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Aquaria/Aquaria/WaterSurfaceRender.cpp

260 lines
5.5 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "WaterSurfaceRender.h"
#include "DSQ.h"
#include "Game.h"
#include "Avatar.h"
/*
{
public:
WaterSurfaceRender();
void render();
protected:
void onRender();
};
*/
namespace WaterSurfaceRenderStuff
{
Vector baseColor = Vector(0.4,0.9,1.0);
}
using namespace WaterSurfaceRenderStuff;
WaterSurfaceRender::WaterSurfaceRender() : Quad()
{
color = baseColor;
cull = false;
//alpha = 0.98;
alpha = 0.75;
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
setSegs(4, 32, 0.5, 0.5, -0.005, 0, 5, 1);
}
//addChild(qSurface);
//qSurface->renderBeforeParent = 1;
/*
qLine = new Quad("water/water-line", Vector(0,50));
qLine->repeatTextureToFill(1);
addChild(qLine);
*/
qLine = new Quad("water/water-line", Vector(0,0));
qLine->repeatTextureToFill(1);
qLine->cull = false;
dsq->game->addRenderObject(qLine, LR_WATERSURFACE2);
qLine2 = 0;
/*
qLine2 = new Quad("water/water-line", Vector(0,0));
qLine2->repeatTextureToFill(1);
qLine2->cull = false;
//qLine2->flipVertical();
dsq->game->addRenderObject(qLine2, LR_ELEMENTS3);
*/
//water/water-surface
qSurface = new Quad("missingimage", Vector(0,0));
//qSurface->parentManagedPointer = 1;
qSurface->cull = false;
qSurface->repeatTextureToFill(1);
dsq->game->addRenderObject(qSurface, LR_WATERSURFACE2);
shareColorWithChildren = 0;
shareAlphaWithChildren = 0;
}
void WaterSurfaceRender::render()
{
//if (dsq->frameBuffer.isInited())
if (dsq->game->waterLevel.x > 0)
{
qLine->alpha = qSurface->alpha = 1;
//qSurface->alpha = 0;
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 += 10;
offset.y -= 40*scale.y;
qLine->position = position + offset + Vector(0,42)*scale.y;
qLine->alphaMod = 0.5;
qLine->setWidth(width);
/*
qLine2->position = position + offset;
qLine2->alphaMod = 0.5;
qLine2->width = this->width;
*/
qSurface->position = position+offset;
qSurface->scale = scale.y;
qSurface->setWidthHeight(width, height);
float bit = core->cameraPos.x/300.0f;
//qSurface->texOff.x = bit;
qLine->texOff.x = bit;
//qSurface->refreshRepeatTextureToFill();
qLine->refreshRepeatTextureToFill();
/*
qLine2->texOff.x = bit;
qLine2->refreshRepeatTextureToFill();
*/
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
qSurface->alphaMod = 0.5;
Quad::render();
//qLine->alpha = qSurface->alpha = 0;
}
else
{
//color = baseColor;
Quad::render();
//qSurface->alphaMod = 0.6;
//deleteGrid();
//color = Vector(1,1,1);
}
/*
//core->setupRenderPositionAndScale();
glClear(GL_DEPTH_BUFFER_BIT);
core->currentLayerPass = 0;
dsq->game->avatar->color = Vector(1,0,0);
dsq->game->avatar->render();
dsq->game->avatar->color = Vector(1,1,1);
//glBindTexture(GL_TEXTURE_2D, 0);
*/
}
else
{
qLine->alpha = qSurface->alpha = 0;
if (qLine2)
{
qLine2->alpha = 0;
}
}
}
void WaterSurfaceRender::onRender()
{
#ifdef BBGE_BUILD_OPENGL
if (dsq->game->waterLevel == 0) return;
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
dsq->frameBuffer.bindTexture();
}
else
{
glBindTexture(GL_TEXTURE_2D, 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();
Quad::onRender();
/*
glTranslatef(0, -height - 20);
height = 40;
Quad::onRender();
*/
glBindTexture(GL_TEXTURE_2D, 0);
}
else
{
/*
upperLeftTextureCoordinates.x = 0;
lowerRightTextureCoordinates.x = core->frameBuffer.getWidthP();
*/
glColor4f(0.4, 0.7, 0.8, 0.2);
Quad::onRender();
glBindTexture(GL_TEXTURE_2D, 0);
}
RenderObject::lastTextureApplied = 0;
//dsq->game->avatar->setRenderPass(0);
/*
glEnable(GL_SCISSOR_TEST);
float realSz2 = sz2*scale.x;
float factor = float(core->getWindowWidth()) / 800.0f;
glScissor(dsq->game->waterLevel.x*factor - realSz2 * factor, 600*factor-(position.y+realSz2)*factor, realSz2*2*factor, realSz2*2*factor);
*/
//glDisable(GL_SCISSOR_TEST);
#endif
}