new u8[mapSize*mapSize];
|
|
u16 waterHeightInu16 = m_WaterHeight/HEIGHT_SCALE;
|
|
|
|
// 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.
|
|
CVector3D* normals = new CVector3D[mapSize*mapSize];
|
|
|
|
// calculate wave force (not really used right now)
|
|
// and puts into "normals" the terrain normal at that point
|
|
// so as to avoid recalculating terrain normals too often.
|
|
for (ssize_t i = 0; i < mapSize; ++i)
|
|
{
|
|
for (ssize_t j = 0; j < mapSize; ++j)
|
|
{
|
|
normals[j*mapSize + i] = terrain->CalcExactNormal(((float)i)*4.0f,((float)j)*4.0f);
|
|
if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize)
|
|
{
|
|
waveForceHQ[j*mapSize + i] = 255;
|
|
continue;
|
|
}
|
|
u8 color = 0;
|
|
for (int v = 0; v <= 18; v += 3){
|
|
if (j-v >= 0 && i-v >= 0 && heightmap[(j-v)*mapSize + i-v] > waterHeightInu16)
|
|
{
|
|
if (color == 0)
|
|
color = 5;
|
|
else
|
|
color++;
|
|
}
|
|
}
|
|
waveForceHQ[j*mapSize + i] = 255 - color * 40;
|
|
}
|
|
}
|
|
// this creates information for waves and stores it in float arrays. PatchRData then puts it in the vertex info for speed.
|
|
for (ssize_t i = 0; i < mapSize; ++i)
|
|
{
|
|
for (ssize_t j = 0; j < mapSize; ++j)
|
|
{
|
|
if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize)
|
|
{
|
|
m_WaveX[j*mapSize + i] = 0.0f;
|
|
m_WaveZ[j*mapSize + i] = 0.0f;
|
|
m_DistanceToShore[j*mapSize + i] = 100;
|
|
m_FoamFactor[j*mapSize + i] = 0.0f;
|
|
continue;
|
|
}
|
|
float depth = m_WaterHeight - heightmap[j*mapSize + i]*HEIGHT_SCALE;
|
|
int distanceToShore = 10000;
|
|
|
|
// calculation of the distance to the shore.
|
|
// TODO: this is fairly dumb, though it returns a good result
|
|
// Could be sped up a fair bit.
|
|
if (depth >= 0)
|
|
{
|
|
// check in the square around.
|
|
for (int xx = -5; xx <= 5; ++xx)
|
|
{
|
|
for (int yy = -5; yy <= 5; ++yy)
|
|
{
|
|
if (i+xx >= 0 && i + xx < mapSize)
|
|
if (j + yy >= 0 && j + yy < mapSize)
|
|
{
|
|
float hereDepth = m_WaterHeight - heightmap[(j+yy)*mapSize + (i+xx)]*HEIGHT_SCALE;
|
|
if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore)
|
|
distanceToShore = xx*xx + yy*yy;
|
|
}
|
|
}
|
|
}
|
|
// refine the calculation if we're close enough
|
|
if (distanceToShore < 9)
|
|
{
|
|
for (float xx = -2.5f; xx <= 2.5f; ++xx)
|
|
{
|
|
for (float yy = -2.5f; yy <= 2.5f; ++yy)
|
|
{
|
|
float hereDepth = m_WaterHeight - terrain->GetExactGroundLevel( (i+xx)*4, (j+yy)*4 );
|
|
if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore)
|
|
distanceToShore = xx*xx + yy*yy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int xx = -2; xx <= 2; ++xx)
|
|
{
|
|
for (int yy = -2; yy <= 2; ++yy)
|
|
{
|
|
float hereDepth = m_WaterHeight - terrain->GetVertexGroundLevel(i+xx, j+yy);
|
|
if (hereDepth > 0)
|
|
distanceToShore = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
// speedup with default values for land squares
|
|
if (distanceToShore == 10000)
|
|
{
|
|
m_WaveX[j*mapSize + i] = 0.0f;
|
|
m_WaveZ[j*mapSize + i] = 0.0f;
|
|
m_DistanceToShore[j*mapSize + i] = 100;
|
|
m_FoamFactor[j*mapSize + i] = 0.0f;
|
|
continue;
|
|
}
|
|
// We'll compute the normals and the "water raise", to know about foam
|
|
// Normals are a pretty good calculation but it's slow since we normalize so much.
|
|
CVector3D normal;
|
|
int waterRaise = 0;
|
|
for (int xx = -4; xx <= 4; xx += 2) // every 2 tile is good enough.
|
|
{
|
|
for (int yy = -4; yy <= 4; yy += 2)
|
|
{
|
|
if (j+yy < mapSize && i+xx < mapSize && i+xx >= 0 && j+yy >= 0)
|
|
normal += normals[(j+yy)*mapSize + (i+xx)];
|
|
if (terrain->GetVertexGroundLevel(i+xx,j+yy) < heightmap[j*mapSize + i]*HEIGHT_SCALE)
|
|
waterRaise += heightmap[j*mapSize + i]*HEIGHT_SCALE - terrain->GetVertexGroundLevel(i+xx,j+yy);
|
|
}
|
|
}
|
|
// normalizes the terrain info to avoid foam moving at too different speeds.
|
|
normal *= 0.012345679f;
|
|
normal[1] = 0.1f;
|
|
normal = normal.Normalized();
|
|
|
|
m_WaveX[j*mapSize + i] = normal[0];
|
|
m_WaveZ[j*mapSize + i] = normal[2];
|
|
// distance is /5.0 to be a [0,1] value.
|
|
|
|
m_DistanceToShore[j*mapSize + i] = sqrtf(distanceToShore)/5.0f; // TODO: this can probably be cached as I'm integer here.
|
|
|
|
// computing the amount of foam I want
|
|
|
|
depth = clamp(depth,0.0f,10.0f);
|
|
float foamAmount = (waterRaise/255.0f) * (1.0f - depth/10.0f) * (waveForceHQ[j*mapSize+i]/255.0f) * (m_Waviness/8.0f);
|
|
foamAmount += clamp(m_Waviness/2.0f - distanceToShore,0.0f,m_Waviness/2.0f)/(m_Waviness/2.0f) * clamp(m_Waviness/9.0f,0.3f,1.0f);
|
|
foamAmount = foamAmount > 1.0f ? 1.0f: foamAmount;
|
|
|
|
m_FoamFactor[j*mapSize + i] = foamAmount;
|
|
}
|
|
}
|
|
|
|
delete[] normals;
|
|
delete[] waveForceHQ;
|
|
|
|
// TODO: The rest should be cleaned up
|
|
|
|
// okay let's create the waves squares. i'll divide the map in arbitrary squares
|
|
// For each of these squares, check if waves are needed.
|
|
// If yes, look for the best positionning (in order to have a nice blending with the shore)
|
|
// Then clean-up: remove squares that are too close to each other
|
|
|
|
std::vector<CVector2D> waveSquares;
|
|
|
|
int size = 8; // I think this is the size of the squares.
|
|
for (int i = 0; i < mapSize/size; ++i)
|
|
{
|
|
for (int j = 0; j < mapSize/size; ++j)
|
|
{
|
|
|
|
int landTexel = 0;
|
|
int waterTexel = 0;
|
|
CVector3D avnormal (0.0f,0.0f,0.0f);
|
|
CVector2D landPosition(0.0f,0.0f);
|
|
CVector2D waterPosition(0.0f,0.0f);
|
|
for (int xx = 0; xx < size; ++xx)
|
|
{
|
|
for (int yy = 0; yy < size; ++yy)
|
|
{
|
|
if (terrain->GetVertexGroundLevel(i*size+xx,j*size+yy) > m_WaterHeight)
|
|
{
|
|
landTexel++;
|
|
landPosition += CVector2D(i*size+xx,j*size+yy);
|
|
}
|
|
else
|
|
{
|
|
waterPosition += CVector2D(i*size+xx,j*size+yy);
|
|
waterTexel++;
|
|
avnormal += terrain->CalcExactNormal( (i*size+xx)*4.0f,(j*size+yy)*4.0f);
|
|
}
|
|
}
|
|
}
|
|
if (landTexel < size/2)
|
|
continue;
|
|
|
|
landPosition /= landTexel;
|
|
waterPosition /= waterTexel;
|
|
|
|
avnormal[1] = 1.0f;
|
|
avnormal.Normalize();
|
|
avnormal[1] = 0.0f;
|
|
|
|
// this should help ensure that the shore is pretty flat.
|
|
if (avnormal.Length() <= 0.2f)
|
|
continue;
|
|
|
|
// To get the best position for squares, I start at the mean "ocean" position
|
|
// And step by step go to the mean "land" position. I keep the position where I change from water to land.
|
|
// If this never happens, the square is scrapped.
|
|
if (terrain->GetExactGroundLevel(waterPosition.X*4.0f,waterPosition.Y*4.0f) > m_WaterHeight)
|
|
continue;
|
|
|
|
CVector2D squarePos(-1,-1);
|
|
for (u8 i = 0; i < 40; i++)
|
|
{
|
|
squarePos = landPosition * (i/40.0f) + waterPosition * (1.0f-(i/40.0f));
|
|
if (terrain->GetExactGroundLevel(squarePos.X*4.0f,squarePos.Y*4.0f) > m_WaterHeight)
|
|
break;
|
|
}
|
|
if (squarePos.X == -1)
|
|
continue;
|
|
|
|
u8 enter = 1;
|
|
// okaaaaaay. Got a square. Check for proximity.
|
|
for (unsigned long i = 0; i < waveSquares.size(); i++)
|
|
{
|
|
if ( CVector2D(waveSquares[i]-squarePos).LengthSquared() < 80) {
|
|
enter = 0;
|
|
break;
|
|
}
|
|
}
|
|
if (enter == 1)
|
|
waveSquares.push_back(squarePos);
|
|
}
|
|
}
|
|
|
|
// Actually create the waves' meshes.
|
|
std::vector<SWavesVertex> waves_vertex_data;
|
|
std::vector<GLushort> waves_indices;
|
|
|
|
// loop through each square point. Look in the square around it, calculate the normal
|
|
// create the square.
|
|
for (unsigned long i = 0; i < waveSquares.size(); i++)
|
|
{
|
|
CVector2D pos(waveSquares[i]);
|
|
|
|
CVector3D avgnorm(0.0f,0.0f,0.0f);
|
|
for (int xx = -size/2; xx < size/2; ++xx)
|
|
{
|
|
for (int yy = -size/2; yy < size/2; ++yy)
|
|
{
|
|
avgnorm += terrain->CalcExactNormal((pos.X+xx)*4.0f,(pos.Y+yy)*4.0f);
|
|
}
|
|
}
|
|
avgnorm[1] = 0.1f;
|
|
// okay crank out a square.
|
|
// we have the direction of the square. We'll get the perpendicular vector too
|
|
CVector2D perp(-avgnorm[2],avgnorm[0]);
|
|
perp = perp.Normalized();
|
|
avgnorm = avgnorm.Normalized();
|
|
|
|
SWavesVertex vertex[4];
|
|
vertex[0].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y + perp.Y*(size/2.2f) - avgnorm[2]*1.0f);
|
|
vertex[0].m_Position *= 4.0f;
|
|
vertex[0].m_Position.Y = m_WaterHeight + 1.0f;
|
|
vertex[0].m_UV[1] = 1;
|
|
vertex[0].m_UV[0] = 0;
|
|
|
|
vertex[1].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y - perp.Y*(size/2.2f) - avgnorm[2]*1.0f);
|
|
vertex[1].m_Position *= 4.0f;
|
|
vertex[1].m_Position.Y = m_WaterHeight + 1.0f;
|
|
vertex[1].m_UV[1] = 1;
|
|
vertex[1].m_UV[0] = 1;
|
|
|
|
vertex[3].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y + perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f));
|
|
vertex[3].m_Position *= 4.0f;
|
|
vertex[3].m_Position.Y = m_WaterHeight + 1.0f;
|
|
vertex[3].m_UV[1] = 0;
|
|
vertex[3].m_UV[0] = 0;
|
|
|
|
vertex[2].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y - perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f));
|
|
vertex[2].m_Position *= 4.0f;
|
|
vertex[2].m_Position.Y = m_WaterHeight + 1.0f;
|
|
vertex[2].m_UV[1] = 0;
|
|
vertex[2].m_UV[0] = 1;
|
|
|
|
waves_indices.push_back(waves_vertex_data.size());
|
|
waves_vertex_data.push_back(vertex[0]);
|
|
waves_indices.push_back(waves_vertex_data.size());
|
|
waves_vertex_data.push_back(vertex[1]);
|
|
waves_indices.push_back(waves_vertex_data.size());
|
|
waves_vertex_data.push_back(vertex[2]);
|
|
waves_indices.push_back(waves_vertex_data.size());
|
|
waves_vertex_data.push_back(vertex[3]);
|
|
}
|
|
|
|
// no vertex buffers if no data generated
|
|
if (waves_indices.empty())
|
|
return;
|
|
|
|
// waves
|
|
// allocate vertex buffer
|
|
m_VBWaves = g_VBMan.Allocate(sizeof(SWavesVertex), waves_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|
m_VBWaves->m_Owner->UpdateChunkVertices(m_VBWaves, &waves_vertex_data[0]);
|
|
|
|
// Construct indices buffer
|
|
m_VBWavesIndices = g_VBMan.Allocate(sizeof(GLushort), waves_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
|
|
m_VBWavesIndices->m_Owner->UpdateChunkVertices(m_VBWavesIndices, &waves_indices[0]);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// This will set the bools properly
|
|
void WaterManager::updateQuality()
|
|
{
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERNORMAL) != m_WaterNormal) {
|
|
m_WaterNormal = g_Renderer.GetOptionBool(CRenderer::OPT_WATERNORMAL);
|
|
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_WATERFOAM) != m_WaterFoam) {
|
|
m_WaterFoam = g_Renderer.GetOptionBool(CRenderer::OPT_WATERFOAM);
|
|
m_NeedsReloading = true;
|
|
m_NeedsFullReloading = true;
|
|
}
|
|
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERCOASTALWAVES) != m_WaterCoastalWaves) {
|
|
m_WaterCoastalWaves = g_Renderer.GetOptionBool(CRenderer::OPT_WATERCOASTALWAVES);
|
|
m_NeedsReloading = true;
|
|
m_NeedsFullReloading = 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_WATERSHADOW) != m_WaterShadows) {
|
|
m_WaterShadows = g_Renderer.GetOptionBool(CRenderer::OPT_WATERSHADOW);
|
|
m_NeedsReloading = true;
|
|
}
|
|
}
|
|
|
|
bool WaterManager::WillRenderFancyWater()
|
|
{
|
|
if (!g_Renderer.GetCapabilities().m_FragmentShader)
|
|
return false;
|
|
if (!m_RenderWater)
|
|
return false;
|
|
return true;
|
|
}
|