*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@941 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+158
-44
@@ -378,41 +378,141 @@ void setwatercolor(char *r, char *g, char *b, char *a)
|
||||
|
||||
COMMANDN(watercolour, setwatercolor, ARG_4STR);
|
||||
|
||||
inline void vertw(int v1, float v2, int v3, float t, int tex)
|
||||
{
|
||||
float angle = v1*v3*0.1f + t;
|
||||
float h = sinf(angle);
|
||||
if(tex)
|
||||
{
|
||||
float v = cosf(angle);
|
||||
if(tex>0)
|
||||
{
|
||||
glTexCoord3f(v1+v*0.3f, v2+h*0.3f, v3+v*0.3f);
|
||||
if(tex>1) glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
|
||||
}
|
||||
else glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] + (max(v, 0) - 0.5f)*51.0f));
|
||||
}
|
||||
glVertex3f((float)v1, v2 + h*0.3f, (float)v3);
|
||||
}
|
||||
|
||||
// renders water for bounding rect area that contains water... simple but very inefficient
|
||||
|
||||
void renderwaterstrips(float hf, int tex, float t)
|
||||
{
|
||||
for(int x = wx1; x<wx2; x += watersubdiv)
|
||||
{
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
vertw(x, hf, wy1, t, tex);
|
||||
vertw(x+watersubdiv, hf, wy1, t, tex);
|
||||
for(int y = wy1; y<wy2; y += watersubdiv)
|
||||
{
|
||||
vertw(x, hf, y+watersubdiv, t, tex);
|
||||
vertw(x+watersubdiv, hf, y+watersubdiv, t, tex);
|
||||
}
|
||||
glEnd();
|
||||
#define VERTW(vertw, body) \
|
||||
inline void vertw(int v1, float v2, int v3, float t) \
|
||||
{ \
|
||||
float angle = v1*v3*0.1f + t; \
|
||||
float h = 0.3f*sinf(angle); \
|
||||
body; \
|
||||
glVertex3f((float)v1, v2+h, (float)v3); \
|
||||
}
|
||||
#define VERTWT(vertwt, body) VERTW(vertwt, { float v = cosf(angle); float duv = 0.2f*v; body; })
|
||||
VERTW(vertw, {})
|
||||
VERTW(vertwc, {
|
||||
float v = cosf(angle);
|
||||
glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] + (max(v, 0) - 0.5f)*51.0f));
|
||||
})
|
||||
VERTWT(vertwt, {
|
||||
glTexCoord3f(v1+duv, v2+h, v3+duv);
|
||||
})
|
||||
VERTWT(vertwtc, {
|
||||
glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
|
||||
glTexCoord3f(v1+duv, v2+h, v3+duv);
|
||||
})
|
||||
VERTWT(vertwmtc, {
|
||||
glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
|
||||
glMultiTexCoord3f_(GL_TEXTURE0_ARB, v1+duv, v2+h, v3+duv);
|
||||
glMultiTexCoord3f_(GL_TEXTURE1_ARB, v1+duv, v2+h, v3+duv);
|
||||
})
|
||||
|
||||
#define renderwaterstrips(vertw, hf, t) \
|
||||
for(int x = wx1; x<wx2; x += watersubdiv) \
|
||||
{ \
|
||||
glBegin(GL_TRIANGLE_STRIP); \
|
||||
vertw(x, hf, wy1, t); \
|
||||
vertw(x+watersubdiv, hf, wy1, t); \
|
||||
for(int y = wy1; y<wy2; y += watersubdiv) \
|
||||
{ \
|
||||
vertw(x, hf, y+watersubdiv, t); \
|
||||
vertw(x+watersubdiv, hf, y+watersubdiv, t); \
|
||||
} \
|
||||
glEnd(); \
|
||||
}
|
||||
|
||||
void setprojtexmatrix()
|
||||
{
|
||||
GLfloat pm[16], mm[16];
|
||||
glGetFloatv(GL_PROJECTION_MATRIX, pm);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, mm);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.5f, 0.5f, 0.5f);
|
||||
glScalef(0.5f, 0.5f, 0.5f);
|
||||
glMultMatrixf(pm);
|
||||
glMultMatrixf(mm);
|
||||
}
|
||||
|
||||
void setupmultitexrefract(GLuint reflecttex, GLuint refracttex)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
|
||||
|
||||
float wc[4] = { hdr.watercolor[0]/255.0f, hdr.watercolor[1]/255.0f, hdr.watercolor[2]/255.0f, hdr.watercolor[3]/255.0f };
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, wc);
|
||||
glBindTexture(GL_TEXTURE_2D, refracttex);
|
||||
setprojtexmatrix();
|
||||
|
||||
glActiveTexture_(GL_TEXTURE1_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, reflecttex);
|
||||
setprojtexmatrix();
|
||||
|
||||
glActiveTexture_(GL_TEXTURE0_ARB);
|
||||
}
|
||||
|
||||
void setupmultitexreflect(GLuint reflecttex)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
float a = hdr.watercolor[3]/255.0f;
|
||||
float wc[4] = { hdr.watercolor[0]/255.0f*a, hdr.watercolor[1]/255.0f*a, hdr.watercolor[2]/255.0f*a, 1.0f-a };
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, wc);
|
||||
glBindTexture(GL_TEXTURE_2D, reflecttex);
|
||||
setprojtexmatrix();
|
||||
}
|
||||
|
||||
void cleanupmultitex(GLuint reflecttex, GLuint refracttex)
|
||||
{
|
||||
if(!refracttex)
|
||||
{
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
|
||||
}
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glLoadIdentity();
|
||||
|
||||
glActiveTexture_(GL_TEXTURE1_ARB);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glLoadIdentity();
|
||||
|
||||
glActiveTexture_(GL_TEXTURE0_ARB);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
|
||||
VAR(mtwater, 0, 1, 1);
|
||||
|
||||
int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
|
||||
{
|
||||
if(wx1<0) return nquads;
|
||||
@@ -422,6 +522,28 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
|
||||
|
||||
float t = lastmillis/300.0f;
|
||||
|
||||
if(mtwater && hasmultitexture && hasoverbright && reflecttex)
|
||||
{
|
||||
if(refracttex)
|
||||
{
|
||||
setupmultitexrefract(reflecttex, refracttex);
|
||||
renderwaterstrips(vertwmtc, hf, t);
|
||||
}
|
||||
else
|
||||
{
|
||||
setupmultitexreflect(reflecttex);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
|
||||
renderwaterstrips(vertwtc, hf, t);
|
||||
glDisable(GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
cleanupmultitex(reflecttex, refracttex);
|
||||
|
||||
return nquads;
|
||||
}
|
||||
|
||||
if(!refracttex)
|
||||
{
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
@@ -435,21 +557,12 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
|
||||
if(!refracttex)
|
||||
{
|
||||
glColor4ubv(hdr.watercolor);
|
||||
renderwaterstrips(hf, 0, t);
|
||||
|
||||
renderwaterstrips(vertw, hf, t);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
GLfloat pm[16], mm[16];
|
||||
glGetFloatv(GL_PROJECTION_MATRIX, pm);
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, mm);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.5f, 0.5f, 0.5f);
|
||||
glScalef(0.5f, 0.5f, 0.5f);
|
||||
glMultMatrixf(pm);
|
||||
glMultMatrixf(mm);
|
||||
setprojtexmatrix();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, refracttex ? refracttex : reflecttex);
|
||||
}
|
||||
@@ -457,14 +570,15 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
|
||||
if(refracttex)
|
||||
{
|
||||
glColor3f(1, 1, 1);
|
||||
renderwaterstrips(hf, 1, t);
|
||||
renderwaterstrips(vertwt, hf, t);
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glBindTexture(GL_TEXTURE_2D, reflecttex);
|
||||
}
|
||||
renderwaterstrips(hf, reflecttex ? 2 : -1, t);
|
||||
if(reflecttex) { renderwaterstrips(vertwtc, hf, t); }
|
||||
else { renderwaterstrips(vertwc, hf, t); }
|
||||
|
||||
if(reflecttex)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user