| 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 "util/loading/resource_manager.h" | 
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| 20 | #include "state.h" | 
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| 21 |  | 
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| 22 |  | 
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| 23 |  | 
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| 24 |  | 
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| 25 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); | 
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| 26 |  | 
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| 27 |  | 
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| 28 | MappedWater::MappedWater(const TiXmlElement* root) | 
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| 29 | { | 
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| 30 |   this->setClassID(CL_MAPPED_WATER, "MappedWater"); | 
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| 31 |   this->toList(OM_ENVIRON); | 
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| 32 |  | 
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| 33 |   if (root != NULL) | 
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| 34 |     this->loadParams(root); | 
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| 35 |  | 
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| 36 |   PRINTF(0)("MaxTextureUnits: %i\n", Material::getMaxTextureUnits()); | 
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| 37 |  | 
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| 38 |   // TODO rename texture to reflection texture | 
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| 39 |   /// loads the textures | 
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| 40 |   // set up refleciton texture | 
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| 41 |   //mat.setDiffuseMap(this->texture, 0); | 
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| 42 |   mat.setDiffuseMap("pictures/refl.bmp", GL_TEXTURE_2D, 0); | 
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| 43 |   // load refraction texture | 
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| 44 |   mat.setDiffuseMap("pictures/refr.bmp", GL_TEXTURE_2D, 1); | 
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| 45 |   // load normal map | 
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| 46 |   mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); | 
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| 47 |   // load dudv map | 
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| 48 |   mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); | 
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| 49 |   // set up depth texture | 
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| 50 |   //mat.setDiffuseMap("pictures/sky-replace.jpg", GL_TEXTURE_2D, 4); | 
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| 51 |  | 
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| 52 |  | 
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| 53 |  | 
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| 54 |   /// MAKE THE MAPPING TEXTURE. | 
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| 55 |   // THIS IS A HACK AND SHOULD BE IN TEXTURE SOMEWHERE | 
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| 56 |   // set the size of the refraction and reflection textures | 
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| 57 |   this->textureSize = 512; | 
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| 58 |   //unsigned int channels = 32; | 
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| 59 |   //GLenum type = GL_RGBA; | 
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| 60 |   //unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels]; | 
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| 61 |   //memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); | 
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| 62 |   //unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels]; | 
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| 63 |   //memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); | 
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| 64 |   // Register the texture with OpenGL and bind it to the texture ID | 
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| 65 |   //mat.select(); | 
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| 66 |   //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); | 
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| 67 |  | 
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| 68 |   // Create the texture and store it on the video card | 
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| 69 |   //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection); | 
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| 70 |  | 
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| 71 |   //gluBuild2DMipmaps(GL_TEXTURE_2D, channels, this->textureSize, this->textureSize, type,  GL_UNSIGNED_INT, pTexture); | 
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| 72 |  | 
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| 73 |   //the same for the refraction | 
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| 74 |   //glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1)); | 
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| 75 |   //glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction); | 
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| 76 |  | 
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| 77 |   unsigned int channels = 32; | 
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| 78 |   GLenum type = GL_RGBA; | 
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| 79 |   unsigned int* pTextureReflection = new unsigned int [this->textureSize * this->textureSize * channels]; | 
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| 80 |   memset(pTextureReflection, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); | 
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| 81 |   //mat.select(); | 
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| 82 |   glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); | 
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| 83 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 84 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 85 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 86 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 87 |   glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureReflection); | 
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| 88 |  | 
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| 89 |  | 
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| 90 |   unsigned int* pTextureRefraction = new unsigned int [this->textureSize * this->textureSize * channels]; | 
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| 91 |   memset(pTextureRefraction, 0, this->textureSize * this->textureSize * channels * sizeof(unsigned int)); | 
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| 92 |   glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1)); | 
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| 93 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 94 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 95 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 96 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 97 |   glTexImage2D(GL_TEXTURE_2D, 0, channels, this->textureSize, this->textureSize, 0, type, GL_UNSIGNED_INT, pTextureRefraction); | 
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| 98 |  | 
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| 99 |   // Set the texture quality | 
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| 100 |  | 
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| 101 |  | 
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| 102 |   // Since we stored the texture space with OpenGL, we can delete the image data | 
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| 103 |   //delete [] pTextureReflection; | 
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| 104 |   //delete [] pTextureRefraction; | 
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| 105 |  | 
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| 106 |  | 
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| 107 |   /// initialization of the texture coords, speeds etc... | 
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| 108 |   this->move = 0.0f; | 
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| 109 |   this->g_WaterUV = 35.0f; | 
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| 110 |   this->kNormalMapScale = 0.25f; | 
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| 111 |   this->g_WaterFlow = 0.0015f; | 
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| 112 |  | 
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| 113 |   /// initialization of the shaders | 
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| 114 |   // load shader files | 
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| 115 |   shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); | 
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| 116 |  | 
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| 117 |   this->shader->activateShader(); | 
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| 118 |   // Set the variable "reflection" to correspond to the first texture unit | 
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| 119 |   Shader::Uniform(shader, "reflection").set(0); | 
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| 120 |   // Set the variable "refraction" to correspond to the second texture unit | 
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| 121 |   Shader::Uniform(shader, "refraction").set(1); | 
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| 122 |   // Set the variable "normalMap" to correspond to the third texture unit | 
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| 123 |   Shader::Uniform(shader, "normalMap").set(2); | 
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| 124 |   // Set the variable "dudvMap" to correspond to the fourth texture unit | 
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| 125 |   Shader::Uniform(shader, "dudvMap").set(3); | 
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| 126 |   // Set the variable "depthMap" to correspond to the fifth texture unit | 
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| 127 |   Shader::Uniform(shader, "depthMap").set(2); | 
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| 128 |   // Give the variable "waterColor" a blue color | 
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| 129 |   Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); | 
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| 130 |   // Give the variable "lightPos" our hard coded light position | 
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| 131 |   Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
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| 132 |   // uniform for the camera position | 
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| 133 |   cam_uni = new Shader::Uniform(shader, "cameraPos"); | 
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| 134 |  | 
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| 135 |   this->shader->deactivateShader(); | 
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| 136 | } | 
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| 137 |  | 
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| 138 | MappedWater::~MappedWater() | 
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| 139 | { | 
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| 140 |   //delete shader; | 
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| 141 |   //delete cam_uni; | 
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| 142 | } | 
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| 143 |  | 
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| 144 | void MappedWater::loadParams(const TiXmlElement* root) | 
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| 145 | { | 
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| 146 |   WorldEntity::loadParams(root); | 
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| 147 |  | 
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| 148 |   LoadParam(root, "waterHeight", this, MappedWater, setHeight); | 
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| 149 |   LoadParam(root, "lightPos", this, MappedWater, setLightPosition); | 
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| 150 | } | 
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| 151 |  | 
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| 152 |  | 
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| 153 | void MappedWater::draw() const | 
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| 154 | { | 
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| 155 |   glMatrixMode(GL_MODELVIEW); | 
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| 156 |  | 
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| 157 |   glPushMatrix(); | 
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| 158 |   glTranslatef(0,this->waterHeight,0); | 
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| 159 |  | 
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| 160 |   mat.unselect(); | 
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| 161 |   mat.select(); | 
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| 162 |  | 
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| 163 |   this->shader->activateShader(); | 
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| 164 |  | 
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| 165 |   // reset the camera uniform to the current cam position | 
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| 166 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
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| 167 |   cam_uni->set(pos.x, pos.y, pos.z, 1.0f); | 
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| 168 |  | 
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| 169 |   //glDisable(GL_BLEND); | 
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| 170 |  | 
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| 171 |   glBegin(GL_QUADS); | 
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| 172 |   // The back left vertice for the water | 
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| 173 |  // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0);//g_WaterUV);            // Reflection texture | 
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| 174 |  // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0);//refrUV - move);        // Refraction texture | 
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| 175 |   glMultiTexCoord2f(GL_TEXTURE0, 0.0f, g_WaterUV);            // Reflection texture | 
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| 176 |   glMultiTexCoord2f(GL_TEXTURE1, 0.0f, refrUV - move);        // Refraction texture | 
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| 177 |   glMultiTexCoord2f(GL_TEXTURE2, 0.0f, normalUV + move2);     // Normal map texture | 
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| 178 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                       // DUDV map texture | 
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| 179 |   //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                       // Depth texture | 
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| 180 |   glVertex3f(0.0f, waterHeight, 0.0f); | 
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| 181 |  | 
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| 182 |   // The front left vertice for the water | 
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| 183 |  // glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1);//0.0f);                  // Reflection texture | 
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| 184 |  // glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1);//0.0f - move);           // Refraction texture | 
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| 185 |   glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);                  // Reflection texture | 
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| 186 |   glMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f - move);           // Refraction texture | 
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| 187 |   glMultiTexCoord2f(GL_TEXTURE2, 0.0f, 0.0f + move2);          // Normal map texture | 
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| 188 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture | 
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| 189 |   //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture | 
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| 190 |   glVertex3f(0.0f, waterHeight, 1000.0f); | 
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| 191 |  | 
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| 192 |   // The front right vertice for the water | 
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| 193 | //  glMultiTexCoord2f(GL_TEXTURE0, 1,1); //g_WaterUV, 0.0f);             // Reflection texture | 
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| 194 |  // glMultiTexCoord2f(GL_TEXTURE1, 1,1);//refrUV, 0.0f - move);         // Refraction texture | 
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| 195 |   glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, 0.0f);             // Reflection texture | 
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| 196 |   glMultiTexCoord2f(GL_TEXTURE1, refrUV, 0.0f - move);         // Refraction texture | 
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| 197 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, 0.0f + move2);      // Normal map texture | 
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| 198 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture | 
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| 199 |   //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture | 
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| 200 |   glVertex3f(1000.0f, waterHeight, 1000.0f); | 
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| 201 |  | 
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| 202 |   // The back right vertice for the water | 
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| 203 |  // glMultiTexCoord2f(GL_TEXTURE0, 1,0);//g_WaterUV, g_WaterUV);        // Reflection texture | 
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| 204 |  // glMultiTexCoord2f(GL_TEXTURE1, 1,0);//refrUV, refrUV - move);       // Refraction texture | 
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| 205 |   glMultiTexCoord2f(GL_TEXTURE0, g_WaterUV, g_WaterUV);        // Reflection texture | 
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| 206 |   glMultiTexCoord2f(GL_TEXTURE1, refrUV, refrUV - move);       // Refraction texture | 
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| 207 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);  // Normal map texture | 
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| 208 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                        // DUDV map texture | 
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| 209 |   //glMultiTexCoord2f(GL_TEXTURE4, 0, 0);                        // Depth texture | 
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| 210 |   glVertex3f(1000.0f, waterHeight, 0.0f); | 
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| 211 |   glEnd(); | 
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| 212 |  | 
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| 213 |   this->shader->deactivateShader(); | 
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| 214 |  | 
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| 215 |   mat.unselect(); | 
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| 216 |  | 
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| 217 |   glPopMatrix(); | 
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| 218 | } | 
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| 219 |  | 
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| 220 | void MappedWater::tick(float dt) | 
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| 221 | { | 
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| 222 |   // makes the water flow | 
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| 223 |   this->move += this->g_WaterFlow; | 
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| 224 |   this->move2 = this->move * this->kNormalMapScale; | 
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| 225 |   this->refrUV = this->g_WaterUV; | 
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| 226 |   this->normalUV = this->g_WaterUV * this->kNormalMapScale; | 
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| 227 | } | 
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| 228 |  | 
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| 229 | void MappedWater::setHeight(float height) | 
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| 230 | { | 
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| 231 |   this->waterHeight = height; | 
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| 232 | } | 
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| 233 |  | 
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| 234 | void MappedWater::activateReflection() | 
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| 235 | { | 
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| 236 |   // save viewport matrix and change the viewport size | 
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| 237 |   glPushAttrib(GL_VIEWPORT_BIT); | 
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| 238 |   glViewport(0,0, textureSize, textureSize); | 
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| 239 |  | 
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| 240 |   glMatrixMode(GL_MODELVIEW); | 
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| 241 |   glPushMatrix(); | 
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| 242 |  | 
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| 243 |   // If our camera is above the water we will render the scene flipped upside down. | 
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| 244 |   // In order to line up the reflection nicely with the world we have to translate | 
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| 245 |   // the world to the position of our reflected surface, multiplied by two. | 
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| 246 |   glEnable(GL_CLIP_PLANE0); | 
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| 247 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
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| 248 |   //pos.debug(); | 
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| 249 |   //PRINTF(0)("waterheight: %f\n", waterHeight); | 
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| 250 |   if(pos.y > waterHeight) | 
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| 251 |   { | 
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| 252 |     // Translate the world, then flip it upside down | 
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| 253 |     glTranslatef(0.0f, waterHeight*2.0f, 0.0f); | 
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| 254 |     glScalef(1.0, -1.0, 1.0); | 
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| 255 |  | 
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| 256 |     // Since the world is updside down we need to change the culling to FRONT | 
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| 257 |     glCullFace(GL_FRONT); | 
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| 258 |  | 
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| 259 |     // Set our plane equation and turn clipping on | 
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| 260 |     double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; | 
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| 261 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 262 |   } | 
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| 263 |   else | 
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| 264 |   { | 
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| 265 |     // If the camera is below the water we don't want to flip the world, | 
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| 266 |     // but just render it clipped so only the top is drawn. | 
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| 267 |     double plane[4] = {0.0, 1.0, 0.0, waterHeight}; | 
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| 268 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 269 |   } | 
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| 270 | } | 
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| 271 |  | 
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| 272 |  | 
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| 273 | void MappedWater::deactivateReflection() | 
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| 274 | { | 
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| 275 |   glDisable(GL_CLIP_PLANE0); | 
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| 276 |   glCullFace(GL_BACK); | 
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| 277 |  | 
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| 278 |   //mat.select(); | 
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| 279 |   /////glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
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| 280 |   ///mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
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| 281 |   /// | 
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| 282 |  | 
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| 283 |   glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(0)); | 
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| 284 |  | 
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| 285 |   // Create the texture and store it on the video card | 
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| 286 |   glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
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| 287 |  | 
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| 288 |  | 
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| 289 |   glPopMatrix(); | 
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| 290 |   glPopAttrib(); | 
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| 291 | } | 
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| 292 |  | 
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| 293 | void MappedWater::activateRefraction() | 
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| 294 | {/* | 
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| 295 |   // save viewport matrix and change the viewport size | 
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| 296 |   glPushAttrib(GL_VIEWPORT_BIT); | 
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| 297 |   glViewport(0,0, textureSize, textureSize); | 
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| 298 |  | 
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| 299 |   glMatrixMode(GL_MODELVIEW); | 
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| 300 |   glPushMatrix(); | 
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| 301 |  | 
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| 302 |   // If our camera is above the water we will render the scene flipped upside down. | 
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| 303 |   // In order to line up the reflection nicely with the world we have to translate | 
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| 304 |   // the world to the position of our reflected surface, multiplied by two. | 
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| 305 |   glEnable(GL_CLIP_PLANE0); | 
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| 306 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
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| 307 |   //pos.debug(); | 
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| 308 |   //PRINTF(0)("waterheight: %f\n", waterHeight); | 
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| 309 |   if(pos.y > waterHeight) | 
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| 310 |   { | 
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| 311 |     // Translate the world, then flip it upside down | 
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| 312 |     glTranslatef(0.0f, waterHeight*2.0f, 0.0f); | 
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| 313 |     glScalef(1.0, -1.0, 1.0); | 
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| 314 |  | 
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| 315 |     // Since the world is updside down we need to change the culling to FRONT | 
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| 316 |     glCullFace(GL_FRONT); | 
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| 317 |  | 
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| 318 |     // Set our plane equation and turn clipping on | 
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| 319 |     double plane[4] = {0.0, 1.0, 0.0, -waterHeight}; | 
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| 320 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 321 |   } | 
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| 322 |   else | 
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| 323 |   { | 
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| 324 |     // If the camera is below the water we don't want to flip the world, | 
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| 325 |     // but just render it clipped so only the top is drawn. | 
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| 326 |     double plane[4] = {0.0, 1.0, 0.0, waterHeight}; | 
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| 327 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 328 |   } | 
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| 329 | */ | 
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| 330 |  | 
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| 331 |   // To create the refraction and depth textures we do the same thing | 
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| 332 |   // we did for the reflection texture, except we don't need to turn | 
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| 333 |   // the world upside down.  We want to find the depth of the water, | 
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| 334 |   // not the depth of the sky and above water terrain. | 
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| 335 |  | 
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| 336 |   // save viewport matrix and change the viewport size | 
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| 337 |   glPushAttrib(GL_VIEWPORT_BIT); | 
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| 338 |   glViewport(0,0, textureSize, textureSize); | 
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| 339 |  | 
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| 340 |   glMatrixMode(GL_MODELVIEW); | 
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| 341 |   glPushMatrix(); | 
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| 342 |  | 
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| 343 |   // If our camera is above the water we will render only the parts that | 
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| 344 |   // are under the water.  If the camera is below the water we render | 
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| 345 |   // only the stuff above the water.  Like the reflection texture, we | 
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| 346 |   // incorporate clipping planes to only render what we need. | 
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| 347 |  | 
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| 348 |   // If the camera is above water, render the data below the water | 
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| 349 |   glEnable(GL_CLIP_PLANE0); | 
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| 350 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
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| 351 |   if(pos.y > waterHeight) | 
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| 352 |   { | 
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| 353 |     double plane[4] = {0.0, -1.0, 0.0, waterHeight};  | 
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| 354 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 355 |  | 
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| 356 |   } | 
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| 357 |   // If the camera is below the water, only render the data above the water | 
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| 358 |   else | 
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| 359 |   { | 
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| 360 |     glCullFace(GL_FRONT); | 
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| 361 |     double plane[4] = {0.0, 1.0, 0.0, -waterHeight};  | 
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| 362 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
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| 363 |   } | 
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| 364 | } | 
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| 365 |  | 
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| 366 | void MappedWater::deactivateRefraction() | 
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| 367 | { | 
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| 368 |   glDisable(GL_CLIP_PLANE0); | 
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| 369 |   glCullFace(GL_BACK); | 
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| 370 |  | 
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| 371 |  | 
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| 372 |   glBindTexture(GL_TEXTURE_2D, this->mat.getDiffuseTexture(1)); | 
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| 373 |  | 
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| 374 |   // Create the texture and store it on the video card | 
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| 375 |   glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
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| 376 |  | 
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| 377 |   glPopMatrix(); | 
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| 378 |   glPopAttrib(); | 
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| 379 |  | 
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| 380 |   // Bind the current scene to our refraction texture | 
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| 381 | //  glBindTexture(GL_TEXTURE_2D, g_Texture[REFRACTION_ID]); | 
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| 382 | //  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
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| 383 |  | 
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| 384 |   // Bind the current scene to our depth texture | 
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| 385 | //  glBindTexture(GL_TEXTURE_2D, g_Texture[DEPTH_ID]); | 
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| 386 | //  glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, textureSize, textureSize, 0); | 
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| 387 |  | 
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| 388 | } | 
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