0ad/source/renderer/WaterManager.h
wraitii ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00

191 lines
5.0 KiB
C++

/* Copyright (C) 2012 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 "lib/ogl.h"
#include "maths/Matrix3D.h"
#include "ps/Overlay.h"
#include "renderer/VertexBufferManager.h"
class CSimulation2;
struct SWavesVertex {
// vertex position
CVector3D m_Position;
u8 m_UV[2];
};
cassert(sizeof(SWavesVertex) == 16);
/**
* 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];
CTexturePtr m_Foam;
CTexturePtr m_Wave;
float* m_WaveX;
float* m_WaveZ;
float* m_DistanceToShore;
float* m_FoamFactor;
u8* m_DistanceHeightmap; // Returns how far from the shore a point is. 3-2-1-0 where 3 is "on land"
CVector3D* m_BlurredNormalMap; // Returns how far from the shore a point is. 3-2-1-0 where 3 is "on land"
size_t m_MapSize;
ssize_t m_TexSize;
GLuint m_depthTT;
GLuint m_FancyTexture;
// used to know what to update when updating parts of the terrain only.
u32 m_updatei0;
u32 m_updatej0;
u32 m_updatei1;
u32 m_updatej1;
int m_WaterCurrentTex;
CColor m_WaterColor;
bool m_RenderWater;
// Force the use of the fixed function for rendering.
bool m_WaterUgly;
// Those variables register the current quality level. If there is a change, I have to recompile the shader.
// Use real depth or use the fake precomputed one.
bool m_WaterRealDepth;
// Use fancy shore effects and show trails behind ships
bool m_WaterFancyEffects;
// Use refractions instead of simply making the water more or less transparent.
bool m_WaterRefraction;
// Use complete reflections instead of showing merely the sky.
bool m_WaterReflection;
// Show shadows on the water.
bool m_WaterShadows;
bool m_NeedsReloading;
// requires also recreating the super fancy information.
bool m_NeedInfoUpdate;
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_SpecularStrength;
float m_Waviness;
float m_Murkiness;
CColor m_ReflectionTint;
float m_ReflectionTintStrength;
// Waves
// see the struct above.
CVertexBuffer::VBChunk* m_VBWaves;
CVertexBuffer::VBChunk* m_VBWavesIndices;
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();
/**
* RecomputeDistanceHeightmap: recalculates (or calculates) the distance heightmap.
*/
void RecomputeDistanceHeightmap();
/**
* RecomputeBlurredNormalMap: calculates the blurred normal map of the terrain. Slow.
*/
void RecomputeBlurredNormalMap();
/**
* CreateSuperfancyInfo: creates textures and wave vertices for superfancy water
*/
void CreateSuperfancyInfo(CSimulation2* simulation);
/**
* Updates the map size. Will trigger a complete recalculation of fancy water information the next turn.
*/
void SetMapSize(size_t size);
/**
* Updates the settings to the one from the renderer, and sets m_NeedsReloading.
*/
void UpdateQuality();
/**
* 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