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: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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17 | |
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18 | #include "water.h" |
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19 | #include "util/loading/factory.h" |
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20 | #include "util/loading/load_param.h" |
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21 | |
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22 | #include "grid.h" |
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23 | #include "material.h" |
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24 | |
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25 | #include "util/loading/resource_manager.h" |
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26 | #include "shader.h" |
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27 | |
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28 | #include "skybox.h" |
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29 | #include "state.h" |
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30 | |
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31 | |
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32 | #include "network_game_manager.h" |
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33 | |
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34 | |
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35 | |
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36 | CREATE_FACTORY(Water, CL_WATER); |
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37 | |
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38 | |
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39 | Water::Water(const TiXmlElement* root) |
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40 | { |
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41 | this->setClassID(CL_WATER, "Water"); |
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42 | this->toList(OM_ENVIRON); |
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43 | |
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44 | this->resX = this->resY = 10; |
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45 | this->sizeX = this->sizeY = 1.0f; |
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46 | this->height = 0.5f; |
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47 | this->grid = NULL; |
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48 | |
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49 | this->velocities = NULL; |
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50 | this->viscosity = 5; |
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51 | this->cohesion = .0000000001; |
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52 | |
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53 | if (root != NULL) |
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54 | this->loadParams(root); |
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55 | |
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56 | this->rebuildGrid(); |
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57 | this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag"); |
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58 | |
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59 | // To test the Wave equation |
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60 | //this->wave(5.0,4.0, 1, 10); |
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61 | |
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62 | height_handle = registerVarId( new SynchronizeableFloat( &height, &height, "height", PERMISSION_MASTER_SERVER ) ); |
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63 | resX_handle = registerVarId( new SynchronizeableUInt( &resX, &resX, "resX", PERMISSION_MASTER_SERVER ) ); |
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64 | resY_handle = registerVarId( new SynchronizeableUInt( &resY, &resY, "resY", PERMISSION_MASTER_SERVER ) ); |
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65 | sizeX_handle = registerVarId( new SynchronizeableFloat( &sizeX, &sizeX, "sizeX", PERMISSION_MASTER_SERVER ) ); |
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66 | sizeY_handle = registerVarId( new SynchronizeableFloat( &sizeY, &sizeY, "sizeY", PERMISSION_MASTER_SERVER ) ); |
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67 | } |
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68 | |
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69 | Water::~Water() |
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70 | { |
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71 | } |
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72 | |
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73 | void Water::loadParams(const TiXmlElement* root) |
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74 | { |
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75 | WorldEntity::loadParams(root); |
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76 | |
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77 | LoadParam(root, "size", this, Water, setSize) |
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78 | .describe("the size of the WaterSurface") |
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79 | .defaultValues(1.0f, 1.0f); |
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80 | |
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81 | LoadParam(root, "resolution", this, Water, setResolution) |
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82 | .describe("sets the resolution of the water surface") |
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83 | .defaultValues(10, 10); |
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84 | |
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85 | LoadParam(root, "height", this, Water, setHeight) |
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86 | .describe("the height of the Waves") |
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87 | .defaultValues(0.5f); |
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88 | } |
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89 | |
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90 | /** |
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91 | * @brief rebuilds the Grid below the WaterSurface, killing all hight information |
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92 | * |
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93 | * This should be called on all subGrid changes except wave and tick. |
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94 | */ |
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95 | void Water::rebuildGrid() |
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96 | { |
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97 | if (this->velocities != NULL) |
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98 | { |
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99 | assert (this->grid != NULL); |
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100 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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101 | delete[] this->velocities[i]; |
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102 | delete[] this->velocities; |
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103 | } |
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104 | |
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105 | // WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel(); |
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106 | // if (this->grid != NULL) |
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107 | // this->grid = NULL; |
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108 | |
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109 | this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); |
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110 | this->velocities = new float*[this->resX]; |
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111 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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112 | { |
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113 | this->velocities[i] = new float[this->resY]; |
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114 | for (unsigned int j = 0; j < this->resY; j++) |
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115 | this->velocities[i][j] = 0.0; |
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116 | } |
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117 | this->setModel(this->grid, 0); |
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118 | } |
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119 | |
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120 | void Water::wave(float x, float y, float z, float force) |
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121 | { |
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122 | unsigned int row = 0, column = 0; |
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123 | if (!this->posToGridPoint( x, z, row, column)) |
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124 | return; |
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125 | this->grid->height(row, column) -= force / ((y - this->getAbsCoor().y) +.1); |
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126 | } |
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127 | |
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128 | /** |
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129 | * after this a rebuild() must be called |
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130 | */ |
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131 | void Water::setResolution(unsigned int resX, unsigned int resY) |
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132 | { |
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133 | this->resX = resX; |
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134 | this->resY = resY; |
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135 | } |
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136 | |
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137 | /** |
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138 | * after this a rebuild() must be called |
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139 | */ |
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140 | void Water::setSize(float sizeX, float sizeY) |
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141 | { |
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142 | this->sizeX = sizeX; |
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143 | this->sizeY = sizeY; |
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144 | } |
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145 | |
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146 | void Water::setHeight(float height) |
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147 | { |
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148 | this->height = height; |
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149 | } |
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150 | |
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151 | |
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152 | /** |
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153 | * @brief calculated the Position in the Grid, this Point is nearest to |
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154 | * @param x, the x-position over the Grid |
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155 | * @param z: the z-Position(or y) over the Grid |
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156 | * @param row returns the row if not out of range |
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157 | * @param column returns the column if not out of range |
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158 | * @returns true if a valid point is found, false if any x or y are out of range |
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159 | */ |
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160 | bool Water::posToGridPoint(float x, float z, unsigned int& row, unsigned int& column) |
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161 | { |
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162 | float lower = this->getAbsCoor().y - this->sizeY *.5; |
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163 | float left = this->getAbsCoor().x - this->sizeX *.5; |
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164 | if (x > left && x < left + this->sizeX) |
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165 | row = (unsigned int) ((x- left) / this->grid->gridSpacing()); |
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166 | else return false; |
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167 | if (z > lower && z < lower + this->sizeY) |
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168 | column = (unsigned int)((z-lower) / this->grid->gridSpacing()); |
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169 | else return false; |
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170 | return true; |
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171 | } |
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172 | |
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173 | |
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174 | void Water::draw() const |
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175 | { |
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176 | assert (this->grid != NULL); |
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177 | { |
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178 | glPushAttrib(GL_ENABLE_BIT); |
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179 | glEnable(GL_TEXTURE_2D); |
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180 | glMatrixMode(GL_MODELVIEW); |
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181 | glPushMatrix(); |
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182 | |
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183 | /* translate */ |
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184 | glTranslatef (this->getAbsCoor ().x, |
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185 | this->getAbsCoor ().y, |
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186 | this->getAbsCoor ().z); |
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187 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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188 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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189 | |
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190 | if (State::getSkyBox()) |
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191 | { |
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192 | glBindTexture(GL_TEXTURE_2D, State::getSkyBox()->getTexture(SKY_RIGHT)); |
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193 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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194 | |
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195 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
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196 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
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197 | glEnable(GL_TEXTURE_GEN_S); |
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198 | glEnable(GL_TEXTURE_GEN_T); |
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199 | } |
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200 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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201 | |
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202 | // SkyBox::enableCubeMap(); |
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203 | this->grid->draw(); |
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204 | // this->waterShader->activateShader(); |
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205 | // this->waterMaterial->select(); |
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206 | //Shader::deactivateShader(); |
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207 | |
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208 | SkyBox::disableCubeMap(); |
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209 | glDisable(GL_TEXTURE_GEN_S); |
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210 | glDisable(GL_TEXTURE_GEN_T); |
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211 | |
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212 | glPopMatrix(); |
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213 | glPopAttrib(); |
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214 | } |
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215 | } |
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216 | |
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217 | void Water::tick(float dt) |
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218 | { |
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219 | ObjectManager::EntityList entityList = State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ); |
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220 | ObjectManager::EntityList::iterator entity = entityList.begin(); |
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221 | while (entity != entityList.end()) |
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222 | { |
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223 | this->wave((*entity)->getAbsCoor(), 10.0*dt); |
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224 | entity++; |
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225 | } |
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226 | |
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227 | |
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228 | if (unlikely(this->velocities == NULL)) |
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229 | return; |
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230 | /* |
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231 | THE OLD USELESS ALGORITHM |
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232 | phase += dt *.1; |
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233 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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234 | { |
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235 | for (unsigned int j = 0; j < this->grid->columns(); j++) |
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236 | { |
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237 | this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+ |
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238 | this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0); |
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239 | } |
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240 | } |
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241 | this->grid->rebuildNormals(this->height);*/ |
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242 | |
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243 | |
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244 | unsigned int i, j; |
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245 | float u; |
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246 | |
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247 | // wave/advection |
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248 | // calc movement |
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249 | for(j = 1; j < this->grid->rows() - 1; j++) |
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250 | { |
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251 | for(i = 1; i < this->grid->columns() - 1; i++) |
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252 | { |
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253 | u = this->grid->height(i+1,j)+ this->grid->height(i-1, j) + |
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254 | this->grid->height(i, j+1) + this->grid->height(i, j-1) - |
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255 | 4 * this->grid->height(i, j); |
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256 | this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; |
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257 | this->grid->height(i, j) += dt * this->velocities[i][j] /* + dt * this->cohesion * u / this->height;*/; |
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258 | this->grid->height(i, j) *= .99; |
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259 | } |
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260 | } |
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261 | // boundraries |
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262 | for (j = 0; j < this->grid->rows(); j++) |
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263 | { |
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264 | this->grid->height(0,j) = this->grid->height(1,j); |
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265 | this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j); |
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266 | } |
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267 | for (i = 0; i < this->grid->rows(); i++) |
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268 | { |
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269 | this->grid->height(i,0) = this->grid->height(i,1); |
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270 | this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2); |
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271 | } |
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272 | /* |
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273 | for(j = 1; j < this->grid->rows() - 1; j++) { |
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274 | for(i = 1; i < this->grid->columns() - 1; i++) { |
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275 | this->grid->height(i, j) += dt * this->velocities[i][j]; |
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276 | } |
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277 | }*/ |
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278 | |
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279 | // calc normals |
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280 | // float l[3]; |
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281 | // float m[3]; |
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282 | // for(j = 1; j < this->grid->rows() -1; j++) { |
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283 | // for(i = 1; i < this->grid->columns() - 1; i++) { |
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284 | // l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x; |
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285 | // l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y; |
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286 | // l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z; |
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287 | // m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x; |
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288 | // m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y; |
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289 | // m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z; |
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290 | // this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1]; |
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291 | // this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2]; |
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292 | // this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0]; |
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293 | // } |
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294 | // } |
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295 | this->grid->rebuildNormals(this->height); |
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296 | } |
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297 | |
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298 | |
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299 | |
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300 | /** |
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301 | * function to handle changes in synced vars |
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302 | * @param id ids which have changed |
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303 | */ |
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304 | void Water::varChangeHandler( std::list< int > & id ) |
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305 | { |
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306 | if ( std::find( id.begin(), id.end(), height_handle ) != id.end() || |
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307 | std::find( id.begin(), id.end(), resX_handle ) != id.end() || |
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308 | std::find( id.begin(), id.end(), resY_handle ) != id.end() || |
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309 | std::find( id.begin(), id.end(), sizeX_handle ) != id.end() || |
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310 | std::find( id.begin(), id.end(), sizeY_handle ) != id.end() |
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311 | ) |
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312 | { |
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313 | this->rebuildGrid(); |
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314 | } |
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315 | |
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316 | WorldEntity::varChangeHandler( id ); |
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317 | } |
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