0ad/source/renderer/WaterManager.cpp
Ykkrosh 1739a381c1 Fix crash when editing terrain near map edges.
The values in CMessageTerrainChanged can be overestimates that exceed
the normal map boundaries, and should be clamped before looping over
them.

This was SVN commit r13714.
2013-08-19 19:19:34 +00:00

648 lines
20 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_Shininess = 150.0f;
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_WaterNormal = false;
m_WaterRealDepth = false;
m_WaterFoam = false;
m_WaterCoastalWaves = 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_waveTT = 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_waveTT);
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"default";
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/%ls/diffuse%02d.dds", water_type, (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/normal%02d.dds", water_type, (int)i+1);
CTextureProperties textureProps(pathname);
textureProps.SetWrap(GL_REPEAT);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 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();
}
}
///////////////////////////////////////////////////////////////////
// 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.
i32 Xstart = clamp(m_updatei0, 0, (i32)m_MapSize);
i32 Xend = clamp(m_updatei1, 0, (i32)m_MapSize);
i32 Zstart = clamp(m_updatej0, 0, (i32)m_MapSize);
i32 Zend = clamp(m_updatej1, 0, (i32)m_MapSize);
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];
// 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;
}
}
*/
// this creates information for waves and stores it in float arrays. PatchRData then puts it in the vertex info for speed.
for (ssize_t i = Xstart; i < Xend; ++i)
{
for (ssize_t j = Zstart; j < Zend; ++j)
{
if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize)
{
m_WaveX[j*m_MapSize + i] = 0.0f;
m_WaveZ[j*m_MapSize + i] = 0.0f;
m_DistanceToShore[j*m_MapSize + i] = 100;
m_FoamFactor[j*m_MapSize + i] = 0.0f;
continue;
}
float depth = m_WaterHeight - heightmap[j*m_MapSize + i]*HEIGHT_SCALE;
int distanceToShore = 10000;
// calculation of the distance to the shore.
// TODO: this is fairly dumb, though it returns a good result
// Could be sped up a fair bit.
if (depth >= 0)
{
// check in the square around.
for (int xx = -5; xx <= 5; ++xx)
{
for (int yy = -5; yy <= 5; ++yy)
{
if (i+xx >= 0 && i + xx < (long)m_MapSize)
if (j + yy >= 0 && j + yy < (long)m_MapSize)
{
float hereDepth = m_WaterHeight - heightmap[(j+yy)*m_MapSize + (i+xx)]*HEIGHT_SCALE;
if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore)
distanceToShore = xx*xx + yy*yy;
}
}
}
// refine the calculation if we're close enough
if (distanceToShore < 9)
{
for (float xx = -2.5f; xx <= 2.5f; ++xx)
{
for (float yy = -2.5f; yy <= 2.5f; ++yy)
{
float hereDepth = m_WaterHeight - terrain->GetExactGroundLevel( (i+xx)*4, (j+yy)*4 );
if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore)
distanceToShore = xx*xx + yy*yy;
}
}
}
}
else
{
for (int xx = -2; xx <= 2; ++xx)
{
for (int yy = -2; yy <= 2; ++yy)
{
float hereDepth = m_WaterHeight - terrain->GetVertexGroundLevel(i+xx, j+yy);
if (hereDepth > 0)
distanceToShore = 0;
}
}
}
// speedup with default values for land squares
if (distanceToShore == 10000)
{
m_WaveX[j*m_MapSize + i] = 0.0f;
m_WaveZ[j*m_MapSize + i] = 0.0f;
m_DistanceToShore[j*m_MapSize + i] = 100;
m_FoamFactor[j*m_MapSize + i] = 0.0f;
continue;
}
// 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.
CVector3D normal;
int waterRaise = 0;
for (int xx = -4; xx <= 4; xx += 2) // every 2 tile is good enough.
{
for (int yy = -4; yy <= 4; yy += 2)
{
if (j+yy < (long)m_MapSize && i+xx < (long)m_MapSize && i+xx >= 0 && j+yy >= 0)
normal += normals[(j+yy)*m_MapSize + (i+xx)];
if (terrain->GetVertexGroundLevel(i+xx,j+yy) < heightmap[j*m_MapSize + i]*HEIGHT_SCALE)
waterRaise += heightmap[j*m_MapSize + i]*HEIGHT_SCALE - terrain->GetVertexGroundLevel(i+xx,j+yy);
}
}
// normalizes the terrain info to avoid foam moving at too different speeds.
normal *= 0.012345679f;
normal[1] = 0.1f;
normal = normal.Normalized();
m_WaveX[j*m_MapSize + i] = normal[0];
m_WaveZ[j*m_MapSize + i] = normal[2];
// distance is /5.0 to be a [0,1] value.
m_DistanceToShore[j*m_MapSize + i] = sqrtf(distanceToShore)/5.0f; // TODO: this can probably be cached as I'm integer here.
// 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 - distanceToShore,0.0f,m_Waviness/2.0f)/(m_Waviness/2.0f) * clamp(m_Waviness/9.0f,0.3f,1.0f);
foamAmount = foamAmount > 1.0f ? 1.0f: foamAmount;
m_FoamFactor[j*m_MapSize + i] = foamAmount;
}
}
delete[] normals;
//delete[] waveForceHQ;
// TODO: The rest should be cleaned up
// 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 i = 0; i < m_MapSize/size; ++i)
{
for (size_t j = 0; j < m_MapSize/size; ++j)
{
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 xx = 0; xx < size; ++xx)
{
for (int yy = 0; yy < size; ++yy)
{
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 xx = -size/2; xx < size/2; ++xx)
{
for (int yy = -size/2; yy < size/2; ++yy)
{
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();
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;
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;
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;
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;
waves_indices.push_back(waves_vertex_data.size());
waves_vertex_data.push_back(vertex[0]);
waves_indices.push_back(waves_vertex_data.size());
waves_vertex_data.push_back(vertex[1]);
waves_indices.push_back(waves_vertex_data.size());
waves_vertex_data.push_back(vertex[2]);
waves_indices.push_back(waves_vertex_data.size());
waves_vertex_data.push_back(vertex[3]);
}
// 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]);
}
////////////////////////////////////////////////////////////////////////
// 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_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_WATERNORMAL) != m_WaterNormal) {
m_WaterNormal = g_Renderer.GetOptionBool(CRenderer::OPT_WATERNORMAL);
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_WATERFOAM) != m_WaterFoam) {
m_WaterFoam = g_Renderer.GetOptionBool(CRenderer::OPT_WATERFOAM);
m_NeedsReloading = true;
m_NeedInfoUpdate = true;
}
if (g_Renderer.GetOptionBool(CRenderer::OPT_WATERCOASTALWAVES) != m_WaterCoastalWaves) {
m_WaterCoastalWaves = g_Renderer.GetOptionBool(CRenderer::OPT_WATERCOASTALWAVES);
m_NeedsReloading = true;
m_NeedInfoUpdate = 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_WATERSHADOW) != m_WaterShadows) {
m_WaterShadows = g_Renderer.GetOptionBool(CRenderer::OPT_WATERSHADOW);
m_NeedsReloading = true;
}
}
bool WaterManager::WillRenderFancyWater()
{
if (!g_Renderer.GetCapabilities().m_FragmentShader)
return false;
if (!m_RenderWater)
return false;
return true;
}