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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 7822

Last change on this file since 7822 was 7817, checked in by stefalie, 19 years ago


File size: 8.6 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: 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
21
22
23
24CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
25
26
27MappedWater::MappedWater(const TiXmlElement* root)
28{
29  this->setClassID(CL_MAPPED_WATER, "MappedWater");
30  this->toList(OM_ENVIRON);
31
32  if (root != NULL)
33    this->loadParams(root);
34
35  //! todo: rename texture to reflection texture
36  // set up refleciton texture
37  // FIXME mat.setDiffuseMap(this->texture, 0); doesnt work,
38  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0);
39  // load refraction texture
40  //mat.setDiffuseMap(&this->refractionTexture, 1);
41  // load normal map
42  //mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
43  // load dudv map
44  //mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
45  // set up depth texture
46  //mat.setDiffuseMap(&this->depthTexture, 4);
47
48  // set the size of the refraction and reflection textures
49
50
51
52  /// MAKE THE MAPPING TEXTURE.
53  // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE.
54  this->textureSize = 512;
55  unsigned int channels = 32;
56  GLenum type = GL_RGBA;
57  unsigned int* pTexture = new unsigned int [this->textureSize * this->textureSize * channels];
58  memset(pTexture, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
59  // Register the texture with OpenGL and bind it to the texture ID
60  mat.select();
61  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
62
63  // Create the texture and store it on the video card
64  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTexture);
65
66  //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type,  GL_UNSIGNED_INT, pTexture);
67
68  // Set the texture quality
69  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
70  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
71  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
72  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
73
74  // Since we stored the texture space with OpenGL, we can delete the image data
75  delete [] pTexture;
76
77
78  //shader = new Shader( "/home/stefalie/svn/orxonox/data/trunk/shaders/water.vert", "/home/stefalie/svn/orxonox/data/trunk/shaders/mapped_water.frag");
79  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
80}
81
82MappedWater::~MappedWater()
83{
84  //delete shader;
85}
86
87void MappedWater::loadParams(const TiXmlElement* root)
88{
89  WorldEntity::loadParams(root);
90
91  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
92}
93
94
95void MappedWater::draw() const
96{
97  glPushMatrix();
98  glTranslatef(0,this->waterHeight,0);
99
100  //HACK
101 
102  //glEnable(GL_LIGHTING);
103
104
105  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1);
106  //mat.setTransparency(1.0);
107  //mat.setDiffuse(1.0, 0, .1);
108
109
110  // HACK
111
112  glDisable(GL_BLEND);
113  //glActiveTexture(GL_TEXTURE0);
114  //glBindTexture(GL_TEXTURE_2D, this->texture);
115
116  mat.select();
117  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
118
119
120  // Shader init
121  //this->shader->activateShader();
122  //GLint uniform;
123
124  // Set the variable "reflection" to correspond to the first texture unit
125  //uniform = glGetUniformLocationARB(shader->getProgram(), "reflection");
126  //glUniform1iARB(uniform, 0); //second paramter is the texture unit
127
128  // Set the variable "refraction" to correspond to the second texture unit
129  //uniform = glGetUniformLocationARB(shader->getProgram(), "refraction");
130  //glUniform1iARB(uniform, 0);
131  // FIXME glUniform1iARB(uniform, 1);
132
133  // Set the variable "normalMap" to correspond to the third texture unit
134  //uniform = glGetUniformLocationARB(shader->getProgram(), "normalMap");
135  //glUniform1iARB(uniform, 2);
136
137  // Set the variable "dudvMap" to correspond to the fourth texture unit
138  //uniform = glGetUniformLocationARB(shader->getProgram(), "dudvMap");
139  //glUniform1iARB(uniform, 3);
140
141  // Set the variable "depthMap" to correspond to the fifth texture unit
142  //uniform = glGetUniformLocationARB(shader->getProgram(), "depthMap");
143  //glUniform1iARB(uniform, 4);
144  // FIXME we dont have a depthMap yet :-(
145
146  // Give the variable "waterColor" a blue color
147  //uniform = glGetUniformLocationARB(shader->getProgram(), "waterColor");
148  //glUniform4fARB(uniform, 0.1f, 0.2f, 0.4f, 1.0f);
149
150  // FIXME set camera and light information
151  Vector lightPos(100.0f, 150.0f, 100.0f);
152
153  // Store the camera position in a variable
154  //CVector3 vPosition = g_Camera.Position();
155  //Vector vPosition(50.0f, 50.0f, 50.0f);
156
157  // Give the variable "lightPos" our hard coded light position
158  //uniform = glGetUniformLocationARB(shader->getProgram(), "lightPos");
159  //glUniform4fARB(uniform, lightPos.x, lightPos.y, lightPos.z, 1.0f);
160
161  // Give the variable "cameraPos" our camera position
162  //uniform = glGetUniformLocationARB(shader->getProgram(), "cameraPos");
163  //glUniform4fARB(uniform, vPosition.x, vPosition.y, vPosition.z, 1.0f);
164
165  glBegin(GL_QUADS);
166  glNormal3f(0, 1, 0);
167  glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
168  glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
169  glMultiTexCoord2f(GL_TEXTURE2, 0, 0);
170  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);
171  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);
172  glVertex3f(0, 0, 0);
173
174  glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
175  glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
176  glMultiTexCoord2f(GL_TEXTURE2, 1, 0);
177  glMultiTexCoord2f(GL_TEXTURE3, 1, 0);
178  glMultiTexCoord2f(GL_TEXTURE4, 1, 0);
179  glVertex3f(0, 0, 1000);
180
181  glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
182  glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
183  glMultiTexCoord2f(GL_TEXTURE2, 1, 1);
184  glMultiTexCoord2f(GL_TEXTURE3, 1, 1);
185  glMultiTexCoord2f(GL_TEXTURE4, 1, 1);
186  glVertex3f(1000, 0, 1000);
187
188  glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
189  glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
190  glMultiTexCoord2f(GL_TEXTURE2, 0, 1);
191  glMultiTexCoord2f(GL_TEXTURE3, 0, 1);
192  glMultiTexCoord2f(GL_TEXTURE4, 0, 1);
193  glVertex3f(1000, 0, 0);
194  glEnd();
195
196  this->shader->deactivateShader();
197
198  glPopMatrix();
199}
200
201void MappedWater::tick(float dt)
202{
203}
204
205void MappedWater::setHeight(float height)
206{
207  this->waterHeight = height;
208}
209
210void MappedWater::activateReflection()
211{
212  glPushAttrib(GL_VIEWPORT_BIT);
213 
214
215  //glLoadIdentity();
216  glViewport(0,0, textureSize, textureSize);
217
218  glPushMatrix();
219  // Clear the color and depth bits, reset the matrix and position our camera.
220
221  //g_Camera.Look();
222
223
224  // If our camera is above the water we will render the scene flipped upside down.
225  // In order to line up the reflection nicely with the world we have to translate
226  // the world to the position of our reflected surface, multiplied by two.
227  //if(g_Camera.Position().y > waterHeight)
228  //{
229  // Translate the world, then flip it upside down
230  glTranslatef(0.0f, this->waterHeight*2.0f, 0.0f);
231  glScalef(1.0, -1.0, 1.0);
232
233  // Since the world is updside down we need to change the culling to FRONT
234  glCullFace(GL_FRONT);
235
236  // Set our plane equation and turn clipping on
237  double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
238  //glEnable(GL_CLIP_PLANE0);
239  //glClipPlane(GL_CLIP_PLANE0, plane);
240
241  // Render the world upside down and clipped (only render the top flipped).
242  // If we don't turn OFF caustics for the reflection texture we get horrible
243  // artifacts in the water.  That is why we set bRenderCaustics to FALSE.
244  //RenderWorld(false);
245
246  // Turn clipping off
247  // glDisable(GL_CLIP_PLANE0);
248
249  // Restore back-face culling
250  //  glCullFace(GL_BACK);
251  //}
252  /*else
253  {
254      // If the camera is below the water we don't want to flip the world,
255      // but just render it clipped so only the top is drawn.
256      double plane[4] = {0.0, 1.0, 0.0, waterHeight};
257      glEnable(GL_CLIP_PLANE0);
258      glClipPlane(GL_CLIP_PLANE0, plane);
259      RenderWorld(true);
260      glDisable(GL_CLIP_PLANE0);
261  }*/
262}
263
264
265void MappedWater::deactivateReflection()
266{
267//  glBindTexture(GL_TEXTURE_2D, texture.getTexture()); //is done by mat.select();
268  //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
269
270  //mat.setDiffuseMap(&texture, 0);
271  mat.select();
272  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
273  //glDisable(GL_CLIP_PLANE0);
274
275  glPopMatrix();
276
277  glPopAttrib();
278}
279
280void MappedWater::activateRefraction()
281{
282}
283
284void MappedWater::deactivateRefraction()
285{
286}
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