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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 7781

Last change on this file since 7781 was 7781, checked in by bensch, 18 years ago

orxonox/water: MAPPING IS PERFORMED CORRECTLY :)

File size: 8.6 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Stefan Lienard
13   co-programmer: ...
14*/
15
16#include "mapped_water.h"
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19#include "util/loading/resource_manager.h"
20
21
22
23
24CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
25
26
27MappedWater::MappedWater(const TiXmlElement* root)
28    : texture(GL_TEXTURE_2D)
29{
30  this->setClassID(CL_MAPPED_WATER, "MappedWater");
31  this->toList(OM_ENVIRON);
32
33  if (root != NULL)
34    this->loadParams(root);
35
36  //! HACK FIXME HACK FIXME HACK FIXME HACK FIXME
37  //! todo: rename texture to reflection texture
38  // set up refleciton texture
39  //mat.setDiffuseMap(&this->texture, 0);
40  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0);
41/*  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1);
42  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 2);
43  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 3);
44  mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4);*/
45  // load refraction texture
46  //mat.setDiffuseMap(&this->refractionTexture, 1);
47  // load normal map
48  //mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
49  // load dudv map
50  //mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
51  // set up depth texture
52  //mat.setDiffuseMap(&this->depthTexture, 4);
53
54  // set the size of the refraction and reflection textures
55
56
57
58  /// MAKE THE MAPPING TEXTURE.
59  // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE.
60  this->textureSize = 512;
61  unsigned int channels = 32;
62  GLenum type = GL_RGBA;
63  unsigned int* pTexture = new unsigned int [this->textureSize * this->textureSize * channels];
64  memset(pTexture, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
65  // Register the texture with OpenGL and bind it to the texture ID
66  mat.select();
67  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
68  printf("========= CREATE %d\n", this->texture.getTexture());
69
70  // Create the texture and store it on the video card
71  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTexture);
72
73  // Set the texture quality
74  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
75  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
76  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
77  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
78
79  // Since we stored the texture space with OpenGL, we can delete the image data
80  delete [] pTexture;
81
82  //  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
83}
84
85MappedWater::~MappedWater()
86{
87  //delete shader;
88}
89
90void MappedWater::loadParams(const TiXmlElement* root)
91{
92  WorldEntity::loadParams(root);
93
94  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
95}
96
97
98void MappedWater::draw() const
99{
100  glPushMatrix();
101  glTranslatef(0,this->waterHeight,0);
102
103  //glEnable(GL_LIGHTING);
104
105
106  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 1);
107  //mat.setTransparency(1.0);
108  //mat.setDiffuse(1.0, 0, .1);
109
110
111  // HACK
112
113  //glDisable(GL_BLEND);
114  //glActiveTexture(GL_TEXTURE0);
115  //glBindTexture(GL_TEXTURE_2D, this->texture);
116
117  mat.select();
118  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
119
120  // Shader init
121  //this->shader->activateShader();
122  GLint uniform;
123
124  // Set the variable "reflection" to correspond to the first texture unit
125  uniform = glGetUniformLocationARB(shader->getProgram(), "reflection");
126  glUniform1iARB(uniform, 0); //second paramter is the texture unit
127
128  // Set the variable "refraction" to correspond to the second texture unit
129  //uniform = glGetUniformLocationARB(shader->getProgram(), "refraction");
130  //glUniform1iARB(uniform, 0);
131  // FIXME glUniform1iARB(uniform, 1);
132
133  // Set the variable "normalMap" to correspond to the third texture unit
134  //uniform = glGetUniformLocationARB(shader->getProgram(), "normalMap");
135  //glUniform1iARB(uniform, 2);
136
137  // Set the variable "dudvMap" to correspond to the fourth texture unit
138  uniform = glGetUniformLocationARB(shader->getProgram(), "dudvMap");
139  glUniform1iARB(uniform, 3);
140
141  // Set the variable "depthMap" to correspond to the fifth texture unit
142  //uniform = glGetUniformLocationARB(shader->getProgram(), "depthMap");
143  //glUniform1iARB(uniform, 4);
144  // FIXME we dont have a depthMap yet :-(
145
146  // Give the variable "waterColor" a blue color
147  uniform = glGetUniformLocationARB(shader->getProgram(), "waterColor");
148  glUniform4fARB(uniform, 0.1f, 0.2f, 0.4f, 1.0f);
149
150  // FIXME set camera and light information
151  Vector lightPos(100.0f, 150.0f, 100.0f);
152
153  // Store the camera position in a variable
154  //CVector3 vPosition = g_Camera.Position();
155  Vector vPosition(50.0f, 50.0f, 50.0f);
156
157  // Give the variable "lightPos" our hard coded light position
158  uniform = glGetUniformLocationARB(shader->getProgram(), "lightPos");
159  glUniform4fARB(uniform, lightPos.x, lightPos.y, lightPos.z, 1.0f);
160
161  // Give the variable "cameraPos" our camera position
162  uniform = glGetUniformLocationARB(shader->getProgram(), "cameraPos");
163  glUniform4fARB(uniform, vPosition.x, vPosition.y, vPosition.z, 1.0f);
164
165  glBegin(GL_QUADS);
166  glNormal3f(0,1,0);
167  glMultiTexCoord2f(GL_TEXTURE0, 0,0);
168  glMultiTexCoord2f(GL_TEXTURE1, 0,0);
169  glMultiTexCoord2f(GL_TEXTURE2, 0,0);
170  glMultiTexCoord2f(GL_TEXTURE3, 0,0);
171  glMultiTexCoord2f(GL_TEXTURE4, 0,0);
172  glVertex3f(0,0,0);
173
174  glMultiTexCoord2f(GL_TEXTURE0, 1,0);
175  glMultiTexCoord2f(GL_TEXTURE1, 1,0);
176  glMultiTexCoord2f(GL_TEXTURE2, 1,0);
177  glMultiTexCoord2f(GL_TEXTURE3, 1,0);
178  glMultiTexCoord2f(GL_TEXTURE4, 1,0);
179  glVertex3f(100,0,0);
180
181  glMultiTexCoord2f(GL_TEXTURE0, 1,1);
182  glMultiTexCoord2f(GL_TEXTURE1, 1,1);
183  glMultiTexCoord2f(GL_TEXTURE2, 1,1);
184  glMultiTexCoord2f(GL_TEXTURE3, 1,1);
185  glMultiTexCoord2f(GL_TEXTURE4, 1,1);
186  glVertex3f(100,0,-100);
187
188  glMultiTexCoord2f(GL_TEXTURE0, 0,1);
189  glMultiTexCoord2f(GL_TEXTURE1, 0,1);
190  glMultiTexCoord2f(GL_TEXTURE2, 0,1);
191  glMultiTexCoord2f(GL_TEXTURE3, 0,1);
192  glMultiTexCoord2f(GL_TEXTURE4, 0,1);
193  glVertex3f(0,0,-100);
194  glEnd();
195  //this->shader->deactivateShader();
196
197  glPopMatrix();
198}
199
200void MappedWater::tick(float dt)
201{
202}
203
204void MappedWater::setHeight(float height)
205{
206  this->waterHeight = height;
207}
208
209void MappedWater::activateReflection()
210{
211  glPushAttrib(GL_VIEWPORT_BIT);
212  //   glPushMatrix();
213
214  //glLoadIdentity();
215  glViewport(0,0, textureSize, textureSize);
216
217
218  // Clear the color and depth bits, reset the matrix and position our camera.
219
220  //g_Camera.Look();
221
222
223  // If our camera is above the water we will render the scene flipped upside down.
224  // In order to line up the reflection nicely with the world we have to translate
225  // the world to the position of our reflected surface, multiplied by two.
226  //if(g_Camera.Position().y > waterHeight)
227  //{
228  // Translate the world, then flip it upside down
229  //   glTranslatef(0.0f, waterHeight*2.0f, 0.0f);
230  //  glScalef(1.0, -1.0, 1.0);
231
232  // Since the world is updside down we need to change the culling to FRONT
233  //glCullFace(GL_FRONT);
234
235  // Set our plane equation and turn clipping on
236  // double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
237  //   glEnable(GL_CLIP_PLANE0);
238  // glClipPlane(GL_CLIP_PLANE0, plane);
239
240  // Render the world upside down and clipped (only render the top flipped).
241  // If we don't turn OFF caustics for the reflection texture we get horrible
242  // artifacts in the water.  That is why we set bRenderCaustics to FALSE.
243  //RenderWorld(false);
244
245  // Turn clipping off
246  // glDisable(GL_CLIP_PLANE0);
247
248  // Restore back-face culling
249  //  glCullFace(GL_BACK);
250  //}
251  /*else
252  {
253      // If the camera is below the water we don't want to flip the world,
254      // but just render it clipped so only the top is drawn.
255      double plane[4] = {0.0, 1.0, 0.0, waterHeight};
256      glEnable(GL_CLIP_PLANE0);
257      glClipPlane(GL_CLIP_PLANE0, plane);
258      RenderWorld(true);
259      glDisable(GL_CLIP_PLANE0);
260  }*/
261}
262
263
264void MappedWater::deactivateReflection()
265{
266//  glBindTexture(GL_TEXTURE_2D, texture.getTexture()); //is done by mat.select();
267  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
268
269  //mat.setDiffuseMap(&texture, 0);
270  // mat.select();
271  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
272
273
274  glPopAttrib();
275  //   glPopMatrix();
276}
277
278void MappedWater::activateRefraction()
279{
280}
281
282void MappedWater::deactivateRefraction()
283{
284}
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