/* Copyright (C) 2015 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 .
*/
/*
* Water settings (speed, height) and texture management
*/
#include "precompiled.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderProgram.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/CLogger.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
struct CoastalPoint
{
CoastalPoint(int idx, CVector2D pos) : index(idx), position(pos) {};
int index;
CVector2D position;
};
struct SWavesVertex {
// vertex position
CVector3D m_BasePosition;
CVector3D m_ApexPosition;
CVector3D m_SplashPosition;
CVector3D m_RetreatPosition;
CVector2D m_PerpVect;
u8 m_UV[3];
// pad to a power of two
u8 m_Padding[5];
};
cassert(sizeof(SWavesVertex) == 64);
struct WaveObject
{
CVertexBuffer::VBChunk* m_VBvertices;
CBoundingBoxAligned m_AABB;
size_t m_Width;
float m_TimeDiff;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
WaterManager::WaterManager()
{
// water
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_WaterCurrentTex = 0;
m_ReflectionTexture = 0;
m_RefractionTexture = 0;
m_ReflectionTextureSize = 0;
m_RefractionTextureSize = 0;
m_ReflectionFbo = 0;
m_RefractionFbo = 0;
m_FancyEffectsFBO = 0;
m_WaterTexTimer = 0.0;
m_WindAngle = 0.0f;
m_Waviness = 8.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_Murkiness = 0.45f;
m_RepeatPeriod = 16.0f;
m_DistanceHeightmap = NULL;
m_BlurredNormalMap = NULL;
m_WindStrength = NULL;
m_ShoreWaves_VBIndices = NULL;
m_WaterUgly = false;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_WaterShadows = false;
m_WaterType = L"ocean";
m_NeedsReloading = false;
m_NeedInfoUpdate = true;
m_depthTT = 0;
m_FancyTextureNormal = 0;
m_FancyTextureOther = 0;
m_FancyTextureDepth = 0;
m_ReflFboDepthTexture = 0;
m_RefrFboDepthTexture = 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();
// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
{
WaveObject* obj = m_ShoreWaves[i];
if (obj->m_VBvertices)
g_VBMan.Release(obj->m_VBvertices);
delete obj;
}
if (m_ShoreWaves_VBIndices)
g_VBMan.Release(m_ShoreWaves_VBIndices);
delete[] m_DistanceHeightmap;
delete[] m_BlurredNormalMap;
delete[] m_WindStrength;
if (!g_Renderer.GetCapabilities().m_PrettyWater)
return;
glDeleteTextures(1, &m_depthTT);
glDeleteTextures(1, &m_FancyTextureNormal);
glDeleteTextures(1, &m_FancyTextureOther);
glDeleteTextures(1, &m_FancyTextureDepth);
glDeleteTextures(1, &m_ReflFboDepthTexture);
glDeleteTextures(1, &m_RefrFboDepthTexture);
pglDeleteFramebuffersEXT(1, &m_FancyEffectsFBO);
pglDeleteFramebuffersEXT(1, &m_RefractionFbo);
pglDeleteFramebuffersEXT(1, &m_ReflectionFbo);
}
///////////////////////////////////////////////////////////////////
// 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)
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;
}
if (!g_Renderer.GetCapabilities().m_PrettyWater)
{
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
return 0;
}
#if CONFIG2_GLES
#warning Fix WaterManager::LoadWaterTextures on GLES
#else
// 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", m_WaterType.c_str(), (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 CoastalWaves
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/coastalWave.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_WaveTex = texture;
}
// Load Foam
{
CTextureProperties textureProps(L"art/textures/terrain/types/water/foam.png");
textureProps.SetWrap(GL_REPEAT);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
texture->Prefetch();
m_FoamTex = texture;
}
m_ReflectionTextureSize = g_Renderer.GetHeight() * 0.66; // Higher settings give a better result
m_RefractionTextureSize = g_Renderer.GetHeight() * 0.33; // Lower settings actually sorta look better since it blurs.
if (round_down_to_pow2(m_ReflectionTextureSize)/m_ReflectionTextureSize < 0.65)
m_ReflectionTextureSize = round_up_to_pow2(m_ReflectionTextureSize);
else
m_ReflectionTextureSize = round_down_to_pow2(m_ReflectionTextureSize);
if (round_down_to_pow2(m_RefractionTextureSize)/m_RefractionTextureSize < 0.7)
m_RefractionTextureSize = round_up_to_pow2(m_RefractionTextureSize);
else
m_RefractionTextureSize = round_down_to_pow2(m_RefractionTextureSize);
// Create reflection texture
glGenTextures(1, &m_ReflectionTexture);
glBindTexture(GL_TEXTURE_2D, m_ReflectionTexture);
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);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Create refraction texture
glGenTextures(1, &m_RefractionTexture);
glBindTexture(GL_TEXTURE_2D, m_RefractionTexture);
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);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// Create depth textures
glGenTextures(1, &m_ReflFboDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_ReflFboDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glGenTextures(1, &m_RefrFboDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
// Create the Fancy Effects texture
glGenTextures(1, &m_FancyTextureNormal);
glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &m_FancyTextureOther);
glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &m_FancyTextureDepth);
glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
Resize();
// Create the water framebuffers
GLint currentFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, ¤tFbo);
m_ReflectionFbo = 0;
pglGenFramebuffersEXT(1, &m_ReflectionFbo);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ReflectionFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ReflectionTexture, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_ReflFboDepthTexture, 0);
ogl_WarnIfError();
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Reflection framebuffer object incomplete: 0x%04X", status);
g_Renderer.m_Options.m_WaterReflection = false;
}
m_RefractionFbo = 0;
pglGenFramebuffersEXT(1, &m_RefractionFbo);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_RefractionFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_RefractionTexture, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_RefrFboDepthTexture, 0);
ogl_WarnIfError();
status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Refraction framebuffer object incomplete: 0x%04X", status);
g_Renderer.m_Options.m_WaterRefraction = false;
}
pglGenFramebuffersEXT(1, &m_FancyEffectsFBO);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_FancyTextureNormal, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_FancyTextureOther, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_FancyTextureDepth, 0);
ogl_WarnIfError();
status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGWARNING("Fancy Effects framebuffer object incomplete: 0x%04X", status);
g_Renderer.m_Options.m_WaterRefraction = false;
}
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFbo);
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
#endif
return 0;
}
///////////////////////////////////////////////////////////////////
// Resize: Updates the fancy water textures.
void WaterManager::Resize()
{
glBindTexture(GL_TEXTURE_2D, m_FancyTextureNormal);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
glBindTexture(GL_TEXTURE_2D, m_FancyTextureOther);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
glBindTexture(GL_TEXTURE_2D, m_FancyTextureDepth);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)g_Renderer.GetWidth(), (GLsizei)g_Renderer.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
// This is for Atlas. TODO: this copies code from init, should reuse it.
void WaterManager::ReloadWaterNormalTextures()
{
wchar_t pathname[PATH_MAX];
// 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", m_WaterType.c_str(), (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;
}
}
///////////////////////////////////////////////////////////////////
// Unload water textures
void WaterManager::UnloadWaterTextures()
{
for(size_t i = 0; i < ARRAY_SIZE(m_WaterTexture); i++)
m_WaterTexture[i].reset();
if (!g_Renderer.GetCapabilities().m_PrettyWater)
return;
for(size_t i = 0; i < ARRAY_SIZE(m_NormalMap); i++)
m_NormalMap[i].reset();
glDeleteTextures(1, &m_ReflectionTexture);
glDeleteTextures(1, &m_RefractionTexture);
pglDeleteFramebuffersEXT(1, &m_RefractionFbo);
pglDeleteFramebuffersEXT(1, &m_ReflectionFbo);
}
///////////////////////////////////////////////////////////////////
// Calculate our binary heightmap from the terrain heightmap.
void WaterManager::RecomputeDistanceHeightmap()
{
size_t SideSize = m_MapSize*2;
if (m_DistanceHeightmap == NULL)
m_DistanceHeightmap = new float[SideSize*SideSize];
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
// Create a manhattan-distance heightmap.
// This is currently upsampled by a factor of 2 to get more precision
// This could be refined to only be done near the coast itself, but it's probably not necessary.
for (size_t z = 0; z < SideSize; ++z)
{
float level = SideSize;
for (size_t x = 0; x < SideSize; ++x)
m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? level = 0.f : ++level;
level = SideSize;
for (size_t x = SideSize-1; x != (size_t)-1; --x)
{
if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
level = 0.f;
else
{
++level;
if (level < m_DistanceHeightmap[z*SideSize + x])
m_DistanceHeightmap[z*SideSize + x] = level;
}
}
}
for (size_t x = 0; x < SideSize; ++x)
{
float level = SideSize;
for (size_t z = 0; z < SideSize; ++z)
{
if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
level = 0.f;
else if (level > m_DistanceHeightmap[z*SideSize + x])
level = m_DistanceHeightmap[z*SideSize + x];
else
{
++level;
if (level < m_DistanceHeightmap[z*SideSize + x])
m_DistanceHeightmap[z*SideSize + x] = level;
}
}
level = SideSize;
for (size_t z = SideSize-1; z != (size_t)-1; --z)
{
if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
level = 0.f;
else if (level > m_DistanceHeightmap[z*SideSize + x])
level = m_DistanceHeightmap[z*SideSize + x];
else
{
++level;
if (level < m_DistanceHeightmap[z*SideSize + x])
m_DistanceHeightmap[z*SideSize + x] = level;
}
}
}
}
// This requires m_DistanceHeightmap to be defined properly.
void WaterManager::CreateWaveMeshes()
{
size_t SideSize = m_MapSize*2;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
{
WaveObject* obj = m_ShoreWaves[i];
if (obj->m_VBvertices)
g_VBMan.Release(obj->m_VBvertices);
delete obj;
}
m_ShoreWaves.clear();
if (m_ShoreWaves_VBIndices)
{
g_VBMan.Release(m_ShoreWaves_VBIndices);
m_ShoreWaves_VBIndices = NULL;
}
if (m_Waviness < 5.0f && m_WaterType != L"ocean")
return;
// First step: get the points near the coast.
std::set CoastalPointsSet;
for (size_t z = 1; z < SideSize-1; ++z)
for (size_t x = 1; x < SideSize-1; ++x)
if (fabs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
CoastalPointsSet.insert(z*SideSize + x);
// Second step: create chains out of those coastal points.
static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } };
std::vector > CoastalPointsChains;
while (!CoastalPointsSet.empty())
{
int index = *(CoastalPointsSet.begin());
int x = index % SideSize;
int y = (index - x ) / SideSize;
std::deque Chain;
Chain.push_front(CoastalPoint(index,CVector2D(x*2,y*2)));
// Erase us.
CoastalPointsSet.erase(CoastalPointsSet.begin());
// We're our starter points. At most we can have 2 points close to us.
// We'll pick the first one and look for its neighbors (he can only have one new)
// Up until we either reach the end of the chain, or ourselves.
// Then go down the other direction if there is any.
int neighbours[2] = { -1, -1 };
int nbNeighb = 0;
for (int i = 0; i < 8; ++i)
{
if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize))
{
if (nbNeighb < 2)
neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize;
++nbNeighb;
}
}
if (nbNeighb > 2)
continue;
for (int i = 0; i < 2; ++i)
{
if (neighbours[i] == -1)
continue;
// Move to our neighboring point
int xx = neighbours[i] % SideSize;
int yy = (neighbours[i] - xx ) / SideSize;
int indexx = xx + yy*SideSize;
int endedChain = false;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
// If there's a loop we'll be the "other" neighboring point already so check for that.
// We'll readd at the end/front the other one to have full squares.
if (CoastalPointsSet.count(indexx) == 0)
break;
CoastalPointsSet.erase(indexx);
// Start checking from there.
while(!endedChain)
{
bool found = false;
nbNeighb = 0;
for (int p = 0; p < 8; ++p)
{
if (CoastalPointsSet.count(xx+around[p][0] + (yy + around[p][1])*SideSize))
{
if (nbNeighb >= 2)
{
CoastalPointsSet.erase(xx + yy*SideSize);
continue;
}
++nbNeighb;
// We've found a new point around us.
// Move there
xx = xx + around[p][0];
yy = yy + around[p][1];
indexx = xx + yy*SideSize;
if (i == 0)
Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
else
Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2)));
CoastalPointsSet.erase(xx + yy*SideSize);
found = true;
break;
}
}
if (!found)
endedChain = true;
}
}
if (Chain.size() > 10)
CoastalPointsChains.push_back(Chain);
}
// (optional) third step: Smooth chains out.
// This is also really dumb.
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
// Bump 1 for smoother.
for (int p = 0; p < 3; ++p)
{
for (size_t j = 1; j < CoastalPointsChains[i].size()-1; ++j)
{
CVector2D realPos = CoastalPointsChains[i][j-1].position + CoastalPointsChains[i][j+1].position;
CoastalPointsChains[i][j].position = (CoastalPointsChains[i][j].position + realPos/2.0f)/2.0f;
}
}
}
// Fourth step: create waves themselves, using those chains. We basically create subchains.
size_t waveSizes = 14; // maximal size in width.
// Construct indices buffer (we can afford one for all of them)
std::vector water_indices;
for (size_t a = 0; a < waveSizes-1;++a)
{
for (size_t rect = 0; rect < 7; ++rect)
{
water_indices.push_back(a*9 + rect);
water_indices.push_back(a*9 + 9 + rect);
water_indices.push_back(a*9 + 1 + rect);
water_indices.push_back(a*9 + 9 + rect);
water_indices.push_back(a*9 + 10 + rect);
water_indices.push_back(a*9 + 1 + rect);
}
}
// Generic indexes, max-length
m_ShoreWaves_VBIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_ShoreWaves_VBIndices->m_Owner->UpdateChunkVertices(m_ShoreWaves_VBIndices, &water_indices[0]);
float diff = (rand() % 50) / 5.0f;
for (size_t i = 0; i < CoastalPointsChains.size(); ++i)
{
for (size_t j = 0; j < CoastalPointsChains[i].size()-waveSizes; ++j)
{
if (CoastalPointsChains[i].size()- 1 - j < waveSizes)
break;
size_t width = waveSizes;
// First pass to get some parameters out.
float outmost = 0.0f; // how far to move on the shore.
float avgDepth = 0.0f;
int sign = 1;
CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
for (size_t a = 0; a < waveSizes;++a)
{
lastPerp = perp;
perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
if (a == 0)
firstPerp = perp;
if ( a > 1 && perp.Dot(lastPerp) < 0.90f && perp.Dot(firstPerp) < 0.70f)
{
width = a+1;
break;
}
if (m_BlurredNormalMap[ (int)(pos.X/4) + (int)(pos.Y/4)*m_MapSize].Y < 0.9)
{
width = a-1;
break;
}
if (terrain->GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f) > m_WaterHeight)
sign = -1;
avgDepth += terrain->GetExactGroundLevel(pos.X+sign*perp.X*20.0f, pos.Y+sign*perp.Y*20.0f) - m_WaterHeight;
float localOutmost = -2.0f;
while (localOutmost < 0.0f)
{
float depth = terrain->GetExactGroundLevel(pos.X+sign*perp.X*localOutmost, pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight;
if (depth < 0.0f || depth > 0.6f)
localOutmost += 0.2f;
else
break;
}
outmost += localOutmost;
}
if (width < 5)
{
j += 6;
continue;
}
outmost /= width;
if (outmost > -0.5f)
{
j += 3;
continue;
}
outmost = -0.5f + outmost * m_Waviness/10.0f;
avgDepth /= width;
if (avgDepth > -1.3f)
{
j += 3;
continue;
}
// we passed the checks, we can create a wave of size "width".
WaveObject* shoreWave = new WaveObject;
std::vector vertices;
shoreWave->m_Width = width;
shoreWave->m_TimeDiff = diff;
diff += (rand() % 100) / 25.0f + 4.0f;
for (size_t a = 0; a < width;++a)
{
CVector2D perp = CVector2D(0,0);
int nb = 0;
CVector2D pos = CoastalPointsChains[i][j+a].position;
CVector2D posPlus;
CVector2D posMinus;
if (a > 0)
{
++nb;
posMinus = CoastalPointsChains[i][j+a-1].position;
perp += pos-posMinus;
}
if (a < waveSizes-1)
{
++nb;
posPlus = CoastalPointsChains[i][j+a+1].position;
perp += posPlus-pos;
}
perp /= nb;
perp = CVector2D(-perp.Y,perp.X).Normalized();
SWavesVertex point[9];
float baseHeight = 0.04f;
float halfWidth = (width-1.0f)/2.0f;
float sideNess = sqrtf(clamp( (halfWidth - fabsf(a-halfWidth))/3.0f, 0.0f,1.0f));
point[0].m_UV[0] = a; point[0].m_UV[1] = 8;
point[1].m_UV[0] = a; point[1].m_UV[1] = 7;
point[2].m_UV[0] = a; point[2].m_UV[1] = 6;
point[3].m_UV[0] = a; point[3].m_UV[1] = 5;
point[4].m_UV[0] = a; point[4].m_UV[1] = 4;
point[5].m_UV[0] = a; point[5].m_UV[1] = 3;
point[6].m_UV[0] = a; point[6].m_UV[1] = 2;
point[7].m_UV[0] = a; point[7].m_UV[1] = 1;
point[8].m_UV[0] = a; point[8].m_UV[1] = 0;
point[0].m_PerpVect = perp;
point[1].m_PerpVect = perp;
point[2].m_PerpVect = perp;
point[3].m_PerpVect = perp;
point[4].m_PerpVect = perp;
point[5].m_PerpVect = perp;
point[6].m_PerpVect = perp;
point[7].m_PerpVect = perp;
point[8].m_PerpVect = perp;
static const float perpT1[9] = { 6.0f, 6.05f, 6.1f, 6.2f, 6.3f, 6.4f, 6.5f, 6.6f, 9.7f };
static const float perpT2[9] = { 2.0f, 2.1f, 2.2f, 2.3f, 2.4f, 3.0f, 3.3f, 3.6f, 9.5f };
static const float perpT3[9] = { 1.1f, 0.7f, -0.2f, 0.0f, 0.6f, 1.3f, 2.2f, 3.6f, 9.0f };
static const float perpT4[9] = { 2.0f, 2.1f, 1.2f, 1.5f, 1.7f, 1.9f, 2.7f, 3.8f, 9.0f };
static const float heightT1[9] = { 0.0f, 0.2f, 0.5f, 0.8f, 0.9f, 0.85f, 0.6f, 0.2f, 0.0 };
static const float heightT2[9] = { -0.8f, -0.4f, 0.0f, 0.1f, 0.1f, 0.03f, 0.0f, 0.0f, 0.0 };
static const float heightT3[9] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0 };
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT1[t]+outmost),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
point[t].m_BasePosition = CVector3D(pos.X+sign*perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT1[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT2[t]+outmost),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
point[t].m_ApexPosition = CVector3D(pos.X+sign*perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT2[t]+outmost));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess),
pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
point[t].m_SplashPosition = CVector3D(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), baseHeight + heightT2[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess));
}
for (size_t t = 0; t < 9; ++t)
{
float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT4[t]+outmost),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
point[t].m_RetreatPosition = CVector3D(pos.X+sign*perp.X*(perpT4[t]+outmost), baseHeight + heightT3[t]*sideNess + std::max(m_WaterHeight,terrHeight),
pos.Y+sign*perp.Y*(perpT4[t]+outmost));
}
vertices.push_back(point[8]);
vertices.push_back(point[7]);
vertices.push_back(point[6]);
vertices.push_back(point[5]);
vertices.push_back(point[4]);
vertices.push_back(point[3]);
vertices.push_back(point[2]);
vertices.push_back(point[1]);
vertices.push_back(point[0]);
shoreWave->m_AABB += point[8].m_SplashPosition;
shoreWave->m_AABB += point[8].m_BasePosition;
shoreWave->m_AABB += point[0].m_SplashPosition;
shoreWave->m_AABB += point[0].m_BasePosition;
shoreWave->m_AABB += point[4].m_ApexPosition;
}
if (sign == 1)
{
// Let's do some fancy reversing.
std::vector reversed;
for (int a = width-1; a >= 0; --a)
{
for (size_t t = 0; t < 9; ++t)
reversed.push_back(vertices[a*9+t]);
}
vertices = reversed;
}
j += width/2-1;
shoreWave->m_VBvertices = g_VBMan.Allocate(sizeof(SWavesVertex), vertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
shoreWave->m_VBvertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBvertices, &vertices[0]);
m_ShoreWaves.push_back(shoreWave);
}
}
}
void WaterManager::RenderWaves(const CFrustum& frustrum)
{
#if CONFIG2_GLES
#warning Fix WaterManager::RenderWaves on GLES
#else
if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
return;
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
pglDrawBuffers(2, attachments);
glClearColor(0.0f,0.0f, 0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
CShaderDefines none;
CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none);
shad->Bind();
shad->BindTexture(str_waveTex, m_WaveTex);
shad->BindTexture(str_foamTex, m_FoamTex);
shad->Uniform(str_time, (float)m_WaterTexTimer);
shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
{
if (!frustrum.IsBoxVisible(CVector3D(0,0,0), m_ShoreWaves[a]->m_AABB))
continue;
CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices;
SWavesVertex *base=(SWavesVertex *)VBchunk->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SWavesVertex);
shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
// NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect); // replaces commented above because my normal is vec2
shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
shad->AssertPointersBound();
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);
u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind();
glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index));
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
// TODO: figure out why this doesn't work.
//g_Renderer.m_Stats.m_DrawCalls++;
//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
CVertexBuffer::Unbind();
}
shad->Unbind();
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
#endif
}
///////////////////////////////////////////////////////////////////
// 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;
}
}
delete[] normals;
}
///////////////////////////////////////////////////////////////////
// Calculate the strength of the wind at a given point on the map.
// This is too slow and should support limited recomputation.
void WaterManager::RecomputeWindStrength()
{
if (m_WindStrength == NULL)
m_WindStrength = new float[m_MapSize*m_MapSize];
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
float waterLevel = m_WaterHeight;
CVector2D windDir = CVector2D(cos(m_WindAngle),sin(m_WindAngle));
CVector2D perp = CVector2D(-windDir.Y, windDir.X);
// Our kernel will sample 5 points going towards the wind (generally).
int kernel[5][2] = { {(int)windDir.X*2,(int)windDir.Y*2}, {(int)windDir.X*5,(int)windDir.Y*5}, {(int)windDir.X*9,(int)windDir.Y*9}, {(int)windDir.X*16,(int)windDir.Y*16}, {(int)windDir.X*25,(int)windDir.Y*25} };
float* Temp = new float[m_MapSize*m_MapSize];
std::fill(Temp, Temp + m_MapSize*m_MapSize, 1.0f);
for (size_t j = 0; j < m_MapSize; ++j)
for (size_t i = 0; i < m_MapSize; ++i)
{
float curHeight = terrain->GetVertexGroundLevel(i,j);
if (curHeight >= waterLevel)
{
Temp[j*m_MapSize + i] = 0.3f; // blurs too strong otherwise
continue;
}
if (terrain->GetVertexGroundLevel(i + ceil(windDir.X),j + ceil(windDir.Y)) < waterLevel)
continue;
// Calculate how dampened our waves should be.
float tendency = 0.0f;
float oldHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[4][0],j+kernel[4][1]));
float currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[3][0],j+kernel[3][1]));
float avgheight = oldHeight + currentHeight;
tendency = currentHeight - oldHeight;
oldHeight = currentHeight;
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[2][0],j+kernel[2][1]));
avgheight += currentHeight;
tendency += currentHeight - oldHeight;
oldHeight = currentHeight;
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[1][0],j+kernel[1][1]));
avgheight += currentHeight;
tendency += currentHeight - oldHeight;
oldHeight = currentHeight;
currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[0][0],j+kernel[0][1]));
avgheight += currentHeight;
tendency += currentHeight - oldHeight;
float baseLevel = std::max(0.0f,1.0f - (avgheight/5.0f-waterLevel)/20.0f);
baseLevel *= baseLevel;
tendency /= 15.0f;
baseLevel -= tendency; // if the terrain was sloping downwards, increase baselevel. Otherwise reduce.
baseLevel = clamp(baseLevel,0.0f,1.0f);
// Draw on map. This is pretty slow.
float length = 35.0f * (1.0f-baseLevel/1.8f);
for (float y = 0; y < length; y += 0.6f)
{
int xx = clamp(i - y * windDir.X,0.0f,(float)(m_MapSize-1));
int yy = clamp(j - y * windDir.Y,0.0f,(float)(m_MapSize-1));
Temp[yy*m_MapSize + xx] = Temp[yy*m_MapSize + xx] < (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f ?
Temp[yy*m_MapSize + xx] : (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f;
}
}
int blurKernel[4][2] = { {(int)ceil(windDir.X),(int)ceil(windDir.Y)}, {(int)windDir.X*3,(int)windDir.Y*3}, {(int)ceil(perp.X),(int)ceil(perp.Y)}, {(int)-ceil(perp.X),(int)-ceil(perp.Y)} };
float blurValue;
for (size_t j = 2; j < m_MapSize-2; ++j)
for (size_t i = 2; i < m_MapSize-2; ++i)
{
blurValue = Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]];
m_WindStrength[j*m_MapSize + i] = blurValue * 0.25f;
}
delete[] Temp;
}
////////////////////////////////////////////////////////////////////////
// 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_WindStrength);
}
////////////////////////////////////////////////////////////////////////
// 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_PrettyWater)
return false;
if (!m_RenderWater || m_WaterUgly)
return false;
return true;
}