| 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 |  | 
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| 29 | ObjectListDefinition(MappedWater); | 
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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 |   cam_uni = NULL; | 
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| 56 |   light_uni = NULL; | 
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| 57 |   color_uni = NULL; | 
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| 58 |   shineSize_uni = NULL; | 
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| 59 |   shineStrength_uni = NULL; | 
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| 60 |   reflStrength_uni = NULL; | 
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| 61 |   refr_uni = NULL; | 
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| 62 |  | 
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| 63 |   /// sets start values and parameters | 
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| 64 |   this->initParams(); | 
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| 65 |   // now the standard values were loaded, if the values are specified in the .oxw file | 
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| 66 |   // loadParams will overwrite the standard values with the specified values | 
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| 67 |   if (root != NULL) | 
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| 68 |     this->loadParams(root); | 
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| 69 |  | 
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| 70 |   /// initialization of the textures | 
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| 71 |   this->initTextures(); | 
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| 72 |  | 
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| 73 |   /// initialization of the shaders | 
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| 74 |   this->initShaders(); | 
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| 75 |  | 
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| 76 |   /// calculation of the 4 verts of the water quad | 
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| 77 |   this->calcVerts(); | 
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| 78 |  | 
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| 79 |   // init gui | 
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| 80 |   this->box = NULL; | 
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| 81 | } | 
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| 82 |  | 
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| 83 | /** | 
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| 84 |  * @brief deltes shader and the uniform used by the camera | 
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| 85 |  */ | 
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| 86 | MappedWater::~MappedWater() | 
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| 87 | { | 
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| 88 |   if ( cam_uni ) | 
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| 89 |     delete cam_uni; | 
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| 90 |    | 
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| 91 |   if ( color_uni ) | 
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| 92 |     delete color_uni; | 
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| 93 |    | 
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| 94 |   if ( light_uni ) | 
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| 95 |     delete light_uni; | 
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| 96 |    | 
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| 97 |   if ( shineSize_uni ) | 
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| 98 |     delete shineSize_uni; | 
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| 99 |    | 
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| 100 |   if ( shineStrength_uni ) | 
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| 101 |     delete shineStrength_uni; | 
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| 102 |    | 
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| 103 |   if ( reflStrength_uni ) | 
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| 104 |     delete reflStrength_uni; | 
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| 105 |    | 
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| 106 |   if ( refr_uni ) | 
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| 107 |     delete refr_uni; | 
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| 108 | } | 
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| 109 |  | 
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| 110 | /** | 
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| 111 |  * @brief initialization of loadable parameters, sets start standard values | 
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| 112 |  */ | 
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| 113 | void MappedWater::initParams() | 
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| 114 | { | 
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| 115 |   // those standardvalues will be overwritten if they're also set in the oxw file | 
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| 116 |   this->setWaterPos(0, 0, 0); | 
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| 117 |   this->setWaterSize(100, 100); | 
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| 118 |   this->setWaterUV(9); | 
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| 119 |   this->setWaterFlow(0.08f); | 
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| 120 |   this->setLightPos(0, 10, 0); | 
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| 121 |   this->setWaterAngle(0); | 
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| 122 |   this->setNormalMapScale(0.25f); | 
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| 123 |   this->setWaterColor(0.1f, 0.2f, 0.4f); | 
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| 124 |   this->setShineSize(128); | 
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| 125 |   this->setShineStrength(0.7f); | 
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| 126 |   this->setReflStrength(1.0f); | 
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| 127 |   this->setRefraction(0.009f); | 
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| 128 |  | 
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| 129 |   // initialization of the texture coords, speeds etc... | 
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| 130 |   // normalUV wont change anymore | 
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| 131 |   this->normalUV = this->waterUV * this->kNormalMapScale; | 
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| 132 |   // move and move2 are used for the reflection and refraction, the values are changed in tick() | 
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| 133 |   this->move = 0; | 
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| 134 |   this->move2 = this->move * this->kNormalMapScale; | 
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| 135 |  | 
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| 136 |   // initalize fading bools | 
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| 137 |   this->bFadeWaterHeight = false; | 
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| 138 |   this->bFadeWaterUV = false; | 
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| 139 |   this->bFadeWaterFlow = false; | 
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| 140 |   this->bFadeShineSize = false; | 
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| 141 |   this->bFadeShineStrength = false; | 
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| 142 |   this->bFadeReflStrength = false; | 
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| 143 |   this->bFadeRefraction = false; | 
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| 144 |   this->bFadeWaterColor = false; | 
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| 145 | } | 
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| 146 |  | 
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| 147 | /** | 
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| 148 |  * @brief initialization of the textures | 
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| 149 |  */ | 
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| 150 | void MappedWater::initTextures() | 
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| 151 | { | 
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| 152 |   // sets parameters for the textures | 
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| 153 |   this->textureSize = 512; | 
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| 154 |   unsigned int channels = 32; | 
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| 155 |   GLenum type = GL_RGBA; | 
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| 156 |  | 
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| 157 |   // set up refleciton texture | 
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| 158 |   Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
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| 159 |   mat.setDiffuseMap(reflTex, 0); | 
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| 160 |   // set up refraction texture | 
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| 161 |   Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
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| 162 |   mat.setDiffuseMap(refrTex, 1); | 
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| 163 |   // load normal map | 
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| 164 |   mat.setDiffuseMap("textures/water_normalmap.bmp", GL_TEXTURE_2D, 2); | 
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| 165 |   // load dudv map | 
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| 166 |   mat.setDiffuseMap("textures/water_dudvmap.bmp", GL_TEXTURE_2D, 3); | 
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| 167 |  | 
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| 168 |   // sets texture parameters for reflection texture | 
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| 169 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); | 
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| 170 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 171 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 172 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 173 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 174 |   // sets texture parameters for refraction texture | 
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| 175 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); | 
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| 176 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 177 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 178 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 179 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 180 | } | 
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| 181 |  | 
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| 182 | /** | 
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| 183 |  * @brief initialization of the shaders | 
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| 184 |  */ | 
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| 185 | void MappedWater::initShaders() | 
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| 186 | { | 
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| 187 |   if ( !Shader::isSupported() ) | 
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| 188 |   { | 
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| 189 |         return; | 
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| 190 |   } | 
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| 191 |          | 
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| 192 |   // load shader files | 
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| 193 |   shader = ResourceShader( "shaders/mapped_water.vert", "shaders/mapped_water.frag"); | 
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| 194 |  | 
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| 195 |   this->shader.activateShader(); | 
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| 196 |   // Set the variable "reflection" to correspond to the first texture unit | 
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| 197 |   Shader::Uniform(shader, "reflection").set(0); | 
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| 198 |   // Set the variable "refraction" to correspond to the second texture unit | 
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| 199 |   Shader::Uniform(shader, "refraction").set(1); | 
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| 200 |   // Set the variable "normalMap" to correspond to the third texture unit | 
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| 201 |   Shader::Uniform(shader, "normalMap").set(2); | 
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| 202 |   // Set the variable "dudvMap" to correspond to the fourth texture unit | 
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| 203 |   Shader::Uniform(shader, "dudvMap").set(3); | 
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| 204 |   // Set the variable "depthMap" to correspond to the fifth texture unit | 
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| 205 |   Shader::Uniform(shader, "depthMap").set(1); | 
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| 206 |   // Give the variable "waterColor" a blue color | 
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| 207 |   color_uni = new Shader::Uniform(shader, "waterColor"); | 
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| 208 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
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| 209 |   // Give the variable "lightPos" our hard coded light position | 
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| 210 |   light_uni = new Shader::Uniform(shader, "lightPos"); | 
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| 211 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
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| 212 |   // Set the variable "shine" | 
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| 213 |   shineSize_uni = new Shader::Uniform(shader, "kShine"); | 
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| 214 |   shineSize_uni->set(this->shineSize); | 
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| 215 |   // Set the variable "shineStrength" | 
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| 216 |   shineStrength_uni = new Shader::Uniform(shader, "shineStrength"); | 
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| 217 |   shineStrength_uni->set(this->shineStrength); | 
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| 218 |   // Set the variable "reflStrength" | 
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| 219 |   reflStrength_uni = new Shader::Uniform(shader, "reflStrength"); | 
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| 220 |   reflStrength_uni->set(this->reflStrength); | 
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| 221 |   // Set the variable "refraction" | 
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| 222 |   refr_uni = new Shader::Uniform(shader, "kRefraction"); | 
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| 223 |   refr_uni->set(this->refraction); | 
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| 224 |   // uniform for the camera position | 
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| 225 |   cam_uni = new Shader::Uniform(shader, "cameraPos"); | 
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| 226 |  | 
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| 227 |   this->shader.deactivateShader(); | 
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| 228 | } | 
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| 229 |  | 
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| 230 | /** | 
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| 231 |  * @brief calculates the 4 verts of the water quad | 
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| 232 |  */ | 
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| 233 | void MappedWater::calcVerts() | 
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| 234 | { | 
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| 235 |   float deg2radtemp = this->waterAngle / 180 * PI; | 
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| 236 |  | 
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| 237 |   this->waterVerts[2] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth; | 
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| 238 |   this->waterVerts[3] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth; | 
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| 239 |   this->waterVerts[4] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth - sin(deg2radtemp) * this->zWidth; | 
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| 240 |   this->waterVerts[5] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth + cos(deg2radtemp) * this->zWidth; | 
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| 241 |   this->waterVerts[6] = this->waterVerts[0] - sin(deg2radtemp) * this->zWidth; | 
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| 242 |   this->waterVerts[7] = this->waterVerts[1] + cos(deg2radtemp) * this->zWidth; | 
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| 243 | } | 
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| 244 |  | 
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| 245 | /** | 
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| 246 |  * @brief resets the waterColor in the Shader | 
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| 247 |  * @param r new value for red | 
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| 248 |  * @param g new value for green | 
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| 249 |  * @param b new value for blue | 
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| 250 |  */ | 
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| 251 | void MappedWater::resetWaterColor(float r, float g, float b) | 
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| 252 | { | 
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| 253 |   if ( !Shader::isSupported() ) | 
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| 254 |   { | 
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| 255 |         return; | 
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| 256 |   } | 
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| 257 |    | 
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| 258 |   this->shader.activateShader(); | 
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| 259 |   this->waterColor = Vector(r, g, b); | 
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| 260 |  | 
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| 261 |   // Give the variable "waterColor" a color | 
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| 262 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
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| 263 |  | 
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| 264 |   this->shader.deactivateShader(); | 
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| 265 | } | 
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| 266 |  | 
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| 267 | /** | 
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| 268 |  * @brief resets the shininess in the Shader | 
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| 269 |  * @param shine new value for the shininess | 
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| 270 |  */ | 
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| 271 | void MappedWater::resetShineSize(float shine) | 
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| 272 | { | 
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| 273 |   if ( !Shader::isSupported() ) | 
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| 274 |   { | 
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| 275 |         return; | 
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| 276 |   } | 
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| 277 |    | 
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| 278 |   this->shader.activateShader(); | 
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| 279 |   this->shineSize = shine; | 
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| 280 |  | 
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| 281 |   // Set the variable "shine" | 
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| 282 |   shineSize_uni->set(this->shineSize); | 
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| 283 |  | 
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| 284 |   this->shader.deactivateShader(); | 
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| 285 | } | 
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| 286 |  | 
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| 287 | /** | 
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| 288 |  * @brief resets the strength of the specular reflection in the Shader | 
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| 289 |  * @param strength new value for the strength of the specular reflection | 
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| 290 |  */ | 
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| 291 | void MappedWater::resetShineStrength(float strength) | 
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| 292 | { | 
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| 293 |   if ( !Shader::isSupported() ) | 
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| 294 |   { | 
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| 295 |         return; | 
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| 296 |   } | 
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| 297 |    | 
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| 298 |   this->shader.activateShader(); | 
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| 299 |   this->shineStrength = strength; | 
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| 300 |  | 
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| 301 |   // Set the variable "shine" | 
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| 302 |   shineStrength_uni->set(this->shineStrength); | 
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| 303 |  | 
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| 304 |   this->shader.deactivateShader(); | 
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| 305 | } | 
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| 306 |  | 
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| 307 | /** | 
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| 308 |  * @brief resets the strength of the reflection in the Shader | 
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| 309 |  * @param strength new value for the strength of the reflection | 
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| 310 |  */ | 
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| 311 | void MappedWater::resetReflStrength(float strength) | 
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| 312 | { | 
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| 313 |   if ( !Shader::isSupported() ) | 
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| 314 |   { | 
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| 315 |         return; | 
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| 316 |   } | 
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| 317 |    | 
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| 318 |   this->shader.activateShader(); | 
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| 319 |   this->reflStrength = strength; | 
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| 320 |  | 
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| 321 |   // Set the variable "shine" | 
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| 322 |   reflStrength_uni->set(this->reflStrength); | 
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| 323 |  | 
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| 324 |   this->shader.deactivateShader(); | 
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| 325 | } | 
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| 326 |  | 
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| 327 | /** | 
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| 328 |  * @brief resets the refraction in the Shader | 
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| 329 |  * @param refraction new value for the refraction | 
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| 330 |  */ | 
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| 331 | void MappedWater::resetRefraction(float refraction) | 
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| 332 | { | 
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| 333 |   if ( !Shader::isSupported() ) | 
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| 334 |   { | 
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| 335 |         return; | 
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| 336 |   } | 
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| 337 |    | 
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| 338 |   this->shader.activateShader(); | 
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| 339 |   this->refraction = refraction; | 
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| 340 |  | 
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| 341 |   // Set the variable "shine" | 
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| 342 |   refr_uni->set(this->refraction); | 
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| 343 |  | 
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| 344 |   this->shader.deactivateShader(); | 
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| 345 | } | 
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| 346 |  | 
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| 347 | /** | 
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| 348 |  * @brief resets the lightPos in the Shader | 
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| 349 |  * @param x new x value | 
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| 350 |  * @param y new y value | 
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| 351 |  * @param z new z value | 
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| 352 |  */ | 
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| 353 | void MappedWater::resetLightPos(float x, float y, float z) | 
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| 354 | { | 
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| 355 |   if ( !Shader::isSupported() ) | 
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| 356 |   { | 
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| 357 |         return; | 
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| 358 |   } | 
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| 359 |    | 
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| 360 |   this->shader.activateShader(); | 
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| 361 |   this->lightPos = Vector(x, y, z); | 
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| 362 |  | 
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| 363 |   // Give the variable "lightPos" our hard coded light position | 
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| 364 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
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| 365 |  | 
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| 366 |   this->shader.deactivateShader(); | 
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| 367 | } | 
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| 368 |  | 
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| 369 | /** | 
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| 370 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
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| 371 |  * @param root xml data | 
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| 372 |  */ | 
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| 373 | void MappedWater::loadParams(const TiXmlElement* root) | 
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| 374 | { | 
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| 375 |   WorldEntity::loadParams(root); | 
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| 376 |  | 
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| 377 |   LoadParam(root, "waterpos", this, MappedWater, setWaterPos); | 
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| 378 |   LoadParam(root, "watersize", this, MappedWater, setWaterSize); | 
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| 379 |   LoadParam(root, "wateruv", this, MappedWater, setWaterUV); | 
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| 380 |   LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); | 
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| 381 |   LoadParam(root, "lightpos", this, MappedWater, setLightPos); | 
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| 382 |   LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); | 
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| 383 |   LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); | 
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| 384 |   LoadParam(root, "shinesize", this, MappedWater, setShineSize); | 
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| 385 |   LoadParam(root, "shinestrength", this, MappedWater, setShineStrength); | 
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| 386 |   LoadParam(root, "reflstrength", this, MappedWater, setReflStrength); | 
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| 387 |   LoadParam(root, "refraction", this, MappedWater, setRefraction); | 
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| 388 |   LoadParam(root, "watercolor", this, MappedWater, setWaterColor); | 
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| 389 | } | 
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| 390 |  | 
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| 391 | /** | 
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| 392 |  * @brief prints the xml code of the water params | 
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| 393 |  */ | 
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| 394 | void MappedWater::saveParams() | 
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| 395 | { | 
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| 396 |   // it's not too nice, but it works fine | 
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| 397 |   PRINT(0)("\nMappedWater XML Code:\n<MappedWater>\n"); | 
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| 398 |  | 
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| 399 |   PRINT(0)("  <waterpos>%f, %f, %f</waterpos>\n", this->waterVerts[0], this->waterHeight, this->waterVerts[1]); | 
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| 400 |   PRINT(0)("  <watersize>%f, %f</watersize>\n", this->xWidth, this->zWidth); | 
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| 401 |   PRINT(0)("  <wateruv>%f</wateruv>\n", this->waterUV); | 
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| 402 |   PRINT(0)("  <waterflow>%f</waterflow>\n", this->waterFlow); | 
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| 403 |   PRINT(0)("  <lightpos>%f, %f, %f</lightpos>\n", this->lightPos.x, this->lightPos.y, this->lightPos.z); | 
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| 404 |   PRINT(0)("  <waterangle>%f</waterangle>\n", this->waterAngle); | 
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| 405 |   PRINT(0)("  <normalmapscale>%f</normalmapscale>\n", this->kNormalMapScale); | 
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| 406 |   PRINT(0)("  <shinesize>%f</shinesize>\n", this->shineSize); | 
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| 407 |   PRINT(0)("  <shinestrength>%f</shinestrength>\n", this->shineStrength); | 
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| 408 |   PRINT(0)("  <reflstrength>%f</reflstrength>\n", this->reflStrength); | 
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| 409 |   PRINT(0)("  <refraction>%f</refraction>\n", this->refraction); | 
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| 410 |   PRINT(0)("  <watercolor>%f, %f, %f</watercolor>\n", this->waterColor.x, this->waterColor.y, this->waterColor.z); | 
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| 411 |  | 
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| 412 |   PRINT(0)("</MappedWater>\n"); | 
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| 413 | } | 
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| 414 |  | 
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| 415 | /** | 
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| 416 |  * @brief starts the slider gui that lets you edit all water parameters | 
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| 417 |  */ | 
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| 418 | void MappedWater::toggleGui() | 
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| 419 | { | 
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| 420 |   if (this->box == NULL) | 
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| 421 |   { | 
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| 422 |     this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); | 
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| 423 |     { | 
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| 424 |       OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
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| 425 |       { | 
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| 426 |         OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); | 
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| 427 |         waterColorText->setText("WaterColor"); | 
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| 428 |         waterColorBox->pack(waterColorText); | 
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| 429 |  | 
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| 430 |         OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); | 
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| 431 |         waterColorR->setRange(0, 1.0f); | 
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| 432 |         waterColorR->setValue(this->waterColor.x); | 
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| 433 |         waterColorR->setStep(0.1f); | 
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| 434 |         waterColorR->valueChanged.connect(this, &MappedWater::resetWaterColorR); | 
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| 435 |         waterColorBox->pack(waterColorR); | 
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| 436 |  | 
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| 437 |         OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); | 
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| 438 |         waterColorG->setRange(0, 1.0f); | 
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| 439 |         waterColorG->setStep(0.1f); | 
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| 440 |         waterColorG->setValue(this->waterColor.y); | 
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| 441 |         waterColorG->valueChanged.connect(this, &MappedWater::resetWaterColorG); | 
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| 442 |         waterColorBox->pack(waterColorG); | 
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| 443 |  | 
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| 444 |         OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); | 
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| 445 |         waterColorB->setRange(0, 1.0f); | 
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| 446 |         waterColorB->setStep(0.1f); | 
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| 447 |         waterColorB->setValue(this->waterColor.z); | 
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| 448 |         waterColorB->valueChanged.connect(this, &MappedWater::resetWaterColorB); | 
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| 449 |         waterColorBox->pack(waterColorB); | 
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| 450 |       } | 
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| 451 |       this->box->pack(waterColorBox); | 
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| 452 |  | 
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| 453 |       OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
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| 454 |       { | 
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| 455 |         OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); | 
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| 456 |         waterUVText->setText("WaterUV"); | 
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| 457 |         waterUVBox->pack(waterUVText); | 
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| 458 |  | 
|---|
| 459 |         OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); | 
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| 460 |         waterUV->setRange(1, 20); | 
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| 461 |         waterUV->setValue(this->waterUV); | 
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| 462 |         waterUV->setStep(1); | 
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| 463 |         waterUV->valueChanged.connect(this, &MappedWater::setWaterUV); | 
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| 464 |         waterUVBox->pack(waterUV); | 
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| 465 |       } | 
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| 466 |       this->box->pack(waterUVBox); | 
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| 467 |  | 
|---|
| 468 |       OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 469 |       { | 
|---|
| 470 |         OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); | 
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| 471 |         waterFlowText->setText("WaterFlow"); | 
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| 472 |         waterFlowBox->pack(waterFlowText); | 
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| 473 |  | 
|---|
| 474 |         OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); | 
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| 475 |         waterFlow->setRange(0.01f, 2); | 
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| 476 |         waterFlow->setValue(this->waterFlow); | 
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| 477 |         waterFlow->setStep(0.02f); | 
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| 478 |         waterFlow->valueChanged.connect(this, &MappedWater::setWaterFlow); | 
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| 479 |         waterFlowBox->pack(waterFlow); | 
|---|
| 480 |       } | 
|---|
| 481 |       this->box->pack(waterFlowBox); | 
|---|
| 482 |  | 
|---|
| 483 |       OrxGui::GLGuiBox* shineSizeBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 484 |       { | 
|---|
| 485 |         OrxGui::GLGuiText* shineSizeText = new OrxGui::GLGuiText(); | 
|---|
| 486 |         shineSizeText->setText("ShineSize"); | 
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| 487 |         shineSizeBox->pack(shineSizeText); | 
|---|
| 488 |  | 
|---|
| 489 |         OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); | 
|---|
| 490 |         shineSize->setRange(1, 128); | 
|---|
| 491 |         shineSize->setValue(this->shineSize); | 
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| 492 |         shineSize->setStep(1); | 
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| 493 |         shineSize->valueChanged.connect(this, &MappedWater::resetShineSize); | 
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| 494 |         shineSizeBox->pack(shineSize); | 
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| 495 |       } | 
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| 496 |       this->box->pack(shineSizeBox); | 
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| 497 |  | 
|---|
| 498 |       OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
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| 499 |       { | 
|---|
| 500 |         OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 501 |         shineStrengthText->setText("ShineStrength"); | 
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| 502 |         shineStrengthBox->pack(shineStrengthText); | 
|---|
| 503 |  | 
|---|
| 504 |         OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); | 
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| 505 |         shineStrength->setRange(0, 1); | 
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| 506 |         shineStrength->setValue(this->shineStrength); | 
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| 507 |         shineStrength->setStep(0.1f); | 
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| 508 |         shineStrength->valueChanged.connect(this, &MappedWater::resetShineStrength); | 
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| 509 |         shineStrengthBox->pack(shineStrength); | 
|---|
| 510 |       } | 
|---|
| 511 |       this->box->pack(shineStrengthBox); | 
|---|
| 512 |  | 
|---|
| 513 |       OrxGui::GLGuiBox* reflStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 514 |       { | 
|---|
| 515 |         OrxGui::GLGuiText* reflStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 516 |         reflStrengthText->setText("ReflStrength"); | 
|---|
| 517 |         reflStrengthBox->pack(reflStrengthText); | 
|---|
| 518 |  | 
|---|
| 519 |         OrxGui::GLGuiSlider* reflStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 520 |         reflStrength->setRange(0, 1); | 
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| 521 |         reflStrength->setValue(this->reflStrength); | 
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| 522 |         reflStrength->setStep(0.1f); | 
|---|
| 523 |         reflStrength->valueChanged.connect(this, &MappedWater::resetReflStrength); | 
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| 524 |         reflStrengthBox->pack(reflStrength); | 
|---|
| 525 |       } | 
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| 526 |       this->box->pack(reflStrengthBox); | 
|---|
| 527 |  | 
|---|
| 528 |       OrxGui::GLGuiBox* refractionBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 529 |       { | 
|---|
| 530 |         OrxGui::GLGuiText* refractionText = new OrxGui::GLGuiText(); | 
|---|
| 531 |         refractionText->setText("Refraction"); | 
|---|
| 532 |         refractionBox->pack(refractionText); | 
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| 533 |  | 
|---|
| 534 |         OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); | 
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| 535 |         refraction->setRange(0.001f, 0.1f); | 
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| 536 |         refraction->setValue(this->refraction); | 
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| 537 |         refraction->setStep(0.004f); | 
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| 538 |         refraction->valueChanged.connect(this, &MappedWater::resetRefraction); | 
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| 539 |         refractionBox->pack(refraction); | 
|---|
| 540 |       } | 
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| 541 |       this->box->pack(refractionBox); | 
|---|
| 542 |  | 
|---|
| 543 |       OrxGui::GLGuiBox* lightPosBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 544 |       { | 
|---|
| 545 |         OrxGui::GLGuiText* lightPosText = new OrxGui::GLGuiText(); | 
|---|
| 546 |         lightPosText->setText("LightPos"); | 
|---|
| 547 |         lightPosBox->pack(lightPosText); | 
|---|
| 548 |  | 
|---|
| 549 |         OrxGui::GLGuiSlider* lightPosX = new OrxGui::GLGuiSlider(); | 
|---|
| 550 |         lightPosX->setRange(-4000, 4000); | 
|---|
| 551 |         lightPosX->setValue(this->lightPos.x); | 
|---|
| 552 |         lightPosX->setStep(15); | 
|---|
| 553 |         lightPosX->valueChanged.connect(this, &MappedWater::resetLightPosX); | 
|---|
| 554 |         lightPosBox->pack(lightPosX); | 
|---|
| 555 |  | 
|---|
| 556 |         OrxGui::GLGuiSlider* lightPosY = new OrxGui::GLGuiSlider(); | 
|---|
| 557 |         lightPosY->setRange(-4000, 4000); | 
|---|
| 558 |         lightPosY->setStep(15); | 
|---|
| 559 |         lightPosY->setValue(this->lightPos.y); | 
|---|
| 560 |         lightPosY->valueChanged.connect(this, &MappedWater::resetLightPosY); | 
|---|
| 561 |         lightPosBox->pack(lightPosY); | 
|---|
| 562 |  | 
|---|
| 563 |         OrxGui::GLGuiSlider* lightPosZ = new OrxGui::GLGuiSlider(); | 
|---|
| 564 |         lightPosZ->setRange(-4000, 4000); | 
|---|
| 565 |         lightPosZ->setStep(15); | 
|---|
| 566 |         lightPosZ->setValue(this->lightPos.z); | 
|---|
| 567 |         lightPosZ->valueChanged.connect(this, &MappedWater::resetLightPosZ); | 
|---|
| 568 |         lightPosBox->pack(lightPosZ); | 
|---|
| 569 |       } | 
|---|
| 570 |       this->box->pack(lightPosBox); | 
|---|
| 571 |  | 
|---|
| 572 |       OrxGui::GLGuiBox* waterHeightBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 573 |       { | 
|---|
| 574 |         OrxGui::GLGuiText* waterHeightText = new OrxGui::GLGuiText(); | 
|---|
| 575 |         waterHeightText->setText("WaterHeight"); | 
|---|
| 576 |         waterHeightBox->pack(waterHeightText); | 
|---|
| 577 |  | 
|---|
| 578 |         OrxGui::GLGuiSlider* waterHeight = new OrxGui::GLGuiSlider(); | 
|---|
| 579 |         waterHeight->setRange(100, 370); | 
|---|
| 580 |         waterHeight->setValue(this->waterHeight); | 
|---|
| 581 |         waterHeight->setStep(4); | 
|---|
| 582 |         waterHeight->valueChanged.connect(this, &MappedWater::setWaterHeight); | 
|---|
| 583 |         waterHeightBox->pack(waterHeight); | 
|---|
| 584 |       } | 
|---|
| 585 |       this->box->pack(waterHeightBox); | 
|---|
| 586 |     } | 
|---|
| 587 |  | 
|---|
| 588 |     this->box->showAll(); | 
|---|
| 589 |     this->box->setAbsCoor2D(300, 40); | 
|---|
| 590 |     OrxGui::GLGuiHandler::getInstance()->activate(); | 
|---|
| 591 |     OrxGui::GLGuiHandler::getInstance()->activateCursor(); | 
|---|
| 592 |   } | 
|---|
| 593 |   else | 
|---|
| 594 |   { | 
|---|
| 595 |     OrxGui::GLGuiHandler::getInstance()->deactivate(); | 
|---|
| 596 |     OrxGui::GLGuiHandler::getInstance()->deactivateCursor(); | 
|---|
| 597 |     delete this->box; | 
|---|
| 598 |     this->box = NULL; | 
|---|
| 599 |   } | 
|---|
| 600 | } | 
|---|
| 601 |  | 
|---|
| 602 | /** | 
|---|
| 603 |  * @brief activates the water shader and draws a quad with four textures on it | 
|---|
| 604 |  */ | 
|---|
| 605 | void MappedWater::draw() const | 
|---|
| 606 | { | 
|---|
| 607 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 608 |   glPushMatrix(); | 
|---|
| 609 |  | 
|---|
| 610 |   // don't use glRotate or glTranslate here... the shader won't work anymore | 
|---|
| 611 |  | 
|---|
| 612 |   mat.select(); | 
|---|
| 613 |   if ( Shader::isSupported() ) | 
|---|
| 614 |   { | 
|---|
| 615 |     this->shader.activateShader(); | 
|---|
| 616 |    | 
|---|
| 617 |     // reset the camera uniform to the current cam position | 
|---|
| 618 |     Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 619 |     cam_uni->set(pos.x, pos.y, pos.z, 1.0f); | 
|---|
| 620 |    | 
|---|
| 621 |     glDisable(GL_BLEND); | 
|---|
| 622 |    | 
|---|
| 623 |     // TODO change texture coords, so water doesnt look distorted when xWidth != zWidth | 
|---|
| 624 |     glBegin(GL_QUADS); | 
|---|
| 625 |     // The back left vertice for the water | 
|---|
| 626 |     glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV);                   // Reflection texture | 
|---|
| 627 |     glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move);            // Refraction texture | 
|---|
| 628 |     glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2);          // Normal map texture | 
|---|
| 629 |     glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 630 |     glVertex3f(this->waterVerts[0], this->waterHeight, this->waterVerts[1]); | 
|---|
| 631 |    | 
|---|
| 632 |     // The front left vertice for the water | 
|---|
| 633 |     glMultiTexCoord2f(GL_TEXTURE0, 0, 0);                         // Reflection texture | 
|---|
| 634 |     glMultiTexCoord2f(GL_TEXTURE1, 0, -move);                     // Refraction texture | 
|---|
| 635 |     glMultiTexCoord2f(GL_TEXTURE2, 0, move2);                     // Normal map texture | 
|---|
| 636 |     glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 637 |     glVertex3f(this->waterVerts[2], this->waterHeight, this->waterVerts[3]); | 
|---|
| 638 |    | 
|---|
| 639 |     // The front right vertice for the water | 
|---|
| 640 |     glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0);                   // Reflection texture | 
|---|
| 641 |     glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move);               // Refraction texture | 
|---|
| 642 |     glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2);              // Normal map texture | 
|---|
| 643 |     glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 644 |     glVertex3f(this->waterVerts[4], this->waterHeight, this->waterVerts[5]); | 
|---|
| 645 |    | 
|---|
| 646 |     // The back right vertice for the water | 
|---|
| 647 |     glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV);             // Reflection texture | 
|---|
| 648 |     glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move);      // Refraction texture | 
|---|
| 649 |     glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);   // Normal map texture | 
|---|
| 650 |     glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 651 |     glVertex3f(this->waterVerts[6], this->waterHeight, this->waterVerts[7]); | 
|---|
| 652 |     glEnd(); | 
|---|
| 653 |    | 
|---|
| 654 |     this->shader.deactivateShader(); | 
|---|
| 655 |   } | 
|---|
| 656 |   mat.unselect(); | 
|---|
| 657 |  | 
|---|
| 658 |   glPopMatrix(); | 
|---|
| 659 | } | 
|---|
| 660 |  | 
|---|
| 661 | /** | 
|---|
| 662 |  * @brief tick tack, calculates the flow of the water | 
|---|
| 663 |  */ | 
|---|
| 664 | void MappedWater::tick(float dt) | 
|---|
| 665 | { | 
|---|
| 666 |   // makes the water flow | 
|---|
| 667 |   this->move += this->waterFlow * dt; | 
|---|
| 668 |   this->move2 = this->move * this->kNormalMapScale; | 
|---|
| 669 |  | 
|---|
| 670 |   // fading TODO fix this so it isnt hacky anymore | 
|---|
| 671 |   if(bFadeWaterUV) | 
|---|
| 672 |   { | 
|---|
| 673 |     this->waterUVFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterUV); | 
|---|
| 674 |     this->waterUVFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 675 |  | 
|---|
| 676 |     this->waterUVFader->addKeyFrame(this->waterUV, this->waterUVFadeTime, ANIM_LINEAR); | 
|---|
| 677 |     this->waterUVFader->addKeyFrame(this->newWaterUV, 0, ANIM_LINEAR); | 
|---|
| 678 |  | 
|---|
| 679 |     bFadeWaterUV = false; | 
|---|
| 680 |     this->waterUVFader->replay(); | 
|---|
| 681 |   } | 
|---|
| 682 |  | 
|---|
| 683 |   if(bFadeWaterFlow) | 
|---|
| 684 |   { | 
|---|
| 685 |     this->waterFlowFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterFlow); | 
|---|
| 686 |     this->waterFlowFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 687 |  | 
|---|
| 688 |     this->waterFlowFader->addKeyFrame(this->waterFlow, this->waterFlowFadeTime, ANIM_LINEAR); | 
|---|
| 689 |     this->waterFlowFader->addKeyFrame(this->newWaterFlow, 0, ANIM_LINEAR); | 
|---|
| 690 |  | 
|---|
| 691 |     bFadeWaterFlow = false; | 
|---|
| 692 |     this->waterFlowFader->replay(); | 
|---|
| 693 |   } | 
|---|
| 694 |  | 
|---|
| 695 |   if(bFadeShineSize) | 
|---|
| 696 |   { | 
|---|
| 697 |     this->shineSizeFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineSize); | 
|---|
| 698 |     this->shineSizeFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 699 |  | 
|---|
| 700 |     this->shineSizeFader->addKeyFrame(this->shineSize, this->shineSizeFadeTime, ANIM_LINEAR); | 
|---|
| 701 |     this->shineSizeFader->addKeyFrame(this->newShineSize, 0, ANIM_LINEAR); | 
|---|
| 702 |  | 
|---|
| 703 |     bFadeShineSize = false; | 
|---|
| 704 |     this->shineSizeFader->replay(); | 
|---|
| 705 |   } | 
|---|
| 706 |  | 
|---|
| 707 |   if(bFadeShineStrength) | 
|---|
| 708 |   { | 
|---|
| 709 |     this->shineStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineStrength); | 
|---|
| 710 |     this->shineStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 711 |  | 
|---|
| 712 |     this->shineStrengthFader->addKeyFrame(this->shineStrength, this->shineStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 713 |     this->shineStrengthFader->addKeyFrame(this->newShineStrength, 0, ANIM_LINEAR); | 
|---|
| 714 |  | 
|---|
| 715 |     bFadeShineStrength = false; | 
|---|
| 716 |     this->shineStrengthFader->replay(); | 
|---|
| 717 |   } | 
|---|
| 718 |  | 
|---|
| 719 |   if(bFadeReflStrength) | 
|---|
| 720 |   { | 
|---|
| 721 |     this->reflStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetReflStrength); | 
|---|
| 722 |     this->reflStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 723 |  | 
|---|
| 724 |     this->reflStrengthFader->addKeyFrame(this->reflStrength, this->reflStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 725 |     this->reflStrengthFader->addKeyFrame(this->newReflStrength, 0, ANIM_LINEAR); | 
|---|
| 726 |  | 
|---|
| 727 |     bFadeReflStrength = false; | 
|---|
| 728 |     this->reflStrengthFader->replay(); | 
|---|
| 729 |   } | 
|---|
| 730 |  | 
|---|
| 731 |   if(bFadeRefraction) | 
|---|
| 732 |   { | 
|---|
| 733 |     this->refractionFader = new tAnimation<MappedWater>(this, &MappedWater::resetRefraction); | 
|---|
| 734 |     this->refractionFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 735 |  | 
|---|
| 736 |     this->refractionFader->addKeyFrame(this->refraction, this->refractionFadeTime, ANIM_LINEAR); | 
|---|
| 737 |     this->refractionFader->addKeyFrame(this->newRefraction, 0, ANIM_LINEAR); | 
|---|
| 738 |  | 
|---|
| 739 |     bFadeRefraction = false; | 
|---|
| 740 |     this->refractionFader->replay(); | 
|---|
| 741 |   } | 
|---|
| 742 |  | 
|---|
| 743 |   if(bFadeWaterHeight) | 
|---|
| 744 |   { | 
|---|
| 745 |     this->waterHeightFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterHeight); | 
|---|
| 746 |     this->waterHeightFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 747 |  | 
|---|
| 748 |     this->waterHeightFader->addKeyFrame(this->waterHeight, this->waterHeightFadeTime, ANIM_LINEAR); | 
|---|
| 749 |     this->waterHeightFader->addKeyFrame(this->newWaterHeight, 0, ANIM_LINEAR); | 
|---|
| 750 |  | 
|---|
| 751 |     bFadeWaterHeight = false; | 
|---|
| 752 |     this->waterHeightFader->replay(); | 
|---|
| 753 |   } | 
|---|
| 754 |  | 
|---|
| 755 |   if(bFadeWaterColor) | 
|---|
| 756 |   { | 
|---|
| 757 |     this->waterColorRFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorR); | 
|---|
| 758 |     this->waterColorRFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 759 |  | 
|---|
| 760 |     this->waterColorRFader->addKeyFrame(this->waterColor.x, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 761 |     this->waterColorRFader->addKeyFrame(this->newWaterColor.x, 0, ANIM_LINEAR); | 
|---|
| 762 |  | 
|---|
| 763 |     this->waterColorRFader->replay(); | 
|---|
| 764 |  | 
|---|
| 765 |     this->waterColorGFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorG); | 
|---|
| 766 |     this->waterColorGFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 767 |  | 
|---|
| 768 |     this->waterColorGFader->addKeyFrame(this->waterColor.y, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 769 |     this->waterColorGFader->addKeyFrame(this->newWaterColor.y, 0, ANIM_LINEAR); | 
|---|
| 770 |  | 
|---|
| 771 |     this->waterColorGFader->replay(); | 
|---|
| 772 |  | 
|---|
| 773 |     this->waterColorBFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorB); | 
|---|
| 774 |     this->waterColorBFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 775 |  | 
|---|
| 776 |     this->waterColorBFader->addKeyFrame(this->waterColor.z, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 777 |     this->waterColorBFader->addKeyFrame(this->newWaterColor.z, 0, ANIM_LINEAR); | 
|---|
| 778 |  | 
|---|
| 779 |     this->waterColorBFader->replay(); | 
|---|
| 780 |  | 
|---|
| 781 |     bFadeWaterColor = false; | 
|---|
| 782 |   } | 
|---|
| 783 | } | 
|---|
| 784 |  | 
|---|
| 785 | /** | 
|---|
| 786 |  * @brief prepares everything to render the reflection texutre | 
|---|
| 787 |  */ | 
|---|
| 788 | void MappedWater::activateReflection() | 
|---|
| 789 | { | 
|---|
| 790 |   // To create the reflection texture we just need to set the view port | 
|---|
| 791 |   // to our texture map size, then render the current scene our camera | 
|---|
| 792 |   // is looking at to the already allocated texture unit.  Since this | 
|---|
| 793 |   // is a reflection of the top of the water surface we use clipping | 
|---|
| 794 |   // planes to only render the top of the world as a reflection.  If | 
|---|
| 795 |   // we are below the water we don't flip the reflection but just use | 
|---|
| 796 |   // the current view of the top as we are seeing through the water. | 
|---|
| 797 |   // When you look through water at the surface it isn't really reflected, | 
|---|
| 798 |   // only when looking down from above the water on the surface. | 
|---|
| 799 |  | 
|---|
| 800 |   // save viewport matrix and change the viewport size | 
|---|
| 801 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 802 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 803 |  | 
|---|
| 804 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 805 |   glPushMatrix(); | 
|---|
| 806 |  | 
|---|
| 807 |   // If our camera is above the water we will render the scene flipped upside down. | 
|---|
| 808 |   // In order to line up the reflection nicely with the world we have to translate | 
|---|
| 809 |   // the world to the position of our reflected surface, multiplied by two. | 
|---|
| 810 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 811 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 812 |  | 
|---|
| 813 |   if(pos.y > waterHeight) | 
|---|
| 814 |   { | 
|---|
| 815 |     // Translate the world, then flip it upside down | 
|---|
| 816 |     glTranslatef(0, waterHeight * 2, 0); | 
|---|
| 817 |     glScalef(1, -1, 1); | 
|---|
| 818 |  | 
|---|
| 819 |     // Since the world is updside down we need to change the culling to FRONT | 
|---|
| 820 |     glCullFace(GL_FRONT); | 
|---|
| 821 |  | 
|---|
| 822 |     // Set our plane equation and turn clipping on | 
|---|
| 823 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 824 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 825 |   } | 
|---|
| 826 |   else | 
|---|
| 827 |   { | 
|---|
| 828 |     // If the camera is below the water we don't want to flip the world, | 
|---|
| 829 |     // but just render it clipped so only the top is drawn. | 
|---|
| 830 |     double plane[4] = {0, 1, 0, waterHeight}; | 
|---|
| 831 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 832 |   } | 
|---|
| 833 | } | 
|---|
| 834 |  | 
|---|
| 835 | /** | 
|---|
| 836 |  * @brief ends the reflection and saves the graphic buffer into a texture | 
|---|
| 837 |  */ | 
|---|
| 838 | void MappedWater::deactivateReflection() | 
|---|
| 839 | { | 
|---|
| 840 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 841 |   glCullFace(GL_BACK); | 
|---|
| 842 |  | 
|---|
| 843 |   // Create the texture and store it on the video card | 
|---|
| 844 |   mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 845 |  | 
|---|
| 846 |   glPopMatrix(); | 
|---|
| 847 |   glPopAttrib(); | 
|---|
| 848 | } | 
|---|
| 849 |  | 
|---|
| 850 | /** | 
|---|
| 851 |  * @brief prepares everything to render the refraction texutre | 
|---|
| 852 |  */ | 
|---|
| 853 | void MappedWater::activateRefraction() | 
|---|
| 854 | { | 
|---|
| 855 |   // To create the refraction and depth textures we do the same thing | 
|---|
| 856 |   // we did for the reflection texture, except we don't need to turn | 
|---|
| 857 |   // the world upside down.  We want to find the depth of the water, | 
|---|
| 858 |   // not the depth of the sky and above water terrain. | 
|---|
| 859 |  | 
|---|
| 860 |   // save viewport matrix and change the viewport size | 
|---|
| 861 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 862 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 863 |  | 
|---|
| 864 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 865 |   glPushMatrix(); | 
|---|
| 866 |  | 
|---|
| 867 |   // If our camera is above the water we will render only the parts that | 
|---|
| 868 |   // are under the water.  If the camera is below the water we render | 
|---|
| 869 |   // only the stuff above the water.  Like the reflection texture, we | 
|---|
| 870 |   // incorporate clipping planes to only render what we need. | 
|---|
| 871 |  | 
|---|
| 872 |   // If the camera is above water, render the data below the water | 
|---|
| 873 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 874 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 875 |   if(pos.y > waterHeight) | 
|---|
| 876 |   { | 
|---|
| 877 |     double plane[4] = {0, -1, 0, waterHeight}; | 
|---|
| 878 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 879 |   } | 
|---|
| 880 |   // If the camera is below the water, only render the data above the water | 
|---|
| 881 |   else | 
|---|
| 882 |   { | 
|---|
| 883 |     glCullFace(GL_FRONT); | 
|---|
| 884 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 885 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 886 |   } | 
|---|
| 887 | } | 
|---|
| 888 |  | 
|---|
| 889 | /** | 
|---|
| 890 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
|---|
| 891 |  */ | 
|---|
| 892 | void MappedWater::deactivateRefraction() | 
|---|
| 893 | { | 
|---|
| 894 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 895 |   glCullFace(GL_BACK); | 
|---|
| 896 |  | 
|---|
| 897 |   // Create the texture and store it on the video card | 
|---|
| 898 |   mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 899 |  | 
|---|
| 900 |   glPopMatrix(); | 
|---|
| 901 |   glPopAttrib(); | 
|---|
| 902 | } | 
|---|