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Aquaria/Aquaria/WaterSurfaceRender.cpp
fgenesis 68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00

155 lines
3 KiB
C++

#include "WaterSurfaceRender.h"
#include "DSQ.h"
#include "Game.h"
#include "Avatar.h"
#include "RenderBase.h"
namespace WaterSurfaceRenderStuff
{
Vector baseColor = Vector(0.4f,0.9f,1.0f);
}
using namespace WaterSurfaceRenderStuff;
WaterSurfaceRender::WaterSurfaceRender() : Quad()
{
color = baseColor;
cull = false;
alpha = 0.75;
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
setSegs(4, 32, 0.5f, 0.5f, -0.005f, 0, 5, 1);
}
qLine = new Quad("water/water-line", Vector(0,0));
qLine->repeatTextureToFill(1);
qLine->cull = false;
dsq->game->addRenderObject(qLine, LR_WATERSURFACE2);
qLine2 = 0;
qSurface = new Quad("missingimage", Vector(0,0));
qSurface->cull = false;
qSurface->repeatTextureToFill(1);
dsq->game->addRenderObject(qSurface, LR_WATERSURFACE2);
shareColorWithChildren = 0;
shareAlphaWithChildren = 0;
}
void WaterSurfaceRender::onUpdate(float dt)
{
if (dsq->game->waterLevel.x > 0)
{
qLine->alpha = qSurface->alpha = 1;
position.x = core->screenCenter.x;
position.y = dsq->game->waterLevel.x;
width = core->getVirtualWidth()*core->invGlobalScale;
height = 100;
float dist = (core->screenCenter.y - position.y);
if (dist > 0)
{
if (dist > 400)
scale.y = 0;
else
scale.y = 1.0f-(dist/400.0f);
}
offset.y = (height*scale.y);
offset.y -= 40*scale.y;
qLine->position = position + offset + Vector(0,42)*scale.y;
qLine->alphaMod = 0.5;
qLine->setWidth(width);
qSurface->position = position+offset;
qSurface->scale = scale.y;
qSurface->setWidthHeight(width, height);
float bit = core->cameraPos.x/300.0f;
qLine->texOff.x = bit;
qLine->refreshRepeatTextureToFill();
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
qSurface->alphaMod = 0.5;
}
}
else
{
qLine->alpha = qSurface->alpha = 0;
if (qLine2)
{
qLine2->alpha = 0;
}
}
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
const float reflectSize = 97;
const float reflectPos = (dsq->game->waterLevel.x - core->cameraPos.y)
+ (dsq->game->waterLevel.x - core->screenCenter.y) / 3;
const float reflectOffset = -0.03f;
const float coordDiv = 768;
const float v0 = 1 + reflectOffset - (reflectPos * core->globalScale.x) / coordDiv;
const float v1 = v0 + (reflectSize * core->globalScale.x) / coordDiv;
upperLeftTextureCoordinates.y = v0 * core->frameBuffer.getHeightP();
lowerRightTextureCoordinates.y = v1 * core->frameBuffer.getHeightP();
upperLeftTextureCoordinates.x = 0;
lowerRightTextureCoordinates.x = core->frameBuffer.getWidthP();
}
}
void WaterSurfaceRender::render(const RenderState& rs) const
{
if (dsq->game->waterLevel.x > 0)
Quad::render(rs);
}
void WaterSurfaceRender::onRender(const RenderState& rs) const
{
if (dsq->game->waterLevel == 0) return;
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
dsq->frameBuffer.bindTexture();
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(0.4f, 0.7f, 0.8f, 0.2f);
}
Quad::onRender(rs);
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
}