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source: orxonox.OLD/branches/terrain/src/world_entities/environments/mapped_water.cc @ 8453

Last change on this file since 8453 was 8037, checked in by bensch, 18 years ago

trunk: merged the water back
merged with command
svn merge -r7798:HEAD https://svn.orxonox.net/orxonox/branches/water .

conflicts are all resolved

File size: 11.1 KB
Line 
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: Stefan Lienard
13   co-programmer: ...
14*/
15
16#include "mapped_water.h"
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19#include "util/loading/resource_manager.h"
20#include "state.h"
21
22
23
24
25CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
26
27
28MappedWater::MappedWater(const TiXmlElement* root)
29{
30  this->setClassID(CL_MAPPED_WATER, "MappedWater");
31  this->toList(OM_ENVIRON);
32
33  if (root != NULL)
34    this->loadParams(root);
35
36  PRINTF(0)("MaxTextureUnits: %i\n", Material::getMaxTextureUnits());
37
38  // TODO rename texture to reflection texture
39  /// loads the textures
40  // set up refleciton texture
41  //mat.setDiffuseMap(this->texture, 0);
42  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0);
43  // load refraction texture
44  mat.setDiffuseMap("pictures/error_texture.png", GL_TEXTURE_2D, 1);
45  // load normal map
46  //mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
47  // load dudv map
48  //mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
49  // set up depth texture
50  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4);
51
52
53
54  /// MAKE THE MAPPING TEXTURE.
55  // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE
56  // set the size of the refraction and reflection textures
57  this->textureSize = 512;
58  unsigned int channels = 32;
59  GLenum type = GL_RGBA;
60  unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels];
61  memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
62  unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels];
63  memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
64  // Register the texture with OpenGL and bind it to the texture ID
65  mat.select();
66  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
67
68  // Create the texture and store it on the video card
69  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection);
70
71  //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type,  GL_UNSIGNED_INT, pTexture);
72
73  //the same for the refraction
74  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
75  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction);
76
77  // Set the texture quality
78  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
79  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
80  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
81  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
82
83  // Since we stored the texture space with OpenGL, we can delete the image data
84  delete [] pTextureReflection;
85  delete [] pTextureRefraction;
86
87
88  /// initialization of the texture coords, speeds etc...
89  this->move = 0.0f;
90  this->g_WaterUV = 35.0f;
91  this->kNormalMapScale = 0.25f;
92  this->g_WaterFlow = 0.0015f;
93
94  /// initialization of the shaders
95  // load shader files
96/*  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
97
98  this->shader->activateShader();
99  // Set the variable "reflection" to correspond to the first texture unit
100  Shader::Uniform(shader, "reflection").set(0);
101  // Set the variable "refraction" to correspond to the second texture unit
102  Shader::Uniform(shader, "refraction").set(1);
103  // Set the variable "normalMap" to correspond to the third texture unit
104  Shader::Uniform(shader, "normalMap").set(2);
105  // Set the variable "dudvMap" to correspond to the fourth texture unit
106  Shader::Uniform(shader, "dudvMap").set(3);
107  // Set the variable "depthMap" to correspond to the fifth texture unit
108  Shader::Uniform(shader, "depthMap").set(4);
109  // Give the variable "waterColor" a blue color
110  Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f);
111  // Give the variable "lightPos" our hard coded light position
112  Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f);
113  // uniform for the camera position
114  cam_uni = new Shader::Uniform(shader, "cameraPos");
115
116  this->shader->deactivateShader();*/
117}
118
119MappedWater::~MappedWater()
120{
121  //delete shader;
122  //delete cam_uni;
123}
124
125void MappedWater::loadParams(const TiXmlElement* root)
126{
127  WorldEntity::loadParams(root);
128
129  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
130  LoadParam(root, "lightPos", this, MappedWater, setLightPosition);
131}
132
133
134void MappedWater::draw() const
135{
136  glPushMatrix();
137  glTranslatef(0,this->waterHeight,0);
138
139  mat.unselect();
140  mat.select();
141
142  ///this->shader->activateShader();
143
144  // reset the camera uniform to the current cam position
145  Vector pos = State::getCameraNode()->getAbsCoor();
146  ///cam_uni->set(pos.x, pos.y, pos.z, 1.0f);
147
148  glBegin(GL_QUADS);
149  // The back left vertice for the water
150  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0);//g_WaterUV);            // Reflection texture
151  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0);//refrUV - move);        // Refraction texture
152  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture
153  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture
154  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                       // Depth texture
155  glVertex3f(0.0f, waterHeight, 0.0f);
156
157  // The front left vertice for the water
158  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1);//0.0f);                  // Reflection texture
159  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1);//0.0f - move);           // Refraction texture
160  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture
161  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
162  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
163  glVertex3f(0.0f, waterHeight, 1000.0f);
164
165  // The front right vertice for the water
166  glMultiTexCoord2f(GL_TEXTURE0, 1,1); //g_WaterUV, 0.0f);             // Reflection texture
167  glMultiTexCoord2f(GL_TEXTURE1, 1,1);//refrUV, 0.0f - move);         // Refraction texture
168  glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture
169  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
170  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
171  glVertex3f(1000.0f, waterHeight, 1000.0f);
172
173  // The back right vertice for the water
174  glMultiTexCoord2f(GL_TEXTURE0, 1,0);//g_WaterUV, g_WaterUV);        // Reflection texture
175  glMultiTexCoord2f(GL_TEXTURE1, 1,0);//refrUV, refrUV - move);       // Refraction texture
176  glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture
177  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
178  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
179  glVertex3f(1000.0f, waterHeight, 0.0f);
180  glEnd();
181
182  ///this->shader->deactivateShader();
183
184  mat.unselect();
185
186  glPopMatrix();
187}
188
189void MappedWater::tick(float dt)
190{
191  // makes the water flow
192  this->move += this->g_WaterFlow;
193  this->move2 = this->move * this->kNormalMapScale;
194  this->refrUV = this->g_WaterUV;
195  this->normalUV = this->g_WaterUV * this->kNormalMapScale;
196}
197
198void MappedWater::setHeight(float height)
199{
200  this->waterHeight = height;
201}
202
203void MappedWater::activateReflection()
204{
205  // save viewport matrix and change the viewport size
206  glPushAttrib(GL_VIEWPORT_BIT);
207  glViewport(0,0, textureSize, textureSize);
208
209  glPushMatrix();
210
211  // If our camera is above the water we will render the scene flipped upside down.
212  // In order to line up the reflection nicely with the world we have to translate
213  // the world to the position of our reflected surface, multiplied by two.
214  glEnable(GL_CLIP_PLANE0);
215  Vector pos = State::getCameraNode()->getAbsCoor();
216  if(pos.y > waterHeight)
217  {
218    // Translate the world, then flip it upside down
219    glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
220    glScalef(1.0, -1.0, 1.0);
221
222    // Since the world is updside down we need to change the culling to FRONT
223    glCullFace(GL_FRONT);
224
225    // Set our plane equation and turn clipping on
226    double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
227    glClipPlane(GL_CLIP_PLANE0, plane);
228  }
229  else
230  {
231    // If the camera is below the water we don't want to flip the world,
232    // but just render it clipped so only the top is drawn.
233    double plane[4] = {0.0, 1.0, 0.0, waterHeight};
234    glClipPlane(GL_CLIP_PLANE0, plane);
235  }
236}
237
238
239void MappedWater::deactivateReflection()
240{
241  glDisable(GL_CLIP_PLANE0);
242  glCullFace(GL_BACK);
243
244  mat.select();
245  //glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
246  mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
247
248  glPopMatrix();
249  glPopAttrib();
250}
251
252void MappedWater::activateRefraction()
253{
254  // To create the refraction and depth textures we do the same thing
255  // we did for the reflection texture, except we don't need to turn
256  // the world upside down.  We want to find the depth of the water,
257  // not the depth of the sky and above water terrain.
258
259  // save viewport matrix and change the viewport size
260  glPushAttrib(GL_VIEWPORT_BIT);
261  glViewport(0,0, textureSize, textureSize);
262
263  glPushMatrix();
264
265  // If our camera is above the water we will render only the parts that
266  // are under the water.  If the camera is below the water we render
267  // only the stuff above the water.  Like the reflection texture, we
268  // incorporate clipping planes to only render what we need.
269
270  // If the camera is above water, render the data below the water
271  glEnable(GL_CLIP_PLANE0);
272  Vector pos = State::getCameraNode()->getAbsCoor();
273  if(pos.y > waterHeight)
274  {
275    double plane[4] = {0.0, -1.0, 0.0, waterHeight}; 
276    glClipPlane(GL_CLIP_PLANE0, plane);
277  }
278  // If the camera is below the water, only render the data above the water
279  else
280  {
281    glCullFace(GL_FRONT);
282    double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; 
283    glClipPlane(GL_CLIP_PLANE0, plane);
284  }
285}
286
287void MappedWater::deactivateRefraction()
288{
289  glDisable(GL_CLIP_PLANE0);
290  glCullFace(GL_BACK);
291
292  mat.select();
293  mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
294  //glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0);
295  //mat.renderToTexture(0, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, textureSize, textureSize, 0);
296
297  // Bind the current scene to our refraction texture
298//  glBindTexture(GL_TEXTURE_2D, g_Texture[REFRACTION_ID]);
299//  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
300
301  // Bind the current scene to our depth texture
302//  glBindTexture(GL_TEXTURE_2D, g_Texture[DEPTH_ID]);
303//  glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0);
304
305  glPopMatrix();
306  glPopAttrib();
307}
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