Example #1
0
void CLOSTexture::InterpolateLOS()
{
	if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS)
		return;
	
	if (m_Dirty)
	{
		RecomputeTexture(0);
		m_Dirty = false;
	}
	
	GLint originalFBO;
	glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER, m_smoothFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
				   whichTex ? m_TextureSmooth2 : m_TextureSmooth1, 0);
	
	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"LOS framebuffer object incomplete: 0x%04X", status);
	}

	m_smoothShader->BeginPass();
	CShaderProgramPtr shader = m_smoothShader->GetShader();
	
	shader->Bind();	
	
	shader->BindTexture("losTex1", m_Texture);
	shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2);
	
	shader->Uniform("delta", (float)g_Renderer.GetTimeManager().GetFrameDelta() * 4.0f, 0.0f, 0.0f, 0.0f);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, m_TextureSize, m_TextureSize);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);	    
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	shader->Unbind();
	m_smoothShader->EndPass();
	
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO);
	
	whichTex = !whichTex;
}
void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
{
	// Bind inTex to framebuffer for rendering.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
	
	// Get bloom shader with instructions to simply copy texels.
	CShaderDefines defines;
	defines.Add(str_BLOOM_NOP, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	
	GLuint renderedTex = inTex;
	
	// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
	// produces good scaling due to hardware filtering.
	glBindTexture(GL_TEXTURE_2D, renderedTex);
	pglGenerateMipmapEXT(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	shader->BindTexture(str_renderedTex, renderedTex);
	
	const SViewPort oldVp = g_Renderer.GetViewport();
	const SViewPort vp = { 0, 0, inWidth / 2, inHeight / 2 };
	g_Renderer.SetViewport(vp);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);
	
	tech->EndPass();
}
Example #3
0
void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
{
	// Bind inTex to framebuffer for rendering.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
	
	// Get bloom shader with instructions to simply copy texels.
	CShaderDefines defines;
	defines.Add(str_BLOOM_NOP, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	
	GLuint renderedTex = inTex;
	
	// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
	// produces good scaling due to hardware filtering.
	glBindTexture(GL_TEXTURE_2D, renderedTex);
	pglGenerateMipmapEXT(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	shader->BindTexture(str_renderedTex, renderedTex);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, inWidth / 2, inHeight / 2);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);	    
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	tech->EndPass();
}
void CPostprocManager::ApplyPostproc()
{
	if (!m_IsInitialised) 
		return;
	
	// Don't do anything if we are using the default effect.
	if (m_PostProcEffect == L"default")
	{
		return;
	}
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
	
	GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT };
	pglDrawBuffers(1, buffers);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
	pglDrawBuffers(1, buffers);	
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
	
	// First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied!
	// (This may need to change depending on future usage, however that will have a fps hit)
	ApplyBlur(); 

	for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass)
	{
		ApplyEffect(m_PostProcTech, pass);
	}
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
}
Example #5
0
//////////////////////////////////////////////////////////////////////////
// Create the shadow map
void ShadowMapInternals::CreateTexture()
{
	// Cleanup
	if (Texture)
	{
		glDeleteTextures(1, &Texture);
		Texture = 0;
	}
	if (DummyTexture)
	{
		glDeleteTextures(1, &DummyTexture);
		DummyTexture = 0;
	}
	if (Framebuffer)
	{
		pglDeleteFramebuffersEXT(1, &Framebuffer);
		Framebuffer = 0;
	}

	pglGenFramebuffersEXT(1, &Framebuffer);

	if (g_Renderer.m_ShadowMapSize != 0)
	{
		// non-default option to override the size
		Width = Height = g_Renderer.m_ShadowMapSize;
	}
	else
	{
		// get shadow map size as next power of two up from view width and height
		Width = (int)round_up_to_pow2((unsigned)g_Renderer.GetWidth());
		Height = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight());
	}
	// Clamp to the maximum texture size
	Width = std::min(Width, (int)ogl_max_tex_size);
	Height = std::min(Height, (int)ogl_max_tex_size);

	// Since we're using a framebuffer object, the whole texture is available
	EffectiveWidth = Width;
	EffectiveHeight = Height;

	const char* formatname;

	switch(DepthTextureBits)
	{
	case 16: formatname = "DEPTH_COMPONENT16"; break;
	case 24: formatname = "DEPTH_COMPONENT24"; break;
	case 32: formatname = "DEPTH_COMPONENT32"; break;
	default: formatname = "DEPTH_COMPONENT"; break;
	}

	LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)",
		Width, Height, formatname);


	if (g_Renderer.m_Options.m_ShadowAlphaFix)
	{
		glGenTextures(1, &DummyTexture);
		g_Renderer.BindTexture(0, DummyTexture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	}

	glGenTextures(1, &Texture);
	g_Renderer.BindTexture(0, Texture);

	GLenum format;

	switch(DepthTextureBits)
	{
	case 16: format = GL_DEPTH_COMPONENT16; break;
	case 24: format = GL_DEPTH_COMPONENT24; break;
	case 32: format = GL_DEPTH_COMPONENT32; break;
	default: format = GL_DEPTH_COMPONENT; break;
	}

	glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

	glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);

	// set texture parameters
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// bind to framebuffer object
	glBindTexture(GL_TEXTURE_2D, 0);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer);

	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0);

	if (g_Renderer.m_Options.m_ShadowAlphaFix)
	{
		pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0);
	}
	else
	{
		glDrawBuffer(GL_NONE);
	}

	glReadBuffer(GL_NONE);

	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);

	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"Framebuffer object incomplete: %04d", status);

		// Disable shadow rendering (but let the user try again if they want)
		g_Renderer.m_Options.m_Shadows = false;
	}

	FilterOffsets[0] = -0.4f/Width;
	FilterOffsets[1] = 1.0f/Height;

	FilterOffsets[2] = -1.0f/Width;
	FilterOffsets[3] = -0.4f/Height;

	FilterOffsets[4] = 0.4f/Width;
	FilterOffsets[5] = -1.0f/Height;

	FilterOffsets[6] = 1.0f/Width;
	FilterOffsets[7] = 0.4f/Height;
}
Example #6
0
///////////////////////////////////////////////////////////////////
// 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;
	}
	
	// Use screen-sized textures for minimum artifacts.
	m_RefTextureSize = g_Renderer.GetHeight();
	
	m_RefTextureSize = round_up_to_pow2(m_RefTextureSize);
	
	// 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_RefTextureSize, (GLsizei)m_RefTextureSize, 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_RefTextureSize, (GLsizei)m_RefTextureSize, 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_RefTextureSize, (GLsizei)m_RefTextureSize, 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_RefTextureSize, (GLsizei)m_RefTextureSize, 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, &currentFbo);

	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;
}
Example #7
0
//////////////////////////////////////////////////////////////////////////
// Create the shadow map
void ShadowMapInternals::CreateTexture()
{
	// Cleanup
	if (Texture)
	{
		glDeleteTextures(1, &Texture);
		Texture = 0;
	}
	if (DummyTexture)
	{
		glDeleteTextures(1, &DummyTexture);
		DummyTexture = 0;
	}
	if (Framebuffer)
	{
		pglDeleteFramebuffersEXT(1, &Framebuffer);
		Framebuffer = 0;
	}

	pglGenFramebuffersEXT(1, &Framebuffer);

	if (g_Renderer.m_ShadowMapSize != 0)
	{
		// non-default option to override the size
		Width = Height = g_Renderer.m_ShadowMapSize;
	}
	else
	{
		// get shadow map size as next power of two up from view width/height
		Width = Height = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
	}
	// Clamp to the maximum texture size
	Width = std::min(Width, (int)ogl_max_tex_size);
	Height = std::min(Height, (int)ogl_max_tex_size);

	// Since we're using a framebuffer object, the whole texture is available
	EffectiveWidth = Width;
	EffectiveHeight = Height;

	const char* formatname;

	switch(DepthTextureBits)
	{
	case 16: formatname = "DEPTH_COMPONENT16"; break;
	case 24: formatname = "DEPTH_COMPONENT24"; break;
	case 32: formatname = "DEPTH_COMPONENT32"; break;
	default: formatname = "DEPTH_COMPONENT"; break;
	}

	LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)",
		Width, Height, formatname);


	if (g_Renderer.m_Options.m_ShadowAlphaFix)
	{
		glGenTextures(1, &DummyTexture);
		g_Renderer.BindTexture(0, DummyTexture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	}

	glGenTextures(1, &Texture);
	g_Renderer.BindTexture(0, Texture);

	GLenum format;

#if CONFIG2_GLES
	format = GL_DEPTH_COMPONENT;
#else
	switch (DepthTextureBits)
	{
	case 16: format = GL_DEPTH_COMPONENT16; break;
	case 24: format = GL_DEPTH_COMPONENT24; break;
	case 32: format = GL_DEPTH_COMPONENT32; break;
	default: format = GL_DEPTH_COMPONENT; break;
	}
#endif

	glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
	// GLES requires type == UNSIGNED_SHORT or UNSIGNED_INT

	// set texture parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

#if CONFIG2_GLES
	// GLES doesn't do depth comparisons, so treat it as a
	// basic unfiltered depth texture
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#else
	// Enable automatic depth comparisons
	glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);

	// Use GL_LINEAR to trigger automatic PCF on some devices
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif

	ogl_WarnIfError();

	// bind to framebuffer object
	glBindTexture(GL_TEXTURE_2D, 0);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer);

	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0);

	if (g_Renderer.m_Options.m_ShadowAlphaFix)
	{
		pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0);
	}
	else
	{
#if CONFIG2_GLES
#warning TODO: figure out whether the glDrawBuffer/glReadBuffer stuff is needed, since it is not supported by GLES
#else
		glDrawBuffer(GL_NONE);
#endif
	}

#if !CONFIG2_GLES
	glReadBuffer(GL_NONE);
#endif

	ogl_WarnIfError();

	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);

	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"Framebuffer object incomplete: 0x%04X", status);

		// Disable shadow rendering (but let the user try again if they want)
		g_Renderer.m_Options.m_Shadows = false;
	}
}
void CPostprocManager::RecreateBuffers()
{
	Cleanup();
	
	m_Width = g_Renderer.GetWidth();
	m_Height = g_Renderer.GetHeight();
	
	#define GEN_BUFFER_RGBA(name, w, h) \
		glGenTextures(1, (GLuint*)&name); \
		glBindTexture(GL_TEXTURE_2D, name); \
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, \
			GL_UNSIGNED_BYTE, 0); \
		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_CLAMP_TO_EDGE); \
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
	// Two fullscreen ping-pong textures. 
	GEN_BUFFER_RGBA(m_ColourTex1, m_Width, m_Height);
	GEN_BUFFER_RGBA(m_ColourTex2, m_Width, m_Height);
	
	// Textures for several blur sizes. It would be possible to reuse
	// m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given
	// that these are fairly small it's probably not worth complicating the coordinates passed
	// to the blur helper functions.
	GEN_BUFFER_RGBA(m_BlurTex2a, m_Width / 2, m_Height / 2);
	GEN_BUFFER_RGBA(m_BlurTex2b, m_Width / 2, m_Height / 2);
	
	GEN_BUFFER_RGBA(m_BlurTex4a, m_Width / 4, m_Height / 4);
	GEN_BUFFER_RGBA(m_BlurTex4b, m_Width / 4, m_Height / 4);
	
	GEN_BUFFER_RGBA(m_BlurTex8a, m_Width / 8, m_Height / 8);
	GEN_BUFFER_RGBA(m_BlurTex8b, m_Width / 8, m_Height / 8);
	
	#undef GEN_BUFFER_RGBA
	
	// Allocate the Depth/Stencil texture.
	glGenTextures(1, (GLuint*)&m_DepthTex);
	glBindTexture(GL_TEXTURE_2D, m_DepthTex);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height,
		      0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
			GL_NONE);
	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_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
	glBindTexture(GL_TEXTURE_2D, 0);

	// Set up the framebuffers with some initial textures.
	
	pglGenFramebuffersEXT(1, &m_PingFbo);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex1, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
	
	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"Framebuffer object incomplete (A): 0x%04X", status);
	}
	
	pglGenFramebuffersEXT(1, &m_PongFbo);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex2, 0);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
	
	status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status);
	}
	
	pglGenFramebuffersEXT(1, &m_BloomFbo);
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	/*pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_BloomTex1, 0);
	
	status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status);
	}*/

	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
{
	// Set tempTex as our rendering target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
	
	// Get bloom shader, for a horizontal Gaussian blur pass.
	CShaderDefines defines2;
	defines2.Add(str_BLOOM_PASS_H, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines2);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->BindTexture(str_renderedTex, inOutTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	const SViewPort oldVp = g_Renderer.GetViewport();
	const SViewPort vp = { 0, 0, inWidth, inHeight };
	g_Renderer.SetViewport(vp);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);

	tech->EndPass();
	
	// Set result texture as our render target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
	
	// Get bloom shader, for a vertical Gaussian blur pass.
	CShaderDefines defines3;
	defines3.Add(str_BLOOM_PASS_V, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines3);
	
	tech->BeginPass();
	shader = tech->GetShader();
	
	// Our input texture to the shader is the output of the horizontal pass.
	shader->BindTexture(str_renderedTex, tempTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	g_Renderer.SetViewport(vp);
	
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);

	tech->EndPass();
}
Example #10
0
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
{
	// Set tempTex as our rendering target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
	
	// Get bloom shader, for a horizontal Gaussian blur pass.
	CShaderDefines defines2;
	defines2.Add(str_BLOOM_PASS_H, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines2);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->BindTexture(str_renderedTex, inOutTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, inWidth, inHeight);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	tech->EndPass();
	
	// Set result texture as our render target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
	
	// Get bloom shader, for a vertical Gaussian blur pass.
	CShaderDefines defines3;
	defines3.Add(str_BLOOM_PASS_V, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines3);
	
	tech->BeginPass();
	shader = tech->GetShader();
	
	// Our input texture to the shader is the output of the horizontal pass.
	shader->BindTexture(str_renderedTex, tempTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, inWidth, inHeight);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	tech->EndPass();
}
Example #11
0
// Render fancy water
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap* shadow)
{
	PROFILE3_GPU("fancy water");
	
	WaterManager* WaterMgr = g_Renderer.GetWaterManager();
	CShaderDefines defines = context;
	
	WaterMgr->UpdateQuality();

	// If we're using fancy water, make sure its shader is loaded
	if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading)
	{
		if (WaterMgr->m_WaterNormal)
			defines.Add(str_USE_NORMALS, str_1);
		if (WaterMgr->m_WaterRealDepth)
			defines.Add(str_USE_REAL_DEPTH, str_1);
		if (WaterMgr->m_WaterFoam)
			defines.Add(str_USE_FOAM, str_1);
		if (WaterMgr->m_WaterCoastalWaves && false)
			defines.Add(str_USE_WAVES, str_1);
		if (WaterMgr->m_WaterRefraction)
			defines.Add(str_USE_REFRACTION, str_1);
		if (WaterMgr->m_WaterReflection)
			defines.Add(str_USE_REFLECTION, str_1);
		if (shadow && WaterMgr->m_WaterShadows)
			defines.Add(str_USE_SHADOWS, str_1);

		m->wavesShader = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", defines);
		if (!m->wavesShader)
		{
			LOGERROR(L"Failed to load waves shader. Deactivating waves.\n");
			g_Renderer.SetOptionBool(CRenderer::OPT_WATERCOASTALWAVES, false);
			defines.Add(str_USE_WAVES, str_0);
		}
		
		// haven't updated the ARB shader yet so I'll always load the GLSL
		/*if (!g_Renderer.m_Options.m_PreferGLSL && !superFancy)
			m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines);
		else*/
			m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines);
		
		if (!m->fancyWaterShader)
		{
			LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
			WaterMgr->m_RenderWater = false;
			return false;
		}
		WaterMgr->m_NeedsReloading = false;
	}
	
	CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();

	GLuint depthTex;
	// creating the real depth texture using the depth buffer.
	if (WaterMgr->m_WaterRealDepth)
	{
		if (WaterMgr->m_depthTT == 0)
		{
			glGenTextures(1, (GLuint*)&depthTex);
			WaterMgr->m_depthTT = depthTex;
			glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
			
#if CONFIG2_GLES
			GLenum format = GL_DEPTH_COMPONENT;
#else
			GLenum format = GL_DEPTH_COMPONENT32;
#endif
			
			// TODO: use POT texture
			glTexImage2D(GL_TEXTURE_2D, 0, format, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
						 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL);
		}
		glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
#if !CONFIG2_GLES
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif
		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_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		
		glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight(), 0);
		
		glBindTexture(GL_TEXTURE_2D, 0);
	}
	// Calculating the advanced informations about Foam and all if the quality calls for it.
	/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
	{
		WaterMgr->m_NeedInfoUpdate = false;
		WaterMgr->CreateSuperfancyInfo();
	}*/
	
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	double time = WaterMgr->m_WaterTexTimer;
	double period = 8;
	int curTex = (int)(time*60/period) % 60;
	int nexTex = (curTex + 1) % 60;

	GLuint FramebufferName = 0;

	// rendering waves to a framebuffer
	// TODO: reactivate this with something that looks good.
	if (false && WaterMgr->m_WaterCoastalWaves && WaterMgr->m_VBWaves && !g_AtlasGameLoop->running)
	{
		// Save the post-processing framebuffer.
		GLint fbo;
		glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fbo);

		pglGenFramebuffersEXT(1, &FramebufferName);
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferName);
		
		GLuint renderedTexture;
		if (WaterMgr->m_waveTT == 0)
		{
			glGenTextures(1, &renderedTexture);
			WaterMgr->m_waveTT = renderedTexture;
			
			glBindTexture(GL_TEXTURE_2D, WaterMgr->m_waveTT);
			// TODO: use POT texture
			glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);

		}
		glBindTexture(GL_TEXTURE_2D, WaterMgr->m_waveTT);
		
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		
		pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, WaterMgr->m_waveTT, 0);
		
		glClearColor(0.5f,0.5f,1.0f,0.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		
		// rendering
		m->wavesShader->Bind();
		m->wavesShader->BindTexture(str_waveTex, WaterMgr->m_Wave);
		m->wavesShader->Uniform(str_time, (float)time);
		m->wavesShader->Uniform(str_waviness, WaterMgr->m_Waviness);
		m->wavesShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
		
		SWavesVertex *base=(SWavesVertex *)WaterMgr->m_VBWaves->m_Owner->Bind();
		GLsizei stride = sizeof(SWavesVertex);
		m->wavesShader->VertexPointer(3, GL_FLOAT, stride, &base[WaterMgr->m_VBWaves->m_Index].m_Position);
		m->wavesShader->TexCoordPointer(GL_TEXTURE0,2,GL_BYTE, stride,&base[WaterMgr->m_VBWaves->m_Index].m_UV);
		m->wavesShader->AssertPointersBound();

		u8* indexBase = WaterMgr->m_VBWavesIndices->m_Owner->Bind();
		glDrawElements(GL_TRIANGLES, (GLsizei) WaterMgr->m_VBWavesIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(WaterMgr->m_VBWavesIndices->m_Index));

		g_Renderer.m_Stats.m_DrawCalls++;
		CVertexBuffer::Unbind();
		m->wavesShader->Unbind();
		
		// rebind post-processing frambuffer.
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
		glBindTexture(GL_TEXTURE_2D, 0);
		
	}
	
	m->fancyWaterShader->Bind();

	
	// Shift the texture coordinates by these amounts to make the water "flow"
	float tx = -fmod(time, 81.0 / (WaterMgr->m_Waviness/20.0 + 0.8) )/(81.0/ (WaterMgr->m_Waviness/20.0 + 0.8) );
	float ty = -fmod(time, 34.0 / (WaterMgr->m_Waviness/20.0 + 0.8) )/(34.0/ (WaterMgr->m_Waviness/20.0 + 0.8) );
	
	float repeatPeriod = WaterMgr->m_RepeatPeriod;
	
	const CCamera& camera = g_Renderer.GetViewCamera();
	CVector3D camPos = camera.m_Orientation.GetTranslation();

	m->fancyWaterShader->BindTexture(str_normalMap, WaterMgr->m_NormalMap[curTex]);
	m->fancyWaterShader->BindTexture(str_normalMap2, WaterMgr->m_NormalMap[nexTex]);
	
	if (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves)
	{
		m->fancyWaterShader->BindTexture(str_Foam, WaterMgr->m_Foam);
		m->fancyWaterShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
	}
	if (WaterMgr->m_WaterRealDepth)
		m->fancyWaterShader->BindTexture(str_depthTex, WaterMgr->m_depthTT);
	if (WaterMgr->m_WaterCoastalWaves)
		m->fancyWaterShader->BindTexture(str_waveTex, WaterMgr->m_waveTT);
	if (WaterMgr->m_WaterReflection)
	m->fancyWaterShader->BindTexture(str_reflectionMap, WaterMgr->m_ReflectionTexture);
	if (WaterMgr->m_WaterRefraction)
	m->fancyWaterShader->BindTexture(str_refractionMap, WaterMgr->m_RefractionTexture);

	m->fancyWaterShader->BindTexture(str_losMap, losTexture.GetTextureSmooth());

	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();

	// TODO: only bind what's really needed for that.
	m->fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
	m->fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor.X);
	m->fancyWaterShader->Uniform(str_color, WaterMgr->m_WaterColor);
	m->fancyWaterShader->Uniform(str_specularStrength, WaterMgr->m_SpecularStrength);
	m->fancyWaterShader->Uniform(str_waviness, WaterMgr->m_Waviness);
	m->fancyWaterShader->Uniform(str_murkiness, WaterMgr->m_Murkiness);
	m->fancyWaterShader->Uniform(str_tint, WaterMgr->m_WaterTint);
	m->fancyWaterShader->Uniform(str_reflectionTintStrength, WaterMgr->m_ReflectionTintStrength);
	m->fancyWaterShader->Uniform(str_reflectionTint, WaterMgr->m_ReflectionTint);
	m->fancyWaterShader->Uniform(str_translation, tx, ty);
	m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
	m->fancyWaterShader->Uniform(str_reflectionMatrix, WaterMgr->m_ReflectionMatrix);
	m->fancyWaterShader->Uniform(str_refractionMatrix, WaterMgr->m_RefractionMatrix);
	m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix());
	m->fancyWaterShader->Uniform(str_cameraPos, camPos);
	m->fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
	m->fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
	m->fancyWaterShader->Uniform(str_time, (float)time);
	m->fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
	m->fancyWaterShader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube());

	if (shadow && WaterMgr->m_WaterShadows)
	{
		m->fancyWaterShader->BindTexture(str_shadowTex, shadow->GetTexture());
		m->fancyWaterShader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
		int width = shadow->GetWidth();
		int height = shadow->GetHeight();
		m->fancyWaterShader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
	}

	for (size_t i = 0; i < m->visiblePatches.size(); ++i)
	{
		CPatchRData* data = m->visiblePatches[i];
		data->RenderWater(m->fancyWaterShader);
	}

	m->fancyWaterShader->Unbind();

	pglActiveTextureARB(GL_TEXTURE0);
	pglDeleteFramebuffersEXT(1, &FramebufferName);

	glDisable(GL_BLEND);

	return true;
}