Water2Renderer.h

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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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