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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "IWater.h"
#include "BasicWater.h"
#include "AdvWater.h"
#include "BumpWater.h"
#include "DynWater.h"
#include "RefractWater.h"
#include "Sim/Projectiles/ExplosionListener.h"
#include "Game/GameHelper.h"
#include "System/Config/ConfigHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
CONFIG(int, ReflectiveWater).defaultValue(IWater::WATER_RENDERER_REFLECTIVE).safemodeValue(IWater::WATER_RENDERER_BASIC);
IWater* water = NULL;
static std::vector<int> waterModes;
IWater::IWater()
: drawReflection(false)
, drawRefraction(false)
, drawSolid(false)
{
helper->AddExplosionListener(this);
}
IWater::~IWater()
{
if (helper != NULL) {
helper->RemoveExplosionListener(this);
}
}
void IWater::PushWaterMode(int nextWaterRenderMode) {
GML_STDMUTEX_LOCK(water); // PushWaterMode
waterModes.push_back(nextWaterRenderMode);
}
void IWater::ApplyPushedChanges(CGame* game) {
std::vector<int> wm;
{
GML_STDMUTEX_LOCK(water); // UpdateIWater
wm.swap(waterModes);
}
for (std::vector<int>::iterator i = wm.begin(); i != wm.end(); ++i) {
int nextWaterRendererMode = *i;
if (nextWaterRendererMode < 0) {
nextWaterRendererMode = (std::max(0, water->GetID()) + 1) % IWater::NUM_WATER_RENDERERS;
}
water = GetWater(water, nextWaterRendererMode);
LOG("Set water rendering mode to %i (%s)", nextWaterRendererMode, water->GetName());
}
}
IWater* IWater::GetWater(IWater* currWaterRenderer, int nextWaterRendererMode)
{
static IWater baseWaterRenderer;
IWater* nextWaterRenderer = NULL;
if (currWaterRenderer != NULL) {
assert(water == currWaterRenderer);
if (currWaterRenderer->GetID() == nextWaterRendererMode) {
if (nextWaterRendererMode == IWater::WATER_RENDERER_BASIC) {
return currWaterRenderer;
}
}
// note: rendering thread(s) can concurrently dereference the
// <water> global, so they may not see destructed memory while
// it is being reinstantiated through <currWaterRenderer>
water = &baseWaterRenderer;
// for BumpWater, this needs to happen before a new renderer
// instance is created because its shaders must be recompiled
// (delayed deletion will fail)
delete currWaterRenderer;
}
if (nextWaterRendererMode < IWater::WATER_RENDERER_BASIC) {
nextWaterRendererMode = configHandler->GetInt("ReflectiveWater");
}
switch (nextWaterRendererMode) {
case WATER_RENDERER_DYNAMIC: {
const bool canLoad =
GLEW_ARB_fragment_program &&
GLEW_ARB_texture_float &&
ProgramStringIsNative(GL_FRAGMENT_PROGRAM_ARB, "ARB/waterDyn.fp");
if (canLoad) {
try {
nextWaterRenderer = new CDynWater();
} catch (const content_error& ex) {
delete nextWaterRenderer;
nextWaterRenderer = NULL;
LOG_L(L_ERROR, "Loading Dynamic Water failed, error: %s",
ex.what());
}
}
} break;
case WATER_RENDERER_BUMPMAPPED: {
const bool canLoad =
GLEW_ARB_shading_language_100 &&
GL_ARB_fragment_shader &&
GL_ARB_vertex_shader;
if (canLoad) {
try {
nextWaterRenderer = new CBumpWater();
} catch (const content_error& ex) {
delete nextWaterRenderer;
nextWaterRenderer = NULL;
LOG_L(L_ERROR, "Loading Bumpmapped Water failed, error: %s",
ex.what());
}
}
} break;
case WATER_RENDERER_REFL_REFR: {
const bool canLoad =
GLEW_ARB_fragment_program &&
GLEW_ARB_texture_rectangle;
if (canLoad) {
try {
nextWaterRenderer = new CRefractWater();
} catch (const content_error& ex) {
delete nextWaterRenderer;
nextWaterRenderer = NULL;
LOG_L(L_ERROR, "Loading Refractive Water failed, error: %s",
ex.what());
}
}
} break;
case WATER_RENDERER_REFLECTIVE: {
const bool canLoad =
GLEW_ARB_fragment_program &&
ProgramStringIsNative(GL_FRAGMENT_PROGRAM_ARB, "ARB/water.fp");
if (canLoad) {
try {
nextWaterRenderer = new CAdvWater();
} catch (const content_error& ex) {
delete nextWaterRenderer;
nextWaterRenderer = NULL;
LOG_L(L_ERROR, "Loading Reflective Water failed, error: %s",
ex.what());
}
}
} break;
}
if (nextWaterRenderer == NULL) {
nextWaterRenderer = new CBasicWater();
}
configHandler->Set("ReflectiveWater", nextWaterRenderer->GetID());
return nextWaterRenderer;
}
void IWater::ExplosionOccurred(const CExplosionEvent& event) {
AddExplosion(event.GetPos(), event.GetDamage(), event.GetRadius());
}
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