00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #if !defined(__INCLUDE_Water2Rendererh_INCLUDE__) 00022 #define __INCLUDE_Water2Rendererh_INCLUDE__ 00023 00024 #include <GLEXT/GLTexture.h> 00025 #include <GLEXT/GLFrameBufferObject.h> 00026 #include <GLSL/GLSLShaderSetup.h> 00027 #include <common/Vector.h> 00028 00029 class Water2; 00030 class Water2Patches; 00031 class WaterWaves; 00032 class WaterMapPoints; 00033 class LandscapeTexBorderWater; 00034 class ProgressCounter; 00035 class Water2Renderer 00036 { 00037 public: 00038 Water2Renderer(); 00039 ~Water2Renderer(); 00040 00041 void draw(Water2 &water2, WaterMapPoints &points, WaterWaves &waves); 00042 void simulate(float frameTime); 00043 void generate(LandscapeTexBorderWater *water, ProgressCounter *counter = 0); 00044 00045 void bindWaterReflection() { reflectionBuffer_.bind(); } 00046 void unBindWaterReflection() { reflectionBuffer_.unBind(); } 00047 void drawPoints(WaterMapPoints &points); 00048 GLTexture &getReflectionTexture() { return reflectionTexture_; } 00049 00050 protected: 00051 float totalTime_; 00052 float waterHeight_; 00053 GLTexture reflectionTexture_; 00054 GLTexture normalTexture_; 00055 GLTextureBase *noShaderWaterTexture_; 00056 GLFrameBufferObject reflectionBuffer_; 00057 Vector landscapeSize_; 00058 Vector windDir1_, windDir2_; 00059 float windSpeed1_, windSpeed2_; 00060 00061 Water2Patches *currentPatch_; 00062 GLSLShaderSetup *waterShader_; 00063 00064 void drawWaterShaders(Water2 &water2); 00065 void drawWaterNoShaders(Water2 &water2); 00066 void drawWater(Water2 &water2, GLSLShaderSetup *waterShader); 00067 }; 00068 00069 #endif // __INCLUDE_Water2Rendererh_INCLUDE__
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