refractwater.cpp
来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 92 行
CPP
92 行
#include "StdAfx.h"
#include "Rendering/GL/myGL.h"
#include "RefractWater.h"
#include "LogOutput.h"
#include "Map/ReadMap.h"
#include "bitops.h"
CRefractWater::CRefractWater() : CAdvWater(false)
{
subSurfaceTex = 0;
LoadGfx();
}
void CRefractWater::LoadGfx()
{
// valid because GL_TEXTURE_RECTANGLE_ARB = GL_TEXTURE_RECTANGLE_EXT
if(GLEW_ARB_texture_rectangle || GLEW_EXT_texture_rectangle)
target = GL_TEXTURE_RECTANGLE_ARB;
else target = GL_TEXTURE_2D;
glGenTextures(1, &subSurfaceTex);
glBindTexture(target, subSurfaceTex);
glTexParameteri(target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
if(target == GL_TEXTURE_RECTANGLE_ARB) {
glTexImage2D(target, 0, 3, gu->viewSizeX, gu->viewSizeY, 0, GL_RGB, GL_INT, 0);
waterFP = LoadFragmentProgram("waterRefractTR.fp");
} else{
glTexImage2D(target, 0, 3, next_power_of_2(gu->viewSizeX), next_power_of_2(gu->viewSizeY), 0, GL_RGB, GL_INT, 0);
waterFP = LoadFragmentProgram("waterRefractT2D.fp");
}
}
CRefractWater::~CRefractWater()
{
if(subSurfaceTex)
glDeleteTextures(1, &subSurfaceTex);
}
void CRefractWater::Draw()
{
if(readmap->minheight>10)
return;
glActiveTextureARB(GL_TEXTURE2_ARB);
glBindTexture(target, subSurfaceTex);
glEnable(target);
glCopyTexSubImage2D(target, 0, 0, 0, 0, 0, gu->viewSizeX, gu->viewSizeY);
SetupWaterDepthTex();
glActiveTextureARB(GL_TEXTURE0_ARB);
// GL_TEXTURE_RECTANGLE uses texcoord range 0 to width, whereas GL_TEXTURE_2D uses 0 to 1
if (target == GL_TEXTURE_RECTANGLE_ARB) {
float v[] = { 10.0f * gu->viewSizeX, 10.0f * gu->viewSizeY, 0.0f, 0.0f };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
} else {
float v[] = { 10.0f, 10.0f, 0.0f, 0.0f };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
v[0] = 1.0f / next_power_of_2(gu->viewSizeX);
v[1] = 1.0f / next_power_of_2(gu->viewSizeY);
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 3, v);
}
CAdvWater::Draw(false);
glActiveTextureARB(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(target);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void CRefractWater::SetupWaterDepthTex()
{
glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, readmap->GetShadingTexture()); // the shading texture has water depth encoded in alpha
glEnable(GL_TEXTURE_GEN_S);
float splane[] = { 1.0f / (gs->pwr2mapx * SQUARE_SIZE), 0.0f, 0.0f, 0.0f };
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGenfv(GL_S,GL_OBJECT_PLANE,splane);
glEnable(GL_TEXTURE_GEN_T);
float tplane[] = { 0.0f, 0.0f, 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f};
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGenfv(GL_T,GL_OBJECT_PLANE,tplane);
}
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