| 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: Stefan Lienard | 
|---|
| 13 |    co-programmer: ... | 
|---|
| 14 | */ | 
|---|
| 15 |  | 
|---|
| 16 | #include "mapped_water.h" | 
|---|
| 17 | #include "util/loading/load_param.h" | 
|---|
| 18 | #include "util/loading/factory.h" | 
|---|
| 19 | #include "util/loading/resource_manager.h" | 
|---|
| 20 | #include "state.h" | 
|---|
| 21 | #include "t_animation.h" | 
|---|
| 22 | #include <cmath> | 
|---|
| 23 | #include "glgui.h" | 
|---|
| 24 | #include "shell_command.h" | 
|---|
| 25 | #include "script_class.h" | 
|---|
| 26 |  | 
|---|
| 27 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); | 
|---|
| 28 |  | 
|---|
| 29 | SHELL_COMMAND(gui, MappedWater, toggleGui); | 
|---|
| 30 | SHELL_COMMAND(output, MappedWater, saveParams); | 
|---|
| 31 |  | 
|---|
| 32 | CREATE_SCRIPTABLE_CLASS(MappedWater, CL_MAPPED_WATER, | 
|---|
| 33 |                         addMethod("waterUV", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeWaterUV)) | 
|---|
| 34 |                       ->addMethod("waterFlow", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeWaterFlow)) | 
|---|
| 35 |                       ->addMethod("shineSize", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeShineSize)) | 
|---|
| 36 |                       ->addMethod("shineStrength", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeShineStrength)) | 
|---|
| 37 |                       ->addMethod("reflStrength", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeReflStrength)) | 
|---|
| 38 |                       ->addMethod("refraction", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeRefraction)) | 
|---|
| 39 |                       ->addMethod("waterHeight", ExecutorLua2<MappedWater, float, float>(&MappedWater::fadeWaterHeight)) | 
|---|
| 40 |                       ->addMethod("waterColor", ExecutorLua4<MappedWater, float, float, float, float>(&MappedWater::fadeWaterColor))); | 
|---|
| 41 |  | 
|---|
| 42 |  | 
|---|
| 43 | /** | 
|---|
| 44 |  * @brief constructor | 
|---|
| 45 |  * @param root xml data | 
|---|
| 46 |  */ | 
|---|
| 47 | MappedWater::MappedWater(const TiXmlElement* root) | 
|---|
| 48 | { | 
|---|
| 49 |   this->setClassID(CL_MAPPED_WATER, "MappedWater"); | 
|---|
| 50 |   this->toList(OM_ENVIRON); | 
|---|
| 51 |  | 
|---|
| 52 |   /// sets start values and parameters | 
|---|
| 53 |   this->initParams(); | 
|---|
| 54 |   // now the standard values were loaded, if the values are specified in the .oxw file | 
|---|
| 55 |   // loadParams will overwrite the standard values with the specified values | 
|---|
| 56 |   if (root != NULL) | 
|---|
| 57 |     this->loadParams(root); | 
|---|
| 58 |  | 
|---|
| 59 |   /// initialization of the textures | 
|---|
| 60 |   this->initTextures(); | 
|---|
| 61 |  | 
|---|
| 62 |   /// initialization of the shaders | 
|---|
| 63 |   this->initShaders(); | 
|---|
| 64 |  | 
|---|
| 65 |   /// calculation of the 4 verts of the water quad | 
|---|
| 66 |   this->calcVerts(); | 
|---|
| 67 |  | 
|---|
| 68 |   // init gui | 
|---|
| 69 |   this->box = NULL; | 
|---|
| 70 | } | 
|---|
| 71 |  | 
|---|
| 72 | /** | 
|---|
| 73 |  * @brief deltes shader and the uniform used by the camera | 
|---|
| 74 |  */ | 
|---|
| 75 | MappedWater::~MappedWater() | 
|---|
| 76 | { | 
|---|
| 77 |   delete shader; | 
|---|
| 78 |   delete cam_uni; | 
|---|
| 79 |   delete color_uni; | 
|---|
| 80 |   delete light_uni; | 
|---|
| 81 |   delete shineSize_uni; | 
|---|
| 82 |   delete shineStrength_uni; | 
|---|
| 83 |   delete reflStrength_uni; | 
|---|
| 84 |   delete refr_uni; | 
|---|
| 85 | } | 
|---|
| 86 |  | 
|---|
| 87 | /** | 
|---|
| 88 |  * @brief initialization of loadable parameters, sets start standard values | 
|---|
| 89 |  */ | 
|---|
| 90 | void MappedWater::initParams() | 
|---|
| 91 | { | 
|---|
| 92 |   // those standardvalues will be overwritten if they're also set in the oxw file | 
|---|
| 93 |   this->setWaterPos(0, 0, 0); | 
|---|
| 94 |   this->setWaterSize(100, 100); | 
|---|
| 95 |   this->setWaterUV(9); | 
|---|
| 96 |   this->setWaterFlow(0.08f); | 
|---|
| 97 |   this->setLightPos(0, 10, 0); | 
|---|
| 98 |   this->setWaterAngle(0); | 
|---|
| 99 |   this->setNormalMapScale(0.25f); | 
|---|
| 100 |   this->setWaterColor(0.1f, 0.2f, 0.4f); | 
|---|
| 101 |   this->setShineSize(128); | 
|---|
| 102 |   this->setShineStrength(0.7f); | 
|---|
| 103 |   this->setReflStrength(1.0f); | 
|---|
| 104 |   this->setRefraction(0.009f); | 
|---|
| 105 |  | 
|---|
| 106 |   // initialization of the texture coords, speeds etc... | 
|---|
| 107 |   // normalUV wont change anymore | 
|---|
| 108 |   this->normalUV = this->waterUV * this->kNormalMapScale; | 
|---|
| 109 |   // move and move2 are used for the reflection and refraction, the values are changed in tick() | 
|---|
| 110 |   this->move = 0; | 
|---|
| 111 |   this->move2 = this->move * this->kNormalMapScale; | 
|---|
| 112 |  | 
|---|
| 113 |   // initalize fading bools | 
|---|
| 114 |   this->bFadeWaterHeight = false; | 
|---|
| 115 |   this->bFadeWaterUV = false; | 
|---|
| 116 |   this->bFadeWaterFlow = false; | 
|---|
| 117 |   this->bFadeShineSize = false; | 
|---|
| 118 |   this->bFadeShineStrength = false; | 
|---|
| 119 |   this->bFadeReflStrength = false; | 
|---|
| 120 |   this->bFadeRefraction = false; | 
|---|
| 121 |   this->bFadeWaterColor = false; | 
|---|
| 122 | } | 
|---|
| 123 |  | 
|---|
| 124 | /** | 
|---|
| 125 |  * @brief initialization of the textures | 
|---|
| 126 |  */ | 
|---|
| 127 | void MappedWater::initTextures() | 
|---|
| 128 | { | 
|---|
| 129 |   // sets parameters for the textures | 
|---|
| 130 |   this->textureSize = 512; | 
|---|
| 131 |   unsigned int channels = 32; | 
|---|
| 132 |   GLenum type = GL_RGBA; | 
|---|
| 133 |  | 
|---|
| 134 |   // set up refleciton texture | 
|---|
| 135 |   Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
|---|
| 136 |   mat.setDiffuseMap(reflTex, 0); | 
|---|
| 137 |   // set up refraction texture | 
|---|
| 138 |   Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
|---|
| 139 |   mat.setDiffuseMap(refrTex, 1); | 
|---|
| 140 |   // load normal map | 
|---|
| 141 |   mat.setDiffuseMap("pictures/water_normalmap.bmp", GL_TEXTURE_2D, 2); | 
|---|
| 142 |   // load dudv map | 
|---|
| 143 |   mat.setDiffuseMap("pictures/water_dudvmap.bmp", GL_TEXTURE_2D, 3); | 
|---|
| 144 |  | 
|---|
| 145 |   // sets texture parameters for reflection texture | 
|---|
| 146 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); | 
|---|
| 147 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
|---|
| 148 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
|---|
| 149 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|---|
| 150 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|---|
| 151 |   // sets texture parameters for refraction texture | 
|---|
| 152 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); | 
|---|
| 153 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
|---|
| 154 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
|---|
| 155 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|---|
| 156 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|---|
| 157 | } | 
|---|
| 158 |  | 
|---|
| 159 | /** | 
|---|
| 160 |  * @brief initialization of the shaders | 
|---|
| 161 |  */ | 
|---|
| 162 | void MappedWater::initShaders() | 
|---|
| 163 | { | 
|---|
| 164 |   // load shader files | 
|---|
| 165 |   shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); | 
|---|
| 166 |  | 
|---|
| 167 |   this->shader->activateShader(); | 
|---|
| 168 |   // Set the variable "reflection" to correspond to the first texture unit | 
|---|
| 169 |   Shader::Uniform(shader, "reflection").set(0); | 
|---|
| 170 |   // Set the variable "refraction" to correspond to the second texture unit | 
|---|
| 171 |   Shader::Uniform(shader, "refraction").set(1); | 
|---|
| 172 |   // Set the variable "normalMap" to correspond to the third texture unit | 
|---|
| 173 |   Shader::Uniform(shader, "normalMap").set(2); | 
|---|
| 174 |   // Set the variable "dudvMap" to correspond to the fourth texture unit | 
|---|
| 175 |   Shader::Uniform(shader, "dudvMap").set(3); | 
|---|
| 176 |   // Set the variable "depthMap" to correspond to the fifth texture unit | 
|---|
| 177 |   Shader::Uniform(shader, "depthMap").set(1); | 
|---|
| 178 |   // Give the variable "waterColor" a blue color | 
|---|
| 179 |   color_uni = new Shader::Uniform(shader, "waterColor"); | 
|---|
| 180 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
|---|
| 181 |   // Give the variable "lightPos" our hard coded light position | 
|---|
| 182 |   light_uni = new Shader::Uniform(shader, "lightPos"); | 
|---|
| 183 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
|---|
| 184 |   // Set the variable "shine" | 
|---|
| 185 |   shineSize_uni = new Shader::Uniform(shader, "kShine"); | 
|---|
| 186 |   shineSize_uni->set(this->shineSize); | 
|---|
| 187 |   // Set the variable "shineStrength" | 
|---|
| 188 |   shineStrength_uni = new Shader::Uniform(shader, "shineStrength"); | 
|---|
| 189 |   shineStrength_uni->set(this->shineStrength); | 
|---|
| 190 |   // Set the variable "reflStrength" | 
|---|
| 191 |   reflStrength_uni = new Shader::Uniform(shader, "reflStrength"); | 
|---|
| 192 |   reflStrength_uni->set(this->reflStrength); | 
|---|
| 193 |   // Set the variable "refraction" | 
|---|
| 194 |   refr_uni = new Shader::Uniform(shader, "kRefraction"); | 
|---|
| 195 |   refr_uni->set(this->refraction); | 
|---|
| 196 |   // uniform for the camera position | 
|---|
| 197 |   cam_uni = new Shader::Uniform(shader, "cameraPos"); | 
|---|
| 198 |  | 
|---|
| 199 |   this->shader->deactivateShader(); | 
|---|
| 200 | } | 
|---|
| 201 |  | 
|---|
| 202 | /** | 
|---|
| 203 |  * @brief calculates the 4 verts of the water quad | 
|---|
| 204 |  */ | 
|---|
| 205 | void MappedWater::calcVerts() | 
|---|
| 206 | { | 
|---|
| 207 |   float deg2radtemp = this->waterAngle / 180 * PI; | 
|---|
| 208 |  | 
|---|
| 209 |   this->waterVerts[2] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth; | 
|---|
| 210 |   this->waterVerts[3] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth; | 
|---|
| 211 |   this->waterVerts[4] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth - sin(deg2radtemp) * this->zWidth; | 
|---|
| 212 |   this->waterVerts[5] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth + cos(deg2radtemp) * this->zWidth; | 
|---|
| 213 |   this->waterVerts[6] = this->waterVerts[0] - sin(deg2radtemp) * this->zWidth; | 
|---|
| 214 |   this->waterVerts[7] = this->waterVerts[1] + cos(deg2radtemp) * this->zWidth; | 
|---|
| 215 | } | 
|---|
| 216 |  | 
|---|
| 217 | /** | 
|---|
| 218 |  * @brief resets the waterColor in the Shader | 
|---|
| 219 |  * @param r new value for red | 
|---|
| 220 |  * @param g new value for green | 
|---|
| 221 |  * @param b new value for blue | 
|---|
| 222 |  */ | 
|---|
| 223 | void MappedWater::resetWaterColor(float r, float g, float b) | 
|---|
| 224 | { | 
|---|
| 225 |   this->shader->activateShader(); | 
|---|
| 226 |   this->waterColor = Vector(r, g, b); | 
|---|
| 227 |  | 
|---|
| 228 |   // Give the variable "waterColor" a color | 
|---|
| 229 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
|---|
| 230 |  | 
|---|
| 231 |   this->shader->deactivateShader(); | 
|---|
| 232 | } | 
|---|
| 233 |  | 
|---|
| 234 | /** | 
|---|
| 235 |  * @brief resets the shininess in the Shader | 
|---|
| 236 |  * @param shine new value for the shininess | 
|---|
| 237 |  */ | 
|---|
| 238 | void MappedWater::resetShineSize(float shine) | 
|---|
| 239 | { | 
|---|
| 240 |   this->shader->activateShader(); | 
|---|
| 241 |   this->shineSize = shine; | 
|---|
| 242 |  | 
|---|
| 243 |   // Set the variable "shine" | 
|---|
| 244 |   shineSize_uni->set(this->shineSize); | 
|---|
| 245 |  | 
|---|
| 246 |   this->shader->deactivateShader(); | 
|---|
| 247 | } | 
|---|
| 248 |  | 
|---|
| 249 | /** | 
|---|
| 250 |  * @brief resets the strength of the specular reflection in the Shader | 
|---|
| 251 |  * @param strength new value for the strength of the specular reflection | 
|---|
| 252 |  */ | 
|---|
| 253 | void MappedWater::resetShineStrength(float strength) | 
|---|
| 254 | { | 
|---|
| 255 |   this->shader->activateShader(); | 
|---|
| 256 |   this->shineStrength = strength; | 
|---|
| 257 |  | 
|---|
| 258 |   // Set the variable "shine" | 
|---|
| 259 |   shineStrength_uni->set(this->shineStrength); | 
|---|
| 260 |  | 
|---|
| 261 |   this->shader->deactivateShader(); | 
|---|
| 262 | } | 
|---|
| 263 |  | 
|---|
| 264 | /** | 
|---|
| 265 |  * @brief resets the strength of the reflection in the Shader | 
|---|
| 266 |  * @param strength new value for the strength of the reflection | 
|---|
| 267 |  */ | 
|---|
| 268 | void MappedWater::resetReflStrength(float strength) | 
|---|
| 269 | { | 
|---|
| 270 |   this->shader->activateShader(); | 
|---|
| 271 |   this->reflStrength = strength; | 
|---|
| 272 |  | 
|---|
| 273 |   // Set the variable "shine" | 
|---|
| 274 |   reflStrength_uni->set(this->reflStrength); | 
|---|
| 275 |  | 
|---|
| 276 |   this->shader->deactivateShader(); | 
|---|
| 277 | } | 
|---|
| 278 |  | 
|---|
| 279 | /** | 
|---|
| 280 |  * @brief resets the refraction in the Shader | 
|---|
| 281 |  * @param refraction new value for the refraction | 
|---|
| 282 |  */ | 
|---|
| 283 | void MappedWater::resetRefraction(float refraction) | 
|---|
| 284 | { | 
|---|
| 285 |   this->shader->activateShader(); | 
|---|
| 286 |   this->refraction = refraction; | 
|---|
| 287 |  | 
|---|
| 288 |   // Set the variable "shine" | 
|---|
| 289 |   refr_uni->set(this->refraction); | 
|---|
| 290 |  | 
|---|
| 291 |   this->shader->deactivateShader(); | 
|---|
| 292 | } | 
|---|
| 293 |  | 
|---|
| 294 | /** | 
|---|
| 295 |  * @brief resets the lightPos in the Shader | 
|---|
| 296 |  * @param x new x value | 
|---|
| 297 |  * @param y new y value | 
|---|
| 298 |  * @param z new z value | 
|---|
| 299 |  */ | 
|---|
| 300 | void MappedWater::resetLightPos(float x, float y, float z) | 
|---|
| 301 | { | 
|---|
| 302 |   this->shader->activateShader(); | 
|---|
| 303 |   this->lightPos = Vector(x, y, z); | 
|---|
| 304 |  | 
|---|
| 305 |   // Give the variable "lightPos" our hard coded light position | 
|---|
| 306 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
|---|
| 307 |  | 
|---|
| 308 |   this->shader->deactivateShader(); | 
|---|
| 309 | } | 
|---|
| 310 |  | 
|---|
| 311 | /** | 
|---|
| 312 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
|---|
| 313 |  * @param root xml data | 
|---|
| 314 |  */ | 
|---|
| 315 | void MappedWater::loadParams(const TiXmlElement* root) | 
|---|
| 316 | { | 
|---|
| 317 |   WorldEntity::loadParams(root); | 
|---|
| 318 |  | 
|---|
| 319 |   LoadParam(root, "waterpos", this, MappedWater, setWaterPos); | 
|---|
| 320 |   LoadParam(root, "watersize", this, MappedWater, setWaterSize); | 
|---|
| 321 |   LoadParam(root, "wateruv", this, MappedWater, setWaterUV); | 
|---|
| 322 |   LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); | 
|---|
| 323 |   LoadParam(root, "lightpos", this, MappedWater, setLightPos); | 
|---|
| 324 |   LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); | 
|---|
| 325 |   LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); | 
|---|
| 326 |   LoadParam(root, "shinesize", this, MappedWater, setShineSize); | 
|---|
| 327 |   LoadParam(root, "shinestrength", this, MappedWater, setShineStrength); | 
|---|
| 328 |   LoadParam(root, "reflstrength", this, MappedWater, setReflStrength); | 
|---|
| 329 |   LoadParam(root, "refraction", this, MappedWater, setRefraction); | 
|---|
| 330 |   LoadParam(root, "watercolor", this, MappedWater, setWaterColor); | 
|---|
| 331 | } | 
|---|
| 332 |  | 
|---|
| 333 | /** | 
|---|
| 334 |  * @brief prints the xml code of the water params | 
|---|
| 335 |  */ | 
|---|
| 336 | void MappedWater::saveParams() | 
|---|
| 337 | { | 
|---|
| 338 |   // it's not too nice, but it works fine | 
|---|
| 339 |   PRINTF(0)("\nMappedWater XML Code:\n<MappedWater>\n  <waterpos>%f, %f, %f</waterpos>\n  <watersize>%f, %f</watersize>\n  <wateruv>%f</wateruv>\n  <waterflow>%f</waterflow>\n  <lightpos>%f, %f, %f</lightpos>\n  <waterangle>%f</waterangle>\n  <normalmapscale>%f</normalmapscale>\n  <shinesize>%f</waterpos>\n  <shinestrength>%f</shinestrength>\n  <reflstrength>%f</reflstrength>\n  <refraction>%f</refraction>\n  <watercolor>%f, %f, %f</watercolor>\n</MappedWater>\n", this->waterVerts[0], this->waterHeight, this->waterVerts[1], this->xWidth, this->zWidth, this->waterUV, this->waterFlow, this->lightPos.x, this->lightPos.y, this->lightPos.z, this->waterAngle, this->kNormalMapScale, this->shineSize, this->shineStrength, this->reflStrength, this->refraction, this->waterColor.x, this->waterColor.y, this->waterColor.z); | 
|---|
| 340 | } | 
|---|
| 341 |  | 
|---|
| 342 | /** | 
|---|
| 343 |  * @brief starts the slider gui that lets you edit all water parameters | 
|---|
| 344 |  */ | 
|---|
| 345 | void MappedWater::toggleGui() | 
|---|
| 346 | { | 
|---|
| 347 |   if (this->box == NULL) | 
|---|
| 348 |   { | 
|---|
| 349 |     this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); | 
|---|
| 350 |     { | 
|---|
| 351 |       OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 352 |       { | 
|---|
| 353 |         OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); | 
|---|
| 354 |         waterColorText->setText("WaterColor"); | 
|---|
| 355 |         waterColorBox->pack(waterColorText); | 
|---|
| 356 |  | 
|---|
| 357 |         OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); | 
|---|
| 358 |         waterColorR->setRange(0, 1.0f); | 
|---|
| 359 |         waterColorR->setValue(this->waterColor.x); | 
|---|
| 360 |         waterColorR->setStep(0.1f); | 
|---|
| 361 |         waterColorR->connect(SIGNAL(waterColorR, valueChanged), this, SLOT(MappedWater, resetWaterColorR)); | 
|---|
| 362 |         waterColorBox->pack(waterColorR); | 
|---|
| 363 |  | 
|---|
| 364 |         OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); | 
|---|
| 365 |         waterColorG->setRange(0, 1.0f); | 
|---|
| 366 |         waterColorG->setStep(0.1f); | 
|---|
| 367 |         waterColorG->setValue(this->waterColor.y); | 
|---|
| 368 |         waterColorG->connect(SIGNAL(waterColorG, valueChanged), this, SLOT(MappedWater, resetWaterColorG)); | 
|---|
| 369 |         waterColorBox->pack(waterColorG); | 
|---|
| 370 |  | 
|---|
| 371 |         OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); | 
|---|
| 372 |         waterColorB->setRange(0, 1.0f); | 
|---|
| 373 |         waterColorB->setStep(0.1f); | 
|---|
| 374 |         waterColorB->setValue(this->waterColor.z); | 
|---|
| 375 |         waterColorB->connect(SIGNAL(waterColorB, valueChanged), this, SLOT(MappedWater, resetWaterColorB)); | 
|---|
| 376 |         waterColorBox->pack(waterColorB); | 
|---|
| 377 |       } | 
|---|
| 378 |       this->box->pack(waterColorBox); | 
|---|
| 379 |  | 
|---|
| 380 |       OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 381 |       { | 
|---|
| 382 |         OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); | 
|---|
| 383 |         waterUVText->setText("WaterUV"); | 
|---|
| 384 |         waterUVBox->pack(waterUVText); | 
|---|
| 385 |  | 
|---|
| 386 |         OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); | 
|---|
| 387 |         waterUV->setRange(1, 20); | 
|---|
| 388 |         waterUV->setValue(this->waterUV); | 
|---|
| 389 |         waterUV->setStep(1); | 
|---|
| 390 |         waterUV->connect(SIGNAL(waterUV, valueChanged), this, SLOT(MappedWater, setWaterUV)); | 
|---|
| 391 |         waterUVBox->pack(waterUV); | 
|---|
| 392 |       } | 
|---|
| 393 |       this->box->pack(waterUVBox); | 
|---|
| 394 |  | 
|---|
| 395 |       OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 396 |       { | 
|---|
| 397 |         OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); | 
|---|
| 398 |         waterFlowText->setText("WaterFlow"); | 
|---|
| 399 |         waterFlowBox->pack(waterFlowText); | 
|---|
| 400 |  | 
|---|
| 401 |         OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); | 
|---|
| 402 |         waterFlow->setRange(0.01f, 2); | 
|---|
| 403 |         waterFlow->setValue(this->waterFlow); | 
|---|
| 404 |         waterFlow->setStep(0.02f); | 
|---|
| 405 |         waterFlow->connect(SIGNAL(waterFlow, valueChanged), this, SLOT(MappedWater, setWaterFlow)); | 
|---|
| 406 |         waterFlowBox->pack(waterFlow); | 
|---|
| 407 |       } | 
|---|
| 408 |       this->box->pack(waterFlowBox); | 
|---|
| 409 |  | 
|---|
| 410 |       OrxGui::GLGuiBox* shineSizeBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 411 |       { | 
|---|
| 412 |         OrxGui::GLGuiText* shineSizeText = new OrxGui::GLGuiText(); | 
|---|
| 413 |         shineSizeText->setText("ShineSize"); | 
|---|
| 414 |         shineSizeBox->pack(shineSizeText); | 
|---|
| 415 |  | 
|---|
| 416 |         OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); | 
|---|
| 417 |         shineSize->setRange(1, 128); | 
|---|
| 418 |         shineSize->setValue(this->shineSize); | 
|---|
| 419 |         shineSize->setStep(1); | 
|---|
| 420 |         shineSize->connect(SIGNAL(shineSize, valueChanged), this, SLOT(MappedWater, resetShineSize)); | 
|---|
| 421 |         shineSizeBox->pack(shineSize); | 
|---|
| 422 |       } | 
|---|
| 423 |       this->box->pack(shineSizeBox); | 
|---|
| 424 |  | 
|---|
| 425 |       OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 426 |       { | 
|---|
| 427 |         OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 428 |         shineStrengthText->setText("ShineStrength"); | 
|---|
| 429 |         shineStrengthBox->pack(shineStrengthText); | 
|---|
| 430 |  | 
|---|
| 431 |         OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 432 |         shineStrength->setRange(0, 1); | 
|---|
| 433 |         shineStrength->setValue(this->shineStrength); | 
|---|
| 434 |         shineStrength->setStep(0.1f); | 
|---|
| 435 |         shineStrength->connect(SIGNAL(shineStrength, valueChanged), this, SLOT(MappedWater, resetShineStrength)); | 
|---|
| 436 |         shineStrengthBox->pack(shineStrength); | 
|---|
| 437 |       } | 
|---|
| 438 |       this->box->pack(shineStrengthBox); | 
|---|
| 439 |  | 
|---|
| 440 |       OrxGui::GLGuiBox* reflStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 441 |       { | 
|---|
| 442 |         OrxGui::GLGuiText* reflStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 443 |         reflStrengthText->setText("ReflStrength"); | 
|---|
| 444 |         reflStrengthBox->pack(reflStrengthText); | 
|---|
| 445 |  | 
|---|
| 446 |         OrxGui::GLGuiSlider* reflStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 447 |         reflStrength->setRange(0, 1); | 
|---|
| 448 |         reflStrength->setValue(this->reflStrength); | 
|---|
| 449 |         reflStrength->setStep(0.1f); | 
|---|
| 450 |         reflStrength->connect(SIGNAL(reflStrength, valueChanged), this, SLOT(MappedWater, resetReflStrength)); | 
|---|
| 451 |         reflStrengthBox->pack(reflStrength); | 
|---|
| 452 |       } | 
|---|
| 453 |       this->box->pack(reflStrengthBox); | 
|---|
| 454 |  | 
|---|
| 455 |       OrxGui::GLGuiBox* refractionBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 456 |       { | 
|---|
| 457 |         OrxGui::GLGuiText* refractionText = new OrxGui::GLGuiText(); | 
|---|
| 458 |         refractionText->setText("Refraction"); | 
|---|
| 459 |         refractionBox->pack(refractionText); | 
|---|
| 460 |  | 
|---|
| 461 |         OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); | 
|---|
| 462 |         refraction->setRange(0.001f, 0.1f); | 
|---|
| 463 |         refraction->setValue(this->refraction); | 
|---|
| 464 |         refraction->setStep(0.004f); | 
|---|
| 465 |         refraction->connect(SIGNAL(refraction, valueChanged), this, SLOT(MappedWater, resetRefraction)); | 
|---|
| 466 |         refractionBox->pack(refraction); | 
|---|
| 467 |       } | 
|---|
| 468 |       this->box->pack(refractionBox); | 
|---|
| 469 |  | 
|---|
| 470 |       OrxGui::GLGuiBox* lightPosBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 471 |       { | 
|---|
| 472 |         OrxGui::GLGuiText* lightPosText = new OrxGui::GLGuiText(); | 
|---|
| 473 |         lightPosText->setText("LightPos"); | 
|---|
| 474 |         lightPosBox->pack(lightPosText); | 
|---|
| 475 |  | 
|---|
| 476 |         OrxGui::GLGuiSlider* lightPosX = new OrxGui::GLGuiSlider(); | 
|---|
| 477 |         lightPosX->setRange(-600, 600); | 
|---|
| 478 |         lightPosX->setValue(this->lightPos.x); | 
|---|
| 479 |         lightPosX->setStep(15); | 
|---|
| 480 |         lightPosX->connect(SIGNAL(lightPosX, valueChanged), this, SLOT(MappedWater, resetLightPosX)); | 
|---|
| 481 |         lightPosBox->pack(lightPosX); | 
|---|
| 482 |  | 
|---|
| 483 |         OrxGui::GLGuiSlider* lightPosY = new OrxGui::GLGuiSlider(); | 
|---|
| 484 |         lightPosY->setRange(-600, 600); | 
|---|
| 485 |         lightPosY->setStep(15); | 
|---|
| 486 |         lightPosY->setValue(this->lightPos.y); | 
|---|
| 487 |         lightPosY->connect(SIGNAL(lightPosY, valueChanged), this, SLOT(MappedWater, resetLightPosY)); | 
|---|
| 488 |         lightPosBox->pack(lightPosY); | 
|---|
| 489 |  | 
|---|
| 490 |         OrxGui::GLGuiSlider* lightPosZ = new OrxGui::GLGuiSlider(); | 
|---|
| 491 |         lightPosZ->setRange(-600, 600); | 
|---|
| 492 |         lightPosZ->setStep(15); | 
|---|
| 493 |         lightPosZ->setValue(this->lightPos.z); | 
|---|
| 494 |         lightPosZ->connect(SIGNAL(lightPosZ, valueChanged), this, SLOT(MappedWater, resetLightPosZ)); | 
|---|
| 495 |         lightPosBox->pack(lightPosZ); | 
|---|
| 496 |       } | 
|---|
| 497 |       this->box->pack(lightPosBox); | 
|---|
| 498 |  | 
|---|
| 499 |       OrxGui::GLGuiBox* waterHeightBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 500 |       { | 
|---|
| 501 |         OrxGui::GLGuiText* waterHeightText = new OrxGui::GLGuiText(); | 
|---|
| 502 |         waterHeightText->setText("WaterHeight"); | 
|---|
| 503 |         waterHeightBox->pack(waterHeightText); | 
|---|
| 504 |  | 
|---|
| 505 |         OrxGui::GLGuiSlider* waterHeight = new OrxGui::GLGuiSlider(); | 
|---|
| 506 |         waterHeight->setRange(-500, 500); | 
|---|
| 507 |         waterHeight->setValue(this->waterHeight); | 
|---|
| 508 |         waterHeight->setStep(10); | 
|---|
| 509 |         waterHeight->connect(SIGNAL(waterHeight, valueChanged), this, SLOT(MappedWater, setWaterHeight)); | 
|---|
| 510 |         waterHeightBox->pack(waterHeight); | 
|---|
| 511 |       } | 
|---|
| 512 |       this->box->pack(waterHeightBox); | 
|---|
| 513 |     } | 
|---|
| 514 |  | 
|---|
| 515 |     this->box->showAll(); | 
|---|
| 516 |     this->box->setAbsCoor2D(300, 40); | 
|---|
| 517 |     OrxGui::GLGuiHandler::getInstance()->activate(); | 
|---|
| 518 |     OrxGui::GLGuiHandler::getInstance()->activateCursor(); | 
|---|
| 519 |   } | 
|---|
| 520 |   else | 
|---|
| 521 |   { | 
|---|
| 522 |     OrxGui::GLGuiHandler::getInstance()->deactivate(); | 
|---|
| 523 |     OrxGui::GLGuiHandler::getInstance()->deactivateCursor(); | 
|---|
| 524 |     delete this->box; | 
|---|
| 525 |     this->box = NULL; | 
|---|
| 526 |   } | 
|---|
| 527 | } | 
|---|
| 528 |  | 
|---|
| 529 | /** | 
|---|
| 530 |  * @brief activates the water shader and draws a quad with four textures on it | 
|---|
| 531 |  */ | 
|---|
| 532 | void MappedWater::draw() const | 
|---|
| 533 | { | 
|---|
| 534 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 535 |   glPushMatrix(); | 
|---|
| 536 |  | 
|---|
| 537 |   // don't use glRotate or glTranslate here... the shader won't work anymore | 
|---|
| 538 |  | 
|---|
| 539 |   mat.select(); | 
|---|
| 540 |  | 
|---|
| 541 |   this->shader->activateShader(); | 
|---|
| 542 |  | 
|---|
| 543 |   // reset the camera uniform to the current cam position | 
|---|
| 544 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 545 |   cam_uni->set(pos.x, pos.y, pos.z, 1.0f); | 
|---|
| 546 |  | 
|---|
| 547 |   glDisable(GL_BLEND); | 
|---|
| 548 |  | 
|---|
| 549 |   glBegin(GL_QUADS); | 
|---|
| 550 |   // The back left vertice for the water | 
|---|
| 551 |   glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV);                   // Reflection texture | 
|---|
| 552 |   glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move);            // Refraction texture | 
|---|
| 553 |   glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2);          // Normal map texture | 
|---|
| 554 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 555 |   glVertex3f(this->waterVerts[0], this->waterHeight, this->waterVerts[1]); | 
|---|
| 556 |  | 
|---|
| 557 |   // The front left vertice for the water | 
|---|
| 558 |   glMultiTexCoord2f(GL_TEXTURE0, 0, 0);                         // Reflection texture | 
|---|
| 559 |   glMultiTexCoord2f(GL_TEXTURE1, 0, -move);                     // Refraction texture | 
|---|
| 560 |   glMultiTexCoord2f(GL_TEXTURE2, 0, move2);                     // Normal map texture | 
|---|
| 561 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 562 |   glVertex3f(this->waterVerts[2], this->waterHeight, this->waterVerts[3]); | 
|---|
| 563 |  | 
|---|
| 564 |   // The front right vertice for the water | 
|---|
| 565 |   glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0);                   // Reflection texture | 
|---|
| 566 |   glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move);               // Refraction texture | 
|---|
| 567 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2);              // Normal map texture | 
|---|
| 568 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 569 |   glVertex3f(this->waterVerts[4], this->waterHeight, this->waterVerts[5]); | 
|---|
| 570 |  | 
|---|
| 571 |   // The back right vertice for the water | 
|---|
| 572 |   glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV);             // Reflection texture | 
|---|
| 573 |   glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move);      // Refraction texture | 
|---|
| 574 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);   // Normal map texture | 
|---|
| 575 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 576 |   glVertex3f(this->waterVerts[6], this->waterHeight, this->waterVerts[7]); | 
|---|
| 577 |   glEnd(); | 
|---|
| 578 |  | 
|---|
| 579 |   this->shader->deactivateShader(); | 
|---|
| 580 |  | 
|---|
| 581 |   mat.unselect(); | 
|---|
| 582 |  | 
|---|
| 583 |   glPopMatrix(); | 
|---|
| 584 | } | 
|---|
| 585 |  | 
|---|
| 586 | /** | 
|---|
| 587 |  * @brief tick tack, calculates the flow of the water | 
|---|
| 588 |  */ | 
|---|
| 589 | void MappedWater::tick(float dt) | 
|---|
| 590 | { | 
|---|
| 591 |   // makes the water flow | 
|---|
| 592 |   this->move += this->waterFlow * dt; | 
|---|
| 593 |   this->move2 = this->move * this->kNormalMapScale; | 
|---|
| 594 |  | 
|---|
| 595 |   // fading TODO fix this so it isnt hacky anymore | 
|---|
| 596 |   if(bFadeWaterUV) | 
|---|
| 597 |   { | 
|---|
| 598 |     this->waterUVFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterUV); | 
|---|
| 599 |     this->waterUVFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 600 |  | 
|---|
| 601 |     this->waterUVFader->addKeyFrame(this->waterUV, this->waterUVFadeTime, ANIM_LINEAR); | 
|---|
| 602 |     this->waterUVFader->addKeyFrame(this->newWaterUV, 0, ANIM_LINEAR); | 
|---|
| 603 |  | 
|---|
| 604 |     bFadeWaterUV = false; | 
|---|
| 605 |     this->waterUVFader->replay(); | 
|---|
| 606 |   } | 
|---|
| 607 |  | 
|---|
| 608 |   if(bFadeWaterFlow) | 
|---|
| 609 |   { | 
|---|
| 610 |     this->waterFlowFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterFlow); | 
|---|
| 611 |     this->waterFlowFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 612 |  | 
|---|
| 613 |     this->waterFlowFader->addKeyFrame(this->waterFlow, this->waterFlowFadeTime, ANIM_LINEAR); | 
|---|
| 614 |     this->waterFlowFader->addKeyFrame(this->newWaterFlow, 0, ANIM_LINEAR); | 
|---|
| 615 |  | 
|---|
| 616 |     bFadeWaterFlow = false; | 
|---|
| 617 |     this->waterFlowFader->replay(); | 
|---|
| 618 |   } | 
|---|
| 619 |  | 
|---|
| 620 |   if(bFadeShineSize) | 
|---|
| 621 |   { | 
|---|
| 622 |     this->shineSizeFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineSize); | 
|---|
| 623 |     this->shineSizeFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 624 |  | 
|---|
| 625 |     this->shineSizeFader->addKeyFrame(this->shineSize, this->shineSizeFadeTime, ANIM_LINEAR); | 
|---|
| 626 |     this->shineSizeFader->addKeyFrame(this->newShineSize, 0, ANIM_LINEAR); | 
|---|
| 627 |  | 
|---|
| 628 |     bFadeShineSize = false; | 
|---|
| 629 |     this->shineSizeFader->replay(); | 
|---|
| 630 |   } | 
|---|
| 631 |  | 
|---|
| 632 |   if(bFadeShineStrength) | 
|---|
| 633 |   { | 
|---|
| 634 |     this->shineStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineStrength); | 
|---|
| 635 |     this->shineStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 636 |  | 
|---|
| 637 |     this->shineStrengthFader->addKeyFrame(this->shineStrength, this->shineStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 638 |     this->shineStrengthFader->addKeyFrame(this->newShineStrength, 0, ANIM_LINEAR); | 
|---|
| 639 |  | 
|---|
| 640 |     bFadeShineStrength = false; | 
|---|
| 641 |     this->shineStrengthFader->replay(); | 
|---|
| 642 |   } | 
|---|
| 643 |  | 
|---|
| 644 |   if(bFadeReflStrength) | 
|---|
| 645 |   { | 
|---|
| 646 |     this->reflStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetReflStrength); | 
|---|
| 647 |     this->reflStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 648 |  | 
|---|
| 649 |     this->reflStrengthFader->addKeyFrame(this->reflStrength, this->reflStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 650 |     this->reflStrengthFader->addKeyFrame(this->newReflStrength, 0, ANIM_LINEAR); | 
|---|
| 651 |  | 
|---|
| 652 |     bFadeReflStrength = false; | 
|---|
| 653 |     this->reflStrengthFader->replay(); | 
|---|
| 654 |   } | 
|---|
| 655 |  | 
|---|
| 656 |   if(bFadeRefraction) | 
|---|
| 657 |   { | 
|---|
| 658 |     this->refractionFader = new tAnimation<MappedWater>(this, &MappedWater::resetRefraction); | 
|---|
| 659 |     this->refractionFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 660 |  | 
|---|
| 661 |     this->refractionFader->addKeyFrame(this->refraction, this->refractionFadeTime, ANIM_LINEAR); | 
|---|
| 662 |     this->refractionFader->addKeyFrame(this->newRefraction, 0, ANIM_LINEAR); | 
|---|
| 663 |  | 
|---|
| 664 |     bFadeRefraction = false; | 
|---|
| 665 |     this->refractionFader->replay(); | 
|---|
| 666 |   } | 
|---|
| 667 |  | 
|---|
| 668 |   if(bFadeWaterHeight) | 
|---|
| 669 |   { | 
|---|
| 670 |     this->waterHeightFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterHeight); | 
|---|
| 671 |     this->waterHeightFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 672 |  | 
|---|
| 673 |     this->waterHeightFader->addKeyFrame(this->waterHeight, this->waterHeightFadeTime, ANIM_LINEAR); | 
|---|
| 674 |     this->waterHeightFader->addKeyFrame(this->newWaterHeight, 0, ANIM_LINEAR); | 
|---|
| 675 |  | 
|---|
| 676 |     bFadeWaterHeight = false; | 
|---|
| 677 |     this->waterHeightFader->replay(); | 
|---|
| 678 |   } | 
|---|
| 679 |  | 
|---|
| 680 |   if(bFadeWaterColor) | 
|---|
| 681 |   { | 
|---|
| 682 |     this->waterColorRFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorR); | 
|---|
| 683 |     this->waterColorRFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 684 |  | 
|---|
| 685 |     this->waterColorRFader->addKeyFrame(this->waterColor.x, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 686 |     this->waterColorRFader->addKeyFrame(this->newWaterColor.x, 0, ANIM_LINEAR); | 
|---|
| 687 |  | 
|---|
| 688 |     this->waterColorRFader->replay(); | 
|---|
| 689 |  | 
|---|
| 690 |     this->waterColorGFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorG); | 
|---|
| 691 |     this->waterColorGFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 692 |  | 
|---|
| 693 |     this->waterColorGFader->addKeyFrame(this->waterColor.y, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 694 |     this->waterColorGFader->addKeyFrame(this->newWaterColor.y, 0, ANIM_LINEAR); | 
|---|
| 695 |  | 
|---|
| 696 |     this->waterColorGFader->replay(); | 
|---|
| 697 |  | 
|---|
| 698 |     this->waterColorBFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorB); | 
|---|
| 699 |     this->waterColorBFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 700 |  | 
|---|
| 701 |     this->waterColorBFader->addKeyFrame(this->waterColor.z, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 702 |     this->waterColorBFader->addKeyFrame(this->newWaterColor.z, 0, ANIM_LINEAR); | 
|---|
| 703 |  | 
|---|
| 704 |     this->waterColorBFader->replay(); | 
|---|
| 705 |  | 
|---|
| 706 |     bFadeWaterColor = false; | 
|---|
| 707 |   } | 
|---|
| 708 | } | 
|---|
| 709 |  | 
|---|
| 710 | /** | 
|---|
| 711 |  * @brief prepares everything to render the reflection texutre | 
|---|
| 712 |  */ | 
|---|
| 713 | void MappedWater::activateReflection() | 
|---|
| 714 | { | 
|---|
| 715 |   // To create the reflection texture we just need to set the view port | 
|---|
| 716 |   // to our texture map size, then render the current scene our camera | 
|---|
| 717 |   // is looking at to the already allocated texture unit.  Since this | 
|---|
| 718 |   // is a reflection of the top of the water surface we use clipping | 
|---|
| 719 |   // planes to only render the top of the world as a reflection.  If | 
|---|
| 720 |   // we are below the water we don't flip the reflection but just use | 
|---|
| 721 |   // the current view of the top as we are seeing through the water. | 
|---|
| 722 |   // When you look through water at the surface it isn't really reflected, | 
|---|
| 723 |   // only when looking down from above the water on the surface. | 
|---|
| 724 |  | 
|---|
| 725 |   // save viewport matrix and change the viewport size | 
|---|
| 726 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 727 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 728 |  | 
|---|
| 729 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 730 |   glPushMatrix(); | 
|---|
| 731 |  | 
|---|
| 732 |   // If our camera is above the water we will render the scene flipped upside down. | 
|---|
| 733 |   // In order to line up the reflection nicely with the world we have to translate | 
|---|
| 734 |   // the world to the position of our reflected surface, multiplied by two. | 
|---|
| 735 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 736 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 737 |  | 
|---|
| 738 |   if(pos.y > waterHeight) | 
|---|
| 739 |   { | 
|---|
| 740 |     // Translate the world, then flip it upside down | 
|---|
| 741 |     glTranslatef(0, waterHeight * 2, 0); | 
|---|
| 742 |     glScalef(1, -1, 1); | 
|---|
| 743 |  | 
|---|
| 744 |     // Since the world is updside down we need to change the culling to FRONT | 
|---|
| 745 |     glCullFace(GL_FRONT); | 
|---|
| 746 |  | 
|---|
| 747 |     // Set our plane equation and turn clipping on | 
|---|
| 748 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 749 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 750 |   } | 
|---|
| 751 |   else | 
|---|
| 752 |   { | 
|---|
| 753 |     // If the camera is below the water we don't want to flip the world, | 
|---|
| 754 |     // but just render it clipped so only the top is drawn. | 
|---|
| 755 |     double plane[4] = {0, 1, 0, waterHeight}; | 
|---|
| 756 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 757 |   } | 
|---|
| 758 | } | 
|---|
| 759 |  | 
|---|
| 760 | /** | 
|---|
| 761 |  * @brief ends the reflection and saves the graphic buffer into a texture | 
|---|
| 762 |  */ | 
|---|
| 763 | void MappedWater::deactivateReflection() | 
|---|
| 764 | { | 
|---|
| 765 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 766 |   glCullFace(GL_BACK); | 
|---|
| 767 |  | 
|---|
| 768 |   // Create the texture and store it on the video card | 
|---|
| 769 |   mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 770 |  | 
|---|
| 771 |   glPopMatrix(); | 
|---|
| 772 |   glPopAttrib(); | 
|---|
| 773 | } | 
|---|
| 774 |  | 
|---|
| 775 | /** | 
|---|
| 776 |  * @brief prepares everything to render the refraction texutre | 
|---|
| 777 |  */ | 
|---|
| 778 | void MappedWater::activateRefraction() | 
|---|
| 779 | { | 
|---|
| 780 |   // To create the refraction and depth textures we do the same thing | 
|---|
| 781 |   // we did for the reflection texture, except we don't need to turn | 
|---|
| 782 |   // the world upside down.  We want to find the depth of the water, | 
|---|
| 783 |   // not the depth of the sky and above water terrain. | 
|---|
| 784 |  | 
|---|
| 785 |   // save viewport matrix and change the viewport size | 
|---|
| 786 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 787 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 788 |  | 
|---|
| 789 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 790 |   glPushMatrix(); | 
|---|
| 791 |  | 
|---|
| 792 |   // If our camera is above the water we will render only the parts that | 
|---|
| 793 |   // are under the water.  If the camera is below the water we render | 
|---|
| 794 |   // only the stuff above the water.  Like the reflection texture, we | 
|---|
| 795 |   // incorporate clipping planes to only render what we need. | 
|---|
| 796 |  | 
|---|
| 797 |   // If the camera is above water, render the data below the water | 
|---|
| 798 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 799 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 800 |   if(pos.y > waterHeight) | 
|---|
| 801 |   { | 
|---|
| 802 |     double plane[4] = {0, -1, 0, waterHeight}; | 
|---|
| 803 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 804 |   } | 
|---|
| 805 |   // If the camera is below the water, only render the data above the water | 
|---|
| 806 |   else | 
|---|
| 807 |   { | 
|---|
| 808 |     glCullFace(GL_FRONT); | 
|---|
| 809 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 810 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 811 |   } | 
|---|
| 812 | } | 
|---|
| 813 |  | 
|---|
| 814 | /** | 
|---|
| 815 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
|---|
| 816 |  */ | 
|---|
| 817 | void MappedWater::deactivateRefraction() | 
|---|
| 818 | { | 
|---|
| 819 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 820 |   glCullFace(GL_BACK); | 
|---|
| 821 |  | 
|---|
| 822 |   // Create the texture and store it on the video card | 
|---|
| 823 |   mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 824 |  | 
|---|
| 825 |   glPopMatrix(); | 
|---|
| 826 |   glPopAttrib(); | 
|---|
| 827 | } | 
|---|