83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
#include "OpenGLWater.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderProgram.h"
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#include "OpenGLSharedState.h"
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#include "OpenGLVertexArray.h"
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#include "WaterRenderer.h"
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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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#include "FloatNode.h"
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#include "FloatDiff.h"
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#include "IntNode.h"
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#include "Logs.h"
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static const string path_height = "/terrain/water_height";
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static const string path_reflection = "/water/reflection";
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static const string path_model = "/water/model";
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer) : OpenGLPart(renderer, "water") {
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enabled = true;
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program = createShader("water");
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program->addVertexSource("water");
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("ui");
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program->addFragmentSource("noise");
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program->addFragmentSource("water");
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vertices = createVertexArray(false, true);
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vertices->setVertexCount(4);
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vertices->set(0, Vector3(-1.0f, 0.0f, -1.0f));
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vertices->set(1, Vector3(-1.0f, 0.0f, 1.0f));
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vertices->set(2, Vector3(1.0f, 0.0f, -1.0f));
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vertices->set(3, Vector3(1.0f, 0.0f, 1.0f));
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}
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OpenGLWater::~OpenGLWater() {
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}
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void OpenGLWater::initialize() {
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// Watch for definition changes
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Scenery *scenery = renderer->getScenery();
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startWatching(scenery, path_height);
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startWatching(scenery, path_reflection);
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startWatching(scenery, path_model, false);
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}
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void OpenGLWater::update() {
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OpenGLSharedState *state = renderer->getSharedState();
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WaterDefinition *water = renderer->getScenery()->getWater();
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state->set("waterMaterialColor", *water->material->base);
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state->set("waterMaterialReflection", water->material->reflection);
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state->set("waterMaterialShininess", water->material->shininess);
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state->set("waterMaterialHardness", water->material->hardness);
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state->set("waterNoise", renderer->getWaterRenderer()->getNoise());
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}
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void OpenGLWater::render() {
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if (enabled) {
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program->draw(vertices);
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}
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}
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void OpenGLWater::nodeChanged(const DefinitionNode *node, const DefinitionDiff *) {
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OpenGLSharedState *state = renderer->getSharedState();
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if (node->getPath() == path_height) {
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state->set("waterOffset", renderer->getScenery()->getTerrain()->getWaterOffset());
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} else if (node->getPath() == path_reflection) {
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state->set("waterReflection", renderer->getScenery()->getWater()->propReflection()->getValue());
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} else if (node->getPath() == path_model) {
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update();
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}
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}
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void OpenGLWater::setEnabled(bool enabled) {
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this->enabled = enabled;
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}
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