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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 8452

Last change on this file since 8452 was 8312, checked in by bensch, 18 years ago

trunk: merged the water-branche back here
removed the HACK in GameWorld in the Process (hope it is not needed anymore…

merged with command:
svn merge https://svn.orxonox.net/orxonoanches/water/src/lib/gui/gl_gui src/lib/gui/gl/ -r8063:HEAD

File size: 14.4 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.bmp", GL_TEXTURE_2D, 0);
43  // load refraction texture
44  mat.setDiffuseMap("pictures/refr.bmp", 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  unsigned int channels = 32;
78  GLenum type = GL_RGBA;
79  unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels];
80  memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
81  //mat.select();
82  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
83  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
84  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
85  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
86  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
87  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection);
88
89
90  unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels];
91  memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
92  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
93  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
94  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
95  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
96  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
97  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction);
98
99  // Set the texture quality
100
101
102  // Since we stored the texture space with OpenGL, we can delete the image data
103  //delete [] pTextureReflection;
104  //delete [] pTextureRefraction;
105
106
107  /// initialization of the texture coords, speeds etc...
108  this->move = 0.0f;
109  this->g_WaterUV = 35.0f;
110  this->kNormalMapScale = 0.25f;
111  this->g_WaterFlow = 0.0015f;
112
113  /// initialization of the shaders
114  // load shader files
115  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
116
117  this->shader->activateShader();
118  // Set the variable "reflection" to correspond to the first texture unit
119  Shader::Uniform(shader, "reflection").set(0);
120  // Set the variable "refraction" to correspond to the second texture unit
121  Shader::Uniform(shader, "refraction").set(1);
122  // Set the variable "normalMap" to correspond to the third texture unit
123  Shader::Uniform(shader, "normalMap").set(2);
124  // Set the variable "dudvMap" to correspond to the fourth texture unit
125  Shader::Uniform(shader, "dudvMap").set(3);
126  // Set the variable "depthMap" to correspond to the fifth texture unit
127  Shader::Uniform(shader, "depthMap").set(2);
128  // Give the variable "waterColor" a blue color
129  Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f);
130  // Give the variable "lightPos" our hard coded light position
131  Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f);
132  // uniform for the camera position
133  cam_uni = new Shader::Uniform(shader, "cameraPos");
134
135  this->shader->deactivateShader();
136}
137
138MappedWater::~MappedWater()
139{
140  //delete shader;
141  //delete cam_uni;
142}
143
144void MappedWater::loadParams(const TiXmlElement* root)
145{
146  WorldEntity::loadParams(root);
147
148  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
149  LoadParam(root, "lightPos", this, MappedWater, setLightPosition);
150}
151
152
153void MappedWater::draw() const
154{
155  glMatrixMode(GL_MODELVIEW);
156
157  glPushMatrix();
158  glTranslatef(0,this->waterHeight,0);
159
160  mat.unselect();
161  mat.select();
162
163  this->shader->activateShader();
164
165  // reset the camera uniform to the current cam position
166  Vector pos = State::getCameraNode()->getAbsCoor();
167  cam_uni->set(pos.x, pos.y, pos.z, 1.0f);
168
169  //glDisable(GL_BLEND);
170
171  glBegin(GL_QUADS);
172  // The back left vertice for the water
173 // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0);//g_WaterUV);            // Reflection texture
174 // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0);//refrUV - move);        // Refraction texture
175  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV);            // Reflection texture
176  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move);        // Refraction texture
177  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture
178  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture
179  //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                       // Depth texture
180  glVertex3f(0.0f, waterHeight, 0.0f);
181
182  // The front left vertice for the water
183 // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1);//0.0f);                  // Reflection texture
184 // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1);//0.0f - move);           // Refraction texture
185  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);                  // Reflection texture
186  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move);           // Refraction texture
187  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture
188  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
189  //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
190  glVertex3f(0.0f, waterHeight, 1000.0f);
191
192  // The front right vertice for the water
193//  glMultiTexCoord2f(GL_TEXTURE0, 1,1); //g_WaterUV, 0.0f);             // Reflection texture
194 // glMultiTexCoord2f(GL_TEXTURE1, 1,1);//refrUV, 0.0f - move);         // Refraction texture
195  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f);             // Reflection texture
196  glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move);         // Refraction texture
197  glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture
198  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
199  //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
200  glVertex3f(1000.0f, waterHeight, 1000.0f);
201
202  // The back right vertice for the water
203 // glMultiTexCoord2f(GL_TEXTURE0, 1,0);//g_WaterUV, g_WaterUV);        // Reflection texture
204 // glMultiTexCoord2f(GL_TEXTURE1, 1,0);//refrUV, refrUV - move);       // Refraction texture
205  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV);        // Reflection texture
206  glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move);       // Refraction texture
207  glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture
208  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
209  //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
210  glVertex3f(1000.0f, waterHeight, 0.0f);
211  glEnd();
212
213  this->shader->deactivateShader();
214
215  mat.unselect();
216
217  glPopMatrix();
218}
219
220void MappedWater::tick(float dt)
221{
222  // makes the water flow
223  this->move += this->g_WaterFlow;
224  this->move2 = this->move * this->kNormalMapScale;
225  this->refrUV = this->g_WaterUV;
226  this->normalUV = this->g_WaterUV * this->kNormalMapScale;
227}
228
229void MappedWater::setHeight(float height)
230{
231  this->waterHeight = height;
232}
233
234void MappedWater::activateReflection()
235{
236  // save viewport matrix and change the viewport size
237  glPushAttrib(GL_VIEWPORT_BIT);
238  glViewport(0,0, textureSize, textureSize);
239
240  glMatrixMode(GL_MODELVIEW);
241  glPushMatrix();
242
243  // If our camera is above the water we will render the scene flipped upside down.
244  // In order to line up the reflection nicely with the world we have to translate
245  // the world to the position of our reflected surface, multiplied by two.
246  glEnable(GL_CLIP_PLANE0);
247  Vector pos = State::getCameraNode()->getAbsCoor();
248  //pos.debug();
249  //PRINTF(0)("waterheight: %f\n", waterHeight);
250  if(pos.y > waterHeight)
251  {
252    // Translate the world, then flip it upside down
253    glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
254    glScalef(1.0, -1.0, 1.0);
255
256    // Since the world is updside down we need to change the culling to FRONT
257    glCullFace(GL_FRONT);
258
259    // Set our plane equation and turn clipping on
260    double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
261    glClipPlane(GL_CLIP_PLANE0, plane);
262  }
263  else
264  {
265    // If the camera is below the water we don't want to flip the world,
266    // but just render it clipped so only the top is drawn.
267    double plane[4] = {0.0, 1.0, 0.0, waterHeight};
268    glClipPlane(GL_CLIP_PLANE0, plane);
269  }
270}
271
272
273void MappedWater::deactivateReflection()
274{
275  glDisable(GL_CLIP_PLANE0);
276  glCullFace(GL_BACK);
277
278  //mat.select();
279  /////glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
280  ///mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
281  ///
282
283  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
284
285  // Create the texture and store it on the video card
286  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
287
288
289  glPopMatrix();
290  glPopAttrib();
291}
292
293void MappedWater::activateRefraction()
294{/*
295  // save viewport matrix and change the viewport size
296  glPushAttrib(GL_VIEWPORT_BIT);
297  glViewport(0,0, textureSize, textureSize);
298
299  glMatrixMode(GL_MODELVIEW);
300  glPushMatrix();
301
302  // If our camera is above the water we will render the scene flipped upside down.
303  // In order to line up the reflection nicely with the world we have to translate
304  // the world to the position of our reflected surface, multiplied by two.
305  glEnable(GL_CLIP_PLANE0);
306  Vector pos = State::getCameraNode()->getAbsCoor();
307  //pos.debug();
308  //PRINTF(0)("waterheight: %f\n", waterHeight);
309  if(pos.y > waterHeight)
310  {
311    // Translate the world, then flip it upside down
312    glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
313    glScalef(1.0, -1.0, 1.0);
314
315    // Since the world is updside down we need to change the culling to FRONT
316    glCullFace(GL_FRONT);
317
318    // Set our plane equation and turn clipping on
319    double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
320    glClipPlane(GL_CLIP_PLANE0, plane);
321  }
322  else
323  {
324    // If the camera is below the water we don't want to flip the world,
325    // but just render it clipped so only the top is drawn.
326    double plane[4] = {0.0, 1.0, 0.0, waterHeight};
327    glClipPlane(GL_CLIP_PLANE0, plane);
328  }
329*/
330
331  // To create the refraction and depth textures we do the same thing
332  // we did for the reflection texture, except we don't need to turn
333  // the world upside down.  We want to find the depth of the water,
334  // not the depth of the sky and above water terrain.
335
336  // save viewport matrix and change the viewport size
337  glPushAttrib(GL_VIEWPORT_BIT);
338  glViewport(0,0, textureSize, textureSize);
339
340  glMatrixMode(GL_MODELVIEW);
341  glPushMatrix();
342
343  // If our camera is above the water we will render only the parts that
344  // are under the water.  If the camera is below the water we render
345  // only the stuff above the water.  Like the reflection texture, we
346  // incorporate clipping planes to only render what we need.
347
348  // If the camera is above water, render the data below the water
349  glEnable(GL_CLIP_PLANE0);
350  Vector pos = State::getCameraNode()->getAbsCoor();
351  if(pos.y > waterHeight)
352  {
353    double plane[4] = {0.0, -1.0, 0.0, waterHeight}; 
354    glClipPlane(GL_CLIP_PLANE0, plane);
355
356  }
357  // If the camera is below the water, only render the data above the water
358  else
359  {
360    glCullFace(GL_FRONT);
361    double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; 
362    glClipPlane(GL_CLIP_PLANE0, plane);
363  }
364}
365
366void MappedWater::deactivateRefraction()
367{
368  glDisable(GL_CLIP_PLANE0);
369  glCullFace(GL_BACK);
370
371
372  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
373
374  // Create the texture and store it on the video card
375  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
376
377  glPopMatrix();
378  glPopAttrib();
379
380  // Bind the current scene to our refraction texture
381//  glBindTexture(GL_TEXTURE_2D, g_Texture[REFRACTION_ID]);
382//  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
383
384  // Bind the current scene to our depth texture
385//  glBindTexture(GL_TEXTURE_2D, g_Texture[DEPTH_ID]);
386//  glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0);
387
388}
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