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-rw-r--r--scene.cpp57
-rw-r--r--scene.h3
-rw-r--r--shaders/terrain_fragment.glsl17
-rw-r--r--shaders/water_fragment.glsl13
-rw-r--r--terrain_loader.cpp6
-rw-r--r--textures/zooboing-688-water.jpgbin0 -> 271748 bytes
6 files changed, 87 insertions, 9 deletions
diff --git a/scene.cpp b/scene.cpp
index 352893e..c55c2dc 100644
--- a/scene.cpp
+++ b/scene.cpp
@@ -35,6 +35,11 @@ Scene::Scene() {
terrain_program.attach(terrain_fragment);
terrain_program.link();
+ GLFragmentShader water_fragment("shaders/water_fragment.glsl");
+ water_program.attach(terrain_vertex);
+ water_program.attach(water_fragment);
+ water_program.link();
+
terrain_program.use();
GLint tex = glGetUniformLocation(terrain_program.get_program(), "tex");
GLint texv[] = {0, 1, 2};
@@ -47,6 +52,7 @@ Scene::Scene() {
grass_texture = load_texture("textures/zooboing-366-grass.jpg");
rock_texture = load_texture("textures/zooboing-825-stone-modified.jpg");
soil_texture = load_texture("textures/zooboing-469-sand-modified.jpg");
+ water_texture = load_texture("textures/zooboing-688-water.jpg");
marker_texture = load_texture("textures/cross.png");
/* init terrain */
@@ -418,8 +424,59 @@ void Scene::render() {
glDisable(GL_TEXTURE_2D);
// set active to texture0 to avoid breaking the texture font
glActiveTexture(GL_TEXTURE0);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ water_program.use();
+ chunk_pos = glGetUniformLocation(water_program.get_program(), "chunk_pos");
+ player_pos = glGetUniformLocation(water_program.get_program(), "player_pos");
+ glUniform3f(player_pos, pos.x, pos.y, pos.z);
+
+ for(std::list<Terrain::Chunk*>::iterator it = terrain->chunks.begin(); it != terrain->chunks.end(); it++) {
+ Terrain::Chunk *chunk = *it;
+ glPushMatrix();
+ glTranslatef(-pos.x + chunk->x, -pos.y, -pos.z + chunk->y);
+ glUniform2f(chunk_pos, chunk->x, chunk->y);
+
+ float v[4*3];
+ /*v[0] = v[2] = v[3] = v[9] = v[11] = v[17] = 0;
+ v[5] = v[6] = v[8] = v[12] = v[14] = v[15] = terrain->chunk_size;
+ v[1] = v[4] = v[7] = v[10] = v[13] = v[16] = 30;*/
+ v[0] = v[2] = v[3] = v[11] = 0;
+ v[5] = v[6] = v[8] = v[9] = terrain->chunk_size;
+ v[1] = v[4] = v[7] = v[10] = 30;
+
+ float n[4*3];
+ /*n[0] = n[2] = n[3] = n[5] = n[6] = n[8] = n[9] = n[11] = n[12] = n[14] = n[15] = n[17]= 0;
+ n[1] = n[4] = n[7] = n[10] = n[13] = n[16] = 1;*/
+ n[0] = n[2] = n[3] = n[5] = n[6] = n[8] = n[9] = n[11] = 0;
+ n[1] = n[4] = n[7] = n[10] = 1;
+
+ float tc[4*2];
+ /*tc[0] = tc[1] = tc[2] = tc[6] = tc[7] = tc[11] = 0;
+ tc[3] = tc[4] = tc[5] = tc[8] = tc[9] = tc[10] = 1;*/
+ tc[0] = tc[1] = tc[2] = tc[7] = 0;
+ tc[3] = tc[4] = tc[5] = tc[6] = terrain->chunk_size / 2;
+
+ glBindTexture(GL_TEXTURE_2D, water_texture);
+ glVertexPointer(3, GL_FLOAT, 0, v);
+ glNormalPointer(GL_FLOAT, 0, n);
+ glTexCoordPointer(2, GL_FLOAT, 0, tc);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDrawArrays(GL_QUADS, 0, 4);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glPopMatrix();
+ }
+ glDisable(GL_BLEND);
+
glUseProgram(0);
}
+
if(grid) {
if(terrain)
glColor3f(0, 0, 0);
diff --git a/scene.h b/scene.h
index 7d68583..9e3ddb7 100644
--- a/scene.h
+++ b/scene.h
@@ -39,8 +39,9 @@ class Scene {
int sx, sy;
GLShaderProgram terrain_program;
+ GLShaderProgram water_program;
- GLuint grass_texture, rock_texture, soil_texture, marker_texture;
+ GLuint grass_texture, rock_texture, soil_texture, water_texture, marker_texture;
Scene();
~Scene();
diff --git a/shaders/terrain_fragment.glsl b/shaders/terrain_fragment.glsl
index aa2de9b..7197883 100644
--- a/shaders/terrain_fragment.glsl
+++ b/shaders/terrain_fragment.glsl
@@ -11,14 +11,19 @@ void main() {
vec3 n = normalize(normal);
float diffuse = max(dot(n, light_pos), 0.5);
- float f1 = clamp((pos.y-15.0) / 3.0, 0.0, 1.0);
- float f2 = clamp((pos.y-2) / 3.0, 0.0, 1.0);
+ //float f1 = clamp((pos.y-15.0) / 3.0, 0.0, 1.0);
+ //float f2 = clamp((pos.y-2) / 3.0, 0.0, 1.0);
+ float f1 = clamp((pos.y-60.0) / 3.0, 0.0, 1.0);
+ float f2 = clamp((pos.y-30) / 3.0, 0.0, 1.0);
- vec4 t0 = texture2D(tex[0], gl_TexCoord[0].st);
- vec4 t1 = texture2D(tex[1], gl_TexCoord[0].st);
- vec4 t2 = texture2D(tex[2], gl_TexCoord[0].st);
+ vec4 grass = texture2D(tex[0], gl_TexCoord[0].st);
+ vec4 rock = texture2D(tex[1], gl_TexCoord[0].st);
+ vec4 soil = texture2D(tex[2], gl_TexCoord[0].st);
- gl_FragColor = mix(mix(t2, t0, f2), t1, f1) * diffuse;
+ gl_FragColor = mix(mix(soil, grass, f2), rock, f1) * diffuse;
+
+ //gl_FragColor = mix(gl_FragColor, gl_FragColor*vec4(0, 0, 1, 0), clamp(31 - pos.y, 0.0, 1.0));
+ //gl_FragColor += vec4(0, 0, 1, clamp(31 - pos.y, 0.0, 1.0));
/* selection marker */
if(show_sel &&
diff --git a/shaders/water_fragment.glsl b/shaders/water_fragment.glsl
new file mode 100644
index 0000000..857a500
--- /dev/null
+++ b/shaders/water_fragment.glsl
@@ -0,0 +1,13 @@
+#version 120
+
+varying vec3 pos;
+uniform vec3 player_pos;
+uniform sampler2D tex;
+
+void main() {
+ gl_FragColor = texture2D(tex, gl_TexCoord[0].st) - vec4(.2, .2, 0, 0);
+ gl_FragColor = mix(gl_FragColor, gl_Fog.color, pow(length(player_pos - pos)/100, 5));
+ gl_FragColor.a = 0.7;
+}
+
+/* vim: set syn=glsl: */
diff --git a/terrain_loader.cpp b/terrain_loader.cpp
index d908aca..6374a7a 100644
--- a/terrain_loader.cpp
+++ b/terrain_loader.cpp
@@ -16,6 +16,7 @@ TerrainLoader::~TerrainLoader() {
}
float *TerrainLoader::generate_heights(int x, int y, int width, int height) {
+ const double scale_factor = 0.004;
module::Perlin mod;
mod.SetSeed(seed);
@@ -26,13 +27,14 @@ float *TerrainLoader::generate_heights(int x, int y, int width, int height) {
heightmap_builder.SetDestNoiseMap(heightmap);
heightmap_builder.SetDestSize(width, height);
- heightmap_builder.SetBounds((double)x / 100, (double)(x+width) / 100, (double)y / 100, (double)(y+height) / 100);
+ heightmap_builder.SetBounds((double)x * scale_factor, (double)(x+width) * scale_factor,
+ (double)y * scale_factor, (double)(y+height) * scale_factor);
heightmap_builder.Build();
float *heights = new float[width*height];
for(int i = 0; i < width; i++) {
for(int j = 0; j < height; j++) {
- heights[i*height + j] = 10*(1+heightmap.GetValue(i, j));
+ heights[i*height + j] = 50*(1+heightmap.GetValue(i, j));
}
}
diff --git a/textures/zooboing-688-water.jpg b/textures/zooboing-688-water.jpg
new file mode 100644
index 0000000..e9fe890
--- /dev/null
+++ b/textures/zooboing-688-water.jpg
Binary files differ