// // GLWaterRenderer.h // OpenSpades // // Created by yvt on 8/1/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #pragma once #include "IGLDevice.h" #include #include namespace spades { namespace client { class GameMap; } namespace draw { class GLRenderer; class IGLDevice; class GLProgram; class GLWaterRenderer{ class IWaveTank; class StandardWaveTank; class FFTWaveTank; GLRenderer *renderer; IGLDevice *device; client::GameMap *map; IWaveTank *waveTank; int w, h; size_t updateBitmapPitch; std::vector updateBitmap; std::vector bitmap; IGLDevice::UInteger texture; // water color IGLDevice::UInteger waveTexture; // bumpmap struct Vertex; IGLDevice::UInteger buffer; IGLDevice::UInteger idxBuffer; size_t numIndices; IGLDevice::UInteger tempFramebuffer; IGLDevice::UInteger tempDepthTexture; GLProgram *program; GLProgram *programDepth; void BuildVertices(); void MarkUpdate(int x, int y); public: GLWaterRenderer(GLRenderer *, client::GameMap *map); ~GLWaterRenderer(); void Render(); void Update(float dt); void GameMapChanged(int x, int y, int z, client::GameMap *); }; } }