1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Stefan Lienard |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #include "mapped_water.h" |
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17 | #include "util/loading/load_param.h" |
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18 | #include "util/loading/factory.h" |
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19 | #include "state.h" |
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20 | #include "t_animation.h" |
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21 | #include <cmath> |
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22 | #include "glgui.h" |
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23 | #include "shell_command.h" |
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24 | #include "script_class.h" |
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25 | |
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26 | #include "resource_shader.h" |
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27 | |
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28 | #include "class_id_DEPRECATED.h" |
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29 | ObjectListDefinitionID(MappedWater, CL_MAPPED_WATER); |
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30 | CREATE_FACTORY(MappedWater); |
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31 | |
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32 | SHELL_COMMAND(gui, MappedWater, toggleGui); |
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33 | SHELL_COMMAND(output, MappedWater, saveParams); |
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34 | |
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35 | CREATE_SCRIPTABLE_CLASS(MappedWater, |
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36 | addMethod("waterUV", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterUV)) |
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37 | ->addMethod("waterFlow", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterFlow)) |
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38 | ->addMethod("shineSize", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineSize)) |
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39 | ->addMethod("shineStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineStrength)) |
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40 | ->addMethod("reflStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeReflStrength)) |
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41 | ->addMethod("refraction", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeRefraction)) |
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42 | ->addMethod("waterHeight", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterHeight)) |
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43 | ->addMethod("waterColor", Executor4<MappedWater, lua_State*, float, float, float, float>(&MappedWater::fadeWaterColor))); |
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44 | |
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45 | |
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46 | /** |
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47 | * @brief constructor |
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48 | * @param root xml data |
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49 | */ |
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50 | MappedWater::MappedWater(const TiXmlElement* root) |
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51 | { |
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52 | this->registerObject(this, MappedWater::_objectList); |
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53 | this->toList(OM_ENVIRON); |
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54 | |
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55 | /// sets start values and parameters |
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56 | this->initParams(); |
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57 | // now the standard values were loaded, if the values are specified in the .oxw file |
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58 | // loadParams will overwrite the standard values with the specified values |
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59 | if (root != NULL) |
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60 | this->loadParams(root); |
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61 | |
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62 | /// initialization of the textures |
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63 | this->initTextures(); |
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64 | |
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65 | /// initialization of the shaders |
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66 | this->initShaders(); |
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67 | |
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68 | /// calculation of the 4 verts of the water quad |
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69 | this->calcVerts(); |
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70 | |
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71 | // init gui |
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72 | this->box = NULL; |
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73 | } |
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74 | |
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75 | /** |
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76 | * @brief deltes shader and the uniform used by the camera |
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77 | */ |
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78 | MappedWater::~MappedWater() |
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79 | { |
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80 | delete cam_uni; |
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81 | delete color_uni; |
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82 | delete light_uni; |
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83 | delete shineSize_uni; |
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84 | delete shineStrength_uni; |
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85 | delete reflStrength_uni; |
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86 | delete refr_uni; |
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87 | } |
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88 | |
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89 | /** |
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90 | * @brief initialization of loadable parameters, sets start standard values |
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91 | */ |
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92 | void MappedWater::initParams() |
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93 | { |
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94 | // those standardvalues will be overwritten if they're also set in the oxw file |
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95 | this->setWaterPos(0, 0, 0); |
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96 | this->setWaterSize(100, 100); |
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97 | this->setWaterUV(9); |
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98 | this->setWaterFlow(0.08f); |
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99 | this->setLightPos(0, 10, 0); |
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100 | this->setWaterAngle(0); |
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101 | this->setNormalMapScale(0.25f); |
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102 | this->setWaterColor(0.1f, 0.2f, 0.4f); |
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103 | this->setShineSize(128); |
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104 | this->setShineStrength(0.7f); |
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105 | this->setReflStrength(1.0f); |
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106 | this->setRefraction(0.009f); |
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107 | |
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108 | // initialization of the texture coords, speeds etc... |
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109 | // normalUV wont change anymore |
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110 | this->normalUV = this->waterUV * this->kNormalMapScale; |
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111 | // move and move2 are used for the reflection and refraction, the values are changed in tick() |
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112 | this->move = 0; |
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113 | this->move2 = this->move * this->kNormalMapScale; |
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114 | |
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115 | // initalize fading bools |
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116 | this->bFadeWaterHeight = false; |
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117 | this->bFadeWaterUV = false; |
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118 | this->bFadeWaterFlow = false; |
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119 | this->bFadeShineSize = false; |
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120 | this->bFadeShineStrength = false; |
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121 | this->bFadeReflStrength = false; |
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122 | this->bFadeRefraction = false; |
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123 | this->bFadeWaterColor = false; |
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124 | } |
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125 | |
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126 | /** |
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127 | * @brief initialization of the textures |
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128 | */ |
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129 | void MappedWater::initTextures() |
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130 | { |
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131 | // sets parameters for the textures |
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132 | this->textureSize = 512; |
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133 | unsigned int channels = 32; |
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134 | GLenum type = GL_RGBA; |
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135 | |
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136 | // set up refleciton texture |
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137 | Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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138 | mat.setDiffuseMap(reflTex, 0); |
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139 | // set up refraction texture |
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140 | Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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141 | mat.setDiffuseMap(refrTex, 1); |
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142 | // load normal map |
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143 | mat.setDiffuseMap("pictures/water_normalmap.bmp", GL_TEXTURE_2D, 2); |
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144 | // load dudv map |
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145 | mat.setDiffuseMap("pictures/water_dudvmap.bmp", GL_TEXTURE_2D, 3); |
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146 | |
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147 | // sets texture parameters for reflection texture |
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148 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
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149 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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150 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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151 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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152 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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153 | // sets texture parameters for refraction texture |
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154 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
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155 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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156 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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157 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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158 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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159 | } |
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160 | |
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161 | /** |
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162 | * @brief initialization of the shaders |
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163 | */ |
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164 | void MappedWater::initShaders() |
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165 | { |
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166 | // load shader files |
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167 | shader = ResourceShader( "shaders/mapped_water.vert", "shaders/mapped_water.frag"); |
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168 | |
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169 | this->shader.activateShader(); |
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170 | // Set the variable "reflection" to correspond to the first texture unit |
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171 | Shader::Uniform(shader, "reflection").set(0); |
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172 | // Set the variable "refraction" to correspond to the second texture unit |
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173 | Shader::Uniform(shader, "refraction").set(1); |
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174 | // Set the variable "normalMap" to correspond to the third texture unit |
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175 | Shader::Uniform(shader, "normalMap").set(2); |
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176 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
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177 | Shader::Uniform(shader, "dudvMap").set(3); |
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178 | // Set the variable "depthMap" to correspond to the fifth texture unit |
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179 | Shader::Uniform(shader, "depthMap").set(1); |
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180 | // Give the variable "waterColor" a blue color |
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181 | color_uni = new Shader::Uniform(shader, "waterColor"); |
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182 | color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); |
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183 | // Give the variable "lightPos" our hard coded light position |
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184 | light_uni = new Shader::Uniform(shader, "lightPos"); |
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185 | light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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186 | // Set the variable "shine" |
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187 | shineSize_uni = new Shader::Uniform(shader, "kShine"); |
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188 | shineSize_uni->set(this->shineSize); |
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189 | // Set the variable "shineStrength" |
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190 | shineStrength_uni = new Shader::Uniform(shader, "shineStrength"); |
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191 | shineStrength_uni->set(this->shineStrength); |
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192 | // Set the variable "reflStrength" |
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193 | reflStrength_uni = new Shader::Uniform(shader, "reflStrength"); |
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194 | reflStrength_uni->set(this->reflStrength); |
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195 | // Set the variable "refraction" |
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196 | refr_uni = new Shader::Uniform(shader, "kRefraction"); |
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197 | refr_uni->set(this->refraction); |
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198 | // uniform for the camera position |
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199 | cam_uni = new Shader::Uniform(shader, "cameraPos"); |
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200 | |
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201 | this->shader.deactivateShader(); |
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202 | } |
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203 | |
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204 | /** |
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205 | * @brief calculates the 4 verts of the water quad |
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206 | */ |
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207 | void MappedWater::calcVerts() |
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208 | { |
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209 | float deg2radtemp = this->waterAngle / 180 * PI; |
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210 | |
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211 | this->waterVerts[2] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth; |
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212 | this->waterVerts[3] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth; |
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213 | this->waterVerts[4] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth - sin(deg2radtemp) * this->zWidth; |
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214 | this->waterVerts[5] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth + cos(deg2radtemp) * this->zWidth; |
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215 | this->waterVerts[6] = this->waterVerts[0] - sin(deg2radtemp) * this->zWidth; |
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216 | this->waterVerts[7] = this->waterVerts[1] + cos(deg2radtemp) * this->zWidth; |
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217 | } |
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218 | |
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219 | /** |
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220 | * @brief resets the waterColor in the Shader |
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221 | * @param r new value for red |
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222 | * @param g new value for green |
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223 | * @param b new value for blue |
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224 | */ |
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225 | void MappedWater::resetWaterColor(float r, float g, float b) |
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226 | { |
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227 | this->shader.activateShader(); |
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228 | this->waterColor = Vector(r, g, b); |
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229 | |
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230 | // Give the variable "waterColor" a color |
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231 | color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); |
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232 | |
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233 | this->shader.deactivateShader(); |
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234 | } |
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235 | |
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236 | /** |
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237 | * @brief resets the shininess in the Shader |
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238 | * @param shine new value for the shininess |
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239 | */ |
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240 | void MappedWater::resetShineSize(float shine) |
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241 | { |
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242 | this->shader.activateShader(); |
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243 | this->shineSize = shine; |
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244 | |
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245 | // Set the variable "shine" |
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246 | shineSize_uni->set(this->shineSize); |
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247 | |
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248 | this->shader.deactivateShader(); |
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249 | } |
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250 | |
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251 | /** |
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252 | * @brief resets the strength of the specular reflection in the Shader |
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253 | * @param strength new value for the strength of the specular reflection |
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254 | */ |
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255 | void MappedWater::resetShineStrength(float strength) |
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256 | { |
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257 | this->shader.activateShader(); |
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258 | this->shineStrength = strength; |
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259 | |
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260 | // Set the variable "shine" |
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261 | shineStrength_uni->set(this->shineStrength); |
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262 | |
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263 | this->shader.deactivateShader(); |
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264 | } |
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265 | |
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266 | /** |
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267 | * @brief resets the strength of the reflection in the Shader |
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268 | * @param strength new value for the strength of the reflection |
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269 | */ |
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270 | void MappedWater::resetReflStrength(float strength) |
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271 | { |
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272 | this->shader.activateShader(); |
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273 | this->reflStrength = strength; |
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274 | |
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275 | // Set the variable "shine" |
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276 | reflStrength_uni->set(this->reflStrength); |
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277 | |
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278 | this->shader.deactivateShader(); |
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279 | } |
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280 | |
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281 | /** |
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282 | * @brief resets the refraction in the Shader |
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283 | * @param refraction new value for the refraction |
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284 | */ |
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285 | void MappedWater::resetRefraction(float refraction) |
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286 | { |
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287 | this->shader.activateShader(); |
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288 | this->refraction = refraction; |
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289 | |
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290 | // Set the variable "shine" |
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291 | refr_uni->set(this->refraction); |
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292 | |
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293 | this->shader.deactivateShader(); |
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294 | } |
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295 | |
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296 | /** |
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297 | * @brief resets the lightPos in the Shader |
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298 | * @param x new x value |
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299 | * @param y new y value |
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300 | * @param z new z value |
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301 | */ |
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302 | void MappedWater::resetLightPos(float x, float y, float z) |
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303 | { |
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304 | this->shader.activateShader(); |
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305 | this->lightPos = Vector(x, y, z); |
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306 | |
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307 | // Give the variable "lightPos" our hard coded light position |
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308 | light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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309 | |
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310 | this->shader.deactivateShader(); |
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311 | } |
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312 | |
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313 | /** |
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314 | * @brief ends the refraction and saves the graphic buffer into a texture |
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315 | * @param root xml data |
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316 | */ |
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317 | void MappedWater::loadParams(const TiXmlElement* root) |
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318 | { |
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319 | WorldEntity::loadParams(root); |
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320 | |
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321 | LoadParam(root, "waterpos", this, MappedWater, setWaterPos); |
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322 | LoadParam(root, "watersize", this, MappedWater, setWaterSize); |
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323 | LoadParam(root, "wateruv", this, MappedWater, setWaterUV); |
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324 | LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); |
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325 | LoadParam(root, "lightpos", this, MappedWater, setLightPos); |
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326 | LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); |
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327 | LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); |
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328 | LoadParam(root, "shinesize", this, MappedWater, setShineSize); |
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329 | LoadParam(root, "shinestrength", this, MappedWater, setShineStrength); |
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330 | LoadParam(root, "reflstrength", this, MappedWater, setReflStrength); |
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331 | LoadParam(root, "refraction", this, MappedWater, setRefraction); |
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332 | LoadParam(root, "watercolor", this, MappedWater, setWaterColor); |
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333 | } |
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334 | |
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335 | /** |
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336 | * @brief prints the xml code of the water params |
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337 | */ |
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338 | void MappedWater::saveParams() |
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339 | { |
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340 | // it's not too nice, but it works fine |
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341 | PRINT(0)("\nMappedWater XML Code:\n<MappedWater>\n"); |
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342 | |
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343 | PRINT(0)(" <waterpos>%f, %f, %f</waterpos>\n", this->waterVerts[0], this->waterHeight, this->waterVerts[1]); |
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344 | PRINT(0)(" <watersize>%f, %f</watersize>\n", this->xWidth, this->zWidth); |
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345 | PRINT(0)(" <wateruv>%f</wateruv>\n", this->waterUV); |
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346 | PRINT(0)(" <waterflow>%f</waterflow>\n", this->waterFlow); |
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347 | PRINT(0)(" <lightpos>%f, %f, %f</lightpos>\n", this->lightPos.x, this->lightPos.y, this->lightPos.z); |
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348 | PRINT(0)(" <waterangle>%f</waterangle>\n", this->waterAngle); |
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349 | PRINT(0)(" <normalmapscale>%f</normalmapscale>\n", this->kNormalMapScale); |
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350 | PRINT(0)(" <shinesize>%f</shinesize>\n", this->shineSize); |
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351 | PRINT(0)(" <shinestrength>%f</shinestrength>\n", this->shineStrength); |
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352 | PRINT(0)(" <reflstrength>%f</reflstrength>\n", this->reflStrength); |
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353 | PRINT(0)(" <refraction>%f</refraction>\n", this->refraction); |
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354 | PRINT(0)(" <watercolor>%f, %f, %f</watercolor>\n", this->waterColor.x, this->waterColor.y, this->waterColor.z); |
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355 | |
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356 | PRINT(0)("</MappedWater>\n"); |
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357 | } |
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358 | |
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359 | /** |
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360 | * @brief starts the slider gui that lets you edit all water parameters |
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361 | */ |
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362 | void MappedWater::toggleGui() |
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363 | { |
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364 | if (this->box == NULL) |
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365 | { |
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366 | this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); |
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367 | { |
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368 | OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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369 | { |
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370 | OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); |
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371 | waterColorText->setText("WaterColor"); |
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372 | waterColorBox->pack(waterColorText); |
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373 | |
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374 | OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); |
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375 | waterColorR->setRange(0, 1.0f); |
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376 | waterColorR->setValue(this->waterColor.x); |
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377 | waterColorR->setStep(0.1f); |
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378 | waterColorR->valueChanged.connect(this, &MappedWater::resetWaterColorR); |
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379 | waterColorBox->pack(waterColorR); |
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380 | |
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381 | OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); |
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382 | waterColorG->setRange(0, 1.0f); |
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383 | waterColorG->setStep(0.1f); |
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384 | waterColorG->setValue(this->waterColor.y); |
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385 | waterColorG->valueChanged.connect(this, &MappedWater::resetWaterColorG); |
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386 | waterColorBox->pack(waterColorG); |
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387 | |
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388 | OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); |
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389 | waterColorB->setRange(0, 1.0f); |
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390 | waterColorB->setStep(0.1f); |
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391 | waterColorB->setValue(this->waterColor.z); |
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392 | waterColorB->valueChanged.connect(this, &MappedWater::resetWaterColorB); |
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393 | waterColorBox->pack(waterColorB); |
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394 | } |
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395 | this->box->pack(waterColorBox); |
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396 | |
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397 | OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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398 | { |
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399 | OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); |
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400 | waterUVText->setText("WaterUV"); |
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401 | waterUVBox->pack(waterUVText); |
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402 | |
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403 | OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); |
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404 | waterUV->setRange(1, 20); |
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405 | waterUV->setValue(this->waterUV); |
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406 | waterUV->setStep(1); |
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407 | waterUV->valueChanged.connect(this, &MappedWater::setWaterUV); |
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408 | waterUVBox->pack(waterUV); |
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409 | } |
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410 | this->box->pack(waterUVBox); |
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411 | |
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412 | OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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413 | { |
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414 | OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); |
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415 | waterFlowText->setText("WaterFlow"); |
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416 | waterFlowBox->pack(waterFlowText); |
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417 | |
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418 | OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); |
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419 | waterFlow->setRange(0.01f, 2); |
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420 | waterFlow->setValue(this->waterFlow); |
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421 | waterFlow->setStep(0.02f); |
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422 | waterFlow->valueChanged.connect(this, &MappedWater::setWaterFlow); |
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423 | waterFlowBox->pack(waterFlow); |
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424 | } |
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425 | this->box->pack(waterFlowBox); |
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426 | |
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427 | OrxGui::GLGuiBox* shineSizeBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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428 | { |
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429 | OrxGui::GLGuiText* shineSizeText = new OrxGui::GLGuiText(); |
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430 | shineSizeText->setText("ShineSize"); |
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431 | shineSizeBox->pack(shineSizeText); |
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432 | |
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433 | OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); |
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434 | shineSize->setRange(1, 128); |
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435 | shineSize->setValue(this->shineSize); |
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436 | shineSize->setStep(1); |
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437 | shineSize->valueChanged.connect(this, &MappedWater::resetShineSize); |
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438 | shineSizeBox->pack(shineSize); |
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439 | } |
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440 | this->box->pack(shineSizeBox); |
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441 | |
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442 | OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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443 | { |
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444 | OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); |
---|
445 | shineStrengthText->setText("ShineStrength"); |
---|
446 | shineStrengthBox->pack(shineStrengthText); |
---|
447 | |
---|
448 | OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); |
---|
449 | shineStrength->setRange(0, 1); |
---|
450 | shineStrength->setValue(this->shineStrength); |
---|
451 | shineStrength->setStep(0.1f); |
---|
452 | shineStrength->valueChanged.connect(this, &MappedWater::resetShineStrength); |
---|
453 | shineStrengthBox->pack(shineStrength); |
---|
454 | } |
---|
455 | this->box->pack(shineStrengthBox); |
---|
456 | |
---|
457 | OrxGui::GLGuiBox* reflStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
---|
458 | { |
---|
459 | OrxGui::GLGuiText* reflStrengthText = new OrxGui::GLGuiText(); |
---|
460 | reflStrengthText->setText("ReflStrength"); |
---|
461 | reflStrengthBox->pack(reflStrengthText); |
---|
462 | |
---|
463 | OrxGui::GLGuiSlider* reflStrength = new OrxGui::GLGuiSlider(); |
---|
464 | reflStrength->setRange(0, 1); |
---|
465 | reflStrength->setValue(this->reflStrength); |
---|
466 | reflStrength->setStep(0.1f); |
---|
467 | reflStrength->valueChanged.connect(this, &MappedWater::resetReflStrength); |
---|
468 | reflStrengthBox->pack(reflStrength); |
---|
469 | } |
---|
470 | this->box->pack(reflStrengthBox); |
---|
471 | |
---|
472 | OrxGui::GLGuiBox* refractionBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
---|
473 | { |
---|
474 | OrxGui::GLGuiText* refractionText = new OrxGui::GLGuiText(); |
---|
475 | refractionText->setText("Refraction"); |
---|
476 | refractionBox->pack(refractionText); |
---|
477 | |
---|
478 | OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); |
---|
479 | refraction->setRange(0.001f, 0.1f); |
---|
480 | refraction->setValue(this->refraction); |
---|
481 | refraction->setStep(0.004f); |
---|
482 | refraction->valueChanged.connect(this, &MappedWater::resetRefraction); |
---|
483 | refractionBox->pack(refraction); |
---|
484 | } |
---|
485 | this->box->pack(refractionBox); |
---|
486 | |
---|
487 | OrxGui::GLGuiBox* lightPosBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
---|
488 | { |
---|
489 | OrxGui::GLGuiText* lightPosText = new OrxGui::GLGuiText(); |
---|
490 | lightPosText->setText("LightPos"); |
---|
491 | lightPosBox->pack(lightPosText); |
---|
492 | |
---|
493 | OrxGui::GLGuiSlider* lightPosX = new OrxGui::GLGuiSlider(); |
---|
494 | lightPosX->setRange(-4000, 4000); |
---|
495 | lightPosX->setValue(this->lightPos.x); |
---|
496 | lightPosX->setStep(15); |
---|
497 | lightPosX->valueChanged.connect(this, &MappedWater::resetLightPosX); |
---|
498 | lightPosBox->pack(lightPosX); |
---|
499 | |
---|
500 | OrxGui::GLGuiSlider* lightPosY = new OrxGui::GLGuiSlider(); |
---|
501 | lightPosY->setRange(-4000, 4000); |
---|
502 | lightPosY->setStep(15); |
---|
503 | lightPosY->setValue(this->lightPos.y); |
---|
504 | lightPosY->valueChanged.connect(this, &MappedWater::resetLightPosY); |
---|
505 | lightPosBox->pack(lightPosY); |
---|
506 | |
---|
507 | OrxGui::GLGuiSlider* lightPosZ = new OrxGui::GLGuiSlider(); |
---|
508 | lightPosZ->setRange(-4000, 4000); |
---|
509 | lightPosZ->setStep(15); |
---|
510 | lightPosZ->setValue(this->lightPos.z); |
---|
511 | lightPosZ->valueChanged.connect(this, &MappedWater::resetLightPosZ); |
---|
512 | lightPosBox->pack(lightPosZ); |
---|
513 | } |
---|
514 | this->box->pack(lightPosBox); |
---|
515 | |
---|
516 | OrxGui::GLGuiBox* waterHeightBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
---|
517 | { |
---|
518 | OrxGui::GLGuiText* waterHeightText = new OrxGui::GLGuiText(); |
---|
519 | waterHeightText->setText("WaterHeight"); |
---|
520 | waterHeightBox->pack(waterHeightText); |
---|
521 | |
---|
522 | OrxGui::GLGuiSlider* waterHeight = new OrxGui::GLGuiSlider(); |
---|
523 | waterHeight->setRange(100, 370); |
---|
524 | waterHeight->setValue(this->waterHeight); |
---|
525 | waterHeight->setStep(4); |
---|
526 | waterHeight->valueChanged.connect(this, &MappedWater::setWaterHeight); |
---|
527 | waterHeightBox->pack(waterHeight); |
---|
528 | } |
---|
529 | this->box->pack(waterHeightBox); |
---|
530 | } |
---|
531 | |
---|
532 | this->box->showAll(); |
---|
533 | this->box->setAbsCoor2D(300, 40); |
---|
534 | OrxGui::GLGuiHandler::getInstance()->activate(); |
---|
535 | OrxGui::GLGuiHandler::getInstance()->activateCursor(); |
---|
536 | } |
---|
537 | else |
---|
538 | { |
---|
539 | OrxGui::GLGuiHandler::getInstance()->deactivate(); |
---|
540 | OrxGui::GLGuiHandler::getInstance()->deactivateCursor(); |
---|
541 | delete this->box; |
---|
542 | this->box = NULL; |
---|
543 | } |
---|
544 | } |
---|
545 | |
---|
546 | /** |
---|
547 | * @brief activates the water shader and draws a quad with four textures on it |
---|
548 | */ |
---|
549 | void MappedWater::draw() const |
---|
550 | { |
---|
551 | glMatrixMode(GL_MODELVIEW); |
---|
552 | glPushMatrix(); |
---|
553 | |
---|
554 | // don't use glRotate or glTranslate here... the shader won't work anymore |
---|
555 | |
---|
556 | mat.select(); |
---|
557 | |
---|
558 | this->shader.activateShader(); |
---|
559 | |
---|
560 | // reset the camera uniform to the current cam position |
---|
561 | Vector pos = State::getCameraNode()->getAbsCoor(); |
---|
562 | cam_uni->set(pos.x, pos.y, pos.z, 1.0f); |
---|
563 | |
---|
564 | glDisable(GL_BLEND); |
---|
565 | |
---|
566 | // TODO change texture coords, so water doesnt look distorted when xWidth != zWidth |
---|
567 | glBegin(GL_QUADS); |
---|
568 | // The back left vertice for the water |
---|
569 | glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV); // Reflection texture |
---|
570 | glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move); // Refraction texture |
---|
571 | glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2); // Normal map texture |
---|
572 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
---|
573 | glVertex3f(this->waterVerts[0], this->waterHeight, this->waterVerts[1]); |
---|
574 | |
---|
575 | // The front left vertice for the water |
---|
576 | glMultiTexCoord2f(GL_TEXTURE0, 0, 0); // Reflection texture |
---|
577 | glMultiTexCoord2f(GL_TEXTURE1, 0, -move); // Refraction texture |
---|
578 | glMultiTexCoord2f(GL_TEXTURE2, 0, move2); // Normal map texture |
---|
579 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
---|
580 | glVertex3f(this->waterVerts[2], this->waterHeight, this->waterVerts[3]); |
---|
581 | |
---|
582 | // The front right vertice for the water |
---|
583 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0); // Reflection texture |
---|
584 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move); // Refraction texture |
---|
585 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2); // Normal map texture |
---|
586 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
---|
587 | glVertex3f(this->waterVerts[4], this->waterHeight, this->waterVerts[5]); |
---|
588 | |
---|
589 | // The back right vertice for the water |
---|
590 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV); // Reflection texture |
---|
591 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move); // Refraction texture |
---|
592 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture |
---|
593 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
---|
594 | glVertex3f(this->waterVerts[6], this->waterHeight, this->waterVerts[7]); |
---|
595 | glEnd(); |
---|
596 | |
---|
597 | this->shader.deactivateShader(); |
---|
598 | |
---|
599 | mat.unselect(); |
---|
600 | |
---|
601 | glPopMatrix(); |
---|
602 | } |
---|
603 | |
---|
604 | /** |
---|
605 | * @brief tick tack, calculates the flow of the water |
---|
606 | */ |
---|
607 | void MappedWater::tick(float dt) |
---|
608 | { |
---|
609 | // makes the water flow |
---|
610 | this->move += this->waterFlow * dt; |
---|
611 | this->move2 = this->move * this->kNormalMapScale; |
---|
612 | |
---|
613 | // fading TODO fix this so it isnt hacky anymore |
---|
614 | if(bFadeWaterUV) |
---|
615 | { |
---|
616 | this->waterUVFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterUV); |
---|
617 | this->waterUVFader->setInfinity(ANIM_INF_CONSTANT); |
---|
618 | |
---|
619 | this->waterUVFader->addKeyFrame(this->waterUV, this->waterUVFadeTime, ANIM_LINEAR); |
---|
620 | this->waterUVFader->addKeyFrame(this->newWaterUV, 0, ANIM_LINEAR); |
---|
621 | |
---|
622 | bFadeWaterUV = false; |
---|
623 | this->waterUVFader->replay(); |
---|
624 | } |
---|
625 | |
---|
626 | if(bFadeWaterFlow) |
---|
627 | { |
---|
628 | this->waterFlowFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterFlow); |
---|
629 | this->waterFlowFader->setInfinity(ANIM_INF_CONSTANT); |
---|
630 | |
---|
631 | this->waterFlowFader->addKeyFrame(this->waterFlow, this->waterFlowFadeTime, ANIM_LINEAR); |
---|
632 | this->waterFlowFader->addKeyFrame(this->newWaterFlow, 0, ANIM_LINEAR); |
---|
633 | |
---|
634 | bFadeWaterFlow = false; |
---|
635 | this->waterFlowFader->replay(); |
---|
636 | } |
---|
637 | |
---|
638 | if(bFadeShineSize) |
---|
639 | { |
---|
640 | this->shineSizeFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineSize); |
---|
641 | this->shineSizeFader->setInfinity(ANIM_INF_CONSTANT); |
---|
642 | |
---|
643 | this->shineSizeFader->addKeyFrame(this->shineSize, this->shineSizeFadeTime, ANIM_LINEAR); |
---|
644 | this->shineSizeFader->addKeyFrame(this->newShineSize, 0, ANIM_LINEAR); |
---|
645 | |
---|
646 | bFadeShineSize = false; |
---|
647 | this->shineSizeFader->replay(); |
---|
648 | } |
---|
649 | |
---|
650 | if(bFadeShineStrength) |
---|
651 | { |
---|
652 | this->shineStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineStrength); |
---|
653 | this->shineStrengthFader->setInfinity(ANIM_INF_CONSTANT); |
---|
654 | |
---|
655 | this->shineStrengthFader->addKeyFrame(this->shineStrength, this->shineStrengthFadeTime, ANIM_LINEAR); |
---|
656 | this->shineStrengthFader->addKeyFrame(this->newShineStrength, 0, ANIM_LINEAR); |
---|
657 | |
---|
658 | bFadeShineStrength = false; |
---|
659 | this->shineStrengthFader->replay(); |
---|
660 | } |
---|
661 | |
---|
662 | if(bFadeReflStrength) |
---|
663 | { |
---|
664 | this->reflStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetReflStrength); |
---|
665 | this->reflStrengthFader->setInfinity(ANIM_INF_CONSTANT); |
---|
666 | |
---|
667 | this->reflStrengthFader->addKeyFrame(this->reflStrength, this->reflStrengthFadeTime, ANIM_LINEAR); |
---|
668 | this->reflStrengthFader->addKeyFrame(this->newReflStrength, 0, ANIM_LINEAR); |
---|
669 | |
---|
670 | bFadeReflStrength = false; |
---|
671 | this->reflStrengthFader->replay(); |
---|
672 | } |
---|
673 | |
---|
674 | if(bFadeRefraction) |
---|
675 | { |
---|
676 | this->refractionFader = new tAnimation<MappedWater>(this, &MappedWater::resetRefraction); |
---|
677 | this->refractionFader->setInfinity(ANIM_INF_CONSTANT); |
---|
678 | |
---|
679 | this->refractionFader->addKeyFrame(this->refraction, this->refractionFadeTime, ANIM_LINEAR); |
---|
680 | this->refractionFader->addKeyFrame(this->newRefraction, 0, ANIM_LINEAR); |
---|
681 | |
---|
682 | bFadeRefraction = false; |
---|
683 | this->refractionFader->replay(); |
---|
684 | } |
---|
685 | |
---|
686 | if(bFadeWaterHeight) |
---|
687 | { |
---|
688 | this->waterHeightFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterHeight); |
---|
689 | this->waterHeightFader->setInfinity(ANIM_INF_CONSTANT); |
---|
690 | |
---|
691 | this->waterHeightFader->addKeyFrame(this->waterHeight, this->waterHeightFadeTime, ANIM_LINEAR); |
---|
692 | this->waterHeightFader->addKeyFrame(this->newWaterHeight, 0, ANIM_LINEAR); |
---|
693 | |
---|
694 | bFadeWaterHeight = false; |
---|
695 | this->waterHeightFader->replay(); |
---|
696 | } |
---|
697 | |
---|
698 | if(bFadeWaterColor) |
---|
699 | { |
---|
700 | this->waterColorRFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorR); |
---|
701 | this->waterColorRFader->setInfinity(ANIM_INF_CONSTANT); |
---|
702 | |
---|
703 | this->waterColorRFader->addKeyFrame(this->waterColor.x, this->waterColorFadeTime, ANIM_LINEAR); |
---|
704 | this->waterColorRFader->addKeyFrame(this->newWaterColor.x, 0, ANIM_LINEAR); |
---|
705 | |
---|
706 | this->waterColorRFader->replay(); |
---|
707 | |
---|
708 | this->waterColorGFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorG); |
---|
709 | this->waterColorGFader->setInfinity(ANIM_INF_CONSTANT); |
---|
710 | |
---|
711 | this->waterColorGFader->addKeyFrame(this->waterColor.y, this->waterColorFadeTime, ANIM_LINEAR); |
---|
712 | this->waterColorGFader->addKeyFrame(this->newWaterColor.y, 0, ANIM_LINEAR); |
---|
713 | |
---|
714 | this->waterColorGFader->replay(); |
---|
715 | |
---|
716 | this->waterColorBFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorB); |
---|
717 | this->waterColorBFader->setInfinity(ANIM_INF_CONSTANT); |
---|
718 | |
---|
719 | this->waterColorBFader->addKeyFrame(this->waterColor.z, this->waterColorFadeTime, ANIM_LINEAR); |
---|
720 | this->waterColorBFader->addKeyFrame(this->newWaterColor.z, 0, ANIM_LINEAR); |
---|
721 | |
---|
722 | this->waterColorBFader->replay(); |
---|
723 | |
---|
724 | bFadeWaterColor = false; |
---|
725 | } |
---|
726 | } |
---|
727 | |
---|
728 | /** |
---|
729 | * @brief prepares everything to render the reflection texutre |
---|
730 | */ |
---|
731 | void MappedWater::activateReflection() |
---|
732 | { |
---|
733 | // To create the reflection texture we just need to set the view port |
---|
734 | // to our texture map size, then render the current scene our camera |
---|
735 | // is looking at to the already allocated texture unit. Since this |
---|
736 | // is a reflection of the top of the water surface we use clipping |
---|
737 | // planes to only render the top of the world as a reflection. If |
---|
738 | // we are below the water we don't flip the reflection but just use |
---|
739 | // the current view of the top as we are seeing through the water. |
---|
740 | // When you look through water at the surface it isn't really reflected, |
---|
741 | // only when looking down from above the water on the surface. |
---|
742 | |
---|
743 | // save viewport matrix and change the viewport size |
---|
744 | glPushAttrib(GL_VIEWPORT_BIT); |
---|
745 | glViewport(0,0, textureSize, textureSize); |
---|
746 | |
---|
747 | glMatrixMode(GL_MODELVIEW); |
---|
748 | glPushMatrix(); |
---|
749 | |
---|
750 | // If our camera is above the water we will render the scene flipped upside down. |
---|
751 | // In order to line up the reflection nicely with the world we have to translate |
---|
752 | // the world to the position of our reflected surface, multiplied by two. |
---|
753 | glEnable(GL_CLIP_PLANE0); |
---|
754 | Vector pos = State::getCameraNode()->getAbsCoor(); |
---|
755 | |
---|
756 | if(pos.y > waterHeight) |
---|
757 | { |
---|
758 | // Translate the world, then flip it upside down |
---|
759 | glTranslatef(0, waterHeight * 2, 0); |
---|
760 | glScalef(1, -1, 1); |
---|
761 | |
---|
762 | // Since the world is updside down we need to change the culling to FRONT |
---|
763 | glCullFace(GL_FRONT); |
---|
764 | |
---|
765 | // Set our plane equation and turn clipping on |
---|
766 | double plane[4] = {0, 1, 0, -waterHeight}; |
---|
767 | glClipPlane(GL_CLIP_PLANE0, plane); |
---|
768 | } |
---|
769 | else |
---|
770 | { |
---|
771 | // If the camera is below the water we don't want to flip the world, |
---|
772 | // but just render it clipped so only the top is drawn. |
---|
773 | double plane[4] = {0, 1, 0, waterHeight}; |
---|
774 | glClipPlane(GL_CLIP_PLANE0, plane); |
---|
775 | } |
---|
776 | } |
---|
777 | |
---|
778 | /** |
---|
779 | * @brief ends the reflection and saves the graphic buffer into a texture |
---|
780 | */ |
---|
781 | void MappedWater::deactivateReflection() |
---|
782 | { |
---|
783 | glDisable(GL_CLIP_PLANE0); |
---|
784 | glCullFace(GL_BACK); |
---|
785 | |
---|
786 | // Create the texture and store it on the video card |
---|
787 | mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
---|
788 | |
---|
789 | glPopMatrix(); |
---|
790 | glPopAttrib(); |
---|
791 | } |
---|
792 | |
---|
793 | /** |
---|
794 | * @brief prepares everything to render the refraction texutre |
---|
795 | */ |
---|
796 | void MappedWater::activateRefraction() |
---|
797 | { |
---|
798 | // To create the refraction and depth textures we do the same thing |
---|
799 | // we did for the reflection texture, except we don't need to turn |
---|
800 | // the world upside down. We want to find the depth of the water, |
---|
801 | // not the depth of the sky and above water terrain. |
---|
802 | |
---|
803 | // save viewport matrix and change the viewport size |
---|
804 | glPushAttrib(GL_VIEWPORT_BIT); |
---|
805 | glViewport(0,0, textureSize, textureSize); |
---|
806 | |
---|
807 | glMatrixMode(GL_MODELVIEW); |
---|
808 | glPushMatrix(); |
---|
809 | |
---|
810 | // If our camera is above the water we will render only the parts that |
---|
811 | // are under the water. If the camera is below the water we render |
---|
812 | // only the stuff above the water. Like the reflection texture, we |
---|
813 | // incorporate clipping planes to only render what we need. |
---|
814 | |
---|
815 | // If the camera is above water, render the data below the water |
---|
816 | glEnable(GL_CLIP_PLANE0); |
---|
817 | Vector pos = State::getCameraNode()->getAbsCoor(); |
---|
818 | if(pos.y > waterHeight) |
---|
819 | { |
---|
820 | double plane[4] = {0, -1, 0, waterHeight}; |
---|
821 | glClipPlane(GL_CLIP_PLANE0, plane); |
---|
822 | } |
---|
823 | // If the camera is below the water, only render the data above the water |
---|
824 | else |
---|
825 | { |
---|
826 | glCullFace(GL_FRONT); |
---|
827 | double plane[4] = {0, 1, 0, -waterHeight}; |
---|
828 | glClipPlane(GL_CLIP_PLANE0, plane); |
---|
829 | } |
---|
830 | } |
---|
831 | |
---|
832 | /** |
---|
833 | * @brief ends the refraction and saves the graphic buffer into a texture |
---|
834 | */ |
---|
835 | void MappedWater::deactivateRefraction() |
---|
836 | { |
---|
837 | glDisable(GL_CLIP_PLANE0); |
---|
838 | glCullFace(GL_BACK); |
---|
839 | |
---|
840 | // Create the texture and store it on the video card |
---|
841 | mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
---|
842 | |
---|
843 | glPopMatrix(); |
---|
844 | glPopAttrib(); |
---|
845 | } |
---|