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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 8112

Last change on this file since 8112 was 8095, checked in by stefalie, 19 years ago

water: refreshed textures dont work if we use more than one texture unit in a material

File size: 11.8 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/refl.jpg", GL_TEXTURE_2D, 0);
43  // load refraction texture
44  mat.setDiffuseMap("pictures/refr.jpg", 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_TEXTURE0, 0.0f, g_WaterUV);            // Reflection texture
153  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move);        // Refraction texture
154  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture
155  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture
156  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                       // Depth texture
157  glVertex3f(0.0f, waterHeight, 0.0f);
158
159  // The front left vertice for the water
160 // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1);//0.0f);                  // Reflection texture
161 // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1);//0.0f - move);           // Refraction texture
162  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);                  // Reflection texture
163  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move);           // Refraction texture
164  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture
165  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
166  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
167  glVertex3f(0.0f, waterHeight, 1000.0f);
168
169  // The front right vertice for the water
170//  glMultiTexCoord2f(GL_TEXTURE0, 1,1); //g_WaterUV, 0.0f);             // Reflection texture
171 // glMultiTexCoord2f(GL_TEXTURE1, 1,1);//refrUV, 0.0f - move);         // Refraction texture
172  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f);             // Reflection texture
173  glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move);         // Refraction texture
174  glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture
175  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
176  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
177  glVertex3f(1000.0f, waterHeight, 1000.0f);
178
179  // The back right vertice for the water
180 // glMultiTexCoord2f(GL_TEXTURE0, 1,0);//g_WaterUV, g_WaterUV);        // Reflection texture
181 // glMultiTexCoord2f(GL_TEXTURE1, 1,0);//refrUV, refrUV - move);       // Refraction texture
182  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV);        // Reflection texture
183  glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move);       // Refraction texture
184  glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture
185  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
186  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
187  glVertex3f(1000.0f, waterHeight, 0.0f);
188  glEnd();
189
190  this->shader->deactivateShader();
191
192  mat.unselect();
193
194  glPopMatrix();
195}
196
197void MappedWater::tick(float dt)
198{
199  // makes the water flow
200  this->move += this->g_WaterFlow;
201  this->move2 = this->move * this->kNormalMapScale;
202  this->refrUV = this->g_WaterUV;
203  this->normalUV = this->g_WaterUV * this->kNormalMapScale;
204}
205
206void MappedWater::setHeight(float height)
207{
208  this->waterHeight = height;
209}
210
211void MappedWater::activateReflection()
212{
213  // save viewport matrix and change the viewport size
214  glPushAttrib(GL_VIEWPORT_BIT);
215  glViewport(0,0, textureSize, textureSize);
216
217  glMatrixMode(GL_MODELVIEW);
218  glPushMatrix();
219
220  // If our camera is above the water we will render the scene flipped upside down.
221  // In order to line up the reflection nicely with the world we have to translate
222  // the world to the position of our reflected surface, multiplied by two.
223  glEnable(GL_CLIP_PLANE0);
224  Vector pos = State::getCameraNode()->getAbsCoor();
225  if(pos.y > waterHeight)
226  {
227    // Translate the world, then flip it upside down
228    glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
229    glScalef(1.0, -1.0, 1.0);
230
231    // Since the world is updside down we need to change the culling to FRONT
232    glCullFace(GL_FRONT);
233
234    // Set our plane equation and turn clipping on
235    double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
236    glClipPlane(GL_CLIP_PLANE0, plane);
237  }
238  else
239  {
240    // If the camera is below the water we don't want to flip the world,
241    // but just render it clipped so only the top is drawn.
242    double plane[4] = {0.0, 1.0, 0.0, waterHeight};
243    glClipPlane(GL_CLIP_PLANE0, plane);
244  }
245}
246
247
248void MappedWater::deactivateReflection()
249{
250  glDisable(GL_CLIP_PLANE0);
251  glCullFace(GL_BACK);
252
253  mat.select();
254  //glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
255  mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
256
257  glPopMatrix();
258  glPopAttrib();
259}
260
261void MappedWater::activateRefraction()
262{
263  // To create the refraction and depth textures we do the same thing
264  // we did for the reflection texture, except we don't need to turn
265  // the world upside down.  We want to find the depth of the water,
266  // not the depth of the sky and above water terrain.
267
268  // save viewport matrix and change the viewport size
269  glPushAttrib(GL_VIEWPORT_BIT);
270  glViewport(0,0, textureSize, textureSize);
271
272  glMatrixMode(GL_MODELVIEW);
273  glPushMatrix();
274
275  // If our camera is above the water we will render only the parts that
276  // are under the water.  If the camera is below the water we render
277  // only the stuff above the water.  Like the reflection texture, we
278  // incorporate clipping planes to only render what we need.
279
280  // If the camera is above water, render the data below the water
281  glEnable(GL_CLIP_PLANE0);
282  Vector pos = State::getCameraNode()->getAbsCoor();
283  if(pos.y > waterHeight)
284  {
285    double plane[4] = {0.0, -1.0, 0.0, waterHeight}; 
286    glClipPlane(GL_CLIP_PLANE0, plane);
287  }
288  // If the camera is below the water, only render the data above the water
289  else
290  {
291    glCullFace(GL_FRONT);
292    double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; 
293    glClipPlane(GL_CLIP_PLANE0, plane);
294  }
295}
296
297void MappedWater::deactivateRefraction()
298{
299  glDisable(GL_CLIP_PLANE0);
300  glCullFace(GL_BACK);
301
302  mat.select();
303  mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
304  //glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0);
305  //mat.renderToTexture(0, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, textureSize, textureSize, 0);
306
307  // Bind the current scene to our refraction texture
308//  glBindTexture(GL_TEXTURE_2D, g_Texture[REFRACTION_ID]);
309//  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
310
311  // Bind the current scene to our depth texture
312//  glBindTexture(GL_TEXTURE_2D, g_Texture[DEPTH_ID]);
313//  glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0);
314
315  glPopMatrix();
316  glPopAttrib();
317}
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