| 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); | 
|---|
| 408 | PRINT(0)("  <reflstrength>%f</reflstrength>\n", this->reflStrength); | 
|---|
| 409 | PRINT(0)("  <refraction>%f</refraction>\n", this->refraction); | 
|---|
| 410 | PRINT(0)("  <watercolor>%f, %f, %f</watercolor>\n", this->waterColor.x, this->waterColor.y, this->waterColor.z); | 
|---|
| 411 |  | 
|---|
| 412 | PRINT(0)("</MappedWater>\n"); | 
|---|
| 413 | } | 
|---|
| 414 |  | 
|---|
| 415 | /** | 
|---|
| 416 | * @brief starts the slider gui that lets you edit all water parameters | 
|---|
| 417 | */ | 
|---|
| 418 | void MappedWater::toggleGui() | 
|---|
| 419 | { | 
|---|
| 420 | if (this->box == NULL) | 
|---|
| 421 | { | 
|---|
| 422 | this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); | 
|---|
| 423 | { | 
|---|
| 424 | OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 425 | { | 
|---|
| 426 | OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); | 
|---|
| 427 | waterColorText->setText("WaterColor"); | 
|---|
| 428 | waterColorBox->pack(waterColorText); | 
|---|
| 429 |  | 
|---|
| 430 | OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); | 
|---|
| 431 | waterColorR->setRange(0, 1.0f); | 
|---|
| 432 | waterColorR->setValue(this->waterColor.x); | 
|---|
| 433 | waterColorR->setStep(0.1f); | 
|---|
| 434 | waterColorR->valueChanged.connect(this, &MappedWater::resetWaterColorR); | 
|---|
| 435 | waterColorBox->pack(waterColorR); | 
|---|
| 436 |  | 
|---|
| 437 | OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); | 
|---|
| 438 | waterColorG->setRange(0, 1.0f); | 
|---|
| 439 | waterColorG->setStep(0.1f); | 
|---|
| 440 | waterColorG->setValue(this->waterColor.y); | 
|---|
| 441 | waterColorG->valueChanged.connect(this, &MappedWater::resetWaterColorG); | 
|---|
| 442 | waterColorBox->pack(waterColorG); | 
|---|
| 443 |  | 
|---|
| 444 | OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); | 
|---|
| 445 | waterColorB->setRange(0, 1.0f); | 
|---|
| 446 | waterColorB->setStep(0.1f); | 
|---|
| 447 | waterColorB->setValue(this->waterColor.z); | 
|---|
| 448 | waterColorB->valueChanged.connect(this, &MappedWater::resetWaterColorB); | 
|---|
| 449 | waterColorBox->pack(waterColorB); | 
|---|
| 450 | } | 
|---|
| 451 | this->box->pack(waterColorBox); | 
|---|
| 452 |  | 
|---|
| 453 | OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 454 | { | 
|---|
| 455 | OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); | 
|---|
| 456 | waterUVText->setText("WaterUV"); | 
|---|
| 457 | waterUVBox->pack(waterUVText); | 
|---|
| 458 |  | 
|---|
| 459 | OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); | 
|---|
| 460 | waterUV->setRange(1, 20); | 
|---|
| 461 | waterUV->setValue(this->waterUV); | 
|---|
| 462 | waterUV->setStep(1); | 
|---|
| 463 | waterUV->valueChanged.connect(this, &MappedWater::setWaterUV); | 
|---|
| 464 | waterUVBox->pack(waterUV); | 
|---|
| 465 | } | 
|---|
| 466 | this->box->pack(waterUVBox); | 
|---|
| 467 |  | 
|---|
| 468 | OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 469 | { | 
|---|
| 470 | OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); | 
|---|
| 471 | waterFlowText->setText("WaterFlow"); | 
|---|
| 472 | waterFlowBox->pack(waterFlowText); | 
|---|
| 473 |  | 
|---|
| 474 | OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); | 
|---|
| 475 | waterFlow->setRange(0.01f, 2); | 
|---|
| 476 | waterFlow->setValue(this->waterFlow); | 
|---|
| 477 | waterFlow->setStep(0.02f); | 
|---|
| 478 | waterFlow->valueChanged.connect(this, &MappedWater::setWaterFlow); | 
|---|
| 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"); | 
|---|
| 487 | shineSizeBox->pack(shineSizeText); | 
|---|
| 488 |  | 
|---|
| 489 | OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); | 
|---|
| 490 | shineSize->setRange(1, 128); | 
|---|
| 491 | shineSize->setValue(this->shineSize); | 
|---|
| 492 | shineSize->setStep(1); | 
|---|
| 493 | shineSize->valueChanged.connect(this, &MappedWater::resetShineSize); | 
|---|
| 494 | shineSizeBox->pack(shineSize); | 
|---|
| 495 | } | 
|---|
| 496 | this->box->pack(shineSizeBox); | 
|---|
| 497 |  | 
|---|
| 498 | OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 499 | { | 
|---|
| 500 | OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 501 | shineStrengthText->setText("ShineStrength"); | 
|---|
| 502 | shineStrengthBox->pack(shineStrengthText); | 
|---|
| 503 |  | 
|---|
| 504 | OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 505 | shineStrength->setRange(0, 1); | 
|---|
| 506 | shineStrength->setValue(this->shineStrength); | 
|---|
| 507 | shineStrength->setStep(0.1f); | 
|---|
| 508 | shineStrength->valueChanged.connect(this, &MappedWater::resetShineStrength); | 
|---|
| 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); | 
|---|
| 521 | reflStrength->setValue(this->reflStrength); | 
|---|
| 522 | reflStrength->setStep(0.1f); | 
|---|
| 523 | reflStrength->valueChanged.connect(this, &MappedWater::resetReflStrength); | 
|---|
| 524 | reflStrengthBox->pack(reflStrength); | 
|---|
| 525 | } | 
|---|
| 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); | 
|---|
| 533 |  | 
|---|
| 534 | OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); | 
|---|
| 535 | refraction->setRange(0.001f, 0.1f); | 
|---|
| 536 | refraction->setValue(this->refraction); | 
|---|
| 537 | refraction->setStep(0.004f); | 
|---|
| 538 | refraction->valueChanged.connect(this, &MappedWater::resetRefraction); | 
|---|
| 539 | refractionBox->pack(refraction); | 
|---|
| 540 | } | 
|---|
| 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 | } | 
|---|