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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "BaseGroundDrawer.h"
#include "Game/Camera.h"
#include "ReadMap.h"
#include "Rendering/Env/ITreeDrawer.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "System/Config/ConfigHandler.h"
CONFIG(float, GroundLODScaleReflection).defaultValue(1.0f).headlessValue(0.0f);
CONFIG(float, GroundLODScaleRefraction).defaultValue(1.0f).headlessValue(0.0f);
CONFIG(float, GroundLODScaleTerrainReflection).defaultValue(1.0f);
CBaseGroundDrawer::CBaseGroundDrawer()
{
LODScaleReflection = configHandler->GetFloat("GroundLODScaleReflection");
LODScaleRefraction = configHandler->GetFloat("GroundLODScaleRefraction");
LODScaleTerrainReflection = configHandler->GetFloat("GroundLODScaleTerrainReflection");
drawForward = true;
drawDeferred = false;
drawMapEdges = false;
wireframe = false;
advShading = false;
jamColor[0] = (int)(losColorScale * 0.1f);
jamColor[1] = (int)(losColorScale * 0.0f);
jamColor[2] = (int)(losColorScale * 0.0f);
losColor[0] = (int)(losColorScale * 0.3f);
losColor[1] = (int)(losColorScale * 0.3f);
losColor[2] = (int)(losColorScale * 0.3f);
radarColor[0] = (int)(losColorScale * 0.0f);
radarColor[1] = (int)(losColorScale * 0.0f);
radarColor[2] = (int)(losColorScale * 1.0f);
alwaysColor[0] = (int)(losColorScale * 0.2f);
alwaysColor[1] = (int)(losColorScale * 0.2f);
alwaysColor[2] = (int)(losColorScale * 0.2f);
radarColor2[0] = (int)(losColorScale * 0.0f);
radarColor2[1] = (int)(losColorScale * 1.0f);
radarColor2[2] = (int)(losColorScale * 0.0f);
groundTextures = NULL;
}
CBaseGroundDrawer::~CBaseGroundDrawer()
{
}
void CBaseGroundDrawer::DrawTrees(bool drawReflection) const
{
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.005f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (treeDrawer->drawTrees) {
// NOTE:
// the info-texture now contains an alpha-component
// so binding it here means trees will be invisible
// when shadows are disabled
if (infoTextureHandler->IsEnabled()) {
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 0);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
treeDrawer->Draw(drawReflection);
if (infoTextureHandler->IsEnabled()) {
glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
glPopAttrib();
}
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