Changeset 7700 in orxonox.OLD for branches/water/src/world_entities/environments/mapped_water.cc
- Timestamp:
- May 18, 2006, 5:05:45 PM (19 years ago)
- File:
-
- 1 edited
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branches/water/src/world_entities/environments/mapped_water.cc
r7687 r7700 24 24 25 25 MappedWater::MappedWater(const TiXmlElement* root) 26 : texture(GL_TEXTURE_2D) 26 27 { 27 28 this->setClassID(CL_MAPPED_WATER, "MappedWater"); … … 30 31 if (root != NULL) 31 32 this->loadParams(root); 33 34 mat.setDiffuseMap(&this->texture, 0); 32 35 } 33 36 … … 58 61 //glEnable(GL_LIGHTING); 59 62 60 Material mat; 61 mat.setDiffuseMap("pictures/ground.tga", GL_TEXTURE_2D, 0); 63 62 64 //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1); 63 65 //mat.setTransparency(1.0); 64 66 //mat.setDiffuse(1.0, 0, .1); 67 68 69 // HACK 70 71 //glDisable(GL_BLEND); 72 //glActiveTexture(GL_TEXTURE0); 73 //glBindTexture(GL_TEXTURE_2D, this->texture); 74 65 75 mat.select(); 66 76 … … 94 104 } 95 105 96 void MappedWater::activateReflection() {} 97 void MappedWater::deactivateReflection() {} 106 void MappedWater::activateReflection() 107 { 108 // Change the view port to be the size of the texture we will render to 109 // HACK 110 int textureSize = 512; 111 glPushAttrib(GL_VIEWPORT_BIT); 112 glViewport(0,0, textureSize, textureSize); 98 113 99 void MappedWater::activateRefraction() {} 100 void MappedWater::deactivateRefraction() {} 114 // Clear the color and depth bits, reset the matrix and position our camera. 115 // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 116 // glLoadIdentity(); 117 //g_Camera.Look(); 118 119 // So we don't affect any other objects in the world we push on a new matrix 120 //glPushMatrix(); 121 122 // If our camera is above the water we will render the scene flipped upside down. 123 // In order to line up the reflection nicely with the world we have to translate 124 // the world to the position of our reflected surface, multiplied by two. 125 //if(g_Camera.Position().y > waterHeight) 126 //{ 127 // Translate the world, then flip it upside down 128 // glTranslatef(0.0f, waterHeight*2.0f, 0.0f); 129 // glScalef(1.0, -1.0, 1.0); 130 131 // Since the world is updside down we need to change the culling to FRONT 132 //glCullFace(GL_FRONT); 133 134 // Set our plane equation and turn clipping on 135 // double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; 136 // glEnable(GL_CLIP_PLANE0); 137 // glClipPlane(GL_CLIP_PLANE0, plane); 138 139 // Render the world upside down and clipped (only render the top flipped). 140 // If we don't turn OFF caustics for the reflection texture we get horrible 141 // artifacts in the water. That is why we set bRenderCaustics to FALSE. 142 //RenderWorld(false); 143 144 // Turn clipping off 145 // glDisable(GL_CLIP_PLANE0); 146 147 // Restore back-face culling 148 // glCullFace(GL_BACK); 149 //} 150 /*else 151 { 152 // If the camera is below the water we don't want to flip the world, 153 // but just render it clipped so only the top is drawn. 154 double plane[4] = {0.0, 1.0, 0.0, waterHeight}; 155 glEnable(GL_CLIP_PLANE0); 156 glClipPlane(GL_CLIP_PLANE0, plane); 157 RenderWorld(true); 158 glDisable(GL_CLIP_PLANE0); 159 }*/ 160 161 // Restore the previous matrix 162 //glPopMatrix(); 163 164 // Bind the current scene to our reflection texture 165 //glBindTexture(GL_TEXTURE_2D, g_Texture[REFLECTION_ID]); 166 167 168 169 glBindTexture(GL_TEXTURE_2D, texture.getTexture()); 170 // ; 171 // mat.setDiffuseMap(&texture, 0); 172 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); 173 174 glPopAttrib(); 175 } 176 177 void MappedWater::deactivateReflection() 178 { 179 180 } 181 182 void MappedWater::activateRefraction() 183 { 184 185 } 186 187 void MappedWater::deactivateRefraction() 188 { 189 190 }
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