/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Stefan Lienard co-programmer: ... */ #include "mapped_water.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "util/loading/resource_manager.h" #include "state.h" CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); MappedWater::MappedWater(const TiXmlElement* root) { this->setClassID(CL_MAPPED_WATER, "MappedWater"); this->toList(OM_ENVIRON); if (root != NULL) this->loadParams(root); PRINTF(0)("MaxTextureUnits: %i\n", Material::getMaxTextureUnits()); // TODO rename texture to reflection texture /// loads the textures // set up refleciton texture // FIXME mat.setDiffuseMap(this->texture, 0); doesnt work, mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 0); // load refraction texture mat.setDiffuseMap("pictures/error_texture.png", GL_TEXTURE_2D, 1); // load normal map mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); // load dudv map mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); // set up depth texture //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 2); /// MAKE THE MAPPING TEXTURE. // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE // set the size of the refraction and reflection textures this->textureSize = 512; unsigned int channels = 32; GLenum type = GL_RGBA; unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels]; memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels]; memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); // Register the texture with OpenGL and bind it to the texture ID mat.select(); glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); // Create the texture and store it on the video card glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection); //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type, GL_UNSIGNED_INT, pTexture); //the same for the refraction glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1)); glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction); // Set the texture quality glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Since we stored the texture space with OpenGL, we can delete the image data delete [] pTextureReflection; delete [] pTextureRefraction; /// initialization of the texture coords, speeds etc... this->move = 0.0f; this->g_WaterUV = 35.0f; this->kNormalMapScale = 0.25f; this->g_WaterFlow = 0.0015f; /// initialization of the shaders // load shader files shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); this->shader->activateShader(); // Set the variable "reflection" to correspond to the first texture unit Shader::Uniform(shader, "reflection").set(0); // Set the variable "refraction" to correspond to the second texture unit Shader::Uniform(shader, "refraction").set(1); // Set the variable "normalMap" to correspond to the third texture unit Shader::Uniform(shader, "normalMap").set(2); // Set the variable "dudvMap" to correspond to the fourth texture unit Shader::Uniform(shader, "dudvMap").set(3); // Set the variable "depthMap" to correspond to the fifth texture unit //Shader::Uniform(shader, "depthMap").set(4); // Give the variable "waterColor" a blue color Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); // Give the variable "lightPos" our hard coded light position Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); // uniform for the camera position cam_uni = new Shader::Uniform(shader, "cameraPos"); this->shader->deactivateShader(); } MappedWater::~MappedWater() { delete shader; delete cam_uni; } void MappedWater::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); LoadParam(root, "waterHeight", this, MappedWater, setHeight); LoadParam(root, "lightPos", this, MappedWater, setLightPosition); } void MappedWater::draw() const { glPushMatrix(); glTranslatef(0,this->waterHeight,0); mat.unselect(); mat.select(); this->shader->activateShader(); // reset the camera uniform to the current cam position Vector pos = State::getCameraNode()->getAbsCoor(); cam_uni->set(pos.x, pos.y, pos.z, 1.0f); glBegin(GL_QUADS); // The back left vertice for the water glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV); // Reflection texture glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move); // Refraction texture glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2); // Normal map texture glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture glVertex3f(0.0f, waterHeight, 0.0f); // The front left vertice for the water glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f); // Reflection texture glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move); // Refraction texture glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2); // Normal map texture glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture glVertex3f(0.0f, waterHeight, 1000.0f); // The front right vertice for the water glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f); // Reflection texture glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move); // Refraction texture glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2); // Normal map texture glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture glVertex3f(1000.0f, waterHeight, 1000.0f); // The back right vertice for the water glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV); // Reflection texture glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move); // Refraction texture glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture glMultiTexCoord2f(GL_TEXTURE4, 0, 0); // Depth texture glVertex3f(1000.0f, waterHeight, 0.0f); glEnd(); this->shader->deactivateShader(); mat.unselect(); glPopMatrix(); } void MappedWater::tick(float dt) { // makes the water flow this->move += this->g_WaterFlow; this->move2 = this->move * this->kNormalMapScale; this->refrUV = this->g_WaterUV; this->normalUV = this->g_WaterUV * this->kNormalMapScale; } void MappedWater::setHeight(float height) { this->waterHeight = height; } void MappedWater::activateReflection() { glPushAttrib(GL_VIEWPORT_BIT); //glLoadIdentity(); glViewport(0,0, textureSize, textureSize); glPushMatrix(); // Clear the color and depth bits, reset the matrix and position our camera. //g_Camera.Look(); // If our camera is above the water we will render the scene flipped upside down. // In order to line up the reflection nicely with the world we have to translate // the world to the position of our reflected surface, multiplied by two. //if(g_Camera.Position().y > waterHeight) //{ // Translate the world, then flip it upside down glTranslatef(0.0f, this->waterHeight*2.0f, 0.0f); glScalef(1.0, -1.0, 1.0); // Since the world is updside down we need to change the culling to FRONT //glCullFace(GL_FRONT); // Set our plane equation and turn clipping on //double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; //glEnable(GL_CLIP_PLANE0); //glClipPlane(GL_CLIP_PLANE0, plane); // Render the world upside down and clipped (only render the top flipped). // If we don't turn OFF caustics for the reflection texture we get horrible // artifacts in the water. That is why we set bRenderCaustics to FALSE. //RenderWorld(false); // Turn clipping off // glDisable(GL_CLIP_PLANE0); // Restore back-face culling // glCullFace(GL_BACK); //} /*else { // If the camera is below the water we don't want to flip the world, // but just render it clipped so only the top is drawn. double plane[4] = {0.0, 1.0, 0.0, waterHeight}; glEnable(GL_CLIP_PLANE0); glClipPlane(GL_CLIP_PLANE0, plane); RenderWorld(true); glDisable(GL_CLIP_PLANE0); }*/ } void MappedWater::deactivateReflection() { // glBindTexture(GL_TEXTURE_2D, texture.getTexture()); //is done by mat.select(); //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); //mat.setDiffuseMap(&texture, 0); mat.select(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); //glDisable(GL_CLIP_PLANE0); glPopMatrix(); glPopAttrib(); } void MappedWater::activateRefraction() { } void MappedWater::deactivateRefraction() { }