| 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 | |
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| 21 | |
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| 22 | |
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| 23 | |
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| 24 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); |
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| 25 | |
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| 26 | |
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| 27 | MappedWater::MappedWater(const TiXmlElement* root) |
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| 28 | : texture(GL_TEXTURE_2D) |
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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 | //! HACK FIXME HACK FIXME HACK FIXME HACK FIXME |
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| 37 | //! todo: rename texture to reflection texture |
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| 38 | // set up refleciton texture |
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| 39 | //mat.setDiffuseMap(&this->texture, 0); |
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| 40 | mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0); |
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| 41 | /* mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1); |
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| 42 | mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 2); |
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| 43 | mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 3); |
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| 44 | mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4);*/ |
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| 45 | // load refraction texture |
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| 46 | //mat.setDiffuseMap(&this->refractionTexture, 1); |
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| 47 | // load normal map |
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| 48 | //mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); |
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| 49 | // load dudv map |
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| 50 | //mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); |
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| 51 | // set up depth texture |
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| 52 | //mat.setDiffuseMap(&this->depthTexture, 4); |
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| 53 | |
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| 54 | // set the size of the refraction and reflection textures |
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| 55 | |
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| 56 | |
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| 57 | |
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| 58 | /// MAKE THE MAPPING TEXTURE. |
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| 59 | // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE. |
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| 60 | this->textureSize = 512; |
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| 61 | unsigned int channels = 32; |
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| 62 | GLenum type = GL_RGBA; |
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| 63 | unsigned int* pTexture = new unsigned int [this->textureSize * this->textureSize * channels]; |
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| 64 | memset(pTexture, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); |
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| 65 | // Register the texture with OpenGL and bind it to the texture ID |
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| 66 | mat.select(); |
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| 67 | glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); |
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| 68 | printf("========= CREATE %d\n", this->texture.getTexture()); |
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| 69 | |
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| 70 | // Create the texture and store it on the video card |
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| 71 | glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTexture); |
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| 72 | |
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| 73 | // Set the texture quality |
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| 74 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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| 75 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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| 76 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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| 77 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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| 78 | |
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| 79 | // Since we stored the texture space with OpenGL, we can delete the image data |
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| 80 | delete [] pTexture; |
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| 81 | |
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| 82 | // shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); |
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| 83 | } |
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| 84 | |
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| 85 | MappedWater::~MappedWater() |
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| 86 | { |
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| 87 | //delete shader; |
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| 88 | } |
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| 89 | |
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| 90 | void MappedWater::loadParams(const TiXmlElement* root) |
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| 91 | { |
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| 92 | WorldEntity::loadParams(root); |
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| 93 | |
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| 94 | LoadParam(root, "waterHeight", this, MappedWater, setHeight); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | void MappedWater::draw() const |
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| 99 | { |
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| 100 | glPushMatrix(); |
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| 101 | glTranslatef(0,this->waterHeight,0); |
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| 102 | |
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| 103 | //glEnable(GL_LIGHTING); |
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| 104 | |
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| 105 | |
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| 106 | //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1); |
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| 107 | //mat.setTransparency(1.0); |
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| 108 | //mat.setDiffuse(1.0, 0, .1); |
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| 109 | |
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| 110 | |
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| 111 | // HACK |
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| 112 | |
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| 113 | //glDisable(GL_BLEND); |
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| 114 | //glActiveTexture(GL_TEXTURE0); |
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| 115 | //glBindTexture(GL_TEXTURE_2D, this->texture); |
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| 116 | |
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| 117 | mat.select(); |
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| 118 | glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); |
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| 119 | |
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| 120 | // Shader init |
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| 121 | //this->shader->activateShader(); |
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| 122 | GLint uniform; |
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| 123 | |
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| 124 | // Set the variable "reflection" to correspond to the first texture unit |
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| 125 | uniform = glGetUniformLocationARB(shader->getProgram(), "reflection"); |
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| 126 | glUniform1iARB(uniform, 0); //second paramter is the texture unit |
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| 127 | |
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| 128 | // Set the variable "refraction" to correspond to the second texture unit |
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| 129 | //uniform = glGetUniformLocationARB(shader->getProgram(), "refraction"); |
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| 130 | //glUniform1iARB(uniform, 0); |
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| 131 | // FIXME glUniform1iARB(uniform, 1); |
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| 132 | |
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| 133 | // Set the variable "normalMap" to correspond to the third texture unit |
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| 134 | //uniform = glGetUniformLocationARB(shader->getProgram(), "normalMap"); |
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| 135 | //glUniform1iARB(uniform, 2); |
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| 136 | |
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| 137 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
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| 138 | uniform = glGetUniformLocationARB(shader->getProgram(), "dudvMap"); |
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| 139 | glUniform1iARB(uniform, 3); |
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| 140 | |
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| 141 | // Set the variable "depthMap" to correspond to the fifth texture unit |
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| 142 | //uniform = glGetUniformLocationARB(shader->getProgram(), "depthMap"); |
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| 143 | //glUniform1iARB(uniform, 4); |
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| 144 | // FIXME we dont have a depthMap yet :-( |
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| 145 | |
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| 146 | // Give the variable "waterColor" a blue color |
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| 147 | uniform = glGetUniformLocationARB(shader->getProgram(), "waterColor"); |
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| 148 | glUniform4fARB(uniform, 0.1f, 0.2f, 0.4f, 1.0f); |
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| 149 | |
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| 150 | // FIXME set camera and light information |
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| 151 | Vector lightPos(100.0f, 150.0f, 100.0f); |
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| 152 | |
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| 153 | // Store the camera position in a variable |
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| 154 | //CVector3 vPosition = g_Camera.Position(); |
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| 155 | Vector vPosition(50.0f, 50.0f, 50.0f); |
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| 156 | |
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| 157 | // Give the variable "lightPos" our hard coded light position |
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| 158 | uniform = glGetUniformLocationARB(shader->getProgram(), "lightPos"); |
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| 159 | glUniform4fARB(uniform, lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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| 160 | |
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| 161 | // Give the variable "cameraPos" our camera position |
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| 162 | uniform = glGetUniformLocationARB(shader->getProgram(), "cameraPos"); |
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| 163 | glUniform4fARB(uniform, vPosition.x, vPosition.y, vPosition.z, 1.0f); |
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| 164 | |
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| 165 | glBegin(GL_QUADS); |
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| 166 | glNormal3f(0,1,0); |
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| 167 | glMultiTexCoord2f(GL_TEXTURE0, 0,0); |
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| 168 | glMultiTexCoord2f(GL_TEXTURE1, 0,0); |
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| 169 | glMultiTexCoord2f(GL_TEXTURE2, 0,0); |
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| 170 | glMultiTexCoord2f(GL_TEXTURE3, 0,0); |
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| 171 | glMultiTexCoord2f(GL_TEXTURE4, 0,0); |
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| 172 | glVertex3f(0,0,0); |
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| 173 | |
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| 174 | glMultiTexCoord2f(GL_TEXTURE0, 1,0); |
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| 175 | glMultiTexCoord2f(GL_TEXTURE1, 1,0); |
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| 176 | glMultiTexCoord2f(GL_TEXTURE2, 1,0); |
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| 177 | glMultiTexCoord2f(GL_TEXTURE3, 1,0); |
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| 178 | glMultiTexCoord2f(GL_TEXTURE4, 1,0); |
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| 179 | glVertex3f(100,0,0); |
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| 180 | |
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| 181 | glMultiTexCoord2f(GL_TEXTURE0, 1,1); |
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| 182 | glMultiTexCoord2f(GL_TEXTURE1, 1,1); |
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| 183 | glMultiTexCoord2f(GL_TEXTURE2, 1,1); |
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| 184 | glMultiTexCoord2f(GL_TEXTURE3, 1,1); |
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| 185 | glMultiTexCoord2f(GL_TEXTURE4, 1,1); |
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| 186 | glVertex3f(100,0,-100); |
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| 187 | |
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| 188 | glMultiTexCoord2f(GL_TEXTURE0, 0,1); |
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| 189 | glMultiTexCoord2f(GL_TEXTURE1, 0,1); |
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| 190 | glMultiTexCoord2f(GL_TEXTURE2, 0,1); |
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| 191 | glMultiTexCoord2f(GL_TEXTURE3, 0,1); |
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| 192 | glMultiTexCoord2f(GL_TEXTURE4, 0,1); |
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| 193 | glVertex3f(0,0,-100); |
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| 194 | glEnd(); |
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| 195 | //this->shader->deactivateShader(); |
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| 196 | |
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| 197 | glPopMatrix(); |
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| 198 | } |
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| 199 | |
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| 200 | void MappedWater::tick(float dt) |
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| 201 | { |
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| 202 | } |
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| 203 | |
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| 204 | void MappedWater::setHeight(float height) |
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| 205 | { |
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| 206 | this->waterHeight = height; |
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| 207 | } |
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| 208 | |
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| 209 | void MappedWater::activateReflection() |
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| 210 | { |
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| 211 | glPushAttrib(GL_VIEWPORT_BIT); |
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| 212 | // glPushMatrix(); |
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| 213 | |
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| 214 | //glLoadIdentity(); |
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| 215 | glViewport(0,0, textureSize, textureSize); |
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| 216 | |
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| 217 | |
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| 218 | // Clear the color and depth bits, reset the matrix and position our camera. |
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| 219 | |
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| 220 | //g_Camera.Look(); |
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| 221 | |
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| 222 | |
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| 223 | // If our camera is above the water we will render the scene flipped upside down. |
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| 224 | // In order to line up the reflection nicely with the world we have to translate |
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| 225 | // the world to the position of our reflected surface, multiplied by two. |
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| 226 | //if(g_Camera.Position().y > waterHeight) |
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| 227 | //{ |
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| 228 | // Translate the world, then flip it upside down |
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| 229 | // glTranslatef(0.0f, waterHeight*2.0f, 0.0f); |
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| 230 | // glScalef(1.0, -1.0, 1.0); |
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| 231 | |
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| 232 | // Since the world is updside down we need to change the culling to FRONT |
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| 233 | //glCullFace(GL_FRONT); |
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| 234 | |
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| 235 | // Set our plane equation and turn clipping on |
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| 236 | // double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; |
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| 237 | // glEnable(GL_CLIP_PLANE0); |
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| 238 | // glClipPlane(GL_CLIP_PLANE0, plane); |
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| 239 | |
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| 240 | // Render the world upside down and clipped (only render the top flipped). |
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| 241 | // If we don't turn OFF caustics for the reflection texture we get horrible |
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| 242 | // artifacts in the water. That is why we set bRenderCaustics to FALSE. |
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| 243 | //RenderWorld(false); |
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| 244 | |
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| 245 | // Turn clipping off |
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| 246 | // glDisable(GL_CLIP_PLANE0); |
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| 247 | |
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| 248 | // Restore back-face culling |
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| 249 | // glCullFace(GL_BACK); |
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| 250 | //} |
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| 251 | /*else |
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| 252 | { |
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| 253 | // If the camera is below the water we don't want to flip the world, |
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| 254 | // but just render it clipped so only the top is drawn. |
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| 255 | double plane[4] = {0.0, 1.0, 0.0, waterHeight}; |
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| 256 | glEnable(GL_CLIP_PLANE0); |
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| 257 | glClipPlane(GL_CLIP_PLANE0, plane); |
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| 258 | RenderWorld(true); |
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| 259 | glDisable(GL_CLIP_PLANE0); |
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| 260 | }*/ |
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| 261 | } |
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| 262 | |
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| 263 | |
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| 264 | void MappedWater::deactivateReflection() |
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| 265 | { |
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| 266 | // glBindTexture(GL_TEXTURE_2D, texture.getTexture()); //is done by mat.select(); |
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| 267 | glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); |
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| 268 | |
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| 269 | //mat.setDiffuseMap(&texture, 0); |
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| 270 | // mat.select(); |
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| 271 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
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| 272 | |
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| 273 | |
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| 274 | glPopAttrib(); |
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| 275 | // glPopMatrix(); |
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| 276 | } |
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| 277 | |
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| 278 | void MappedWater::activateRefraction() |
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| 279 | { |
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| 280 | } |
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| 281 | |
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| 282 | void MappedWater::deactivateRefraction() |
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| 283 | { |
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| 284 | } |
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