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source: orxonox.OLD/branches/network/src/world_entities/environments/water.cc @ 6686

Last change on this file since 6686 was 6686, checked in by patrick, 18 years ago

network: water gets synced correctly now

File size: 8.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "water.h"
19#include "factory.h"
20#include "load_param.h"
21
22#include "grid.h"
23#include "material.h"
24
25#include "resource_manager.h"
26#include "shader.h"
27
28#include "skybox.h"
29
30#include "network_game_manager.h"
31
32using namespace std;
33
34CREATE_FACTORY(Water, CL_WATER);
35
36
37Water::Water(const TiXmlElement* root)
38{
39  this->setClassID(CL_WATER, "Water");
40  this->toList(OM_ENVIRON);
41
42  this->resX = this->resY = 10;
43  this->sizeX = this->sizeY = 1.0f;
44  this->height = 0.5f;
45  this->grid = NULL;
46
47  this->velocities = NULL;
48  this->viscosity = 5;
49  this->cohesion = .0000000001;
50
51  if (root != NULL)
52    this->loadParams(root);
53
54  this->rebuildGrid();
55  this->waterMaterial = new Material();
56  this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, (void*)"shaders/water.frag");
57
58  this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 100;
59}
60
61Water::~Water()
62{
63  delete this->grid;
64  delete this->waterMaterial;
65}
66
67void Water::loadParams(const TiXmlElement* root)
68{
69  WorldEntity::loadParams(root);
70
71  LoadParam(root, "size", this, Water, setSize)
72      .describe("the size of the WaterSurface")
73      .defaultValues(2, 1.0f, 1.0f);
74
75  LoadParam(root, "resolution", this, Water, setResolution)
76      .describe("sets the resolution of the water surface")
77      .defaultValues(2, 10, 10);
78
79  LoadParam(root, "height", this, Water, setHeight)
80      .describe("the height of the Waves")
81      .defaultValues(1, 0.5f);
82}
83
84void Water::rebuildGrid()
85{
86  if (this->velocities != NULL)
87  {
88    assert (this->grid != NULL);
89    for (unsigned int i = 0; i < this->grid->rows(); i++)
90      delete[] this->velocities[i];
91    delete[] this->velocities;
92  }
93
94//   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel();
95//   if (this->grid != NULL)
96//     this->grid = NULL;
97
98  this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY);
99  this->velocities = new float*[this->resX];
100  for (unsigned int i = 0; i < this->grid->rows(); i++)
101  {
102    this->velocities[i] = new float[this->resY];
103    for (unsigned int j = 0; j < this->resY; j++)
104      this->velocities[i][j] = 0.0;
105  }
106  this->setModel(this->grid, 0);
107}
108
109void Water::setResolution(unsigned int resX, unsigned int resY)
110{
111  this->resX = resX;
112  this->resY = resY;
113}
114
115void Water::setSize(float sizeX, float sizeY)
116{
117  this->sizeX = sizeX;
118  this->sizeY = sizeY;
119}
120
121void Water::setHeight(float height)
122{
123  this->height = height;
124}
125
126
127void Water::draw() const
128{
129  //SkyBox::enableCubeMap();
130
131  glBindTexture(GL_TEXTURE_2D, 15);
132  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
133
134  glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
135  glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
136  glEnable(GL_TEXTURE_GEN_S);
137  glEnable(GL_TEXTURE_GEN_T);
138
139  glEnable(GL_BLEND);
140  glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141  // this->waterShader->activateShader();
142//  this->waterMaterial->select();
143  WorldEntity::draw();
144  //Shader::deactivateShader();
145
146  SkyBox::disableCubeMap();
147}
148
149void Water::tick(float dt)
150{
151/*
152    THE OLD USELESS ALGORITHM
153  phase += dt *.1;
154  for (unsigned int i = 0; i < this->grid->rows(); i++)
155  {
156    for (unsigned int j = 0; j < this->grid->columns(); j++)
157    {
158      this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+
159          this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0);
160    }
161  }
162  this->grid->rebuildNormals(this->height);*/
163
164
165  unsigned int i, j;
166  float u;
167
168  // wave/advection
169  // calc movement
170  for(j = 1; j < this->grid->rows() - 1; j++) {
171    for(i = 1; i < this->grid->columns() - 1; i++) {
172      u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) +
173          this->grid->height(i, j+1) + this->grid->height(i, j-1) -
174          4 * this->grid->height(i, j);
175      this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height;
176      this->grid->height(i, j) += dt * this->velocities[i][j];
177    }
178  }
179/*  // advect
180  for(j = 1; j < this->grid->rows() - 1; j++) {
181    for(i = 1; i < this->grid->columns() - 1; i++) {
182      this->grid->height(i, j) += dt * this->velocities[i][j];
183    }
184  }*/
185  // bound
186//   unsigned int w = this->grid->columns - 1;
187//   for(i = 0; i < this->grid->columns; i++) {
188//     _map[i][0].u[1] = _map[i][1  ].u[1];
189//     _map[i][w].u[1] = _map[i][w-1].u[1];
190//     _map[0][i].u[1] = _map[1  ][i].u[1];
191//     _map[w][i].u[1] = _map[w-1][i].u[1];
192//   }
193
194  // diffusion
195  for(j = 1; j < this->grid->rows() - 1; j++) {
196    for(i = 1; i < this->grid->columns() - 1 ; i++) {
197      u = this->grid->height(i+1, j) + this->grid->height(i-1, j) +
198          this->grid->height(i, j+1) + this->grid->height(i, j-1) -
199          4* this->grid->height(i, j);
200      this->grid->height(i,j) += dt * this->cohesion * u / this->height;
201    }
202  }
203
204  // calc normals
205//   float l[3];
206//   float m[3];
207//   for(j = 1; j < this->grid->rows() -1; j++) {
208//     for(i = 1; i < this->grid->columns() - 1; i++) {
209//       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x;
210//       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y;
211//       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z;
212//       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x;
213//       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y;
214//       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z;
215//       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1];
216//       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2];
217//       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0];
218//     }
219//   }
220  this->grid->rebuildNormals(this->height);
221}
222
223
224/**
225 * Writes data from network containing information about the state
226 * @param data pointer to data
227 * @param length length of data
228 * @param sender hostID of sender
229 */
230int Water::writeBytes( const byte * data, int length, int sender )
231{
232  setRequestedSync( false );
233  setIsOutOfSync( false );
234
235  SYNCHELP_READ_BEGIN();
236
237  SYNCHELP_READ_FKT( Water::writeState );
238
239  return SYNCHELP_READ_N;
240}
241
242
243/**
244 * data copied in data will bee sent to another host
245 * @param data pointer to data
246 * @param maxLength max length of data
247 * @return the number of bytes writen
248 */
249int Water::readBytes( byte * data, int maxLength, int * reciever )
250{
251  SYNCHELP_WRITE_BEGIN();
252
253  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
254  {
255    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
256    setRequestedSync( true );
257  }
258
259  int rec = this->getRequestSync();
260  if ( rec > 0 )
261  {
262    *reciever = rec;
263    SYNCHELP_WRITE_FKT( Water::readState );
264  }
265
266  *reciever = 0;
267  return SYNCHELP_WRITE_N;
268}
269
270
271
272/**
273 * data copied in data will bee sent to another host
274 * @param data pointer to data
275 * @param maxLength max length of data
276 * @return the number of bytes writen
277 */
278int Water::readState( byte * data, int maxLength )
279{
280  SYNCHELP_WRITE_BEGIN();
281
282  SYNCHELP_WRITE_FKT( WorldEntity::readState );
283
284  // sync the size
285  SYNCHELP_WRITE_FLOAT( this->sizeX );
286  SYNCHELP_WRITE_FLOAT( this->sizeY );
287
288  //sync resolution
289  SYNCHELP_WRITE_INT( this->resX );
290  SYNCHELP_WRITE_INT( this->resY );
291
292  //sync the height
293  SYNCHELP_WRITE_FLOAT( this->height );
294
295  return SYNCHELP_WRITE_N;
296}
297
298
299/**
300 * Writes data from network containing information about the state
301 * @param data pointer to data
302 * @param length length of data
303 * @param sender hostID of sender
304 */
305int Water::writeState( const byte * data, int length, int sender )
306{
307  SYNCHELP_READ_BEGIN();
308
309  SYNCHELP_READ_FKT( WorldEntity::writeState );
310
311  float f1, f2;
312  int i1, i2;
313
314  //read the size
315  SYNCHELP_READ_FLOAT( f1 );
316  SYNCHELP_READ_FLOAT( f2 );
317  this->sizeX = f1;
318  this->sizeY = f2;
319  PRINTF(0)("Setting Water to size: %f x %f\n", f1, f2);
320
321  //read the resolution
322  SYNCHELP_READ_INT( i1 );
323  SYNCHELP_READ_INT( i2 );
324  this->resX = i1;
325  this->resY = i2;
326  PRINTF(0)("Setting Water to resolution: %i x %i\n", i1, i2);
327
328  //read the height
329  SYNCHELP_READ_FLOAT( f1 );
330  this->height = f1;
331
332  this->rebuildGrid();
333
334  return SYNCHELP_READ_N;
335}
336
337
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