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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "IWater.h"
#include "ISky.h"
#include "BasicWater.h"
#include "AdvWater.h"
#include "BumpWater.h"
#include "DynWater.h"
#include "RefractWater.h"
#include "Game/Game.h"
#include "Game/GameHelper.h"
#include "Map/ReadMap.h"
#include "Map/BaseGroundDrawer.h"
#include "Rendering/FeatureDrawer.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/Env/Particles/ProjectileDrawer.h"
#include "Sim/Projectiles/ExplosionListener.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
CONFIG(int, Water)
.defaultValue(IWater::WATER_RENDERER_REFLECTIVE)
.safemodeValue(IWater::WATER_RENDERER_BASIC)
.headlessValue(0)
.minimumValue(0)
.maximumValue(IWater::NUM_WATER_RENDERERS - 1)
.description("Defines the type of water rendering. Can be set in game. Options are: 0 = Basic water, 1 = Reflective water, 2 = Reflective and Refractive water, 3 = Dynamic water, 4 = Bumpmapped water");
IWater* water = nullptr;
static std::vector<int> waterModes;
IWater::IWater()
: drawReflection(false)
, drawRefraction(false)
, wireFrameMode(false)
{
CExplosionCreator::AddExplosionListener(this);
}
void IWater::PushWaterMode(int nxtRendererMode)
{
waterModes.push_back(nxtRendererMode);
}
void IWater::ApplyPushedChanges(CGame* game) {
for (auto i = waterModes.cbegin(); i != waterModes.cend(); ++i) {
water = GetWater(water, *i);
LOG("Set water rendering mode to %i (%s)", water->GetID(), water->GetName());
}
waterModes.clear();
}
IWater* IWater::GetWater(IWater* curRenderer, int nxtRendererMode)
{
static IWater tmpRenderer;
static bool allowedModes[NUM_WATER_RENDERERS] = {
true,
GLEW_ARB_fragment_program && ProgramStringIsNative(GL_FRAGMENT_PROGRAM_ARB, "ARB/water.fp"),
GLEW_ARB_fragment_program && GLEW_ARB_texture_float && ProgramStringIsNative(GL_FRAGMENT_PROGRAM_ARB, "ARB/waterDyn.fp"),
GLEW_ARB_fragment_program && GLEW_ARB_texture_rectangle,
GLEW_ARB_shading_language_100 && GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader,
};
IWater* nxtRenderer = nullptr;
// -1 cycles
if (nxtRendererMode < 0) {
nxtRendererMode = (curRenderer == nullptr)? Clamp(configHandler->GetInt("Water"), 0, NUM_WATER_RENDERERS - 1): curRenderer->GetID() + 1;
}
nxtRendererMode %= NUM_WATER_RENDERERS;
if (curRenderer != nullptr) {
assert(water == curRenderer);
if (curRenderer->GetID() == nxtRendererMode) {
if (nxtRendererMode == IWater::WATER_RENDERER_BASIC) {
return curRenderer;
}
}
// note: rendering thread(s) can concurrently dereference the
// <water> global, so they may not see destructed memory while
// it is being reinstantiated through <curRenderer>
water = &tmpRenderer;
// for BumpWater, this needs to happen before a new renderer
// instance is created because its shaders must be recompiled
// (delayed deletion will fail)
delete curRenderer;
}
if (allowedModes[nxtRendererMode]) {
switch (nxtRendererMode) {
case WATER_RENDERER_DYNAMIC: {
try {
nxtRenderer = new CDynWater();
} catch (const content_error& ex) {
spring::SafeDelete(nxtRenderer);
LOG_L(L_ERROR, "Loading Dynamic Water failed, error: %s", ex.what());
}
} break;
case WATER_RENDERER_BUMPMAPPED: {
try {
nxtRenderer = new CBumpWater();
} catch (const content_error& ex) {
spring::SafeDelete(nxtRenderer);
LOG_L(L_ERROR, "Loading Bumpmapped Water failed, error: %s", ex.what());
}
} break;
case WATER_RENDERER_REFL_REFR: {
try {
nxtRenderer = new CRefractWater();
} catch (const content_error& ex) {
spring::SafeDelete(nxtRenderer);
LOG_L(L_ERROR, "Loading Refractive Water failed, error: %s", ex.what());
}
} break;
case WATER_RENDERER_REFLECTIVE: {
try {
nxtRenderer = new CAdvWater();
} catch (const content_error& ex) {
spring::SafeDelete(nxtRenderer);
LOG_L(L_ERROR, "Loading Reflective Water failed, error: %s", ex.what());
}
} break;
}
}
if (nxtRenderer == nullptr)
nxtRenderer = new CBasicWater();
configHandler->Set("Water", nxtRenderer->GetID());
return nxtRenderer;
}
void IWater::ExplosionOccurred(const CExplosionParams& event) {
AddExplosion(event.pos, event.damages.GetDefault(), event.craterAreaOfEffect);
}
void IWater::SetModelClippingPlane(const double* planeEq) {
glPushMatrix();
glLoadIdentity();
glClipPlane(GL_CLIP_PLANE2, planeEq);
glPopMatrix();
}
void IWater::DrawReflections(const double* clipPlaneEqs, bool drawGround, bool drawSky) {
game->SetDrawMode(CGame::gameReflectionDraw);
{
drawReflection = true;
// opaque; do not clip skydome (is drawn in camera space)
if (drawSky)
sky->Draw();
glEnable(GL_CLIP_PLANE2);
glClipPlane(GL_CLIP_PLANE2, &clipPlaneEqs[0]);
if (drawGround)
readMap->GetGroundDrawer()->Draw(DrawPass::WaterReflection);
// rest needs the plane in model-space; V is combined with P
SetModelClippingPlane(&clipPlaneEqs[4]);
unitDrawer->Draw(true);
featureDrawer->Draw();
// transparent
unitDrawer->DrawAlphaPass();
featureDrawer->DrawAlphaPass();
projectileDrawer->Draw(true);
// sun-disc does not blend well with water
// sky->DrawSun();
eventHandler.DrawWorldReflection();
glDisable(GL_CLIP_PLANE2);
drawReflection = false;
}
game->SetDrawMode(CGame::gameNormalDraw);
}
void IWater::DrawRefractions(const double* clipPlaneEqs, bool drawGround, bool drawSky) {
game->SetDrawMode(CGame::gameRefractionDraw);
{
drawRefraction = true;
glEnable(GL_CLIP_PLANE2);
glClipPlane(GL_CLIP_PLANE2, &clipPlaneEqs[0]);
// opaque
if (drawSky)
sky->Draw();
if (drawGround)
readMap->GetGroundDrawer()->Draw(DrawPass::WaterRefraction);
SetModelClippingPlane(&clipPlaneEqs[4]);
unitDrawer->Draw(false, true);
featureDrawer->Draw();
// transparent
unitDrawer->DrawAlphaPass();
featureDrawer->DrawAlphaPass();
projectileDrawer->Draw(false, true);
eventHandler.DrawWorldRefraction();
glDisable(GL_CLIP_PLANE2);
drawRefraction = false;
}
game->SetDrawMode(CGame::gameNormalDraw);
}
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