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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "BasicWater.h"
#include "ISky.h"
#include "Rendering/Textures/Bitmap.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "System/Exceptions.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBasicWater::CBasicWater()
{
CBitmap pic;
if (!pic.Load(mapInfo->water.texture)) {
throw content_error("Could not read water texture from file " + mapInfo->water.texture);
}
// create mipmapped texture
texture = pic.CreateTexture(true);
displist = 0;
textureWidth = pic.xsize;
textureHeight = pic.ysize;
}
CBasicWater::~CBasicWater()
{
glDeleteTextures(1, &texture);
glDeleteLists(displist, 1);
}
void CBasicWater::Draw()
{
if (!mapInfo->water.forceRendering && (readmap->currMinHeight > 1.0f)) {
return;
}
glPushAttrib(GL_FOG_BIT);
ISky::SetupFog();
if (displist == 0) {
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
glDisable(GL_ALPHA_TEST);
glDepthMask(0);
glColor4f(0.7f, 0.7f, 0.7f, 0.5f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
float mapSizeX = gs->mapx * SQUARE_SIZE;
float mapSizeY = gs->mapy * SQUARE_SIZE;
// Calculate number of times texture should repeat over the map,
// taking aspect ratio into account.
float repeatX = 65536.0f / gs->mapx;
float repeatY = 65536.0f / gs->mapy * textureWidth / textureHeight;
// Use better repeat setting of 1 repeat per 4096 mapx/mapy for the new
// ocean.jpg while retaining backward compatibility with old maps relying
// on 1 repeat per 1024 mapx/mapy. (changed 16/05/2007)
if (mapInfo->water.texture == "bitmaps/ocean.jpg") {
repeatX /= 4;
repeatY /= 4;
}
repeatX = (mapInfo->water.repeatX != 0 ? mapInfo->water.repeatX : repeatX) / 16;
repeatY = (mapInfo->water.repeatY != 0 ? mapInfo->water.repeatY : repeatY) / 16;
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
glTexCoord2f(x * repeatX, y * repeatY); glVertex3f(x * mapSizeX/16, 0, y * mapSizeY/16);
glTexCoord2f(x * repeatX, (y + 1) * repeatY); glVertex3f(x * mapSizeX/16, 0, (y + 1) * mapSizeY/16);
glTexCoord2f((x + 1) * repeatX, (y + 1) * repeatY); glVertex3f((x + 1) * mapSizeX/16, 0, (y + 1) * mapSizeY/16);
glTexCoord2f((x + 1) * repeatX, y * repeatY); glVertex3f((x + 1) * mapSizeX/16, 0, y * mapSizeY/16);
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDepthMask(1);
glEndList();
}
glCallList(displist);
glPopAttrib();
}
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