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 "util/loading/resource_manager.h" |
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20 | #include "state.h" |
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21 | |
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22 | |
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23 | |
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24 | |
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25 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); |
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26 | |
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27 | |
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28 | MappedWater::MappedWater(const TiXmlElement* root) |
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29 | { |
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30 | this->setClassID(CL_MAPPED_WATER, "MappedWater"); |
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31 | this->toList(OM_ENVIRON); |
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32 | |
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33 | if (root != NULL) |
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34 | this->loadParams(root); |
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35 | |
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36 | PRINTF(0)("MaxTextureUnits: %i\n", Material::getMaxTextureUnits()); |
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37 | |
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38 | // TODO rename texture to reflection texture |
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39 | /// loads the textures |
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40 | // set up refleciton texture |
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41 | //mat.setDiffuseMap(this->texture, 0); |
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42 | mat.setDiffuseMap("pictures/refl.bmp", GL_TEXTURE_2D, 0); |
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43 | // load refraction texture |
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44 | mat.setDiffuseMap("pictures/refr.bmp", GL_TEXTURE_2D, 1); |
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45 | // load normal map |
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46 | mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); |
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47 | // load dudv map |
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48 | mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); |
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49 | // set up depth texture |
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50 | //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4); |
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51 | |
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52 | |
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53 | |
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54 | /// MAKE THE MAPPING TEXTURE. |
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55 | // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE |
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56 | // set the size of the refraction and reflection textures |
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57 | this->textureSize = 512; |
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58 | //unsigned int channels = 32; |
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59 | //GLenum type = GL_RGBA; |
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60 | //unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels]; |
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61 | //memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); |
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62 | //unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels]; |
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63 | //memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); |
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64 | // Register the texture with OpenGL and bind it to the texture ID |
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65 | //mat.select(); |
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66 | //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); |
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67 | |
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68 | // Create the texture and store it on the video card |
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69 | //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection); |
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70 | |
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71 | //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type, GL_UNSIGNED_INT, pTexture); |
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72 | |
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73 | //the same for the refraction |
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74 | //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1)); |
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75 | //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction); |
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76 | |
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77 | unsigned int channels = 32; |
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78 | GLenum type = GL_RGBA; |
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79 | unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels]; |
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80 | memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); |
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81 | //mat.select(); |
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82 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
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83 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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84 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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85 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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86 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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87 | glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection); |
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88 | |
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89 | |
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90 | unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels]; |
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91 | memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); |
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92 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
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93 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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94 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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95 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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96 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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97 | glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction); |
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98 | |
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99 | // Set the texture quality |
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100 | |
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101 | |
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102 | // Since we stored the texture space with OpenGL, we can delete the image data |
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103 | //delete [] pTextureReflection; |
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104 | //delete [] pTextureRefraction; |
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105 | |
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106 | |
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107 | /// initialization of the texture coords, speeds etc... |
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108 | this->move = 0.0f; |
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109 | this->g_WaterUV = 35.0f; |
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110 | this->kNormalMapScale = 0.25f; |
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111 | this->g_WaterFlow = 0.0015f; |
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112 | |
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113 | /// initialization of the shaders |
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114 | // load shader files |
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115 | shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); |
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116 | |
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117 | this->shader->activateShader(); |
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118 | // Set the variable "reflection" to correspond to the first texture unit |
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119 | Shader::Uniform(shader, "reflection").set(0); |
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120 | // Set the variable "refraction" to correspond to the second texture unit |
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121 | Shader::Uniform(shader, "refraction").set(1); |
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122 | // Set the variable "normalMap" to correspond to the third texture unit |
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123 | Shader::Uniform(shader, "normalMap").set(2); |
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124 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
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125 | Shader::Uniform(shader, "dudvMap").set(3); |
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126 | // Set the variable "depthMap" to correspond to the fifth texture unit |
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127 | Shader::Uniform(shader, "depthMap").set(2); |
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128 | // Give the variable "waterColor" a blue color |
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129 | Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); |
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130 | // Give the variable "lightPos" our hard coded light position |
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131 | Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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132 | // uniform for the camera position |
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133 | cam_uni = new Shader::Uniform(shader, "cameraPos"); |
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134 | |
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135 | this->shader->deactivateShader(); |
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136 | } |
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137 | |
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138 | MappedWater::~MappedWater() |
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139 | { |
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140 | //delete shader; |
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141 | //delete cam_uni; |
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142 | } |
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143 | |
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144 | void MappedWater::loadParams(const TiXmlElement* root) |
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145 | { |
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146 | WorldEntity::loadParams(root); |
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147 | |
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148 | LoadParam(root, "waterHeight", this, MappedWater, setHeight); |
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149 | LoadParam(root, "lightPos", this, MappedWater, setLightPosition); |
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150 | } |
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151 | |
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152 | |
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153 | void MappedWater::draw() const |
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154 | { |
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155 | glMatrixMode(GL_MODELVIEW); |
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156 | |
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157 | glPushMatrix(); |
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158 | glTranslatef(0,this->waterHeight,0); |
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159 | |
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160 | mat.unselect(); |
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161 | mat.select(); |
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162 | |
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163 | this->shader->activateShader(); |
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164 | |
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165 | // reset the camera uniform to the current cam position |
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166 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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167 | cam_uni->set(pos.x, pos.y, pos.z, 1.0f); |
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168 | |
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169 | //glDisable(GL_BLEND); |
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170 | |
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171 | glBegin(GL_QUADS); |
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172 | // The back left vertice for the water |
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173 | // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0);//g_WaterUV); // Reflection texture |
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174 | // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0);//refrUV - move); // Refraction texture |
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175 | glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV); // Reflection texture |
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176 | glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move); // Refraction texture |
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177 | glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2); // Normal map texture |
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178 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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179 | //glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture |
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180 | glVertex3f(0.0f, waterHeight, 0.0f); |
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181 | |
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182 | // The front left vertice for the water |
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183 | // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1);//0.0f); // Reflection texture |
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184 | // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1);//0.0f - move); // Refraction texture |
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185 | glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f); // Reflection texture |
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186 | glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move); // Refraction texture |
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187 | glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2); // Normal map texture |
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188 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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189 | //glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture |
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190 | glVertex3f(0.0f, waterHeight, 1000.0f); |
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191 | |
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192 | // The front right vertice for the water |
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193 | // glMultiTexCoord2f(GL_TEXTURE0, 1,1); //g_WaterUV, 0.0f); // Reflection texture |
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194 | // glMultiTexCoord2f(GL_TEXTURE1, 1,1);//refrUV, 0.0f - move); // Refraction texture |
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195 | glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f); // Reflection texture |
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196 | glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move); // Refraction texture |
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197 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2); // Normal map texture |
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198 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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199 | //glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture |
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200 | glVertex3f(1000.0f, waterHeight, 1000.0f); |
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201 | |
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202 | // The back right vertice for the water |
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203 | // glMultiTexCoord2f(GL_TEXTURE0, 1,0);//g_WaterUV, g_WaterUV); // Reflection texture |
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204 | // glMultiTexCoord2f(GL_TEXTURE1, 1,0);//refrUV, refrUV - move); // Refraction texture |
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205 | glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV); // Reflection texture |
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206 | glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move); // Refraction texture |
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207 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture |
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208 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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209 | //glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture |
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210 | glVertex3f(1000.0f, waterHeight, 0.0f); |
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211 | glEnd(); |
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212 | |
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213 | this->shader->deactivateShader(); |
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214 | |
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215 | mat.unselect(); |
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216 | |
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217 | glPopMatrix(); |
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218 | } |
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219 | |
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220 | void MappedWater::tick(float dt) |
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221 | { |
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222 | // makes the water flow |
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223 | this->move += this->g_WaterFlow; |
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224 | this->move2 = this->move * this->kNormalMapScale; |
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225 | this->refrUV = this->g_WaterUV; |
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226 | this->normalUV = this->g_WaterUV * this->kNormalMapScale; |
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227 | } |
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228 | |
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229 | void MappedWater::setHeight(float height) |
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230 | { |
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231 | this->waterHeight = height; |
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232 | } |
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233 | |
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234 | void MappedWater::activateReflection() |
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235 | { |
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236 | // save viewport matrix and change the viewport size |
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237 | glPushAttrib(GL_VIEWPORT_BIT); |
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238 | glViewport(0,0, textureSize, textureSize); |
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239 | |
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240 | glMatrixMode(GL_MODELVIEW); |
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241 | glPushMatrix(); |
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242 | |
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243 | // If our camera is above the water we will render the scene flipped upside down. |
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244 | // In order to line up the reflection nicely with the world we have to translate |
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245 | // the world to the position of our reflected surface, multiplied by two. |
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246 | glEnable(GL_CLIP_PLANE0); |
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247 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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248 | //pos.debug(); |
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249 | //PRINTF(0)("waterheight: %f\n", waterHeight); |
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250 | if(pos.y > waterHeight) |
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251 | { |
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252 | // Translate the world, then flip it upside down |
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253 | glTranslatef(0.0f, waterHeight*2.0f, 0.0f); |
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254 | glScalef(1.0, -1.0, 1.0); |
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255 | |
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256 | // Since the world is updside down we need to change the culling to FRONT |
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257 | glCullFace(GL_FRONT); |
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258 | |
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259 | // Set our plane equation and turn clipping on |
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260 | double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; |
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261 | glClipPlane(GL_CLIP_PLANE0, plane); |
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262 | } |
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263 | else |
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264 | { |
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265 | // If the camera is below the water we don't want to flip the world, |
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266 | // but just render it clipped so only the top is drawn. |
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267 | double plane[4] = {0.0, 1.0, 0.0, waterHeight}; |
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268 | glClipPlane(GL_CLIP_PLANE0, plane); |
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269 | } |
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270 | } |
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271 | |
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272 | |
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273 | void MappedWater::deactivateReflection() |
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274 | { |
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275 | glDisable(GL_CLIP_PLANE0); |
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276 | glCullFace(GL_BACK); |
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277 | |
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278 | //mat.select(); |
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279 | /////glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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280 | ///mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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281 | /// |
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282 | |
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283 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
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284 | |
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285 | // Create the texture and store it on the video card |
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286 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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287 | |
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288 | |
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289 | glPopMatrix(); |
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290 | glPopAttrib(); |
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291 | } |
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292 | |
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293 | void MappedWater::activateRefraction() |
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294 | {/* |
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295 | // save viewport matrix and change the viewport size |
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296 | glPushAttrib(GL_VIEWPORT_BIT); |
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297 | glViewport(0,0, textureSize, textureSize); |
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298 | |
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299 | glMatrixMode(GL_MODELVIEW); |
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300 | glPushMatrix(); |
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301 | |
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302 | // If our camera is above the water we will render the scene flipped upside down. |
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303 | // In order to line up the reflection nicely with the world we have to translate |
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304 | // the world to the position of our reflected surface, multiplied by two. |
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305 | glEnable(GL_CLIP_PLANE0); |
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306 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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307 | //pos.debug(); |
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308 | //PRINTF(0)("waterheight: %f\n", waterHeight); |
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309 | if(pos.y > waterHeight) |
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310 | { |
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311 | // Translate the world, then flip it upside down |
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312 | glTranslatef(0.0f, waterHeight*2.0f, 0.0f); |
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313 | glScalef(1.0, -1.0, 1.0); |
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314 | |
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315 | // Since the world is updside down we need to change the culling to FRONT |
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316 | glCullFace(GL_FRONT); |
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317 | |
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318 | // Set our plane equation and turn clipping on |
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319 | double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; |
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320 | glClipPlane(GL_CLIP_PLANE0, plane); |
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321 | } |
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322 | else |
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323 | { |
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324 | // If the camera is below the water we don't want to flip the world, |
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325 | // but just render it clipped so only the top is drawn. |
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326 | double plane[4] = {0.0, 1.0, 0.0, waterHeight}; |
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327 | glClipPlane(GL_CLIP_PLANE0, plane); |
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328 | } |
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329 | */ |
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330 | |
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331 | // To create the refraction and depth textures we do the same thing |
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332 | // we did for the reflection texture, except we don't need to turn |
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333 | // the world upside down. We want to find the depth of the water, |
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334 | // not the depth of the sky and above water terrain. |
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335 | |
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336 | // save viewport matrix and change the viewport size |
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337 | glPushAttrib(GL_VIEWPORT_BIT); |
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338 | glViewport(0,0, textureSize, textureSize); |
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339 | |
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340 | glMatrixMode(GL_MODELVIEW); |
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341 | glPushMatrix(); |
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342 | |
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343 | // If our camera is above the water we will render only the parts that |
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344 | // are under the water. If the camera is below the water we render |
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345 | // only the stuff above the water. Like the reflection texture, we |
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346 | // incorporate clipping planes to only render what we need. |
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347 | |
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348 | // If the camera is above water, render the data below the water |
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349 | glEnable(GL_CLIP_PLANE0); |
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350 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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351 | if(pos.y > waterHeight) |
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352 | { |
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353 | double plane[4] = {0.0, -1.0, 0.0, waterHeight}; |
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354 | glClipPlane(GL_CLIP_PLANE0, plane); |
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355 | |
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356 | } |
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357 | // If the camera is below the water, only render the data above the water |
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358 | else |
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359 | { |
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360 | glCullFace(GL_FRONT); |
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361 | double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; |
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362 | glClipPlane(GL_CLIP_PLANE0, plane); |
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363 | } |
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364 | } |
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365 | |
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366 | void MappedWater::deactivateRefraction() |
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367 | { |
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368 | glDisable(GL_CLIP_PLANE0); |
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369 | glCullFace(GL_BACK); |
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370 | |
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371 | |
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372 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
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373 | |
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374 | // Create the texture and store it on the video card |
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375 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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376 | |
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377 | glPopMatrix(); |
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378 | glPopAttrib(); |
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379 | |
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380 | // Bind the current scene to our refraction texture |
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381 | // glBindTexture(GL_TEXTURE_2D, g_Texture[REFRACTION_ID]); |
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382 | // glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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383 | |
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384 | // Bind the current scene to our depth texture |
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385 | // glBindTexture(GL_TEXTURE_2D, g_Texture[DEPTH_ID]); |
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386 | // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0); |
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387 | |
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388 | } |
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