| 1 |  /*! | 
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| 2 |  * @file mapped_water.h | 
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| 3 |  *  worldentity for flat, cool looking, mapped water | 
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| 4 | */ | 
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| 5 | /*! example input in .oxw file with the standard values | 
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| 6 | <MappedWater> | 
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| 7 |   <waterpos>0,0,0</waterpos> | 
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| 8 |   <watersize>100,100</watersize> | 
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| 9 |   <wateruv>9</wateruv><!-- size of the waves --> | 
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| 10 |   <waterflow>0.08</waterflow> | 
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| 11 |   <lightpos>0,10,0</lightpos> | 
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| 12 |   <waterangle>0</waterangle> | 
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| 13 |   <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that --> | 
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| 14 |   <shinesize>128</shinesize><!-- the bigger the value, the smaller the specular reflection point --> | 
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| 15 |   <shinestrength>0.7</shinestrength> | 
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| 16 |   <reflstrength>1</reflstrength> | 
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| 17 |   <refraction>0.009</refraction> | 
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| 18 |   <watercolor>0.1, 0.2, 0.4</watercolor> | 
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| 19 | </MappedWater> | 
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| 20 | */ | 
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| 21 |  | 
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| 22 |  | 
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| 23 | #ifndef _MAPPED_WATER_H | 
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| 24 | #define _MAPPED_WATER_H | 
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| 25 |  | 
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| 26 | #include "world_entity.h" | 
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| 27 | #include "material.h" | 
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| 28 | #include "shader.h" | 
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| 29 |  | 
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| 30 | namespace OrxGui { class GLGuiBox; }; | 
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| 31 |  | 
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| 32 | // forward declaration | 
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| 33 | template <class T> class tAnimation; | 
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| 34 |  | 
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| 35 | class MappedWater : public WorldEntity | 
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| 36 | { | 
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| 37 | public: | 
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| 38 |   MappedWater(const TiXmlElement* root = NULL); | 
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| 39 |   virtual ~MappedWater(); | 
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| 40 |  | 
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| 41 |   // worldentity functions | 
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| 42 |   void loadParams(const TiXmlElement* root); | 
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| 43 |   void saveParams(); | 
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| 44 |   void draw() const; | 
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| 45 |   void tick(float dt); | 
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| 46 |  | 
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| 47 |   // function to prepare renderpaths for creation of refleaction and reflaction textures | 
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| 48 |   void activateReflection(); | 
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| 49 |   void deactivateReflection(); | 
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| 50 |   void activateRefraction(); | 
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| 51 |   void deactivateRefraction(); | 
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| 52 |  | 
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| 53 |   // slider gui to edit water params during gameplay | 
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| 54 |   void toggleGui(); | 
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| 55 |  | 
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| 56 |   // functions to set parameters for the water, usually they're called through loadparam | 
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| 57 |   void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); } | 
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| 58 |   void setWaterPos(float x, float y, float z) { this->waterHeight = y; this->waterVerts[0] = x; this->waterVerts[1] = z; } | 
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| 59 |   void setWaterHeight(float y) { this->waterHeight = y;  } | 
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| 60 |   void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; } | 
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| 61 |   void setWaterAngle(float angle) { this->waterAngle = angle; } | 
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| 62 |   void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); } | 
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| 63 |   void setWaterUV(float uv) { this->waterUV = uv; } | 
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| 64 |   void setWaterFlow(float flow) { this->waterFlow = flow; } | 
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| 65 |   void setNormalMapScale(float scale) { this->kNormalMapScale = scale; } | 
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| 66 |   void setShineSize(float shine) { this->shineSize = shine; } | 
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| 67 |   void setShineStrength(float strength) { this->shineStrength = strength; } | 
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| 68 |   void setReflStrength(float strength) { this->reflStrength = strength; } | 
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| 69 |   void setRefraction(float refraction) { this->refraction = refraction; } | 
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| 70 |  | 
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| 71 |   // functions to change water parameters during runtime | 
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| 72 |   // to reset waterUV and waterFlow just use the normal set functions | 
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| 73 |   // don't reset kNormalMapScale (because it won't change anything) | 
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| 74 |   void resetLightPos(float x, float y, float z); | 
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| 75 |   void resetLightPosX(float x) { this->resetLightPos(x, this->lightPos.y, this->lightPos.z); } | 
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| 76 |   void resetLightPosY(float y) { this->resetLightPos(this->lightPos.x, y, this->lightPos.z); } | 
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| 77 |   void resetLightPosZ(float z) { this->resetLightPos(this->lightPos.x, this->lightPos.y, z); } | 
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| 78 |   void resetWaterPos(float x, float y, float z) { this->setWaterPos(x, y, z); this->calcVerts(); } | 
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| 79 |   void resetWaterSize(float x, float z) { this->setWaterSize(x, z); this->calcVerts(); } | 
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| 80 |   void resetWaterAngle(float angle) { this->setWaterAngle(angle); this->calcVerts(); } | 
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| 81 |   void resetWaterColor(float r, float g, float b); | 
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| 82 |   void resetWaterColorR(float r) { this->resetWaterColor(r, this->waterColor.y, this->waterColor.z); } | 
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| 83 |   void resetWaterColorG(float g) { this->resetWaterColor(this->waterColor.x, g, this->waterColor.z); } | 
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| 84 |   void resetWaterColorB(float b) { this->resetWaterColor(this->waterColor.x, this->waterColor.y, b); } | 
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| 85 |   void resetShineSize(float shine); | 
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| 86 |   void resetShineStrength(float strength); | 
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| 87 |   void resetReflStrength(float strength); | 
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| 88 |   void resetRefraction(float refraction); | 
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| 89 |  | 
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| 90 |   // fading functions | 
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| 91 |   void fadeWaterUV(float uv, float time) { this->newWaterUV = uv; this->waterUVFadeTime = time; this->bFadeWaterUV = true; } | 
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| 92 |   void fadeWaterFlow(float flow, float time) { this->newWaterFlow = flow; this->waterFlowFadeTime = time; this->bFadeWaterFlow = true; } | 
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| 93 |   void fadeShineSize(float shine, float time) { this->newShineSize = shine; this->shineSizeFadeTime = time; this->bFadeShineSize = true; } | 
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| 94 |   void fadeShineStrength(float strength, float time) { this->newShineStrength = strength; this->shineStrengthFadeTime = time; this->bFadeShineStrength = true; } | 
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| 95 |   void fadeReflStrength(float strength, float time) { this->newReflStrength = strength; this->reflStrengthFadeTime = time; this->bFadeReflStrength = true; } | 
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| 96 |   void fadeRefraction(float refraction, float time) { this->newRefraction = refraction; this->refractionFadeTime = time; this->bFadeRefraction = true; } | 
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| 97 |   void fadeWaterHeight(float y, float time) { this->newWaterHeight = y; this->waterHeightFadeTime = time; this->bFadeWaterHeight = true; } | 
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| 98 |   void fadeWaterColor(float r, float g, float b, float time) { this->newWaterColor = Vector(r, g, b); this->waterColorFadeTime = time; this->bFadeWaterColor = true; } | 
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| 99 |  | 
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| 100 | private: | 
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| 101 |   void initParams(); | 
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| 102 |   void initTextures(); | 
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| 103 |   void initShaders(); | 
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| 104 |   void calcVerts(); | 
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| 105 |  | 
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| 106 | private: | 
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| 107 |   Material                  mat; | 
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| 108 |   Shader*                   shader; | 
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| 109 |   OrxGui::GLGuiBox*         box; | 
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| 110 |  | 
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| 111 |   // water size and position | 
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| 112 |   float                     waterHeight;            //!< position of the water | 
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| 113 |   float                     waterVerts[8];          //!< coords of the 4 vertexes of the water quad | 
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| 114 |   float                     xWidth, zWidth;         //!< size of the water quad | 
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| 115 |   float                     waterAngle;             //!< defines how much the water will be turned around the point waterPos | 
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| 116 |  | 
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| 117 |   // values for texture size, scale, texture coords | 
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| 118 |   float                     move; | 
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| 119 |   float                     move2; | 
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| 120 |   float                     waterUV;                //!< size of the waves | 
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| 121 |   float                     waterFlow;              //!< speed of the water | 
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| 122 |   float                     normalUV; | 
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| 123 |   float                     kNormalMapScale; | 
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| 124 |   int                       textureSize;            //!< height and width of the texture | 
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| 125 |  | 
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| 126 |   // values for the uniforms | 
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| 127 |   Vector                    waterColor;             //!< color of the water | 
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| 128 |   Vector                    lightPos;               //!< position of the light that is used to render the reflection | 
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| 129 |   float                     shineSize;              //!< the bigger the value, the smaller the specular reflection point | 
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| 130 |   float                     shineStrength; | 
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| 131 |   float                     reflStrength; | 
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| 132 |   float                     refraction; | 
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| 133 |  | 
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| 134 |   // uniforms | 
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| 135 |   Shader::Uniform*          cam_uni;                //!< uniform that is used for the camera position | 
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| 136 |   Shader::Uniform*          light_uni;              //!< uniform that is used for the light position | 
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| 137 |   Shader::Uniform*          color_uni;              //!< uniform that is used for the watercolor | 
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| 138 |   Shader::Uniform*          shineSize_uni;          //!< uniform that is used for the specular shininessd of the water | 
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| 139 |   Shader::Uniform*          shineStrength_uni;      //!< uniform that is used for the strenght of the specular reflection | 
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| 140 |   Shader::Uniform*          reflStrength_uni;       //!< uniform that is used for the strength of the reflection | 
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| 141 |   Shader::Uniform*          refr_uni;               //!< uniform that is used for the strength of the refraction | 
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| 142 |  | 
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| 143 |   // fading TODO fix this so it isnt so hacky anymore | 
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| 144 |   tAnimation<MappedWater>*  waterUVFader; | 
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| 145 |   float                     newWaterUV; | 
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| 146 |   float                     waterUVFadeTime; | 
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| 147 |   bool                      bFadeWaterUV ; | 
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| 148 |   tAnimation<MappedWater>*  waterFlowFader; | 
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| 149 |   float                     newWaterFlow; | 
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| 150 |   float                     waterFlowFadeTime; | 
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| 151 |   bool                      bFadeWaterFlow; | 
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| 152 |   tAnimation<MappedWater>*  shineSizeFader; | 
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| 153 |   float                     newShineSize; | 
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| 154 |   float                     shineSizeFadeTime; | 
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| 155 |   bool                      bFadeShineSize; | 
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| 156 |   tAnimation<MappedWater>*  shineStrengthFader; | 
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| 157 |   float                     newShineStrength; | 
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| 158 |   float                     shineStrengthFadeTime; | 
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| 159 |   bool                      bFadeShineStrength; | 
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| 160 |   tAnimation<MappedWater>*  reflStrengthFader; | 
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| 161 |   float                     newReflStrength; | 
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| 162 |   float                     reflStrengthFadeTime; | 
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| 163 |   bool                      bFadeReflStrength; | 
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| 164 |   tAnimation<MappedWater>*  refractionFader; | 
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| 165 |   float                     newRefraction; | 
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| 166 |   float                     refractionFadeTime; | 
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| 167 |   bool                      bFadeRefraction; | 
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| 168 |   tAnimation<MappedWater>*  waterHeightFader; | 
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| 169 |   float                     newWaterHeight; | 
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| 170 |   float                     waterHeightFadeTime; | 
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| 171 |   bool                      bFadeWaterHeight; | 
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| 172 |   tAnimation<MappedWater>*  waterColorRFader; | 
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| 173 |   tAnimation<MappedWater>*  waterColorGFader; | 
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| 174 |   tAnimation<MappedWater>*  waterColorBFader; | 
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| 175 |   Vector                    newWaterColor; | 
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| 176 |   float                     waterColorFadeTime; | 
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| 177 |   bool                      bFadeWaterColor; | 
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| 178 | }; | 
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| 179 |  | 
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| 180 | #endif | 
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