1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "BasicWater.h"
#include "ISky.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Textures/Bitmap.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "System/Log/ILog.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBasicWater::CBasicWater()
{
CBitmap waterTexBM;
if (!waterTexBM.Load(mapInfo->water.texture)) {
LOG_L(L_WARNING, "[%s] could not read water texture from file \"%s\"", __FUNCTION__, mapInfo->water.texture.c_str());
// fallback
waterTexBM.AllocDummy(SColor(0,0,255,255));
}
// create mipmapped texture
textureID = waterTexBM.CreateTexture(true);
displistID = GenWaterQuadsList(waterTexBM.xsize, waterTexBM.ysize);
}
CBasicWater::~CBasicWater()
{
glDeleteTextures(1, &textureID);
glDeleteLists(displistID, 1);
}
unsigned int CBasicWater::GenWaterQuadsList(unsigned int textureWidth, unsigned int textureHeight) const
{
unsigned int listID = glGenLists(1);
glNewList(listID, 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, textureID);
glBegin(GL_QUADS);
const float mapSizeX = gs->mapx * SQUARE_SIZE;
const 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();
return listID;
}
void CBasicWater::Draw()
{
if (!mapInfo->water.forceRendering && !readMap->HasVisibleWater())
return;
glPushAttrib(GL_FOG_BIT);
ISky::SetupFog();
glCallList(displistID);
glPopAttrib();
}
|