void CRefractWater::Draw()
{
	if(readmap->minheight>10)
		return;

	glActiveTextureARB(GL_TEXTURE2_ARB);
	glBindTexture(target, subSurfaceTex);
	glEnable(target);
	glCopyTexSubImage2D(target, 0, 0, 0, 0, 0, gu->screenx, gu->screeny);

	SetupWaterDepthTex();

	glActiveTextureARB(GL_TEXTURE0_ARB);
	// GL_TEXTURE_RECTANGLE uses texcoord range 0 to width, whereas GL_TEXTURE_2D uses 0 to 1
	if (target == GL_TEXTURE_RECTANGLE_ARB) {
		float v[] = { 0.04f * gu->screenx, 0.04f * gu->screeny, 0.0f, 0.0f };
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
	} else {
		float v[] = { 0.04f, 0.04f, 0.0f, 0.0f };
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
		v[0] = 1.0f / next_power_of_2(gu->screenx);
		v[1] = 1.0f / next_power_of_2(gu->screeny);
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 3, v);
	}
	CAdvWater::Draw(false);

	glActiveTextureARB(GL_TEXTURE3_ARB);
	glDisable(GL_TEXTURE_2D);

	glActiveTextureARB(GL_TEXTURE2_ARB);
	glDisable(target);
	glActiveTextureARB(GL_TEXTURE0_ARB);
}
示例#2
0
void CRefractWater::Draw()
{
	if (!mapInfo->water.forceRendering && (readmap->currMinHeight > 1.0f)) {
		return;
	}

	glActiveTextureARB(GL_TEXTURE2_ARB);
	glBindTexture(target, subSurfaceTex);
	glEnable(target);
	glCopyTexSubImage2D(target, 0, 0, 0, 0, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);

	SetupWaterDepthTex();

	glActiveTextureARB(GL_TEXTURE0_ARB);

	// GL_TEXTURE_RECTANGLE uses texcoord range 0 to width, whereas GL_TEXTURE_2D uses 0 to 1
	if (target == GL_TEXTURE_RECTANGLE_ARB) {
		float v[] = { 10.0f * globalRendering->viewSizeX, 10.0f * globalRendering->viewSizeY, 0.0f, 0.0f };
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
	} else {
		float v[] = { 10.0f, 10.0f, 0.0f, 0.0f };
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 2, v);
		v[0] = 1.0f / next_power_of_2(globalRendering->viewSizeX);
		v[1] = 1.0f / next_power_of_2(globalRendering->viewSizeY);
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 3, v);
	}
	CAdvWater::Draw(false);

	glActiveTextureARB(GL_TEXTURE3_ARB);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_TEXTURE_GEN_S);
	glDisable(GL_TEXTURE_GEN_T);

	glActiveTextureARB(GL_TEXTURE2_ARB);
	glDisable(target);
	glActiveTextureARB(GL_TEXTURE0_ARB);
}