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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 7780

Last change on this file since 7780 was 7780, checked in by stefalie, 18 years ago

branches/water: compiles, but the reflection texture bug isnt sovled yet; added a few things for the vert and frag shaders but nothing wants works the way its supposed to… and i feel frustrated, grr :-( … gn8

File size: 7.4 KB
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[7672]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"
[7675]17#include "util/loading/load_param.h"
[7687]18#include "util/loading/factory.h"
[7672]19
[7687]20
[7780]21
22
[7687]23CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
24
25
[7672]26MappedWater::MappedWater(const TiXmlElement* root)
[7700]27 : texture(GL_TEXTURE_2D)
[7672]28{
[7687]29  this->setClassID(CL_MAPPED_WATER, "MappedWater");
30  this->toList(OM_ENVIRON);
[7740]31
[7672]32  if (root != NULL)
33    this->loadParams(root);
[7740]34
[7780]35  //! HACK FIXME HACK FIXME HACK FIXME HACK FIXME
36  //! todo: rename texture to reflection texture
37  // set up refleciton texture
38  //mat.setDiffuseMap(&this->texture, 0);
39  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0);
40  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1);
41  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 2);
42  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 3);
43  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4);
44  // load refraction texture
45  //mat.setDiffuseMap(&this->refractionTexture, 1);
46  // load normal map
47  //mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
48  // load dudv map
49  //mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
50  // set up depth texture
51  //mat.setDiffuseMap(&this->depthTexture, 4);
52 
53  // set the size of the refraction and reflection textures
54  this->textureSize = 512;
[7740]55
[7780]56  shader = new Shader("/home/lieni/orxonox/data/trunk/shaders/water.vert", "/home/lieni/orxonox/data/trunk/shaders/mapped_water.frag");
[7672]57}
58
59MappedWater::~MappedWater()
60{
[7780]61  delete shader;
[7672]62}
63
64void MappedWater::loadParams(const TiXmlElement* root)
65{
[7675]66  WorldEntity::loadParams(root);
[7672]67
[7687]68  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
[7672]69}
70
71
72void MappedWater::draw() const
73{
[7740]74  glPushMatrix();
[7687]75  glTranslatef(0,this->waterHeight,0);
[7672]76
[7687]77  //glEnable(GL_LIGHTING);
78
[7740]79
[7687]80  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1);
81  //mat.setTransparency(1.0);
82  //mat.setDiffuse(1.0, 0, .1);
[7740]83
84
[7700]85  // HACK
86
87  //glDisable(GL_BLEND);
88  //glActiveTexture(GL_TEXTURE0);
89  //glBindTexture(GL_TEXTURE_2D, this->texture);
90
[7687]91  mat.select();
[7780]92  // Shader init
93  this->shader->activateShader();
94  GLint uniform;
95 
96  // Set the variable "reflection" to correspond to the first texture unit
97  uniform = glGetUniformLocationARB(shader->getProgram(), "reflection"); 
98  glUniform1iARB(uniform, 0); //second paramter is the texture unit
[7687]99
[7780]100  // Set the variable "refraction" to correspond to the second texture unit
101  //uniform = glGetUniformLocationARB(shader->getProgram(), "refraction");
102  //glUniform1iARB(uniform, 0);
103  // FIXME glUniform1iARB(uniform, 1);
104
105  // Set the variable "normalMap" to correspond to the third texture unit
106  //uniform = glGetUniformLocationARB(shader->getProgram(), "normalMap");
107  //glUniform1iARB(uniform, 2);
108
109  // Set the variable "dudvMap" to correspond to the fourth texture unit
110  uniform = glGetUniformLocationARB(shader->getProgram(), "dudvMap"); 
111  glUniform1iARB(uniform, 3);
112
113  // Set the variable "depthMap" to correspond to the fifth texture unit
114  //uniform = glGetUniformLocationARB(shader->getProgram(), "depthMap");
115  //glUniform1iARB(uniform, 4);
116  // FIXME we dont have a depthMap yet :-(
117
118  // Give the variable "waterColor" a blue color
119  uniform = glGetUniformLocationARB(shader->getProgram(), "waterColor");
120  glUniform4fARB(uniform, 0.1f, 0.2f, 0.4f, 1.0f); 
121
122  // FIXME set camera and light information
123  Vector lightPos(100.0f, 150.0f, 100.0f);
124
125  // Store the camera position in a variable
126  //CVector3 vPosition = g_Camera.Position();
127  Vector vPosition(50.0f, 50.0f, 50.0f);
128
129  // Give the variable "lightPos" our hard coded light position
130  uniform = glGetUniformLocationARB(shader->getProgram(), "lightPos");
131  glUniform4fARB(uniform, lightPos.x, lightPos.y, lightPos.z, 1.0f); 
132
133  // Give the variable "cameraPos" our camera position
134  uniform = glGetUniformLocationARB(shader->getProgram(), "cameraPos");
135  glUniform4fARB(uniform, vPosition.x, vPosition.y, vPosition.z, 1.0f); 
136
[7687]137  glBegin(GL_QUADS);
138    glNormal3f(0,1,0);
[7780]139    glMultiTexCoord2f(GL_TEXTURE0, 0,0);
140    glMultiTexCoord2f(GL_TEXTURE1, 0,0);
141    glMultiTexCoord2f(GL_TEXTURE2, 0,0);
142    glMultiTexCoord2f(GL_TEXTURE3, 0,0);
143    glMultiTexCoord2f(GL_TEXTURE4, 0,0);
[7687]144    glVertex3f(0,0,0);
[7780]145
146    glMultiTexCoord2f(GL_TEXTURE0, 1,0);
147    glMultiTexCoord2f(GL_TEXTURE1, 1,0);
148    glMultiTexCoord2f(GL_TEXTURE2, 1,0);
149    glMultiTexCoord2f(GL_TEXTURE3, 1,0);
150    glMultiTexCoord2f(GL_TEXTURE4, 1,0);
[7687]151    glVertex3f(100,0,0);
[7780]152
153    glMultiTexCoord2f(GL_TEXTURE0, 1,1);
154    glMultiTexCoord2f(GL_TEXTURE1, 1,1);
155    glMultiTexCoord2f(GL_TEXTURE2, 1,1);
156    glMultiTexCoord2f(GL_TEXTURE3, 1,1);
157    glMultiTexCoord2f(GL_TEXTURE4, 1,1);
[7687]158    glVertex3f(100,0,-100);
[7780]159
160    glMultiTexCoord2f(GL_TEXTURE0, 0,1);
161    glMultiTexCoord2f(GL_TEXTURE1, 0,1);
162    glMultiTexCoord2f(GL_TEXTURE2, 0,1);
163    glMultiTexCoord2f(GL_TEXTURE3, 0,1);
164    glMultiTexCoord2f(GL_TEXTURE4, 0,1);
[7687]165    glVertex3f(0,0,-100);
166  glEnd();
[7780]167  this->shader->deactivateShader();
[7687]168
169  glPopMatrix();
[7672]170}
171
172void MappedWater::tick(float dt)
173{
174
175}
176
177void MappedWater::setHeight(float height)
178{
179  this->waterHeight = height;
180}
[7687]181
[7700]182void MappedWater::activateReflection()
183{
184  glPushAttrib(GL_VIEWPORT_BIT);
[7741]185//   glPushMatrix();
[7740]186
[7741]187  //glLoadIdentity();
[7700]188  glViewport(0,0, textureSize, textureSize);
[7687]189
[7741]190
[7700]191  // Clear the color and depth bits, reset the matrix and position our camera.
[7741]192
[7700]193  //g_Camera.Look();
194
195
196  // If our camera is above the water we will render the scene flipped upside down.
197  // In order to line up the reflection nicely with the world we have to translate
198  // the world to the position of our reflected surface, multiplied by two.
199  //if(g_Camera.Position().y > waterHeight)
200  //{
201      // Translate the world, then flip it upside down
202   //   glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
203    //  glScalef(1.0, -1.0, 1.0);
204
205      // Since the world is updside down we need to change the culling to FRONT
206      //glCullFace(GL_FRONT);
207
208      // Set our plane equation and turn clipping on
209     // double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
210   //   glEnable(GL_CLIP_PLANE0);
211     // glClipPlane(GL_CLIP_PLANE0, plane);
212
213      // Render the world upside down and clipped (only render the top flipped).
214      // If we don't turn OFF caustics for the reflection texture we get horrible
215      // artifacts in the water.  That is why we set bRenderCaustics to FALSE.
216      //RenderWorld(false);
217
218      // Turn clipping off
219     // glDisable(GL_CLIP_PLANE0);
220
221      // Restore back-face culling
222    //  glCullFace(GL_BACK);
223  //}
224  /*else
225  {
226      // If the camera is below the water we don't want to flip the world,
227      // but just render it clipped so only the top is drawn.
228      double plane[4] = {0.0, 1.0, 0.0, waterHeight};
229      glEnable(GL_CLIP_PLANE0);
230      glClipPlane(GL_CLIP_PLANE0, plane);
231      RenderWorld(true);
232      glDisable(GL_CLIP_PLANE0);
233  }*/
[7741]234}
[7700]235
236
237void MappedWater::deactivateReflection()
238{
[7780]239  //glBindTexture(GL_TEXTURE_2D, texture.getTexture()); is done by mat.select();
[7700]240
[7741]241  //mat.setDiffuseMap(&texture, 0);
[7780]242 
243  //mat.select();
244  //glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
[7740]245
[7741]246
[7740]247  glPopAttrib();
[7741]248//   glPopMatrix();
[7700]249}
250
251void MappedWater::activateRefraction()
252{
253
254}
255
256void MappedWater::deactivateRefraction()
257{
258
259}
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