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source: orxonox.OLD/branches/water/src/world_entities/environments/mapped_water.cc @ 7986

Last change on this file since 7986 was 7986, checked in by stefalie, 18 years ago

branches/water: everything fine so far, but i need another TextureUnit

File size: 9.7 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#include "state.h"
21
22
23
24
25CREATE_FACTORY(MappedWater, CL_MAPPED_WATER);
26
27
28MappedWater::MappedWater(const TiXmlElement* root)
29{
30  this->setClassID(CL_MAPPED_WATER, "MappedWater");
31  this->toList(OM_ENVIRON);
32
33  if (root != NULL)
34    this->loadParams(root);
35
36  PRINTF(0)("MaxTextureUnits: %i\n", Material::getMaxTextureUnits());
37
38  // TODO rename texture to reflection texture
39  /// loads the textures
40  // set up refleciton texture
41  // FIXME mat.setDiffuseMap(this->texture, 0); doesnt work,
42  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0);
43  // load refraction texture
44  mat.setDiffuseMap("pictures/error_texture.png", GL_TEXTURE_2D, 1);
45  // load normal map
46  mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2);
47  // load dudv map
48  mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3);
49  // set up depth texture
50  //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 2);
51
52
53
54  /// MAKE THE MAPPING TEXTURE.
55  // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE
56  // set the size of the refraction and reflection textures
57  this->textureSize = 512;
58  unsigned int channels = 32;
59  GLenum type = GL_RGBA;
60  unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels];
61  memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
62  unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels];
63  memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int));
64  // Register the texture with OpenGL and bind it to the texture ID
65  mat.select();
66  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
67
68  // Create the texture and store it on the video card
69  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection);
70
71  //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type,  GL_UNSIGNED_INT, pTexture);
72
73  //the same for the refraction
74  glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1));
75  glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction);
76
77  // Set the texture quality
78  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
79  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
80  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
81  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
82
83  // Since we stored the texture space with OpenGL, we can delete the image data
84  delete [] pTextureReflection;
85  delete [] pTextureRefraction;
86
87
88  /// initialization of the texture coords, speeds etc...
89  this->move = 0.0f;
90  this->g_WaterUV = 35.0f;
91  this->kNormalMapScale = 0.25f;
92  this->g_WaterFlow = 0.0015f;
93
94  /// initialization of the shaders
95  // load shader files
96  shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
97
98  this->shader->activateShader();
99  // Set the variable "reflection" to correspond to the first texture unit
100  Shader::Uniform(shader, "reflection").set(0);
101  // Set the variable "refraction" to correspond to the second texture unit
102  Shader::Uniform(shader, "refraction").set(1);
103  // Set the variable "normalMap" to correspond to the third texture unit
104  Shader::Uniform(shader, "normalMap").set(2);
105  // Set the variable "dudvMap" to correspond to the fourth texture unit
106  Shader::Uniform(shader, "dudvMap").set(3);
107  // Set the variable "depthMap" to correspond to the fifth texture unit
108  //Shader::Uniform(shader, "depthMap").set(4);
109  // Give the variable "waterColor" a blue color
110  Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f);
111  // Give the variable "lightPos" our hard coded light position
112  Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f);
113  // uniform for the camera position
114  cam_uni = new Shader::Uniform(shader, "cameraPos");
115
116  this->shader->deactivateShader();
117}
118
119MappedWater::~MappedWater()
120{
121  delete shader;
122  delete cam_uni;
123}
124
125void MappedWater::loadParams(const TiXmlElement* root)
126{
127  WorldEntity::loadParams(root);
128
129  LoadParam(root, "waterHeight", this, MappedWater, setHeight);
130  LoadParam(root, "lightPos", this, MappedWater, setLightPosition);
131}
132
133
134void MappedWater::draw() const
135{
136  glPushMatrix();
137  glTranslatef(0,this->waterHeight,0);
138
139  mat.unselect();
140  mat.select();
141
142  this->shader->activateShader();
143
144  // reset the camera uniform to the current cam position
145  Vector pos = State::getCameraNode()->getAbsCoor();
146  cam_uni->set(pos.x, pos.y, pos.z, 1.0f);
147
148  glBegin(GL_QUADS);
149  // The back left vertice for the water
150  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV);            // Reflection texture
151  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move);        // Refraction texture
152  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture
153  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture
154  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                       // Depth texture
155  glVertex3f(0.0f, waterHeight, 0.0f);
156
157  // The front left vertice for the water
158  glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);                  // Reflection texture
159  glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move);           // Refraction texture
160  glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture
161  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
162  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
163  glVertex3f(0.0f, waterHeight, 1000.0f);
164
165  // The front right vertice for the water
166  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f);             // Reflection texture
167  glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move);         // Refraction texture
168  glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture
169  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
170  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
171  glVertex3f(1000.0f, waterHeight, 1000.0f);
172
173  // The back right vertice for the water
174  glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV);        // Reflection texture
175  glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move);       // Refraction texture
176  glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture
177  glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture
178  glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture
179  glVertex3f(1000.0f, waterHeight, 0.0f);
180  glEnd();
181
182  this->shader->deactivateShader();
183
184  mat.unselect();
185
186  glPopMatrix();
187}
188
189void MappedWater::tick(float dt)
190{
191  // makes the water flow
192  this->move += this->g_WaterFlow;
193  this->move2 = this->move * this->kNormalMapScale;
194  this->refrUV = this->g_WaterUV;
195  this->normalUV = this->g_WaterUV * this->kNormalMapScale;
196}
197
198void MappedWater::setHeight(float height)
199{
200  this->waterHeight = height;
201}
202
203void MappedWater::activateReflection()
204{
205  glPushAttrib(GL_VIEWPORT_BIT);
206
207
208  //glLoadIdentity();
209  glViewport(0,0, textureSize, textureSize);
210
211  glPushMatrix();
212  // Clear the color and depth bits, reset the matrix and position our camera.
213
214  //g_Camera.Look();
215
216
217  // If our camera is above the water we will render the scene flipped upside down.
218  // In order to line up the reflection nicely with the world we have to translate
219  // the world to the position of our reflected surface, multiplied by two.
220  //if(g_Camera.Position().y > waterHeight)
221  //{
222  // Translate the world, then flip it upside down
223  glTranslatef(0.0f, this->waterHeight*2.0f, 0.0f);
224  glScalef(1.0, -1.0, 1.0);
225
226  // Since the world is updside down we need to change the culling to FRONT
227  //glCullFace(GL_FRONT);
228
229  // Set our plane equation and turn clipping on
230  //double plane[4] = {0.0, 1.0, 0.0, -waterHeight};
231  //glEnable(GL_CLIP_PLANE0);
232  //glClipPlane(GL_CLIP_PLANE0, plane);
233
234  // Render the world upside down and clipped (only render the top flipped).
235  // If we don't turn OFF caustics for the reflection texture we get horrible
236  // artifacts in the water.  That is why we set bRenderCaustics to FALSE.
237  //RenderWorld(false);
238
239  // Turn clipping off
240  // glDisable(GL_CLIP_PLANE0);
241
242  // Restore back-face culling
243  //  glCullFace(GL_BACK);
244  //}
245  /*else
246  {
247      // If the camera is below the water we don't want to flip the world,
248      // but just render it clipped so only the top is drawn.
249      double plane[4] = {0.0, 1.0, 0.0, waterHeight};
250      glEnable(GL_CLIP_PLANE0);
251      glClipPlane(GL_CLIP_PLANE0, plane);
252      RenderWorld(true);
253      glDisable(GL_CLIP_PLANE0);
254  }*/
255}
256
257
258void MappedWater::deactivateReflection()
259{
260//  glBindTexture(GL_TEXTURE_2D, texture.getTexture()); //is done by mat.select();
261  //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0));
262
263  //mat.setDiffuseMap(&texture, 0);
264
265  mat.select();
266  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize);
267  //glDisable(GL_CLIP_PLANE0);
268
269  glPopMatrix();
270
271  glPopAttrib();
272}
273
274void MappedWater::activateRefraction()
275{
276}
277
278void MappedWater::deactivateRefraction()
279{
280}
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