2013-12-21 23:41:19 +00:00
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#include "OpenGLWater.h"
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2013-12-22 14:04:33 +00:00
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#include "OpenGLRenderer.h"
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2013-12-21 23:41:19 +00:00
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#include "OpenGLShaderProgram.h"
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2013-12-22 14:04:33 +00:00
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#include "OpenGLSharedState.h"
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#include "WaterRenderer.h"
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2013-12-24 10:48:06 +00:00
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#include "Scenery.h"
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#include "WaterDefinition.h"
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#include "SurfaceMaterial.h"
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2013-12-21 23:41:19 +00:00
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer):
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OpenGLPart(renderer)
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{
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vertices = new float[4 * 3];
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}
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OpenGLWater::~OpenGLWater()
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{
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delete[] vertices;
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}
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void OpenGLWater::initialize()
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{
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program = createShader("water");
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program->addVertexSource("water");
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2013-12-22 17:47:24 +00:00
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program->addFragmentSource("bruneton");
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program->addFragmentSource("tonemapping");
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2013-12-21 23:41:19 +00:00
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program->addFragmentSource("water");
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setVertex(0, -1.0f, 0.0f, -1.0f);
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setVertex(1, -1.0f, 0.0f, 1.0f);
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setVertex(2, 1.0f, 0.0f, -1.0f);
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setVertex(3, 1.0f, 0.0f, 1.0f);
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}
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void OpenGLWater::update()
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{
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2013-12-22 14:04:33 +00:00
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double water_height = renderer->getWaterRenderer()->getHeightInfo().max_height;
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renderer->getSharedState()->set("waterHeight", water_height);
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2013-12-24 10:48:06 +00:00
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Color water_color = renderer->getScenery()->getWater()->material->_rgb;
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renderer->getSharedState()->set("waterColor", water_color);
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2013-12-21 23:41:19 +00:00
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}
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void OpenGLWater::render()
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{
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program->drawTriangleStrip(vertices, 4);
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}
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void OpenGLWater::setVertex(int i, float x, float y, float z)
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{
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vertices[i * 3] = x;
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vertices[i * 3 + 1] = y;
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vertices[i * 3 + 2] = z;
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}
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