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simple_water.cpp
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/*
Copyright 2022 Etay Meiri
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "simple_water.h"
#include "texture_config.h"
SimpleWater::SimpleWater() : m_dudvMap(GL_TEXTURE_2D), m_normalMap(GL_TEXTURE_2D)
{
}
SimpleWater::~SimpleWater()
{
}
void SimpleWater::Init(int Size, float WorldScale)
{
if (!m_waterTech.Init()) {
printf("Error initializing water tech\n");
exit(0);
}
m_waterTech.Enable();
m_waterTech.SetReflectionTextureUnit(REFLECTION_TEXTURE_UNIT_INDEX);
m_waterTech.SetRefractionTextureUnit(REFRACTION_TEXTURE_UNIT_INDEX);
m_waterTech.SetDUDVMapTextureUnit(DUDV_TEXTURE_UNIT_INDEX);
m_waterTech.SetNormalMapTextureUnit(NORMAL_MAP_TEXTURE_UNIT_INDEX);
m_waterTech.SetDepthMapTextureUnit(DEPTH_MAP_TEXTURE_UNIT_INDEX);
m_waterTech.SetWaterHeight(m_waterHeight);
m_waterTech.SetLightColor(Vector3f(1.0f, 1.0f, 1.0f));
m_dudvMap.Load("../Content/waterDUDV.png");
m_normalMap.Load("../Content/WaterNormalMap.png");
m_water.CreateTriangleList(2, 2, Size * WorldScale);
m_reflectionFBO.Init(1000, 1000);
m_refractionFBO.Init(1000, 1000);
}
void SimpleWater::Render(const Vector3f& CameraPos, const Matrix4f& VP, const Vector3f& LightDir)
{
m_waterTech.Enable();
m_waterTech.SetVP(VP);
m_waterTech.SetCameraPos(CameraPos);
m_waterTech.SetWaterHeight(m_waterHeight);
m_waterTech.SetLightDir(LightDir);
static float sTime = 0.0f;
sTime += 0.001f;
m_waterTech.SetDUDVOffset(sinf(sTime));
m_reflectionFBO.BindForReading(REFLECTION_TEXTURE_UNIT);
m_refractionFBO.BindForReading(REFRACTION_TEXTURE_UNIT);
m_refractionFBO.BindDepthForReading(DEPTH_MAP_TEXTURE_UNIT);
m_dudvMap.Bind(DUDV_TEXTURE_UNIT);
m_normalMap.Bind(NORMAL_MAP_TEXTURE_UNIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_water.Render();
glDisable(GL_BLEND);
}
void SimpleWater::StartReflectionPass()
{
m_reflectionFBO.BindForWriting();
}
void SimpleWater::EndReflectionPass()
{
m_reflectionFBO.UnbindWriting();
}
void SimpleWater::StartRefractionPass()
{
m_refractionFBO.BindForWriting();
}
void SimpleWater::EndRefractionPass()
{
m_refractionFBO.UnbindWriting();
}