| 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 "state.h" |
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| 20 | #include "t_animation.h" |
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| 21 | #include <cmath> |
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| 22 | #include "glgui.h" |
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| 23 | #include "shell_command.h" |
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| 24 | #include "script_class.h" |
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| 25 | |
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| 26 | #include "resource_shader.h" |
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| 27 | |
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| 28 | #include "class_id_DEPRECATED.h" |
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| 29 | ObjectListDefinitionID(MappedWater, CL_MAPPED_WATER); |
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| 30 | CREATE_FACTORY(MappedWater); |
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| 31 | |
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| 32 | SHELL_COMMAND(gui, MappedWater, toggleGui); |
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| 33 | SHELL_COMMAND(output, MappedWater, saveParams); |
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| 34 | |
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| 35 | CREATE_SCRIPTABLE_CLASS(MappedWater, |
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| 36 | addMethod("waterUV", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterUV)) |
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| 37 | ->addMethod("waterFlow", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterFlow)) |
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| 38 | ->addMethod("shineSize", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineSize)) |
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| 39 | ->addMethod("shineStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineStrength)) |
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| 40 | ->addMethod("reflStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeReflStrength)) |
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| 41 | ->addMethod("refraction", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeRefraction)) |
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| 42 | ->addMethod("waterHeight", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterHeight)) |
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| 43 | ->addMethod("waterColor", Executor4<MappedWater, lua_State*, float, float, float, float>(&MappedWater::fadeWaterColor))); |
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| 44 | |
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| 45 | |
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| 46 | /** |
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| 47 | * @brief constructor |
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| 48 | * @param root xml data |
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| 49 | */ |
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| 50 | MappedWater::MappedWater(const TiXmlElement* root) |
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| 51 | { |
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| 52 | this->registerObject(this, MappedWater::_objectList); |
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| 53 | this->toList(OM_ENVIRON); |
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| 54 | |
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| 55 | /// sets start values and parameters |
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| 56 | this->initParams(); |
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| 57 | // now the standard values were loaded, if the values are specified in the .oxw file |
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| 58 | // loadParams will overwrite the standard values with the specified values |
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| 59 | if (root != NULL) |
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| 60 | this->loadParams(root); |
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| 61 | |
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| 62 | /// initialization of the textures |
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| 63 | this->initTextures(); |
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| 64 | |
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| 65 | /// initialization of the shaders |
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| 66 | this->initShaders(); |
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| 67 | |
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| 68 | /// calculation of the 4 verts of the water quad |
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| 69 | this->calcVerts(); |
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| 70 | |
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| 71 | // init gui |
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| 72 | this->box = NULL; |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | * @brief deltes shader and the uniform used by the camera |
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| 77 | */ |
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| 78 | MappedWater::~MappedWater() |
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| 79 | { |
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| 80 | delete cam_uni; |
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| 81 | delete color_uni; |
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| 82 | delete light_uni; |
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| 83 | delete shineSize_uni; |
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| 84 | delete shineStrength_uni; |
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| 85 | delete reflStrength_uni; |
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| 86 | delete refr_uni; |
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| 87 | } |
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| 88 | |
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| 89 | /** |
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| 90 | * @brief initialization of loadable parameters, sets start standard values |
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| 91 | */ |
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| 92 | void MappedWater::initParams() |
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| 93 | { |
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| 94 | // those standardvalues will be overwritten if they're also set in the oxw file |
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| 95 | this->setWaterPos(0, 0, 0); |
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| 96 | this->setWaterSize(100, 100); |
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| 97 | this->setWaterUV(9); |
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| 98 | this->setWaterFlow(0.08f); |
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| 99 | this->setLightPos(0, 10, 0); |
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| 100 | this->setWaterAngle(0); |
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| 101 | this->setNormalMapScale(0.25f); |
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| 102 | this->setWaterColor(0.1f, 0.2f, 0.4f); |
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| 103 | this->setShineSize(128); |
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| 104 | this->setShineStrength(0.7f); |
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| 105 | this->setReflStrength(1.0f); |
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| 106 | this->setRefraction(0.009f); |
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| 107 | |
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| 108 | // initialization of the texture coords, speeds etc... |
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| 109 | // normalUV wont change anymore |
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| 110 | this->normalUV = this->waterUV * this->kNormalMapScale; |
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| 111 | // move and move2 are used for the reflection and refraction, the values are changed in tick() |
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| 112 | this->move = 0; |
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| 113 | this->move2 = this->move * this->kNormalMapScale; |
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| 114 | |
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| 115 | // initalize fading bools |
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| 116 | this->bFadeWaterHeight = false; |
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| 117 | this->bFadeWaterUV = false; |
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| 118 | this->bFadeWaterFlow = false; |
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| 119 | this->bFadeShineSize = false; |
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| 120 | this->bFadeShineStrength = false; |
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| 121 | this->bFadeReflStrength = false; |
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| 122 | this->bFadeRefraction = false; |
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| 123 | this->bFadeWaterColor = false; |
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| 124 | } |
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| 125 | |
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| 126 | /** |
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| 127 | * @brief initialization of the textures |
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| 128 | */ |
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| 129 | void MappedWater::initTextures() |
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| 130 | { |
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| 131 | // sets parameters for the textures |
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| 132 | this->textureSize = 512; |
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| 133 | unsigned int channels = 32; |
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| 134 | GLenum type = GL_RGBA; |
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| 135 | |
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| 136 | // set up refleciton texture |
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| 137 | Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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| 138 | mat.setDiffuseMap(reflTex, 0); |
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| 139 | // set up refraction texture |
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| 140 | Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
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| 141 | mat.setDiffuseMap(refrTex, 1); |
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| 142 | // load normal map |
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| 143 | mat.setDiffuseMap("pictures/water_normalmap.bmp", GL_TEXTURE_2D, 2); |
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| 144 | // load dudv map |
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| 145 | mat.setDiffuseMap("pictures/water_dudvmap.bmp", GL_TEXTURE_2D, 3); |
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| 146 | |
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| 147 | // sets texture parameters for reflection texture |
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| 148 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
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| 149 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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| 150 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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| 151 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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| 152 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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| 153 | // sets texture parameters for refraction texture |
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| 154 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
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| 155 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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| 156 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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| 157 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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| 158 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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| 159 | } |
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| 160 | |
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| 161 | /** |
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| 162 | * @brief initialization of the shaders |
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| 163 | */ |
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| 164 | void MappedWater::initShaders() |
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| 165 | { |
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| 166 | // load shader files |
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| 167 | shader = ResourceShader( "shaders/mapped_water.vert", "shaders/mapped_water.frag"); |
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| 168 | |
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| 169 | this->shader.activateShader(); |
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| 170 | // Set the variable "reflection" to correspond to the first texture unit |
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| 171 | Shader::Uniform(shader, "reflection").set(0); |
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| 172 | // Set the variable "refraction" to correspond to the second texture unit |
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| 173 | Shader::Uniform(shader, "refraction").set(1); |
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| 174 | // Set the variable "normalMap" to correspond to the third texture unit |
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| 175 | Shader::Uniform(shader, "normalMap").set(2); |
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| 176 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
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| 177 | Shader::Uniform(shader, "dudvMap").set(3); |
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| 178 | // Set the variable "depthMap" to correspond to the fifth texture unit |
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| 179 | Shader::Uniform(shader, "depthMap").set(1); |
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| 180 | // Give the variable "waterColor" a blue color |
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| 181 | color_uni = new Shader::Uniform(shader, "waterColor"); |
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| 182 | color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); |
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| 183 | // Give the variable "lightPos" our hard coded light position |
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| 184 | light_uni = new Shader::Uniform(shader, "lightPos"); |
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| 185 | light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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| 186 | // Set the variable "shine" |
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| 187 | shineSize_uni = new Shader::Uniform(shader, "kShine"); |
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| 188 | shineSize_uni->set(this->shineSize); |
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| 189 | // Set the variable "shineStrength" |
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| 190 | shineStrength_uni = new Shader::Uniform(shader, "shineStrength"); |
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| 191 | shineStrength_uni->set(this->shineStrength); |
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| 192 | // Set the variable "reflStrength" |
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| 193 | reflStrength_uni = new Shader::Uniform(shader, "reflStrength"); |
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| 194 | reflStrength_uni->set(this->reflStrength); |
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| 195 | // Set the variable "refraction" |
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| 196 | refr_uni = new Shader::Uniform(shader, "kRefraction"); |
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| 197 | refr_uni->set(this->refraction); |
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| 198 | // uniform for the camera position |
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| 199 | cam_uni = new Shader::Uniform(shader, "cameraPos"); |
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| 200 | |
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| 201 | this->shader.deactivateShader(); |
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| 202 | } |
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| 203 | |
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| 204 | /** |
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| 205 | * @brief calculates the 4 verts of the water quad |
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| 206 | */ |
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| 207 | void MappedWater::calcVerts() |
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| 208 | { |
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| 209 | float deg2radtemp = this->waterAngle / 180 * PI; |
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| 210 | |
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| 211 | this->waterVerts[2] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth; |
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| 212 | this->waterVerts[3] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth; |
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| 213 | this->waterVerts[4] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth - sin(deg2radtemp) * this->zWidth; |
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| 214 | this->waterVerts[5] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth + cos(deg2radtemp) * this->zWidth; |
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| 215 | this->waterVerts[6] = this->waterVerts[0] - sin(deg2radtemp) * this->zWidth; |
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| 216 | this->waterVerts[7] = this->waterVerts[1] + cos(deg2radtemp) * this->zWidth; |
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| 217 | } |
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| 218 | |
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| 219 | /** |
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| 220 | * @brief resets the waterColor in the Shader |
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| 221 | * @param r new value for red |
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| 222 | * @param g new value for green |
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| 223 | * @param b new value for blue |
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| 224 | */ |
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| 225 | void MappedWater::resetWaterColor(float r, float g, float b) |
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| 226 | { |
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| 227 | this->shader.activateShader(); |
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| 228 | this->waterColor = Vector(r, g, b); |
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| 229 | |
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| 230 | // Give the variable "waterColor" a color |
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| 231 | color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); |
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| 232 | |
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| 233 | this->shader.deactivateShader(); |
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| 234 | } |
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| 235 | |
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| 236 | /** |
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| 237 | * @brief resets the shininess in the Shader |
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| 238 | * @param shine new value for the shininess |
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| 239 | */ |
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| 240 | void MappedWater::resetShineSize(float shine) |
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| 241 | { |
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| 242 | this->shader.activateShader(); |
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| 243 | this->shineSize = shine; |
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| 244 | |
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| 245 | // Set the variable "shine" |
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| 246 | shineSize_uni->set(this->shineSize); |
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| 247 | |
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| 248 | this->shader.deactivateShader(); |
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| 249 | } |
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| 250 | |
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| 251 | /** |
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| 252 | * @brief resets the strength of the specular reflection in the Shader |
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| 253 | * @param strength new value for the strength of the specular reflection |
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| 254 | */ |
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| 255 | void MappedWater::resetShineStrength(float strength) |
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| 256 | { |
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| 257 | this->shader.activateShader(); |
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| 258 | this->shineStrength = strength; |
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| 259 | |
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| 260 | // Set the variable "shine" |
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| 261 | shineStrength_uni->set(this->shineStrength); |
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| 262 | |
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| 263 | this->shader.deactivateShader(); |
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| 264 | } |
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| 265 | |
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| 266 | /** |
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| 267 | * @brief resets the strength of the reflection in the Shader |
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| 268 | * @param strength new value for the strength of the reflection |
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| 269 | */ |
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| 270 | void MappedWater::resetReflStrength(float strength) |
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| 271 | { |
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| 272 | this->shader.activateShader(); |
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| 273 | this->reflStrength = strength; |
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| 274 | |
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| 275 | // Set the variable "shine" |
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| 276 | reflStrength_uni->set(this->reflStrength); |
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| 277 | |
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| 278 | this->shader.deactivateShader(); |
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| 279 | } |
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| 280 | |
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| 281 | /** |
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| 282 | * @brief resets the refraction in the Shader |
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| 283 | * @param refraction new value for the refraction |
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| 284 | */ |
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| 285 | void MappedWater::resetRefraction(float refraction) |
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| 286 | { |
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| 287 | this->shader.activateShader(); |
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| 288 | this->refraction = refraction; |
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| 289 | |
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| 290 | // Set the variable "shine" |
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| 291 | refr_uni->set(this->refraction); |
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| 292 | |
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| 293 | this->shader.deactivateShader(); |
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| 294 | } |
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| 295 | |
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| 296 | /** |
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| 297 | * @brief resets the lightPos in the Shader |
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| 298 | * @param x new x value |
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| 299 | * @param y new y value |
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| 300 | * @param z new z value |
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| 301 | */ |
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| 302 | void MappedWater::resetLightPos(float x, float y, float z) |
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| 303 | { |
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| 304 | this->shader.activateShader(); |
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| 305 | this->lightPos = Vector(x, y, z); |
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| 306 | |
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| 307 | // Give the variable "lightPos" our hard coded light position |
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| 308 | light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
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| 309 | |
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| 310 | this->shader.deactivateShader(); |
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| 311 | } |
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| 312 | |
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| 313 | /** |
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| 314 | * @brief ends the refraction and saves the graphic buffer into a texture |
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| 315 | * @param root xml data |
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| 316 | */ |
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| 317 | void MappedWater::loadParams(const TiXmlElement* root) |
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| 318 | { |
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| 319 | WorldEntity::loadParams(root); |
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| 320 | |
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| 321 | LoadParam(root, "waterpos", this, MappedWater, setWaterPos); |
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| 322 | LoadParam(root, "watersize", this, MappedWater, setWaterSize); |
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| 323 | LoadParam(root, "wateruv", this, MappedWater, setWaterUV); |
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| 324 | LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); |
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| 325 | LoadParam(root, "lightpos", this, MappedWater, setLightPos); |
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| 326 | LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); |
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| 327 | LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); |
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| 328 | LoadParam(root, "shinesize", this, MappedWater, setShineSize); |
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| 329 | LoadParam(root, "shinestrength", this, MappedWater, setShineStrength); |
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| 330 | LoadParam(root, "reflstrength", this, MappedWater, setReflStrength); |
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| 331 | LoadParam(root, "refraction", this, MappedWater, setRefraction); |
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| 332 | LoadParam(root, "watercolor", this, MappedWater, setWaterColor); |
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| 333 | } |
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| 334 | |
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| 335 | /** |
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| 336 | * @brief prints the xml code of the water params |
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| 337 | */ |
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| 338 | void MappedWater::saveParams() |
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| 339 | { |
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| 340 | // it's not too nice, but it works fine |
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| 341 | PRINT(0)("\nMappedWater XML Code:\n<MappedWater>\n"); |
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| 342 | |
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| 343 | PRINT(0)(" <waterpos>%f, %f, %f</waterpos>\n", this->waterVerts[0], this->waterHeight, this->waterVerts[1]); |
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| 344 | PRINT(0)(" <watersize>%f, %f</watersize>\n", this->xWidth, this->zWidth); |
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| 345 | PRINT(0)(" <wateruv>%f</wateruv>\n", this->waterUV); |
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| 346 | PRINT(0)(" <waterflow>%f</waterflow>\n", this->waterFlow); |
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| 347 | PRINT(0)(" <lightpos>%f, %f, %f</lightpos>\n", this->lightPos.x, this->lightPos.y, this->lightPos.z); |
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| 348 | PRINT(0)(" <waterangle>%f</waterangle>\n", this->waterAngle); |
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| 349 | PRINT(0)(" <normalmapscale>%f</normalmapscale>\n", this->kNormalMapScale); |
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| 350 | PRINT(0)(" <shinesize>%f</shinesize>\n", this->shineSize); |
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| 351 | PRINT(0)(" <shinestrength>%f</shinestrength>\n", this->shineStrength); |
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| 352 | PRINT(0)(" <reflstrength>%f</reflstrength>\n", this->reflStrength); |
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| 353 | PRINT(0)(" <refraction>%f</refraction>\n", this->refraction); |
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| 354 | PRINT(0)(" <watercolor>%f, %f, %f</watercolor>\n", this->waterColor.x, this->waterColor.y, this->waterColor.z); |
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| 355 | |
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| 356 | PRINT(0)("</MappedWater>\n"); |
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| 357 | } |
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| 358 | |
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| 359 | /** |
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| 360 | * @brief starts the slider gui that lets you edit all water parameters |
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| 361 | */ |
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| 362 | void MappedWater::toggleGui() |
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| 363 | { |
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| 364 | if (this->box == NULL) |
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| 365 | { |
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| 366 | this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); |
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| 367 | { |
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| 368 | OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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| 369 | { |
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| 370 | OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); |
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| 371 | waterColorText->setText("WaterColor"); |
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| 372 | waterColorBox->pack(waterColorText); |
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| 373 | |
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| 374 | OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); |
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| 375 | waterColorR->setRange(0, 1.0f); |
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| 376 | waterColorR->setValue(this->waterColor.x); |
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| 377 | waterColorR->setStep(0.1f); |
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| 378 | waterColorR->valueChanged.connect(this, &MappedWater::resetWaterColorR); |
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| 379 | waterColorBox->pack(waterColorR); |
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| 380 | |
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| 381 | OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); |
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| 382 | waterColorG->setRange(0, 1.0f); |
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| 383 | waterColorG->setStep(0.1f); |
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| 384 | waterColorG->setValue(this->waterColor.y); |
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| 385 | waterColorG->valueChanged.connect(this, &MappedWater::resetWaterColorG); |
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| 386 | waterColorBox->pack(waterColorG); |
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| 387 | |
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| 388 | OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); |
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| 389 | waterColorB->setRange(0, 1.0f); |
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| 390 | waterColorB->setStep(0.1f); |
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| 391 | waterColorB->setValue(this->waterColor.z); |
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| 392 | waterColorB->valueChanged.connect(this, &MappedWater::resetWaterColorB); |
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| 393 | waterColorBox->pack(waterColorB); |
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| 394 | } |
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| 395 | this->box->pack(waterColorBox); |
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| 396 | |
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| 397 | OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
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| 398 | { |
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| 399 | OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); |
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| 400 | waterUVText->setText("WaterUV"); |
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| 401 | waterUVBox->pack(waterUVText); |
|---|
| 402 | |
|---|
| 403 | OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); |
|---|
| 404 | waterUV->setRange(1, 20); |
|---|
| 405 | waterUV->setValue(this->waterUV); |
|---|
| 406 | waterUV->setStep(1); |
|---|
| 407 | waterUV->valueChanged.connect(this, &MappedWater::setWaterUV); |
|---|
| 408 | waterUVBox->pack(waterUV); |
|---|
| 409 | } |
|---|
| 410 | this->box->pack(waterUVBox); |
|---|
| 411 | |
|---|
| 412 | OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 413 | { |
|---|
| 414 | OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); |
|---|
| 415 | waterFlowText->setText("WaterFlow"); |
|---|
| 416 | waterFlowBox->pack(waterFlowText); |
|---|
| 417 | |
|---|
| 418 | OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); |
|---|
| 419 | waterFlow->setRange(0.01f, 2); |
|---|
| 420 | waterFlow->setValue(this->waterFlow); |
|---|
| 421 | waterFlow->setStep(0.02f); |
|---|
| 422 | waterFlow->valueChanged.connect(this, &MappedWater::setWaterFlow); |
|---|
| 423 | waterFlowBox->pack(waterFlow); |
|---|
| 424 | } |
|---|
| 425 | this->box->pack(waterFlowBox); |
|---|
| 426 | |
|---|
| 427 | OrxGui::GLGuiBox* shineSizeBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 428 | { |
|---|
| 429 | OrxGui::GLGuiText* shineSizeText = new OrxGui::GLGuiText(); |
|---|
| 430 | shineSizeText->setText("ShineSize"); |
|---|
| 431 | shineSizeBox->pack(shineSizeText); |
|---|
| 432 | |
|---|
| 433 | OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); |
|---|
| 434 | shineSize->setRange(1, 128); |
|---|
| 435 | shineSize->setValue(this->shineSize); |
|---|
| 436 | shineSize->setStep(1); |
|---|
| 437 | shineSize->valueChanged.connect(this, &MappedWater::resetShineSize); |
|---|
| 438 | shineSizeBox->pack(shineSize); |
|---|
| 439 | } |
|---|
| 440 | this->box->pack(shineSizeBox); |
|---|
| 441 | |
|---|
| 442 | OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 443 | { |
|---|
| 444 | OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); |
|---|
| 445 | shineStrengthText->setText("ShineStrength"); |
|---|
| 446 | shineStrengthBox->pack(shineStrengthText); |
|---|
| 447 | |
|---|
| 448 | OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); |
|---|
| 449 | shineStrength->setRange(0, 1); |
|---|
| 450 | shineStrength->setValue(this->shineStrength); |
|---|
| 451 | shineStrength->setStep(0.1f); |
|---|
| 452 | shineStrength->valueChanged.connect(this, &MappedWater::resetShineStrength); |
|---|
| 453 | shineStrengthBox->pack(shineStrength); |
|---|
| 454 | } |
|---|
| 455 | this->box->pack(shineStrengthBox); |
|---|
| 456 | |
|---|
| 457 | OrxGui::GLGuiBox* reflStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 458 | { |
|---|
| 459 | OrxGui::GLGuiText* reflStrengthText = new OrxGui::GLGuiText(); |
|---|
| 460 | reflStrengthText->setText("ReflStrength"); |
|---|
| 461 | reflStrengthBox->pack(reflStrengthText); |
|---|
| 462 | |
|---|
| 463 | OrxGui::GLGuiSlider* reflStrength = new OrxGui::GLGuiSlider(); |
|---|
| 464 | reflStrength->setRange(0, 1); |
|---|
| 465 | reflStrength->setValue(this->reflStrength); |
|---|
| 466 | reflStrength->setStep(0.1f); |
|---|
| 467 | reflStrength->valueChanged.connect(this, &MappedWater::resetReflStrength); |
|---|
| 468 | reflStrengthBox->pack(reflStrength); |
|---|
| 469 | } |
|---|
| 470 | this->box->pack(reflStrengthBox); |
|---|
| 471 | |
|---|
| 472 | OrxGui::GLGuiBox* refractionBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 473 | { |
|---|
| 474 | OrxGui::GLGuiText* refractionText = new OrxGui::GLGuiText(); |
|---|
| 475 | refractionText->setText("Refraction"); |
|---|
| 476 | refractionBox->pack(refractionText); |
|---|
| 477 | |
|---|
| 478 | OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); |
|---|
| 479 | refraction->setRange(0.001f, 0.1f); |
|---|
| 480 | refraction->setValue(this->refraction); |
|---|
| 481 | refraction->setStep(0.004f); |
|---|
| 482 | refraction->valueChanged.connect(this, &MappedWater::resetRefraction); |
|---|
| 483 | refractionBox->pack(refraction); |
|---|
| 484 | } |
|---|
| 485 | this->box->pack(refractionBox); |
|---|
| 486 | |
|---|
| 487 | OrxGui::GLGuiBox* lightPosBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 488 | { |
|---|
| 489 | OrxGui::GLGuiText* lightPosText = new OrxGui::GLGuiText(); |
|---|
| 490 | lightPosText->setText("LightPos"); |
|---|
| 491 | lightPosBox->pack(lightPosText); |
|---|
| 492 | |
|---|
| 493 | OrxGui::GLGuiSlider* lightPosX = new OrxGui::GLGuiSlider(); |
|---|
| 494 | lightPosX->setRange(-4000, 4000); |
|---|
| 495 | lightPosX->setValue(this->lightPos.x); |
|---|
| 496 | lightPosX->setStep(15); |
|---|
| 497 | lightPosX->valueChanged.connect(this, &MappedWater::resetLightPosX); |
|---|
| 498 | lightPosBox->pack(lightPosX); |
|---|
| 499 | |
|---|
| 500 | OrxGui::GLGuiSlider* lightPosY = new OrxGui::GLGuiSlider(); |
|---|
| 501 | lightPosY->setRange(-4000, 4000); |
|---|
| 502 | lightPosY->setStep(15); |
|---|
| 503 | lightPosY->setValue(this->lightPos.y); |
|---|
| 504 | lightPosY->valueChanged.connect(this, &MappedWater::resetLightPosY); |
|---|
| 505 | lightPosBox->pack(lightPosY); |
|---|
| 506 | |
|---|
| 507 | OrxGui::GLGuiSlider* lightPosZ = new OrxGui::GLGuiSlider(); |
|---|
| 508 | lightPosZ->setRange(-4000, 4000); |
|---|
| 509 | lightPosZ->setStep(15); |
|---|
| 510 | lightPosZ->setValue(this->lightPos.z); |
|---|
| 511 | lightPosZ->valueChanged.connect(this, &MappedWater::resetLightPosZ); |
|---|
| 512 | lightPosBox->pack(lightPosZ); |
|---|
| 513 | } |
|---|
| 514 | this->box->pack(lightPosBox); |
|---|
| 515 | |
|---|
| 516 | OrxGui::GLGuiBox* waterHeightBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); |
|---|
| 517 | { |
|---|
| 518 | OrxGui::GLGuiText* waterHeightText = new OrxGui::GLGuiText(); |
|---|
| 519 | waterHeightText->setText("WaterHeight"); |
|---|
| 520 | waterHeightBox->pack(waterHeightText); |
|---|
| 521 | |
|---|
| 522 | OrxGui::GLGuiSlider* waterHeight = new OrxGui::GLGuiSlider(); |
|---|
| 523 | waterHeight->setRange(100, 370); |
|---|
| 524 | waterHeight->setValue(this->waterHeight); |
|---|
| 525 | waterHeight->setStep(4); |
|---|
| 526 | waterHeight->valueChanged.connect(this, &MappedWater::setWaterHeight); |
|---|
| 527 | waterHeightBox->pack(waterHeight); |
|---|
| 528 | } |
|---|
| 529 | this->box->pack(waterHeightBox); |
|---|
| 530 | } |
|---|
| 531 | |
|---|
| 532 | this->box->showAll(); |
|---|
| 533 | this->box->setAbsCoor2D(300, 40); |
|---|
| 534 | OrxGui::GLGuiHandler::getInstance()->activate(); |
|---|
| 535 | OrxGui::GLGuiHandler::getInstance()->activateCursor(); |
|---|
| 536 | } |
|---|
| 537 | else |
|---|
| 538 | { |
|---|
| 539 | OrxGui::GLGuiHandler::getInstance()->deactivate(); |
|---|
| 540 | OrxGui::GLGuiHandler::getInstance()->deactivateCursor(); |
|---|
| 541 | delete this->box; |
|---|
| 542 | this->box = NULL; |
|---|
| 543 | } |
|---|
| 544 | } |
|---|
| 545 | |
|---|
| 546 | /** |
|---|
| 547 | * @brief activates the water shader and draws a quad with four textures on it |
|---|
| 548 | */ |
|---|
| 549 | void MappedWater::draw() const |
|---|
| 550 | { |
|---|
| 551 | glMatrixMode(GL_MODELVIEW); |
|---|
| 552 | glPushMatrix(); |
|---|
| 553 | |
|---|
| 554 | // don't use glRotate or glTranslate here... the shader won't work anymore |
|---|
| 555 | |
|---|
| 556 | mat.select(); |
|---|
| 557 | |
|---|
| 558 | this->shader.activateShader(); |
|---|
| 559 | |
|---|
| 560 | // reset the camera uniform to the current cam position |
|---|
| 561 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 562 | cam_uni->set(pos.x, pos.y, pos.z, 1.0f); |
|---|
| 563 | |
|---|
| 564 | glDisable(GL_BLEND); |
|---|
| 565 | |
|---|
| 566 | // TODO change texture coords, so water doesnt look distorted when xWidth != zWidth |
|---|
| 567 | glBegin(GL_QUADS); |
|---|
| 568 | // The back left vertice for the water |
|---|
| 569 | glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV); // Reflection texture |
|---|
| 570 | glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move); // Refraction texture |
|---|
| 571 | glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2); // Normal map texture |
|---|
| 572 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 573 | glVertex3f(this->waterVerts[0], this->waterHeight, this->waterVerts[1]); |
|---|
| 574 | |
|---|
| 575 | // The front left vertice for the water |
|---|
| 576 | glMultiTexCoord2f(GL_TEXTURE0, 0, 0); // Reflection texture |
|---|
| 577 | glMultiTexCoord2f(GL_TEXTURE1, 0, -move); // Refraction texture |
|---|
| 578 | glMultiTexCoord2f(GL_TEXTURE2, 0, move2); // Normal map texture |
|---|
| 579 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 580 | glVertex3f(this->waterVerts[2], this->waterHeight, this->waterVerts[3]); |
|---|
| 581 | |
|---|
| 582 | // The front right vertice for the water |
|---|
| 583 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0); // Reflection texture |
|---|
| 584 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move); // Refraction texture |
|---|
| 585 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2); // Normal map texture |
|---|
| 586 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 587 | glVertex3f(this->waterVerts[4], this->waterHeight, this->waterVerts[5]); |
|---|
| 588 | |
|---|
| 589 | // The back right vertice for the water |
|---|
| 590 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV); // Reflection texture |
|---|
| 591 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move); // Refraction texture |
|---|
| 592 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture |
|---|
| 593 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 594 | glVertex3f(this->waterVerts[6], this->waterHeight, this->waterVerts[7]); |
|---|
| 595 | glEnd(); |
|---|
| 596 | |
|---|
| 597 | this->shader.deactivateShader(); |
|---|
| 598 | |
|---|
| 599 | mat.unselect(); |
|---|
| 600 | |
|---|
| 601 | glPopMatrix(); |
|---|
| 602 | } |
|---|
| 603 | |
|---|
| 604 | /** |
|---|
| 605 | * @brief tick tack, calculates the flow of the water |
|---|
| 606 | */ |
|---|
| 607 | void MappedWater::tick(float dt) |
|---|
| 608 | { |
|---|
| 609 | // makes the water flow |
|---|
| 610 | this->move += this->waterFlow * dt; |
|---|
| 611 | this->move2 = this->move * this->kNormalMapScale; |
|---|
| 612 | |
|---|
| 613 | // fading TODO fix this so it isnt hacky anymore |
|---|
| 614 | if(bFadeWaterUV) |
|---|
| 615 | { |
|---|
| 616 | this->waterUVFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterUV); |
|---|
| 617 | this->waterUVFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 618 | |
|---|
| 619 | this->waterUVFader->addKeyFrame(this->waterUV, this->waterUVFadeTime, ANIM_LINEAR); |
|---|
| 620 | this->waterUVFader->addKeyFrame(this->newWaterUV, 0, ANIM_LINEAR); |
|---|
| 621 | |
|---|
| 622 | bFadeWaterUV = false; |
|---|
| 623 | this->waterUVFader->replay(); |
|---|
| 624 | } |
|---|
| 625 | |
|---|
| 626 | if(bFadeWaterFlow) |
|---|
| 627 | { |
|---|
| 628 | this->waterFlowFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterFlow); |
|---|
| 629 | this->waterFlowFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 630 | |
|---|
| 631 | this->waterFlowFader->addKeyFrame(this->waterFlow, this->waterFlowFadeTime, ANIM_LINEAR); |
|---|
| 632 | this->waterFlowFader->addKeyFrame(this->newWaterFlow, 0, ANIM_LINEAR); |
|---|
| 633 | |
|---|
| 634 | bFadeWaterFlow = false; |
|---|
| 635 | this->waterFlowFader->replay(); |
|---|
| 636 | } |
|---|
| 637 | |
|---|
| 638 | if(bFadeShineSize) |
|---|
| 639 | { |
|---|
| 640 | this->shineSizeFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineSize); |
|---|
| 641 | this->shineSizeFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 642 | |
|---|
| 643 | this->shineSizeFader->addKeyFrame(this->shineSize, this->shineSizeFadeTime, ANIM_LINEAR); |
|---|
| 644 | this->shineSizeFader->addKeyFrame(this->newShineSize, 0, ANIM_LINEAR); |
|---|
| 645 | |
|---|
| 646 | bFadeShineSize = false; |
|---|
| 647 | this->shineSizeFader->replay(); |
|---|
| 648 | } |
|---|
| 649 | |
|---|
| 650 | if(bFadeShineStrength) |
|---|
| 651 | { |
|---|
| 652 | this->shineStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineStrength); |
|---|
| 653 | this->shineStrengthFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 654 | |
|---|
| 655 | this->shineStrengthFader->addKeyFrame(this->shineStrength, this->shineStrengthFadeTime, ANIM_LINEAR); |
|---|
| 656 | this->shineStrengthFader->addKeyFrame(this->newShineStrength, 0, ANIM_LINEAR); |
|---|
| 657 | |
|---|
| 658 | bFadeShineStrength = false; |
|---|
| 659 | this->shineStrengthFader->replay(); |
|---|
| 660 | } |
|---|
| 661 | |
|---|
| 662 | if(bFadeReflStrength) |
|---|
| 663 | { |
|---|
| 664 | this->reflStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetReflStrength); |
|---|
| 665 | this->reflStrengthFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 666 | |
|---|
| 667 | this->reflStrengthFader->addKeyFrame(this->reflStrength, this->reflStrengthFadeTime, ANIM_LINEAR); |
|---|
| 668 | this->reflStrengthFader->addKeyFrame(this->newReflStrength, 0, ANIM_LINEAR); |
|---|
| 669 | |
|---|
| 670 | bFadeReflStrength = false; |
|---|
| 671 | this->reflStrengthFader->replay(); |
|---|
| 672 | } |
|---|
| 673 | |
|---|
| 674 | if(bFadeRefraction) |
|---|
| 675 | { |
|---|
| 676 | this->refractionFader = new tAnimation<MappedWater>(this, &MappedWater::resetRefraction); |
|---|
| 677 | this->refractionFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 678 | |
|---|
| 679 | this->refractionFader->addKeyFrame(this->refraction, this->refractionFadeTime, ANIM_LINEAR); |
|---|
| 680 | this->refractionFader->addKeyFrame(this->newRefraction, 0, ANIM_LINEAR); |
|---|
| 681 | |
|---|
| 682 | bFadeRefraction = false; |
|---|
| 683 | this->refractionFader->replay(); |
|---|
| 684 | } |
|---|
| 685 | |
|---|
| 686 | if(bFadeWaterHeight) |
|---|
| 687 | { |
|---|
| 688 | this->waterHeightFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterHeight); |
|---|
| 689 | this->waterHeightFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 690 | |
|---|
| 691 | this->waterHeightFader->addKeyFrame(this->waterHeight, this->waterHeightFadeTime, ANIM_LINEAR); |
|---|
| 692 | this->waterHeightFader->addKeyFrame(this->newWaterHeight, 0, ANIM_LINEAR); |
|---|
| 693 | |
|---|
| 694 | bFadeWaterHeight = false; |
|---|
| 695 | this->waterHeightFader->replay(); |
|---|
| 696 | } |
|---|
| 697 | |
|---|
| 698 | if(bFadeWaterColor) |
|---|
| 699 | { |
|---|
| 700 | this->waterColorRFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorR); |
|---|
| 701 | this->waterColorRFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 702 | |
|---|
| 703 | this->waterColorRFader->addKeyFrame(this->waterColor.x, this->waterColorFadeTime, ANIM_LINEAR); |
|---|
| 704 | this->waterColorRFader->addKeyFrame(this->newWaterColor.x, 0, ANIM_LINEAR); |
|---|
| 705 | |
|---|
| 706 | this->waterColorRFader->replay(); |
|---|
| 707 | |
|---|
| 708 | this->waterColorGFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorG); |
|---|
| 709 | this->waterColorGFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 710 | |
|---|
| 711 | this->waterColorGFader->addKeyFrame(this->waterColor.y, this->waterColorFadeTime, ANIM_LINEAR); |
|---|
| 712 | this->waterColorGFader->addKeyFrame(this->newWaterColor.y, 0, ANIM_LINEAR); |
|---|
| 713 | |
|---|
| 714 | this->waterColorGFader->replay(); |
|---|
| 715 | |
|---|
| 716 | this->waterColorBFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorB); |
|---|
| 717 | this->waterColorBFader->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 718 | |
|---|
| 719 | this->waterColorBFader->addKeyFrame(this->waterColor.z, this->waterColorFadeTime, ANIM_LINEAR); |
|---|
| 720 | this->waterColorBFader->addKeyFrame(this->newWaterColor.z, 0, ANIM_LINEAR); |
|---|
| 721 | |
|---|
| 722 | this->waterColorBFader->replay(); |
|---|
| 723 | |
|---|
| 724 | bFadeWaterColor = false; |
|---|
| 725 | } |
|---|
| 726 | } |
|---|
| 727 | |
|---|
| 728 | /** |
|---|
| 729 | * @brief prepares everything to render the reflection texutre |
|---|
| 730 | */ |
|---|
| 731 | void MappedWater::activateReflection() |
|---|
| 732 | { |
|---|
| 733 | // To create the reflection texture we just need to set the view port |
|---|
| 734 | // to our texture map size, then render the current scene our camera |
|---|
| 735 | // is looking at to the already allocated texture unit. Since this |
|---|
| 736 | // is a reflection of the top of the water surface we use clipping |
|---|
| 737 | // planes to only render the top of the world as a reflection. If |
|---|
| 738 | // we are below the water we don't flip the reflection but just use |
|---|
| 739 | // the current view of the top as we are seeing through the water. |
|---|
| 740 | // When you look through water at the surface it isn't really reflected, |
|---|
| 741 | // only when looking down from above the water on the surface. |
|---|
| 742 | |
|---|
| 743 | // save viewport matrix and change the viewport size |
|---|
| 744 | glPushAttrib(GL_VIEWPORT_BIT); |
|---|
| 745 | glViewport(0,0, textureSize, textureSize); |
|---|
| 746 | |
|---|
| 747 | glMatrixMode(GL_MODELVIEW); |
|---|
| 748 | glPushMatrix(); |
|---|
| 749 | |
|---|
| 750 | // If our camera is above the water we will render the scene flipped upside down. |
|---|
| 751 | // In order to line up the reflection nicely with the world we have to translate |
|---|
| 752 | // the world to the position of our reflected surface, multiplied by two. |
|---|
| 753 | glEnable(GL_CLIP_PLANE0); |
|---|
| 754 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 755 | |
|---|
| 756 | if(pos.y > waterHeight) |
|---|
| 757 | { |
|---|
| 758 | // Translate the world, then flip it upside down |
|---|
| 759 | glTranslatef(0, waterHeight * 2, 0); |
|---|
| 760 | glScalef(1, -1, 1); |
|---|
| 761 | |
|---|
| 762 | // Since the world is updside down we need to change the culling to FRONT |
|---|
| 763 | glCullFace(GL_FRONT); |
|---|
| 764 | |
|---|
| 765 | // Set our plane equation and turn clipping on |
|---|
| 766 | double plane[4] = {0, 1, 0, -waterHeight}; |
|---|
| 767 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 768 | } |
|---|
| 769 | else |
|---|
| 770 | { |
|---|
| 771 | // If the camera is below the water we don't want to flip the world, |
|---|
| 772 | // but just render it clipped so only the top is drawn. |
|---|
| 773 | double plane[4] = {0, 1, 0, waterHeight}; |
|---|
| 774 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 775 | } |
|---|
| 776 | } |
|---|
| 777 | |
|---|
| 778 | /** |
|---|
| 779 | * @brief ends the reflection and saves the graphic buffer into a texture |
|---|
| 780 | */ |
|---|
| 781 | void MappedWater::deactivateReflection() |
|---|
| 782 | { |
|---|
| 783 | glDisable(GL_CLIP_PLANE0); |
|---|
| 784 | glCullFace(GL_BACK); |
|---|
| 785 | |
|---|
| 786 | // Create the texture and store it on the video card |
|---|
| 787 | mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
|---|
| 788 | |
|---|
| 789 | glPopMatrix(); |
|---|
| 790 | glPopAttrib(); |
|---|
| 791 | } |
|---|
| 792 | |
|---|
| 793 | /** |
|---|
| 794 | * @brief prepares everything to render the refraction texutre |
|---|
| 795 | */ |
|---|
| 796 | void MappedWater::activateRefraction() |
|---|
| 797 | { |
|---|
| 798 | // To create the refraction and depth textures we do the same thing |
|---|
| 799 | // we did for the reflection texture, except we don't need to turn |
|---|
| 800 | // the world upside down. We want to find the depth of the water, |
|---|
| 801 | // not the depth of the sky and above water terrain. |
|---|
| 802 | |
|---|
| 803 | // save viewport matrix and change the viewport size |
|---|
| 804 | glPushAttrib(GL_VIEWPORT_BIT); |
|---|
| 805 | glViewport(0,0, textureSize, textureSize); |
|---|
| 806 | |
|---|
| 807 | glMatrixMode(GL_MODELVIEW); |
|---|
| 808 | glPushMatrix(); |
|---|
| 809 | |
|---|
| 810 | // If our camera is above the water we will render only the parts that |
|---|
| 811 | // are under the water. If the camera is below the water we render |
|---|
| 812 | // only the stuff above the water. Like the reflection texture, we |
|---|
| 813 | // incorporate clipping planes to only render what we need. |
|---|
| 814 | |
|---|
| 815 | // If the camera is above water, render the data below the water |
|---|
| 816 | glEnable(GL_CLIP_PLANE0); |
|---|
| 817 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 818 | if(pos.y > waterHeight) |
|---|
| 819 | { |
|---|
| 820 | double plane[4] = {0, -1, 0, waterHeight}; |
|---|
| 821 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 822 | } |
|---|
| 823 | // If the camera is below the water, only render the data above the water |
|---|
| 824 | else |
|---|
| 825 | { |
|---|
| 826 | glCullFace(GL_FRONT); |
|---|
| 827 | double plane[4] = {0, 1, 0, -waterHeight}; |
|---|
| 828 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 829 | } |
|---|
| 830 | } |
|---|
| 831 | |
|---|
| 832 | /** |
|---|
| 833 | * @brief ends the refraction and saves the graphic buffer into a texture |
|---|
| 834 | */ |
|---|
| 835 | void MappedWater::deactivateRefraction() |
|---|
| 836 | { |
|---|
| 837 | glDisable(GL_CLIP_PLANE0); |
|---|
| 838 | glCullFace(GL_BACK); |
|---|
| 839 | |
|---|
| 840 | // Create the texture and store it on the video card |
|---|
| 841 | mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
|---|
| 842 | |
|---|
| 843 | glPopMatrix(); |
|---|
| 844 | glPopAttrib(); |
|---|
| 845 | } |
|---|