| 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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