0ad/source/renderer/WaterManager.cpp
wraitii ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00

792 lines
26 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Water settings (speed, height) and texture management
*/
#include "precompiled.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/res/graphics/ogl_tex.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/WaterManager.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/components/ICmpRangeManager.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// WaterManager implementation
///////////////////////////////////////////////////////////////////
// Construction/Destruction
WaterManager::WaterManager()
{
// water
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterFullDepth = 5.0f;
m_WaterMaxAlpha = 1.0f;
m_WaterAlphaOffset = -0.05f;
m_SWaterTrans = 0;
m_TWaterTrans = 0;
m_SWaterSpeed = 0.0015f;
m_TWaterSpeed = 0.0015f;
m_SWaterScrollCounter = 0;
m_TWaterScrollCounter = 0;
m_WaterCurrentTex = 0;
m_ReflectionTexture = 0;
m_RefractionTexture = 0;
m_ReflectionTextureSize = 0;
m_RefractionTextureSize = 0;
m_WaterTexTimer = 0.0;
m_SpecularStrength = 0.6f;
m_Waviness = 8.0f;
m_ReflectionTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_ReflectionTintStrength = 0.0f;
m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_Murkiness = 0.45f;
m_RepeatPeriod = 16.0f;
m_WaveX = NULL;
m_WaveZ = NULL;
m_DistanceToShore = NULL;
m_FoamFactor = NULL;
m_DistanceHeightmap = NULL;
m_BlurredNormalMap = NULL;
m_WaterUgly = false;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_WaterShadows = false;
m_NeedsReloading = false;
m_NeedInfoUpdate = true;
m_VBWaves = NULL;
m_VBWavesIndices = NULL;
m_depthTT = 0;
m_FancyTexture = 0;
m_MapSize = 0;
m_updatei0 = 0;
m_updatej0 = 0;
m_updatei1 = 0;
m_updatej1 = 0;
}
WaterManager::~WaterManager()
{
// Cleanup if the caller messed up
UnloadWaterTextures();
delete[] m_WaveX;
delete[] m_WaveZ;
delete[] m_DistanceToShore;
delete[] m_FoamFactor;
glDeleteTextures(1, &m_depthTT);
glDeleteTextures(1, &m_FancyTexture);
if (m_VBWaves) g_VBMan.Release(m_VBWaves);
if (m_VBWavesIndices) g_VBMan.Release(m_VBWavesIndices);
}
///////////////////////////////////////////////////////////////////
// Progressive load of water textures
int WaterManager::LoadWaterTextures()
{
// TODO: this doesn't need to be progressive-loading any more
// (since texture loading is async now)
// TODO: add a member variable and setter for this. (can't make this
// a parameter because this function is called via delay-load code)
static const wchar_t* const water_type = L"ocean";
wchar_t pathname[PATH_MAX];
// Load diffuse grayscale images (for non-fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/default/diffuse%02d.dds", (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaterTexture[i] = texture;
}
// Load normalmaps (for fancy water)
for (size_t i = 0; i < ARRAY_SIZE(m_NormalMap); ++i)
{
swprintf_s(pathname, ARRAY_SIZE(pathname), L"art/textures/animated/water/%ls/normal00%02d.png", water_type, (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
textureProps.SetMaxAnisotropy(4);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_NormalMap[i] = texture;
}
// Load foam (for fancy water)
{
CTextureProperties textureProps("art/textures/terrain/types/water/foam.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_Foam = texture;
}
// Load waves (for fancy water)
{
CTextureProperties textureProps("art/textures/terrain/types/water/shore_wave.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_Wave = texture;
}
// Set the size to the largest power of 2 that is <= to the window height, so
// the reflection/refraction images will fit within the window
// (alternative: use FBO's, which can have arbitrary size - but do we need
// the reflection/refraction textures to be that large?)
int size = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight());
if(size > g_Renderer.GetHeight()) size /= 2;
m_ReflectionTextureSize = size;
m_RefractionTextureSize = size;
// Create reflection texture
glGenTextures(1, &m_ReflectionTexture);
glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
(GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize,
0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// Create refraction texture
glGenTextures(1, &m_RefractionTexture);
glBindTexture(GL_TEXTURE_2D, m_RefractionTexture);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
(GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize,
0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
return 0;
}
///////////////////////////////////////////////////////////////////
// Unload water textures
void WaterManager::UnloadWaterTextures()
{
for(size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
{
m_WaterTexture[i].reset();
}
for(size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
{
m_NormalMap[i].reset();
}
}
///////////////////////////////////////////////////////////////////
// Calculate our binary heightmap from the terrain heightmap.
void WaterManager::RecomputeDistanceHeightmap()
{
if (m_DistanceHeightmap == NULL)
m_DistanceHeightmap = new u8[m_MapSize*m_MapSize];
// Custom copy the heightmap.
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
u16 waterLevel = m_WaterHeight/HEIGHT_SCALE;
u16* heightmap = terrain->GetHeightMap();
// We will "expand" the heightmap. That is we'll set each vertex on land as "3", and "bleed" that onto neighboring pixels.
// So 3 is "on land", 2 is "close", 1 "somewhat close" and 0 is "water".
// This gives a basic manhattan approximation of how close to the coast we are.
// I have a heathen fondness for ternary operators so there are some below.
u8 level = 0;
for (size_t z = 0; z < m_MapSize; ++z)
{
level = 0;
for (size_t x = 0; x < m_MapSize; ++x)
m_DistanceHeightmap[z*m_MapSize + x] = heightmap[z*m_MapSize + x] >= waterLevel ? level = 3
: level > 0 ? --level : 0;
level = 0;
for (size_t x = m_MapSize-1; x != (size_t)-1; --x)
{
if (heightmap[z*m_MapSize + x] >= waterLevel)
level = 3; // no need to set m_distanceHeightmap, it's already been done by the other loop.
else
{
level > 0 ? --level : 0;
if (level > m_DistanceHeightmap[z*m_MapSize + x])
m_DistanceHeightmap[z*m_MapSize + x] = level;
}
}
}
for (size_t x = 0; x < m_MapSize; ++x)
{
level = 0;
for (size_t z = 0; z < m_MapSize; ++z)
{
if (heightmap[z*m_MapSize + x] >= waterLevel)
level = 3;
else
{
level > 0 ? --level : 0;
if (level > m_DistanceHeightmap[z*m_MapSize + x])
m_DistanceHeightmap[z*m_MapSize + x] = level;
}
}
level = 0;
for (size_t z = m_MapSize-1; z != (size_t)-1; --z)
{
if (heightmap[z*m_MapSize + x] >= waterLevel)
level = 3;
else
{
level > 0 ? --level : 0;
if (level > m_DistanceHeightmap[z*m_MapSize + x])
m_DistanceHeightmap[z*m_MapSize + x] = level;
}
}
}
}
///////////////////////////////////////////////////////////////////
// Calculate The blurred normal map to get an idea of where water ought to go.
void WaterManager::RecomputeBlurredNormalMap()
{
// used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map).
// this might be updated to actually cache in the terrain manager but that's not for now.
if (m_BlurredNormalMap == NULL)
m_BlurredNormalMap = new CVector3D[m_MapSize*m_MapSize];
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
// It's really slow to calculate normals so cache them first.
CVector3D* normals = new CVector3D[m_MapSize*m_MapSize];
// Not the edges, we won't care about them.
float ii = 8.0f, jj = 8.0f;
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f)
{
CVector3D norm;
terrain->CalcNormal(i,j,norm);
normals[j*m_MapSize + i] = norm;
}
// We could be way fancier (and faster) for our blur but we probably don't need the complexity.
// Two pass filter, nothing complicated here.
CVector3D blurValue;
ii = 8.0f; jj = 8.0f;
size_t idx = 2;
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f,++idx)
{
blurValue = normals[idx-2];
blurValue += normals[idx-1];
blurValue += normals[idx];
blurValue += normals[idx+1];
blurValue += normals[idx+2];
m_BlurredNormalMap[idx] = blurValue * 0.2f;
}
// y direction, probably slower because of cache misses but I don't see an easy way around that.
ii = 8.0f; jj = 8.0f;
for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f)
{
for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f)
{
blurValue = normals[(j-2)*m_MapSize + i];
blurValue += normals[(j-1)*m_MapSize + i];
blurValue += normals[j*m_MapSize + i];
blurValue += normals[(j+1)*m_MapSize + i];
blurValue += normals[(j+2)*m_MapSize + i];
m_BlurredNormalMap[j*m_MapSize + i] = blurValue * 0.2f;
}
}
}
///////////////////////////////////////////////////////////////////
// Create information about the terrain and wave vertices.
void WaterManager::CreateSuperfancyInfo(CSimulation2* simulation)
{
if (m_VBWaves)
{
g_VBMan.Release(m_VBWaves);
m_VBWaves = NULL;
}
if (m_VBWavesIndices)
{
g_VBMan.Release(m_VBWavesIndices);
m_VBWavesIndices = NULL;
}
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
CmpPtr<ICmpWaterManager> cmpWaterManager(*simulation, SYSTEM_ENTITY);
if (!cmpWaterManager)
return; // REALLY shouldn't happen and will most likely crash.
// Using this to get some more optimization on circular maps
CmpPtr<ICmpRangeManager> cmpRangeManager(*simulation, SYSTEM_ENTITY);
if (!cmpRangeManager)
return;
bool circular = cmpRangeManager->GetLosCircular();
float mSize = m_MapSize*m_MapSize;
float halfSize = (m_MapSize/2.0);
// Warning: this won't work with multiple water planes
m_WaterHeight = cmpWaterManager->GetExactWaterLevel(0,0);
// Get the square we want to work on.
size_t Xstart = m_updatei0 >= m_MapSize ? m_MapSize-1 : m_updatei0;
size_t Xend = m_updatei1 >= m_MapSize ? m_MapSize-1 : m_updatei1;
size_t Zstart = m_updatej0 >= m_MapSize ? m_MapSize-1 : m_updatej0;
size_t Zend = m_updatej1 >= m_MapSize ? m_MapSize-1 : m_updatej1;
if (m_WaveX == NULL)
{
m_WaveX = new float[m_MapSize*m_MapSize];
m_WaveZ = new float[m_MapSize*m_MapSize];
m_DistanceToShore = new float[m_MapSize*m_MapSize];
m_FoamFactor = new float[m_MapSize*m_MapSize];
}
u16* heightmap = terrain->GetHeightMap();
// some temporary stuff for wave intensity
// not really used too much right now.
//u8* waveForceHQ = new u8[mapSize*mapSize];
// used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map).
// this might be updated to actually cache in the terrain manager but that's not for now.
CVector3D* normals = new CVector3D[m_MapSize*m_MapSize];
// taken out of the bottom loop, blurs the normal map
// To remove if below is reactivated
size_t blurZstart = (int)(Zstart-4) < 0 ? 0 : Zstart - 4;
size_t blurZend = Zend+4 >= m_MapSize ? m_MapSize-1 : Zend + 4;
size_t blurXstart = (int)(Xstart-4) < 0 ? 0 : Xstart - 4;
size_t blurXend = Xend+4 >= m_MapSize ? m_MapSize-1 : Xend + 4;
float ii = blurXstart*4.0f, jj = blurXend*4.0f;
for (size_t j = blurZstart; j < blurZend; ++j, jj += 4.0f)
{
for (size_t i = blurXstart; i < blurXend; ++i, ii += 4.0f)
{
normals[j*m_MapSize + i] = terrain->CalcExactNormal(ii,jj);
}
}
// TODO: reactivate?
/*
// calculate wave force (not really used right now)
// and puts into "normals" the terrain normal at that point
// so as to avoid recalculating terrain normals too often.
for (ssize_t i = 0; i < mapSize; ++i)
{
for (ssize_t j = 0; j < mapSize; ++j)
{
normals[j*mapSize + i] = terrain->CalcExactNormal(((float)i)*4.0f,((float)j)*4.0f);
if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize)
{
waveForceHQ[j*mapSize + i] = 255;
continue;
}
u8 color = 0;
for (int v = 0; v <= 18; v += 3){
if (j-v >= 0 && i-v >= 0 && heightmap[(j-v)*mapSize + i-v] > waterHeightInu16)
{
if (color == 0)
color = 5;
else
color++;
}
}
waveForceHQ[j*mapSize + i] = 255 - color * 40;
}
}
*/
// Cache some data to spiral-search for the closest tile that's either coastal or water depending on what we are.
// this is insanely faster.
// I use a define because it's more readable and C++11 doesn't like this otherwise
#define m_MapSize (ssize_t)m_MapSize
ssize_t offset[24] = { -1,1,-m_MapSize,+m_MapSize, -1-m_MapSize,+1-m_MapSize,-1+m_MapSize,1+m_MapSize,
-2,2,-2*m_MapSize,2*m_MapSize,-2-m_MapSize,-2+m_MapSize,2-m_MapSize,2+m_MapSize,
-1-2*m_MapSize,+1-2*m_MapSize,-1+2*m_MapSize,1+2*m_MapSize,
-2-2*m_MapSize,2+2*m_MapSize,-2+2*m_MapSize,2-2*m_MapSize };
float dist[24] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.414f, 1.414f, 1.414f, 1.414f,
2.0f, 2.0f, 2.0f, 2.0f, 2.236f, 2.236f, 2.236f, 2.236f,
2.236f, 2.236f, 2.236f, 2.236f,
2.828f, 2.828f, 2.828f, 2.828f };
#undef m_MapSize
// this creates information for waves and stores it in float arrays. PatchRData then puts it in the vertex info for speed.
CVector3D normal;
for (size_t j = Zstart; j < Zend; ++j)
{
for (size_t i = Xstart; i < Xend; ++i)
{
ssize_t register index = j*m_MapSize + i;
if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize)
{
m_WaveX[index] = 0.0f;
m_WaveZ[index] = 0.0f;
m_DistanceToShore[index] = 100;
m_FoamFactor[index] = 0.0f;
continue;
}
float depth = m_WaterHeight - heightmap[index]*HEIGHT_SCALE;
float register distanceToShore = 10000.0f;
// calculation of the distance to the shore.
if (i > 0 && i < m_MapSize-1 && j > 0 && j < m_MapSize-1)
{
// search a 5x5 array with us in the center (do not search me)
// much faster since we spiral search and can just stop once we've found the shore.
// also everything is precomputed and we get exact results instead.
int max = 8;
if (i > 1 && i < m_MapSize-2 && j > 1 && j < m_MapSize-2)
max = 24;
for(int lookupI = 0; lookupI < max;++lookupI)
{
float hereDepth = m_WaterHeight - heightmap[index+offset[lookupI]]*HEIGHT_SCALE;
distanceToShore = hereDepth <= 0 && depth >= 0 ? dist[lookupI] : (depth < 0 ? 1 : distanceToShore);
if (distanceToShore < 5000.0f)
goto FoundShore;
}
} else {
// revert to for and if-based because I can't be bothered to special case all that.
for (int xx = -1; xx <= 1;++xx)
for (int yy = -1; yy <= 1;++yy)
{
if ((int)(i+xx) >= 0 && i+xx < m_MapSize && (int)(j+yy) >= 0 && j+yy < m_MapSize)
{
float hereDepth = m_WaterHeight - heightmap[index+xx+yy*m_MapSize]*HEIGHT_SCALE;
distanceToShore = (hereDepth < 0 && sqrt((double)xx*xx+yy*yy) < distanceToShore) ? sqrt((double)xx*xx+yy*yy) : distanceToShore;
}
}
}
// speedup with default values for land squares
if (distanceToShore > 5000.0f)
{
m_WaveX[index] = 0.0f;
m_WaveZ[index] = 0.0f;
m_DistanceToShore[index] = 100.0f;
m_FoamFactor[index] = 0.0f;
continue;
}
FoundShore:
// We'll compute the normals and the "water raise", to know about foam
// Normals are a pretty good calculation but it's slow since we normalize so much.
normal.X = normal.Y = normal.Z = 0.0f;
int waterRaise = 0;
for (size_t yy = (int(j-3) < 0 ? 0 : j-3); yy <= (j+3 < m_MapSize-1 ? 0 : j-3); yy += 2)
{
for (size_t xx = (int(i-3) < 0 ? 0 : i-3); xx <= (i+3 < m_MapSize-1 ? 0 : i+3); xx += 2) // every 2 tile is good enough.
{
normal += normals[yy*m_MapSize + xx];
waterRaise += (heightmap[index]*HEIGHT_SCALE - heightmap[yy*m_MapSize + xx]) > 0 ? (heightmap[index]*HEIGHT_SCALE - heightmap[yy*m_MapSize + xx]) : 0;
}
}
// normalizes the terrain info to avoid foam moving at too different speeds.
normal *= 0.08f; // divide by about 11.
normal[1] = 0.1f;
normal = normal.Normalized();
m_WaveX[index] = normal[0];
m_WaveZ[index] = normal[2];
// distance is /5.0 to be a [0,1] value.
m_DistanceToShore[index] = distanceToShore;
// computing the amount of foam I want
depth = clamp(depth,0.0f,10.0f);
float foamAmount = (waterRaise/255.0f) * (1.0f - depth/10.0f) /** (waveForceHQ[j*m_MapSize+i]/255.0f)*/ * (m_Waviness/8.0f);
foamAmount += clamp(m_Waviness/2.0f,0.0f,m_Waviness/2.0f)/(m_Waviness/2.0f) * clamp(m_Waviness/9.0f,0.3f,1.0f);
foamAmount *= (m_Waviness/4.0f - distanceToShore);
foamAmount = foamAmount > 1.0f ? 1.0f: (foamAmount < 0.0f ? 0.0f : foamAmount);
m_FoamFactor[index] = foamAmount;
}
}
delete[] normals;
//delete[] waveForceHQ;
// TODO: reactivate this with something that looks good and is efficient.
/*
// okay let's create the waves squares. i'll divide the map in arbitrary squares
// For each of these squares, check if waves are needed.
// If yes, look for the best positionning (in order to have a nice blending with the shore)
// Then clean-up: remove squares that are too close to each other
std::vector<CVector2D> waveSquares;
int size = 8; // I think this is the size of the squares.
for (size_t j = 0; j < m_MapSize/size; ++j)
{
for (size_t i = 0; i < m_MapSize/size; ++i)
{
int landTexel = 0;
int waterTexel = 0;
CVector3D avnormal (0.0f,0.0f,0.0f);
CVector2D landPosition(0.0f,0.0f);
CVector2D waterPosition(0.0f,0.0f);
for (int yy = 0; yy < size; ++yy)
{
for (int xx = 0; xx < size; ++xx)
{
if (terrain->GetVertexGroundLevel(i*size+xx,j*size+yy) > m_WaterHeight)
{
landTexel++;
landPosition += CVector2D(i*size+xx,j*size+yy);
}
else
{
waterPosition += CVector2D(i*size+xx,j*size+yy);
waterTexel++;
avnormal += terrain->CalcExactNormal( (i*size+xx)*4.0f,(j*size+yy)*4.0f);
}
}
}
if (landTexel < size/2)
continue;
landPosition /= landTexel;
waterPosition /= waterTexel;
avnormal[1] = 1.0f;
avnormal.Normalize();
avnormal[1] = 0.0f;
// this should help ensure that the shore is pretty flat.
if (avnormal.Length() <= 0.2f)
continue;
// To get the best position for squares, I start at the mean "ocean" position
// And step by step go to the mean "land" position. I keep the position where I change from water to land.
// If this never happens, the square is scrapped.
if (terrain->GetExactGroundLevel(waterPosition.X*4.0f,waterPosition.Y*4.0f) > m_WaterHeight)
continue;
CVector2D squarePos(-1,-1);
for (u8 i = 0; i < 40; i++)
{
squarePos = landPosition * (i/40.0f) + waterPosition * (1.0f-(i/40.0f));
if (terrain->GetExactGroundLevel(squarePos.X*4.0f,squarePos.Y*4.0f) > m_WaterHeight)
break;
}
if (squarePos.X == -1)
continue;
u8 enter = 1;
// okaaaaaay. Got a square. Check for proximity.
for (unsigned long i = 0; i < waveSquares.size(); i++)
{
if ( CVector2D(waveSquares[i]-squarePos).LengthSquared() < 80) {
enter = 0;
break;
}
}
if (enter == 1)
waveSquares.push_back(squarePos);
}
}
// Actually create the waves' meshes.
std::vector<SWavesVertex> waves_vertex_data;
std::vector<GLushort> waves_indices;
// loop through each square point. Look in the square around it, calculate the normal
// create the square.
for (unsigned long i = 0; i < waveSquares.size(); i++)
{
CVector2D pos(waveSquares[i]);
CVector3D avgnorm(0.0f,0.0f,0.0f);
for (int yy = -size/2; yy < size/2; ++yy)
{
for (int xx = -size/2; xx < size/2; ++xx)
{
avgnorm += terrain->CalcExactNormal((pos.X+xx)*4.0f,(pos.Y+yy)*4.0f);
}
}
avgnorm[1] = 0.1f;
// okay crank out a square.
// we have the direction of the square. We'll get the perpendicular vector too
CVector2D perp(-avgnorm[2],avgnorm[0]);
perp = perp.Normalized();
avgnorm = avgnorm.Normalized();
GLushort index[4];
SWavesVertex vertex[4];
vertex[0].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y + perp.Y*(size/2.2f) - avgnorm[2]*1.0f);
vertex[0].m_Position *= 4.0f;
vertex[0].m_Position.Y = m_WaterHeight + 1.0f;
vertex[0].m_UV[1] = 1;
vertex[0].m_UV[0] = 0;
index[0] = waves_vertex_data.size();
waves_vertex_data.push_back(vertex[0]);
vertex[1].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y - perp.Y*(size/2.2f) - avgnorm[2]*1.0f);
vertex[1].m_Position *= 4.0f;
vertex[1].m_Position.Y = m_WaterHeight + 1.0f;
vertex[1].m_UV[1] = 1;
vertex[1].m_UV[0] = 1;
index[1] = waves_vertex_data.size();
waves_vertex_data.push_back(vertex[1]);
vertex[3].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y + perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f));
vertex[3].m_Position *= 4.0f;
vertex[3].m_Position.Y = m_WaterHeight + 1.0f;
vertex[3].m_UV[1] = 0;
vertex[3].m_UV[0] = 0;
index[3] = waves_vertex_data.size();
waves_vertex_data.push_back(vertex[3]);
vertex[2].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y - perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f));
vertex[2].m_Position *= 4.0f;
vertex[2].m_Position.Y = m_WaterHeight + 1.0f;
vertex[2].m_UV[1] = 0;
vertex[2].m_UV[0] = 1;
index[2] = waves_vertex_data.size();
waves_vertex_data.push_back(vertex[2]);
waves_indices.push_back(index[0]);
waves_indices.push_back(index[1]);
waves_indices.push_back(index[2]);
waves_indices.push_back(index[2]);
waves_indices.push_back(index[3]);
waves_indices.push_back(index[0]);
}
// no vertex buffers if no data generated
if (waves_indices.empty())
return;
// waves
// allocate vertex buffer
m_VBWaves = g_VBMan.Allocate(sizeof(SWavesVertex), waves_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBWaves->m_Owner->UpdateChunkVertices(m_VBWaves, &waves_vertex_data[0]);
// Construct indices buffer
m_VBWavesIndices = g_VBMan.Allocate(sizeof(GLushort), waves_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBWavesIndices->m_Owner->UpdateChunkVertices(m_VBWavesIndices, &waves_indices[0]);
*/
}
////////////////////////////////////////////////////////////////////////
// TODO: This will always recalculate for now
void WaterManager::SetMapSize(size_t size)
{
// TODO: Im' blindly trusting the user here.
m_MapSize = size;
m_NeedInfoUpdate = true;
m_updatei0 = 0;
m_updatei1 = size;
m_updatej0 = 0;
m_updatej1 = size;
SAFE_ARRAY_DELETE(m_DistanceHeightmap);
SAFE_ARRAY_DELETE(m_BlurredNormalMap);
SAFE_ARRAY_DELETE(m_WaveX);
SAFE_ARRAY_DELETE(m_WaveZ);
SAFE_ARRAY_DELETE(m_DistanceToShore);
SAFE_ARRAY_DELETE(m_FoamFactor);
}
////////////////////////////////////////////////////////////////////////
// This will set the bools properly
void WaterManager::UpdateQuality()
{
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERUGLY) != m_WaterUgly) {
m_WaterUgly = g_Renderer.GetOptionBool(CRenderer::OPT_WATERUGLY);
m_NeedsReloading = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS) != m_WaterFancyEffects) {
m_WaterFancyEffects = g_Renderer.GetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS);
m_NeedsReloading = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREALDEPTH) != m_WaterRealDepth) {
m_WaterRealDepth = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREALDEPTH);
m_NeedsReloading = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFRACTION) != m_WaterRefraction) {
m_WaterRefraction = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFRACTION);
m_NeedsReloading = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFLECTION) != m_WaterReflection) {
m_WaterReflection = g_Renderer.GetOptionBool(CRenderer::OPT_WATERREFLECTION);
m_NeedsReloading = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWSONWATER) != m_WaterShadows) {
m_WaterShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWSONWATER);
m_NeedsReloading = true;
}
}
bool WaterManager::WillRenderFancyWater()
{
if (!g_Renderer.GetCapabilities().m_FragmentShader)
return false;
if (!m_RenderWater || m_WaterUgly)
return false;
return true;
}