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 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); |
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24 | |
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25 | /** |
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26 | * @brief constructor |
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27 | * @param root xml data |
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28 | */ |
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29 | MappedWater::MappedWater(const TiXmlElement* root) |
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30 | { |
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31 | this->setClassID(CL_MAPPED_WATER, "MappedWater"); |
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32 | this->toList(OM_ENVIRON); |
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33 | |
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34 | /// sets start values and parameters |
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35 | this->initParams(); |
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36 | // now the standard values were loaded, if the values are specified in the .oxw file |
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37 | // loadParams will overwrite the standard values with the specified values |
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38 | if (root != NULL) |
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39 | this->loadParams(root); |
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40 | |
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41 | /// initialization of the textures |
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42 | this->initTextures(); |
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43 | |
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44 | /// initialization of the shaders |
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45 | this->initShaders(); |
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46 | } |
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47 | |
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48 | /** |
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49 | * @brief deltes shader and the uniform used by the camera |
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50 | */ |
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51 | MappedWater::~MappedWater() |
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52 | { |
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53 | delete shader; |
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54 | delete cam_uni; |
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55 | } |
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56 | |
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57 | /** |
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58 | * @brief initialization of loadable parameters, sets start standard values |
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59 | */ |
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60 | void MappedWater::initParams() |
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61 | { |
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62 | // those standardvalues will be overwritten if they're also set in the oxw file |
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63 | this->setWaterPos(0, 0, 0); |
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64 | this->setWaterSize(100, 100); |
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65 | this->setWaterUV(9); |
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66 | this->setWaterFlow(0.08); |
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67 | this->setLightPos(0, 10, 0); |
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68 | this->setWaterAngle(0); |
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69 | this->setNormalMapScale(0.25f); |
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70 | |
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71 | // initialization of the texture coords, speeds etc... |
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72 | // normalUV wont change anymore |
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73 | this->normalUV = this->waterUV * this->kNormalMapScale; |
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74 | // move and move2 are used for the reflection and refraction, the values are changed in tick() |
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75 | this->move = 0; |
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76 | this->move2 = this->move * this->kNormalMapScale; |
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77 | } |
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78 | |
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79 | /** |
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80 | * @brief initialization of the textures |
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81 | */ |
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82 | void MappedWater::initTextures() |
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83 | { |
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84 | // sets parameters for the textures |
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85 | this->textureSize = 512; |
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86 | unsigned int channels = 32; |
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87 | GLenum type = GL_RGBA; |
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88 | |
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89 | // set up refleciton texture |
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90 | Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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91 | mat.setDiffuseMap(reflTex, 0); |
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92 | // set up refraction texture |
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93 | Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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94 | mat.setDiffuseMap(refrTex, 1); |
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95 | // load normal map |
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96 | mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); |
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97 | // load dudv map |
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98 | mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); |
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99 | |
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100 | // sets texture parameters for reflection texture |
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101 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
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102 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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103 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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104 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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105 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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106 | // sets texture parameters for refraction texture |
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107 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
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108 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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109 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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110 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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111 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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112 | } |
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113 | |
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114 | /** |
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115 | * @brief initialization of the shaders |
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116 | */ |
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117 | void MappedWater::initShaders() |
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118 | { |
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119 | // load shader files |
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120 | shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); |
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121 | |
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122 | this->shader->activateShader(); |
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123 | // Set the variable "reflection" to correspond to the first texture unit |
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124 | Shader::Uniform(shader, "reflection").set(0); |
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125 | // Set the variable "refraction" to correspond to the second texture unit |
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126 | Shader::Uniform(shader, "refraction").set(1); |
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127 | // Set the variable "normalMap" to correspond to the third texture unit |
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128 | Shader::Uniform(shader, "normalMap").set(2); |
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129 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
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130 | Shader::Uniform(shader, "dudvMap").set(3); |
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131 | // Set the variable "depthMap" to correspond to the fifth texture unit |
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132 | Shader::Uniform(shader, "depthMap").set(2); |
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133 | // Give the variable "waterColor" a blue color |
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134 | Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); |
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135 | // Give the variable "lightPos" our hard coded light position |
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136 | Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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137 | // uniform for the camera position |
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138 | cam_uni = new Shader::Uniform(shader, "cameraPos"); |
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139 | |
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140 | this->shader->deactivateShader(); |
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141 | } |
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142 | |
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143 | /** |
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144 | * @brief ends the refraction and saves the graphic buffer into a texture |
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145 | * @param root xml data |
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146 | */ |
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147 | void MappedWater::loadParams(const TiXmlElement* root) |
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148 | { |
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149 | WorldEntity::loadParams(root); |
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150 | |
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151 | LoadParam(root, "waterpos", this, MappedWater, setWaterPos); |
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152 | LoadParam(root, "watersize", this, MappedWater, setWaterSize); |
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153 | LoadParam(root, "lightpos", this, MappedWater, setLightPos); |
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154 | LoadParam(root, "wateruv", this, MappedWater, setWaterUV); |
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155 | LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); |
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156 | LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); |
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157 | LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); |
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158 | } |
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159 | |
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160 | /** |
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161 | * @brief activates the water shader and draws a quad with four textures on it |
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162 | */ |
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163 | void MappedWater::draw() const |
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164 | { |
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165 | glMatrixMode(GL_MODELVIEW); |
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166 | |
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167 | glPushMatrix(); |
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168 | // don't use a glTranslate here, the reflection point won't be at the right place anymore |
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169 | glRotatef(this->waterAngle, 0, 1, 0); |
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170 | |
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171 | mat.select(); |
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172 | |
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173 | this->shader->activateShader(); |
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174 | |
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175 | // reset the camera uniform to the current cam position |
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176 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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177 | cam_uni->set(pos.x, pos.y, pos.z, 1.0f); |
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178 | |
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179 | glDisable(GL_BLEND); |
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180 | |
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181 | glBegin(GL_QUADS); |
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182 | // The back left vertice for the water |
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183 | glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV); // Reflection texture |
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184 | glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move); // Refraction texture |
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185 | glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2); // Normal map texture |
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186 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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187 | glVertex3f(this->waterPos.x, this->waterPos.y, this->waterPos.z); |
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188 | |
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189 | // The front left vertice for the water |
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190 | glMultiTexCoord2f(GL_TEXTURE0, 0, 0); // Reflection texture |
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191 | glMultiTexCoord2f(GL_TEXTURE1, 0, -move); // Refraction texture |
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192 | glMultiTexCoord2f(GL_TEXTURE2, 0, move2); // Normal map texture |
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193 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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194 | glVertex3f(this->waterPos.x, this->waterPos.y, this->waterPos.z + this->zWidth); |
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195 | |
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196 | // The front right vertice for the water |
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197 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0); // Reflection texture |
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198 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move); // Refraction texture |
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199 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2); // Normal map texture |
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200 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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201 | glVertex3f(this->waterPos.x + this->xWidth, this->waterPos.y, this->waterPos.z + this->zWidth); |
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202 | |
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203 | // The back right vertice for the water |
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204 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV); // Reflection texture |
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205 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move); // Refraction texture |
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206 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture |
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207 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
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208 | glVertex3f(this->waterPos.x + this->xWidth, this->waterPos.y, this->waterPos.z); |
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209 | glEnd(); |
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210 | |
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211 | this->shader->deactivateShader(); |
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212 | |
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213 | mat.unselect(); |
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214 | |
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215 | glPopMatrix(); |
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216 | } |
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217 | |
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218 | /** |
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219 | * @brief tick tack, calculates the flow of the water |
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220 | */ |
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221 | void MappedWater::tick(float dt) |
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222 | { |
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223 | // makes the water flow |
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224 | this->move += this->waterFlow * dt; |
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225 | this->move2 = this->move * this->kNormalMapScale; |
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226 | } |
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227 | |
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228 | /** |
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229 | * @brief prepares everything to render the reflection texutre |
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230 | */ |
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231 | void MappedWater::activateReflection() |
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232 | { |
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233 | // To create the reflection texture we just need to set the view port |
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234 | // to our texture map size, then render the current scene our camera |
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235 | // is looking at to the already allocated texture unit. Since this |
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236 | // is a reflection of the top of the water surface we use clipping |
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237 | // planes to only render the top of the world as a reflection. If |
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238 | // we are below the water we don't flip the reflection but just use |
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239 | // the current view of the top as we are seeing through the water. |
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240 | // When you look through water at the surface it isn't really reflected, |
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241 | // only when looking down from above the water on the surface. |
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242 | |
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243 | // save viewport matrix and change the viewport size |
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244 | glPushAttrib(GL_VIEWPORT_BIT); |
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245 | glViewport(0,0, textureSize, textureSize); |
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246 | |
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247 | glMatrixMode(GL_MODELVIEW); |
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248 | glPushMatrix(); |
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249 | |
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250 | // If our camera is above the water we will render the scene flipped upside down. |
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251 | // In order to line up the reflection nicely with the world we have to translate |
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252 | // the world to the position of our reflected surface, multiplied by two. |
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253 | glEnable(GL_CLIP_PLANE0); |
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254 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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255 | |
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256 | if(pos.y > waterPos.y) |
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257 | { |
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258 | // Translate the world, then flip it upside down |
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259 | glTranslatef(0, waterPos.y*2, 0); |
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260 | glScalef(1, -1, 1); |
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261 | |
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262 | // Since the world is updside down we need to change the culling to FRONT |
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263 | glCullFace(GL_FRONT); |
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264 | |
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265 | // Set our plane equation and turn clipping on |
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266 | double plane[4] = {0, 1, 0, -waterPos.y}; |
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267 | glClipPlane(GL_CLIP_PLANE0, plane); |
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268 | } |
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269 | else |
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270 | { |
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271 | // If the camera is below the water we don't want to flip the world, |
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272 | // but just render it clipped so only the top is drawn. |
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273 | double plane[4] = {0, 1, 0, waterPos.y}; |
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274 | glClipPlane(GL_CLIP_PLANE0, plane); |
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275 | } |
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276 | } |
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277 | |
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278 | /** |
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279 | * @brief ends the reflection and saves the graphic buffer into a texture |
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280 | */ |
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281 | void MappedWater::deactivateReflection() |
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282 | { |
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283 | glDisable(GL_CLIP_PLANE0); |
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284 | glCullFace(GL_BACK); |
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285 | |
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286 | // Create the texture and store it on the video card |
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287 | mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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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 | /** |
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294 | * @brief prepares everything to render the refraction texutre |
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295 | */ |
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296 | void MappedWater::activateRefraction() |
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297 | { |
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298 | // To create the refraction and depth textures we do the same thing |
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299 | // we did for the reflection texture, except we don't need to turn |
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300 | // the world upside down. We want to find the depth of the water, |
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301 | // not the depth of the sky and above water terrain. |
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302 | |
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303 | // save viewport matrix and change the viewport size |
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304 | glPushAttrib(GL_VIEWPORT_BIT); |
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305 | glViewport(0,0, textureSize, textureSize); |
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306 | |
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307 | glMatrixMode(GL_MODELVIEW); |
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308 | glPushMatrix(); |
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309 | |
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310 | // If our camera is above the water we will render only the parts that |
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311 | // are under the water. If the camera is below the water we render |
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312 | // only the stuff above the water. Like the reflection texture, we |
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313 | // incorporate clipping planes to only render what we need. |
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314 | |
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315 | // If the camera is above water, render the data below the water |
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316 | glEnable(GL_CLIP_PLANE0); |
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317 | Vector pos = State::getCameraNode()->getAbsCoor(); |
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318 | if(pos.y > waterPos.y) |
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319 | { |
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320 | double plane[4] = {0, -1, 0, waterPos.y}; |
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321 | glClipPlane(GL_CLIP_PLANE0, plane); |
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322 | } |
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323 | // If the camera is below the water, only render the data above the water |
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324 | else |
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325 | { |
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326 | glCullFace(GL_FRONT); |
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327 | double plane[4] = {0, 1, 0, -waterPos.y}; |
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328 | glClipPlane(GL_CLIP_PLANE0, plane); |
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329 | } |
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330 | } |
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331 | |
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332 | /** |
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333 | * @brief ends the refraction and saves the graphic buffer into a texture |
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334 | */ |
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335 | void MappedWater::deactivateRefraction() |
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336 | { |
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337 | glDisable(GL_CLIP_PLANE0); |
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338 | glCullFace(GL_BACK); |
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339 | |
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340 | // Create the texture and store it on the video card |
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341 | mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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342 | |
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343 | glPopMatrix(); |
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344 | glPopAttrib(); |
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345 | } |
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