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source: orxonox.OLD/branches/network/src/world_entities/environments/water.cc @ 6654

Last change on this file since 6654 was 6610, checked in by bensch, 19 years ago

trunk: minor valgrinds

File size: 6.0 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "water.h"
19#include "factory.h"
20#include "load_param.h"
21
22#include "grid.h"
23#include "material.h"
24
25#include "resource_manager.h"
26#include "shader.h"
27
28#include "skybox.h"
29
30
31using namespace std;
32
33CREATE_FACTORY(Water, CL_WATER);
34
35
36Water::Water(const TiXmlElement* root)
37{
38  this->setClassID(CL_WATER, "Water");
39  this->toList(OM_ENVIRON);
40
41  this->resX = this->resY = 10;
42  this->sizeX = this->sizeY = 1.0f;
43  this->height = 0.5f;
44  this->grid = NULL;
45
46  this->velocities = NULL;
47  this->viscosity = 5;
48  this->cohesion = .0000000001;
49
50  if (root != NULL)
51    this->loadParams(root);
52
53  this->rebuildGrid();
54  this->waterMaterial = new Material();
55  this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, (void*)"shaders/water.frag");
56
57  this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 100;
58}
59
60Water::~Water()
61{
62  delete this->grid;
63  delete this->waterMaterial;
64}
65
66void Water::loadParams(const TiXmlElement* root)
67{
68  WorldEntity::loadParams(root);
69
70  LoadParam(root, "size", this, Water, setSize)
71      .describe("the size of the WaterSurface")
72      .defaultValues(2, 1.0f, 1.0f);
73
74  LoadParam(root, "resolution", this, Water, setResolution)
75      .describe("sets the resolution of the water surface")
76      .defaultValues(2, 10, 10);
77
78  LoadParam(root, "height", this, Water, setHeight)
79      .describe("the height of the Waves")
80      .defaultValues(1, 0.5f);
81}
82
83void Water::rebuildGrid()
84{
85  if (this->velocities != NULL)
86  {
87    assert (this->grid != NULL);
88    for (unsigned int i = 0; i < this->grid->rows(); i++)
89      delete[] this->velocities[i];
90    delete[] this->velocities;
91  }
92
93//   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel();
94//   if (this->grid != NULL)
95//     this->grid = NULL;
96
97  this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY);
98  this->velocities = new float*[this->resX];
99  for (unsigned int i = 0; i < this->grid->rows(); i++)
100  {
101    this->velocities[i] = new float[this->resY];
102    for (unsigned int j = 0; j < this->resY; j++)
103      this->velocities[i][j] = 0.0;
104  }
105  this->setModel(this->grid, 0);
106}
107
108void Water::setResolution(unsigned int resX, unsigned int resY)
109{
110  this->resX = resX;
111  this->resY = resY;
112}
113
114void Water::setSize(float sizeX, float sizeY)
115{
116  this->sizeX = sizeX;
117  this->sizeY = sizeY;
118}
119
120void Water::setHeight(float height)
121{
122  this->height = height;
123}
124
125
126void Water::draw() const
127{
128  //SkyBox::enableCubeMap();
129
130  glBindTexture(GL_TEXTURE_2D, 15);
131  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
132
133  glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
134  glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
135  glEnable(GL_TEXTURE_GEN_S);
136  glEnable(GL_TEXTURE_GEN_T);
137
138  glEnable(GL_BLEND);
139  glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
140  // this->waterShader->activateShader();
141//  this->waterMaterial->select();
142  WorldEntity::draw();
143  //Shader::deactivateShader();
144
145  SkyBox::disableCubeMap();
146}
147
148void Water::tick(float dt)
149{
150/*
151    THE OLD USELESS ALGORITHM
152  phase += dt *.1;
153  for (unsigned int i = 0; i < this->grid->rows(); i++)
154  {
155    for (unsigned int j = 0; j < this->grid->columns(); j++)
156    {
157      this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+
158          this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0);
159    }
160  }
161  this->grid->rebuildNormals(this->height);*/
162
163
164  unsigned int i, j;
165  float u;
166
167  // wave/advection
168  // calc movement
169  for(j = 1; j < this->grid->rows() - 1; j++) {
170    for(i = 1; i < this->grid->columns() - 1; i++) {
171      u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) +
172          this->grid->height(i, j+1) + this->grid->height(i, j-1) -
173          4 * this->grid->height(i, j);
174      this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height;
175      this->grid->height(i, j) += dt * this->velocities[i][j];
176    }
177  }
178/*  // advect
179  for(j = 1; j < this->grid->rows() - 1; j++) {
180    for(i = 1; i < this->grid->columns() - 1; i++) {
181      this->grid->height(i, j) += dt * this->velocities[i][j];
182    }
183  }*/
184  // bound
185//   unsigned int w = this->grid->columns - 1;
186//   for(i = 0; i < this->grid->columns; i++) {
187//     _map[i][0].u[1] = _map[i][1  ].u[1];
188//     _map[i][w].u[1] = _map[i][w-1].u[1];
189//     _map[0][i].u[1] = _map[1  ][i].u[1];
190//     _map[w][i].u[1] = _map[w-1][i].u[1];
191//   }
192
193  // diffusion
194  for(j = 1; j < this->grid->rows() - 1; j++) {
195    for(i = 1; i < this->grid->columns() - 1 ; i++) {
196      u = this->grid->height(i+1, j) + this->grid->height(i-1, j) +
197          this->grid->height(i, j+1) + this->grid->height(i, j-1) -
198          4* this->grid->height(i, j);
199      this->grid->height(i,j) += dt * this->cohesion * u / this->height;
200    }
201  }
202
203  // calc normals
204//   float l[3];
205//   float m[3];
206//   for(j = 1; j < this->grid->rows() -1; j++) {
207//     for(i = 1; i < this->grid->columns() - 1; i++) {
208//       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x;
209//       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y;
210//       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z;
211//       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x;
212//       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y;
213//       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z;
214//       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1];
215//       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2];
216//       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0];
217//     }
218//   }
219  this->grid->rebuildNormals(this->height);
220}
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