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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef ADV_WATER_H
#define ADV_WATER_H
#include "Rendering/GL/FBO.h"
#include "Rendering/GL/myGL.h"
#include "IWater.h"
class CAdvWater : public IWater
{
public:
CAdvWater(bool loadShader = true);
virtual ~CAdvWater();
virtual int GetID() const { return WATER_RENDERER_REFLECTIVE; }
virtual const char* GetName() const { return "reflective"; }
virtual void Draw();
void Draw(bool useBlending);
void UpdateWater(CGame* game);
protected:
FBO reflectFBO;
FBO bumpFBO;
GLuint reflectTexture;
GLuint bumpTexture;
GLuint rawBumpTexture[4];
float3 waterSurfaceColor;
unsigned int waterFP;
};
#endif // ADV_WATER_H
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