/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "water.h" #include "util/loading/factory.h" #include "util/loading/load_param.h" #include "grid.h" #include "material.h" #include "util/loading/resource_manager.h" #include "shader.h" #include "skybox.h" #include "state.h" #include "network_game_manager.h" CREATE_FACTORY(Water, CL_WATER); Water::Water(const TiXmlElement* root) { this->setClassID(CL_WATER, "Water"); this->toList(OM_ENVIRON); this->resX = this->resY = 10; this->sizeX = this->sizeY = 1.0f; this->height = 0.5f; this->grid = NULL; this->velocities = NULL; this->viscosity = 5; this->cohesion = .0000000001; if (root != NULL) this->loadParams(root); this->rebuildGrid(); this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag"); // To test the Wave equation //this->wave(5.0,4.0, 1, 10); height_handle = registerVarId( new SynchronizeableFloat( &height, &height, "height", PERMISSION_MASTER_SERVER ) ); resX_handle = registerVarId( new SynchronizeableUInt( &resX, &resX, "resX", PERMISSION_MASTER_SERVER ) ); resY_handle = registerVarId( new SynchronizeableUInt( &resY, &resY, "resY", PERMISSION_MASTER_SERVER ) ); sizeX_handle = registerVarId( new SynchronizeableFloat( &sizeX, &sizeX, "sizeX", PERMISSION_MASTER_SERVER ) ); sizeY_handle = registerVarId( new SynchronizeableFloat( &sizeY, &sizeY, "sizeY", PERMISSION_MASTER_SERVER ) ); } Water::~Water() { } void Water::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); LoadParam(root, "size", this, Water, setSize) .describe("the size of the WaterSurface") .defaultValues(1.0f, 1.0f); LoadParam(root, "resolution", this, Water, setResolution) .describe("sets the resolution of the water surface") .defaultValues(10, 10); LoadParam(root, "height", this, Water, setHeight) .describe("the height of the Waves") .defaultValues(0.5f); } /** * @brief rebuilds the Grid below the WaterSurface, killing all hight information * * This should be called on all subGrid changes except wave and tick. */ void Water::rebuildGrid() { if (this->velocities != NULL) { assert (this->grid != NULL); for (unsigned int i = 0; i < this->grid->rows(); i++) delete[] this->velocities[i]; delete[] this->velocities; } // WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel(); // if (this->grid != NULL) // this->grid = NULL; this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); this->velocities = new float*[this->resX]; for (unsigned int i = 0; i < this->grid->rows(); i++) { this->velocities[i] = new float[this->resY]; for (unsigned int j = 0; j < this->resY; j++) this->velocities[i][j] = 0.0; } this->setModel(this->grid, 0); } void Water::wave(float x, float y, float z, float force) { unsigned int row = 0, column = 0; if (!this->posToGridPoint( x, z, row, column)) return; this->grid->height(row, column) -= force / ((y - this->getAbsCoor().y) +.1); } /** * after this a rebuild() must be called */ void Water::setResolution(unsigned int resX, unsigned int resY) { this->resX = resX; this->resY = resY; } /** * after this a rebuild() must be called */ void Water::setSize(float sizeX, float sizeY) { this->sizeX = sizeX; this->sizeY = sizeY; } void Water::setHeight(float height) { this->height = height; } /** * @brief calculated the Position in the Grid, this Point is nearest to * @param x, the x-position over the Grid * @param z: the z-Position(or y) over the Grid * @param row returns the row if not out of range * @param column returns the column if not out of range * @returns true if a valid point is found, false if any x or y are out of range */ bool Water::posToGridPoint(float x, float z, unsigned int& row, unsigned int& column) { float lower = this->getAbsCoor().y - this->sizeY *.5; float left = this->getAbsCoor().x - this->sizeX *.5; if (x > left && x < left + this->sizeX) row = (unsigned int) ((x- left) / this->grid->gridSpacing()); else return false; if (z > lower && z < lower + this->sizeY) column = (unsigned int)((z-lower) / this->grid->gridSpacing()); else return false; return true; } void Water::draw() const { assert (this->grid != NULL); { glPushAttrib(GL_ENABLE_BIT); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_MODELVIEW); glPushMatrix(); /* translate */ glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); Vector tmpRot = this->getAbsDir().getSpacialAxis(); glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); if (State::getSkyBox()) { glBindTexture(GL_TEXTURE_2D, State::getSkyBox()->getTexture(SKY_RIGHT)); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // SkyBox::enableCubeMap(); this->grid->draw(); // this->waterShader->activateShader(); // this->waterMaterial->select(); //Shader::deactivateShader(); SkyBox::disableCubeMap(); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); glPopAttrib(); } } void Water::tick(float dt) { ObjectManager::EntityList entityList = State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ); ObjectManager::EntityList::iterator entity = entityList.begin(); while (entity != entityList.end()) { this->wave((*entity)->getAbsCoor(), 10.0*dt); entity++; } if (unlikely(this->velocities == NULL)) return; /* THE OLD USELESS ALGORITHM phase += dt *.1; for (unsigned int i = 0; i < this->grid->rows(); i++) { for (unsigned int j = 0; j < this->grid->columns(); j++) { this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+ this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0); } } this->grid->rebuildNormals(this->height);*/ unsigned int i, j; float u; // wave/advection // calc movement for(j = 1; j < this->grid->rows() - 1; j++) { for(i = 1; i < this->grid->columns() - 1; i++) { u = this->grid->height(i+1,j)+ this->grid->height(i-1, j) + this->grid->height(i, j+1) + this->grid->height(i, j-1) - 4 * this->grid->height(i, j); this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; this->grid->height(i, j) += dt * this->velocities[i][j] /* + dt * this->cohesion * u / this->height;*/; this->grid->height(i, j) *= .99; } } // boundraries for (j = 0; j < this->grid->rows(); j++) { this->grid->height(0,j) = this->grid->height(1,j); this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j); } for (i = 0; i < this->grid->rows(); i++) { this->grid->height(i,0) = this->grid->height(i,1); this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2); } /* for(j = 1; j < this->grid->rows() - 1; j++) { for(i = 1; i < this->grid->columns() - 1; i++) { this->grid->height(i, j) += dt * this->velocities[i][j]; } }*/ // calc normals // float l[3]; // float m[3]; // for(j = 1; j < this->grid->rows() -1; j++) { // for(i = 1; i < this->grid->columns() - 1; i++) { // l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x; // l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y; // l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z; // m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x; // m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y; // m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z; // this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1]; // this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2]; // this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0]; // } // } this->grid->rebuildNormals(this->height); } /** * function to handle changes in synced vars * @param id ids which have changed */ void Water::varChangeHandler( std::list< int > & id ) { if ( std::find( id.begin(), id.end(), height_handle ) != id.end() || std::find( id.begin(), id.end(), resX_handle ) != id.end() || std::find( id.begin(), id.end(), resY_handle ) != id.end() || std::find( id.begin(), id.end(), sizeX_handle ) != id.end() || std::find( id.begin(), id.end(), sizeY_handle ) != id.end() ) { this->rebuildGrid(); } WorldEntity::varChangeHandler( id ); }