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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 8484

Last change on this file since 8484 was 8484, checked in by stefalie, 18 years ago

water: some more cleanup

File size: 13.0 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#include "state.h"
21
22
23CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
24
25/**
26 * @brief constructor
27 * @param root xml data
28 */
29MappedWater::MappedWater(const TiXmlElement* root)
30{
31  this->setClassID(CL_MAPPED_WATER, "MappedWater");
32  this->toList(OM_ENVIRON);
33
34  if (root != NULL)
35    this->loadParams(root);
36
37  /// loads the textures
38  // set up refleciton texture
39  //mat.setDiffuseMap(this->texture, 0);
40  mat.setDiffuseMap("pictures/refl.bmp", GL_TEXTURE_2D, 0);
41  // load refraction texture
42  mat.setDiffuseMap("pictures/refr.bmp", GL_TEXTURE_2D, 1);
43  // load normal map
44  mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
45  // load dudv map
46  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
47  // set up depth texture
48  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4);
49
50
51
52  /// MAKE THE MAPPING TEXTURE.
53  // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE
54  // set the size of the refraction and reflection textures
55  this->textureSize = 512;
56  //unsigned int channels = 32;
57  //GLenum type = GL_RGBA;
58  //unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels];
59  //memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
60  //unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels];
61  //memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
62  // Register the texture with OpenGL and bind it to the texture ID
63  //mat.select();
64  //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
65
66  // Create the texture and store it on the video card
67  //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection);
68
69  //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type,  GL_UNSIGNED_INT, pTexture);
70
71  //the same for the refraction
72  //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
73  //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction);
74
75  unsigned int channels = 32;
76  GLenum type = GL_RGBA;
77  unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels];
78  memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
79  //mat.select();
80  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
81  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
82  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
83  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
84  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
85  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection);
86
87
88  unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels];
89  memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
90  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
91  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
92  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
93  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
94  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
95  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction);
96
97  // Set the texture quality
98
99
100  // Since we stored the texture space with OpenGL, we can delete the image data
101  //delete [] pTextureReflection;
102  //delete [] pTextureRefraction;
103
104
105  /// initialization of the texture coords, speeds etc...
106  this->move = 0.0f;
107  this->kNormalMapScale = 0.25f;
108
109
110  /// initialization of the shaders
111  this->initShaders();
112
113  /// fog, doesnt work the way i want it to work
114  /*this->fog = new FogEffect();
115  fog->setFogColor(0.1f, 0.2f, 0.4f);
116  fog->setFogRange(0.0f, 500.0f);
117  fog->setFogDensity(0.03f);*/
118}
119
120/**
121 * @brief deltes shader and the uniform used by the camera
122 */
123MappedWater::~MappedWater()
124{
125  delete shader;
126  delete cam_uni;
127  //delete fog;
128}
129
130/**
131 * @brief initialization of the shaders
132 */
133void MappedWater::initShaders()
134{
135  // load shader files
136  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
137
138  this->shader->activateShader();
139  // Set the variable "reflection" to correspond to the first texture unit
140  Shader::Uniform(shader, "reflection").set(0);
141  // Set the variable "refraction" to correspond to the second texture unit
142  Shader::Uniform(shader, "refraction").set(1);
143  // Set the variable "normalMap" to correspond to the third texture unit
144  Shader::Uniform(shader, "normalMap").set(2);
145  // Set the variable "dudvMap" to correspond to the fourth texture unit
146  Shader::Uniform(shader, "dudvMap").set(3);
147  // Set the variable "depthMap" to correspond to the fifth texture unit
148  Shader::Uniform(shader, "depthMap").set(2);
149  // Give the variable "waterColor" a blue color
150  Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f);
151  // Give the variable "lightPos" our hard coded light position
152  Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f);
153  // uniform for the camera position
154  cam_uni = new Shader::Uniform(shader, "cameraPos");
155
156  this->shader->deactivateShader();
157}
158
159/**
160 * @brief ends the refraction and saves the graphic buffer into a texture
161 * @param root xml data
162 */
163void MappedWater::loadParams(const TiXmlElement* root)
164{
165  WorldEntity::loadParams(root);
166
167  LoadParam(root, "waterpos", this, MappedWater, setWaterPos);
168  LoadParam(root, "watersize", this, MappedWater, setWaterSize);
169  LoadParam(root, "lightpos", this, MappedWater, setLightPosition);
170  LoadParam(root, "wateruv", this, MappedWater, setWaterUV);
171  LoadParam(root, "waterflow", this, MappedWater, setWaterFlow);
172}
173
174/**
175 * @brief activates the water shader and draws a quad with four textures on it
176 */
177void MappedWater::draw() const
178{
179  glMatrixMode(GL_MODELVIEW);
180
181  glPushMatrix();
182  glTranslatef(this->waterPos.x,this->waterPos.y,this->waterPos.z);
183
184  mat.select();
185
186  this->shader->activateShader();
187
188  // reset the camera uniform to the current cam position
189  Vector pos = State::getCameraNode()->getAbsCoor();
190  cam_uni->set(pos.x, pos.y, pos.z, 1.0f);
191
192  glBegin(GL_QUADS);
193  // The back left vertice for the water
194  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV);            // Reflection texture
195  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move);        // Refraction texture
196  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture
197  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture
198  glVertex3f(0.0f, this->waterPos.y, 0.0f);
199
200  // The front left vertice for the water
201  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);                  // Reflection texture
202  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move);           // Refraction texture
203  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture
204  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
205  glVertex3f(0.0f, this->waterPos.y, this->zWidth);
206
207  // The front right vertice for the water
208  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f);             // Reflection texture
209  glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move);         // Refraction texture
210  glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture
211  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
212  glVertex3f(this->xWidth, this->waterPos.y, this->zWidth);
213
214  // The back right vertice for the water
215  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV);        // Reflection texture
216  glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move);       // Refraction texture
217  glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture
218  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
219  glVertex3f(this->xWidth, this->waterPos.y, 0.0f);
220  glEnd();
221
222  this->shader->deactivateShader();
223
224  mat.unselect();
225
226  /*if(pos.y < this->waterPos.y)
227  {
228    // draw some fog
229    this->fog->activate();
230  }
231  else
232  {
233    this->fog->deactivate();
234  }*/
235
236  glPopMatrix();
237}
238
239/**
240 * @brief tick tack, calculates the flow of the water
241 */
242void MappedWater::tick(float dt)
243{
244  // makes the water flow
245  this->move += this->g_WaterFlow;
246  this->move2 = this->move * this->kNormalMapScale;
247  this->refrUV = this->g_WaterUV;
248  this->normalUV = this->g_WaterUV * this->kNormalMapScale; 
249}
250
251/**
252 * @brief prepares everything to render the reflection texutre
253 */
254void MappedWater::activateReflection()
255{
256  // To create the reflection texture we just need to set the view port
257  // to our texture map size, then render the current scene our camera
258  // is looking at to the already allocated texture unit.  Since this
259  // is a reflection of the top of the water surface we use clipping
260  // planes to only render the top of the world as a reflection.  If
261  // we are below the water we don't flip the reflection but just use
262  // the current view of the top as we are seeing through the water.
263  // When you look through water at the surface it isn't really reflected,
264  // only when looking down from above the water on the surface.
265
266  // save viewport matrix and change the viewport size
267  glPushAttrib(GL_VIEWPORT_BIT);
268  glViewport(0,0, textureSize, textureSize);
269
270  glMatrixMode(GL_MODELVIEW);
271  glPushMatrix();
272
273  // If our camera is above the water we will render the scene flipped upside down.
274  // In order to line up the reflection nicely with the world we have to translate
275  // the world to the position of our reflected surface, multiplied by two.
276  glEnable(GL_CLIP_PLANE0);
277  Vector pos = State::getCameraNode()->getAbsCoor();
278
279  if(pos.y > waterPos.y)
280  {
281    // Translate the world, then flip it upside down
282    glTranslatef(0.0f, waterPos.y*2.0f, 0.0f);
283    glScalef(1.0, -1.0, 1.0);
284
285    // Since the world is updside down we need to change the culling to FRONT
286    glCullFace(GL_FRONT);
287
288    // Set our plane equation and turn clipping on
289    double plane[4] = {0.0, 1.0, 0.0, -waterPos.y};
290    glClipPlane(GL_CLIP_PLANE0, plane);
291  }
292  else
293  {
294    // If the camera is below the water we don't want to flip the world,
295    // but just render it clipped so only the top is drawn.
296    double plane[4] = {0.0, 1.0, 0.0, waterPos.y};
297    glClipPlane(GL_CLIP_PLANE0, plane);
298  }
299}
300
301/**
302 * @brief ends the reflection and saves the graphic buffer into a texture
303 */
304void MappedWater::deactivateReflection()
305{
306  glDisable(GL_CLIP_PLANE0);
307  glCullFace(GL_BACK);
308
309  // Create the texture and store it on the video card
310  mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
311
312  glPopMatrix();
313  glPopAttrib();
314}
315
316/**
317 * @brief prepares everything to render the refraction texutre
318 */
319void MappedWater::activateRefraction()
320{
321  // To create the refraction and depth textures we do the same thing
322  // we did for the reflection texture, except we don't need to turn
323  // the world upside down.  We want to find the depth of the water,
324  // not the depth of the sky and above water terrain.
325
326  // save viewport matrix and change the viewport size
327  glPushAttrib(GL_VIEWPORT_BIT);
328  glViewport(0,0, textureSize, textureSize);
329
330  glMatrixMode(GL_MODELVIEW);
331  glPushMatrix();
332
333  // If our camera is above the water we will render only the parts that
334  // are under the water.  If the camera is below the water we render
335  // only the stuff above the water.  Like the reflection texture, we
336  // incorporate clipping planes to only render what we need.
337
338  // If the camera is above water, render the data below the water
339  glEnable(GL_CLIP_PLANE0);
340  Vector pos = State::getCameraNode()->getAbsCoor();
341  if(pos.y > waterPos.y)
342  {
343    double plane[4] = {0.0, -1.0, 0.0, waterPos.y}; 
344    glClipPlane(GL_CLIP_PLANE0, plane);
345
346  }
347  // If the camera is below the water, only render the data above the water
348  else
349  {
350    glCullFace(GL_FRONT);
351    double plane[4] = {0.0, 1.0, 0.0, -waterPos.y}; 
352    glClipPlane(GL_CLIP_PLANE0, plane);
353  }
354}
355
356/**
357 * @brief ends the refraction and saves the graphic buffer into a texture
358 */
359void MappedWater::deactivateRefraction()
360{
361  glDisable(GL_CLIP_PLANE0);
362  glCullFace(GL_BACK);
363
364  // Create the texture and store it on the video card
365  mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
366
367  glPopMatrix();
368  glPopAttrib();
369}
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