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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2014-01-05 19:37:51 +00:00
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#include "NoiseFunctionSimplex.h"
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2015-08-17 20:55:30 +00:00
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#include "FloatNode.h"
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#include "FloatDiff.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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2014-11-21 10:40:47 +00:00
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program->addFragmentSource("atmosphere");
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2013-12-22 17:47:24 +00:00
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program->addFragmentSource("tonemapping");
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2013-12-24 14:00:32 +00:00
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program->addFragmentSource("fadeout");
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2014-01-21 20:41:15 +00:00
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program->addFragmentSource("noise");
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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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2015-08-17 20:55:30 +00:00
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// Watch for definition changes
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renderer->getScenery()->getTerrain()->propWaterHeight()->addWatcher(this, true);
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2013-12-21 23:41:19 +00:00
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}
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void OpenGLWater::update()
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{
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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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2014-01-05 19:37:51 +00:00
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2014-01-05 21:20:15 +00:00
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double water_reflection = renderer->getScenery()->getWater()->reflection;
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renderer->getSharedState()->set("waterReflection", water_reflection);
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2014-01-05 20:52:09 +00:00
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renderer->getSharedState()->set("simplexSampler", NoiseFunctionSimplex::getNormalTexture(), true, true);
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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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2015-08-17 20:55:30 +00:00
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void OpenGLWater::nodeChanged(const DefinitionNode *node, const DefinitionDiff *)
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{
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if (node->getPath() == "/terrain/water_height")
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{
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renderer->getSharedState()->set("waterOffset", renderer->getScenery()->getTerrain()->getWaterOffset());
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}
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}
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