| 1 | /* |
|---|
| 2 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 3 | |
|---|
| 4 | Copyright (C) 2004 orx |
|---|
| 5 | |
|---|
| 6 | This program is free software; you can redistribute it and/or modify |
|---|
| 7 | it under the terms of the GNU General Public License as published by |
|---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 9 | any later version. |
|---|
| 10 | |
|---|
| 11 | ### File Specific: |
|---|
| 12 | main-programmer: Stefan Lienard |
|---|
| 13 | co-programmer: ... |
|---|
| 14 | */ |
|---|
| 15 | |
|---|
| 16 | #include "mapped_water.h" |
|---|
| 17 | #include "util/loading/load_param.h" |
|---|
| 18 | #include "util/loading/factory.h" |
|---|
| 19 | #include "util/loading/resource_manager.h" |
|---|
| 20 | #include "state.h" |
|---|
| 21 | |
|---|
| 22 | |
|---|
| 23 | CREATE_FACTORY(MappedWater, CL_MAPPED_WATER); |
|---|
| 24 | |
|---|
| 25 | /** |
|---|
| 26 | * @brief constructor |
|---|
| 27 | * @param root xml data |
|---|
| 28 | */ |
|---|
| 29 | MappedWater::MappedWater(const TiXmlElement* root) |
|---|
| 30 | { |
|---|
| 31 | this->setClassID(CL_MAPPED_WATER, "MappedWater"); |
|---|
| 32 | this->toList(OM_ENVIRON); |
|---|
| 33 | |
|---|
| 34 | /// sets start values and parameters |
|---|
| 35 | this->initParams(); |
|---|
| 36 | // now the standard values were loaded, if the values are specified in the .oxw file |
|---|
| 37 | // loadParams will overwrite the standard values with the specified values |
|---|
| 38 | if (root != NULL) |
|---|
| 39 | this->loadParams(root); |
|---|
| 40 | |
|---|
| 41 | /// initialization of the textures |
|---|
| 42 | this->initTextures(); |
|---|
| 43 | |
|---|
| 44 | /// initialization of the shaders |
|---|
| 45 | this->initShaders(); |
|---|
| 46 | } |
|---|
| 47 | |
|---|
| 48 | /** |
|---|
| 49 | * @brief deltes shader and the uniform used by the camera |
|---|
| 50 | */ |
|---|
| 51 | MappedWater::~MappedWater() |
|---|
| 52 | { |
|---|
| 53 | delete shader; |
|---|
| 54 | delete cam_uni; |
|---|
| 55 | } |
|---|
| 56 | |
|---|
| 57 | /** |
|---|
| 58 | * @brief initialization of loadable parameters, sets start standard values |
|---|
| 59 | */ |
|---|
| 60 | void MappedWater::initParams() |
|---|
| 61 | { |
|---|
| 62 | // those standardvalues will be overwritten if they're also set in the oxw file |
|---|
| 63 | this->setWaterPos(0, 0, 0); |
|---|
| 64 | this->setWaterSize(100, 100); |
|---|
| 65 | this->setWaterUV(9); |
|---|
| 66 | this->setWaterFlow(0.08); |
|---|
| 67 | this->setLightPos(0, 10, 0); |
|---|
| 68 | this->setWaterAngle(0); |
|---|
| 69 | this->setNormalMapScale(0.25f); |
|---|
| 70 | |
|---|
| 71 | // initialization of the texture coords, speeds etc... |
|---|
| 72 | // normalUV wont change anymore |
|---|
| 73 | this->normalUV = this->waterUV * this->kNormalMapScale; |
|---|
| 74 | // move and move2 are used for the reflection and refraction, the values are changed in tick() |
|---|
| 75 | this->move = 0; |
|---|
| 76 | this->move2 = this->move * this->kNormalMapScale; |
|---|
| 77 | } |
|---|
| 78 | |
|---|
| 79 | /** |
|---|
| 80 | * @brief initialization of the textures |
|---|
| 81 | */ |
|---|
| 82 | void MappedWater::initTextures() |
|---|
| 83 | { |
|---|
| 84 | // sets parameters for the textures |
|---|
| 85 | this->textureSize = 512; |
|---|
| 86 | unsigned int channels = 32; |
|---|
| 87 | GLenum type = GL_RGBA; |
|---|
| 88 | |
|---|
| 89 | // set up refleciton texture |
|---|
| 90 | Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
|---|
| 91 | mat.setDiffuseMap(reflTex, 0); |
|---|
| 92 | // set up refraction texture |
|---|
| 93 | Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); |
|---|
| 94 | mat.setDiffuseMap(refrTex, 1); |
|---|
| 95 | // load normal map |
|---|
| 96 | mat.setDiffuseMap("pictures/normalmap.bmp", GL_TEXTURE_2D, 2); |
|---|
| 97 | // load dudv map |
|---|
| 98 | mat.setDiffuseMap("pictures/dudvmap.bmp", GL_TEXTURE_2D, 3); |
|---|
| 99 | |
|---|
| 100 | // sets texture parameters for reflection texture |
|---|
| 101 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); |
|---|
| 102 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
|---|
| 103 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
|---|
| 104 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
|---|
| 105 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
|---|
| 106 | // sets texture parameters for refraction texture |
|---|
| 107 | glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); |
|---|
| 108 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
|---|
| 109 | glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
|---|
| 110 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
|---|
| 111 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
|---|
| 112 | } |
|---|
| 113 | |
|---|
| 114 | /** |
|---|
| 115 | * @brief initialization of the shaders |
|---|
| 116 | */ |
|---|
| 117 | void MappedWater::initShaders() |
|---|
| 118 | { |
|---|
| 119 | // load shader files |
|---|
| 120 | shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag"); |
|---|
| 121 | |
|---|
| 122 | this->shader->activateShader(); |
|---|
| 123 | // Set the variable "reflection" to correspond to the first texture unit |
|---|
| 124 | Shader::Uniform(shader, "reflection").set(0); |
|---|
| 125 | // Set the variable "refraction" to correspond to the second texture unit |
|---|
| 126 | Shader::Uniform(shader, "refraction").set(1); |
|---|
| 127 | // Set the variable "normalMap" to correspond to the third texture unit |
|---|
| 128 | Shader::Uniform(shader, "normalMap").set(2); |
|---|
| 129 | // Set the variable "dudvMap" to correspond to the fourth texture unit |
|---|
| 130 | Shader::Uniform(shader, "dudvMap").set(3); |
|---|
| 131 | // Set the variable "depthMap" to correspond to the fifth texture unit |
|---|
| 132 | Shader::Uniform(shader, "depthMap").set(2); |
|---|
| 133 | // Give the variable "waterColor" a blue color |
|---|
| 134 | Shader::Uniform(shader, "waterColor").set(0.1f, 0.2f, 0.4f, 1.0f); |
|---|
| 135 | // Give the variable "lightPos" our hard coded light position |
|---|
| 136 | Shader::Uniform(shader, "lightPos").set(lightPos.x, lightPos.y, lightPos.z, 1.0f); |
|---|
| 137 | // uniform for the camera position |
|---|
| 138 | cam_uni = new Shader::Uniform(shader, "cameraPos"); |
|---|
| 139 | |
|---|
| 140 | this->shader->deactivateShader(); |
|---|
| 141 | } |
|---|
| 142 | |
|---|
| 143 | /** |
|---|
| 144 | * @brief ends the refraction and saves the graphic buffer into a texture |
|---|
| 145 | * @param root xml data |
|---|
| 146 | */ |
|---|
| 147 | void MappedWater::loadParams(const TiXmlElement* root) |
|---|
| 148 | { |
|---|
| 149 | WorldEntity::loadParams(root); |
|---|
| 150 | |
|---|
| 151 | LoadParam(root, "waterpos", this, MappedWater, setWaterPos); |
|---|
| 152 | LoadParam(root, "watersize", this, MappedWater, setWaterSize); |
|---|
| 153 | LoadParam(root, "lightpos", this, MappedWater, setLightPos); |
|---|
| 154 | LoadParam(root, "wateruv", this, MappedWater, setWaterUV); |
|---|
| 155 | LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); |
|---|
| 156 | LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); |
|---|
| 157 | LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); |
|---|
| 158 | } |
|---|
| 159 | |
|---|
| 160 | /** |
|---|
| 161 | * @brief activates the water shader and draws a quad with four textures on it |
|---|
| 162 | */ |
|---|
| 163 | void MappedWater::draw() const |
|---|
| 164 | { |
|---|
| 165 | glMatrixMode(GL_MODELVIEW); |
|---|
| 166 | |
|---|
| 167 | glPushMatrix(); |
|---|
| 168 | // don't use a glTranslate here, the reflection point won't be at the right place anymore |
|---|
| 169 | glRotatef(this->waterAngle, 0, 1, 0); |
|---|
| 170 | |
|---|
| 171 | mat.select(); |
|---|
| 172 | |
|---|
| 173 | this->shader->activateShader(); |
|---|
| 174 | |
|---|
| 175 | // reset the camera uniform to the current cam position |
|---|
| 176 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 177 | cam_uni->set(pos.x, pos.y, pos.z, 1.0f); |
|---|
| 178 | |
|---|
| 179 | glDisable(GL_BLEND); |
|---|
| 180 | |
|---|
| 181 | glBegin(GL_QUADS); |
|---|
| 182 | // The back left vertice for the water |
|---|
| 183 | glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV); // Reflection texture |
|---|
| 184 | glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move); // Refraction texture |
|---|
| 185 | glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2); // Normal map texture |
|---|
| 186 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 187 | glVertex3f(this->waterPos.x, this->waterPos.y, this->waterPos.z); |
|---|
| 188 | |
|---|
| 189 | // The front left vertice for the water |
|---|
| 190 | glMultiTexCoord2f(GL_TEXTURE0, 0, 0); // Reflection texture |
|---|
| 191 | glMultiTexCoord2f(GL_TEXTURE1, 0, -move); // Refraction texture |
|---|
| 192 | glMultiTexCoord2f(GL_TEXTURE2, 0, move2); // Normal map texture |
|---|
| 193 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 194 | glVertex3f(this->waterPos.x, this->waterPos.y, this->waterPos.z + this->zWidth); |
|---|
| 195 | |
|---|
| 196 | // The front right vertice for the water |
|---|
| 197 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0); // Reflection texture |
|---|
| 198 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move); // Refraction texture |
|---|
| 199 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2); // Normal map texture |
|---|
| 200 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 201 | glVertex3f(this->waterPos.x + this->xWidth, this->waterPos.y, this->waterPos.z + this->zWidth); |
|---|
| 202 | |
|---|
| 203 | // The back right vertice for the water |
|---|
| 204 | glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV); // Reflection texture |
|---|
| 205 | glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move); // Refraction texture |
|---|
| 206 | glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2); // Normal map texture |
|---|
| 207 | glMultiTexCoord2f(GL_TEXTURE3, 0, 0); // DUDV map texture |
|---|
| 208 | glVertex3f(this->waterPos.x + this->xWidth, this->waterPos.y, this->waterPos.z); |
|---|
| 209 | glEnd(); |
|---|
| 210 | |
|---|
| 211 | this->shader->deactivateShader(); |
|---|
| 212 | |
|---|
| 213 | mat.unselect(); |
|---|
| 214 | |
|---|
| 215 | glPopMatrix(); |
|---|
| 216 | } |
|---|
| 217 | |
|---|
| 218 | /** |
|---|
| 219 | * @brief tick tack, calculates the flow of the water |
|---|
| 220 | */ |
|---|
| 221 | void MappedWater::tick(float dt) |
|---|
| 222 | { |
|---|
| 223 | // makes the water flow |
|---|
| 224 | this->move += this->waterFlow * dt; |
|---|
| 225 | this->move2 = this->move * this->kNormalMapScale; |
|---|
| 226 | } |
|---|
| 227 | |
|---|
| 228 | /** |
|---|
| 229 | * @brief prepares everything to render the reflection texutre |
|---|
| 230 | */ |
|---|
| 231 | void MappedWater::activateReflection() |
|---|
| 232 | { |
|---|
| 233 | // To create the reflection texture we just need to set the view port |
|---|
| 234 | // to our texture map size, then render the current scene our camera |
|---|
| 235 | // is looking at to the already allocated texture unit. Since this |
|---|
| 236 | // is a reflection of the top of the water surface we use clipping |
|---|
| 237 | // planes to only render the top of the world as a reflection. If |
|---|
| 238 | // we are below the water we don't flip the reflection but just use |
|---|
| 239 | // the current view of the top as we are seeing through the water. |
|---|
| 240 | // When you look through water at the surface it isn't really reflected, |
|---|
| 241 | // only when looking down from above the water on the surface. |
|---|
| 242 | |
|---|
| 243 | // save viewport matrix and change the viewport size |
|---|
| 244 | glPushAttrib(GL_VIEWPORT_BIT); |
|---|
| 245 | glViewport(0,0, textureSize, textureSize); |
|---|
| 246 | |
|---|
| 247 | glMatrixMode(GL_MODELVIEW); |
|---|
| 248 | glPushMatrix(); |
|---|
| 249 | |
|---|
| 250 | // If our camera is above the water we will render the scene flipped upside down. |
|---|
| 251 | // In order to line up the reflection nicely with the world we have to translate |
|---|
| 252 | // the world to the position of our reflected surface, multiplied by two. |
|---|
| 253 | glEnable(GL_CLIP_PLANE0); |
|---|
| 254 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 255 | |
|---|
| 256 | if(pos.y > waterPos.y) |
|---|
| 257 | { |
|---|
| 258 | // Translate the world, then flip it upside down |
|---|
| 259 | glTranslatef(0, waterPos.y*2, 0); |
|---|
| 260 | glScalef(1, -1, 1); |
|---|
| 261 | |
|---|
| 262 | // Since the world is updside down we need to change the culling to FRONT |
|---|
| 263 | glCullFace(GL_FRONT); |
|---|
| 264 | |
|---|
| 265 | // Set our plane equation and turn clipping on |
|---|
| 266 | double plane[4] = {0, 1, 0, -waterPos.y}; |
|---|
| 267 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 268 | } |
|---|
| 269 | else |
|---|
| 270 | { |
|---|
| 271 | // If the camera is below the water we don't want to flip the world, |
|---|
| 272 | // but just render it clipped so only the top is drawn. |
|---|
| 273 | double plane[4] = {0, 1, 0, waterPos.y}; |
|---|
| 274 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 275 | } |
|---|
| 276 | } |
|---|
| 277 | |
|---|
| 278 | /** |
|---|
| 279 | * @brief ends the reflection and saves the graphic buffer into a texture |
|---|
| 280 | */ |
|---|
| 281 | void MappedWater::deactivateReflection() |
|---|
| 282 | { |
|---|
| 283 | glDisable(GL_CLIP_PLANE0); |
|---|
| 284 | glCullFace(GL_BACK); |
|---|
| 285 | |
|---|
| 286 | // Create the texture and store it on the video card |
|---|
| 287 | mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
|---|
| 288 | |
|---|
| 289 | glPopMatrix(); |
|---|
| 290 | glPopAttrib(); |
|---|
| 291 | } |
|---|
| 292 | |
|---|
| 293 | /** |
|---|
| 294 | * @brief prepares everything to render the refraction texutre |
|---|
| 295 | */ |
|---|
| 296 | void MappedWater::activateRefraction() |
|---|
| 297 | { |
|---|
| 298 | // To create the refraction and depth textures we do the same thing |
|---|
| 299 | // we did for the reflection texture, except we don't need to turn |
|---|
| 300 | // the world upside down. We want to find the depth of the water, |
|---|
| 301 | // not the depth of the sky and above water terrain. |
|---|
| 302 | |
|---|
| 303 | // save viewport matrix and change the viewport size |
|---|
| 304 | glPushAttrib(GL_VIEWPORT_BIT); |
|---|
| 305 | glViewport(0,0, textureSize, textureSize); |
|---|
| 306 | |
|---|
| 307 | glMatrixMode(GL_MODELVIEW); |
|---|
| 308 | glPushMatrix(); |
|---|
| 309 | |
|---|
| 310 | // If our camera is above the water we will render only the parts that |
|---|
| 311 | // are under the water. If the camera is below the water we render |
|---|
| 312 | // only the stuff above the water. Like the reflection texture, we |
|---|
| 313 | // incorporate clipping planes to only render what we need. |
|---|
| 314 | |
|---|
| 315 | // If the camera is above water, render the data below the water |
|---|
| 316 | glEnable(GL_CLIP_PLANE0); |
|---|
| 317 | Vector pos = State::getCameraNode()->getAbsCoor(); |
|---|
| 318 | if(pos.y > waterPos.y) |
|---|
| 319 | { |
|---|
| 320 | double plane[4] = {0, -1, 0, waterPos.y}; |
|---|
| 321 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 322 | } |
|---|
| 323 | // If the camera is below the water, only render the data above the water |
|---|
| 324 | else |
|---|
| 325 | { |
|---|
| 326 | glCullFace(GL_FRONT); |
|---|
| 327 | double plane[4] = {0, 1, 0, -waterPos.y}; |
|---|
| 328 | glClipPlane(GL_CLIP_PLANE0, plane); |
|---|
| 329 | } |
|---|
| 330 | } |
|---|
| 331 | |
|---|
| 332 | /** |
|---|
| 333 | * @brief ends the refraction and saves the graphic buffer into a texture |
|---|
| 334 | */ |
|---|
| 335 | void MappedWater::deactivateRefraction() |
|---|
| 336 | { |
|---|
| 337 | glDisable(GL_CLIP_PLANE0); |
|---|
| 338 | glCullFace(GL_BACK); |
|---|
| 339 | |
|---|
| 340 | // Create the texture and store it on the video card |
|---|
| 341 | mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); |
|---|
| 342 | |
|---|
| 343 | glPopMatrix(); |
|---|
| 344 | glPopAttrib(); |
|---|
| 345 | } |
|---|