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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "WaterRendering.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/myGL.h"
#include "RefractWater.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "System/bitops.h"
CRefractWater::CRefractWater()
: CAdvWater(false)
, subSurfaceTex(0)
{
LoadGfx();
}
void CRefractWater::LoadGfx()
{
// valid because GL_TEXTURE_RECTANGLE_ARB = GL_TEXTURE_RECTANGLE_EXT
if (GLEW_ARB_texture_rectangle || GLEW_EXT_texture_rectangle) {
target = GL_TEXTURE_RECTANGLE_ARB;
} else {
target = GL_TEXTURE_2D;
}
glGenTextures(1, &subSurfaceTex);
glBindTexture(target, subSurfaceTex);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (target == GL_TEXTURE_RECTANGLE_ARB) {
glTexImage2D(target, 0, 3, globalRendering->viewSizeX, globalRendering->viewSizeY, 0, GL_RGB, GL_INT, 0);
waterFP = LoadFragmentProgram("ARB/waterRefractTR.fp");
} else {
glTexImage2D(target, 0, 3, next_power_of_2(globalRendering->viewSizeX), next_power_of_2(globalRendering->viewSizeY), 0, GL_RGB, GL_INT, 0);
waterFP = LoadFragmentProgram("ARB/waterRefractT2D.fp");
}
}
CRefractWater::~CRefractWater()
{
if (subSurfaceTex) {
glDeleteTextures(1, &subSurfaceTex);
}
}
void CRefractWater::Draw()
{
if (!waterRendering->forceRendering && !readMap->HasVisibleWater())
return;
glActiveTextureARB(GL_TEXTURE2_ARB);
glBindTexture(target, subSurfaceTex);
glEnable(target);
glCopyTexSubImage2D(target, 0, 0, 0, globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
SetupWaterDepthTex();
glActiveTextureARB(GL_TEXTURE0_ARB);
// GL_TEXTURE_RECTANGLE uses texcoord range 0 to width, whereas GL_TEXTURE_2D uses 0 to 1
if (target == GL_TEXTURE_RECTANGLE_ARB) {
float v[] = { 10.0f * globalRendering->viewSizeX, 10.0f * globalRendering->viewSizeY, 0.0f, 0.0f };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
} else {
float v[] = { 10.0f, 10.0f, 0.0f, 0.0f };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
v[0] = 1.0f / next_power_of_2(globalRendering->viewSizeX);
v[1] = 1.0f / next_power_of_2(globalRendering->viewSizeY);
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 3, v);
}
CAdvWater::Draw(false);
glActiveTextureARB(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(target);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void CRefractWater::SetupWaterDepthTex()
{
glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture()); // the shading texture has water depth encoded in alpha
glEnable(GL_TEXTURE_GEN_S);
float splane[] = { 1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 0.0f, 0.0f, 0.0f };
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGenfv(GL_S,GL_OBJECT_PLANE,splane);
glEnable(GL_TEXTURE_GEN_T);
float tplane[] = { 0.0f, 0.0f, 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0.0f};
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGenfv(GL_T,GL_OBJECT_PLANE,tplane);
}
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