paysages3d/src/render/opengl/OpenGLWater.cpp

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#include "OpenGLWater.h"
#include "OpenGLRenderer.h"
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#include "OpenGLShaderProgram.h"
#include "OpenGLSharedState.h"
#include "WaterRenderer.h"
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#include "Scenery.h"
#include "WaterDefinition.h"
#include "SurfaceMaterial.h"
#include "NoiseFunctionSimplex.h"
#include "FloatNode.h"
#include "FloatDiff.h"
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer):
OpenGLPart(renderer)
{
vertices = new float[4 * 3];
}
OpenGLWater::~OpenGLWater()
{
delete[] vertices;
}
void OpenGLWater::initialize()
{
program = createShader("water");
program->addVertexSource("water");
program->addFragmentSource("atmosphere");
program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("noise");
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program->addFragmentSource("water");
setVertex(0, -1.0f, 0.0f, -1.0f);
setVertex(1, -1.0f, 0.0f, 1.0f);
setVertex(2, 1.0f, 0.0f, -1.0f);
setVertex(3, 1.0f, 0.0f, 1.0f);
// Watch for definition changes
renderer->getScenery()->getTerrain()->propWaterHeight()->addWatcher(this, true);
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}
void OpenGLWater::update()
{
Color water_color = *renderer->getScenery()->getWater()->material->base;
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renderer->getSharedState()->set("waterColor", water_color);
double water_reflection = renderer->getScenery()->getWater()->reflection;
renderer->getSharedState()->set("waterReflection", water_reflection);
renderer->getSharedState()->set("simplexSampler", NoiseFunctionSimplex::getNormalTexture(), true, true);
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}
void OpenGLWater::render()
{
program->drawTriangleStrip(vertices, 4);
}
void OpenGLWater::setVertex(int i, float x, float y, float z)
{
vertices[i * 3] = x;
vertices[i * 3 + 1] = y;
vertices[i * 3 + 2] = z;
}
void OpenGLWater::nodeChanged(const DefinitionNode *node, const DefinitionDiff *)
{
if (node->getPath() == "/terrain/water_height")
{
renderer->getSharedState()->set("waterOffset", renderer->getScenery()->getTerrain()->getWaterOffset());
}
}