| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Stefan Lienard | 
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| 13 |    co-programmer: ... | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #include "mapped_water.h" | 
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| 17 | #include "util/loading/load_param.h" | 
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| 18 | #include "util/loading/factory.h" | 
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| 19 | #include "state.h" | 
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| 20 | #include "t_animation.h" | 
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| 21 | #include <cmath> | 
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| 22 | #include "glgui.h" | 
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| 23 | #include "shell_command.h" | 
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| 24 | #include "script_class.h" | 
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| 25 |  | 
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| 26 | #include "resource_shader.h" | 
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| 27 |  | 
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| 28 | #include "class_id_DEPRECATED.h" | 
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| 29 | ObjectListDefinitionID(MappedWater, CL_MAPPED_WATER); | 
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| 30 | CREATE_FACTORY(MappedWater); | 
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| 31 |  | 
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| 32 | SHELL_COMMAND(gui, MappedWater, toggleGui); | 
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| 33 | SHELL_COMMAND(output, MappedWater, saveParams); | 
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| 34 |  | 
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| 35 | CREATE_SCRIPTABLE_CLASS(MappedWater, | 
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| 36 |                         addMethod("waterUV", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterUV)) | 
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| 37 |                         ->addMethod("waterFlow", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterFlow)) | 
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| 38 |                         ->addMethod("shineSize", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineSize)) | 
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| 39 |                         ->addMethod("shineStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeShineStrength)) | 
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| 40 |                         ->addMethod("reflStrength", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeReflStrength)) | 
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| 41 |                         ->addMethod("refraction", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeRefraction)) | 
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| 42 |                         ->addMethod("waterHeight", Executor2<MappedWater, lua_State*, float, float>(&MappedWater::fadeWaterHeight)) | 
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| 43 |                         ->addMethod("waterColor", Executor4<MappedWater, lua_State*, float, float, float, float>(&MappedWater::fadeWaterColor))); | 
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| 44 |  | 
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| 45 |  | 
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| 46 | /** | 
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| 47 |  * @brief constructor | 
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| 48 |  * @param root xml data | 
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| 49 |  */ | 
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| 50 | MappedWater::MappedWater(const TiXmlElement* root) | 
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| 51 | { | 
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| 52 |   this->registerObject(this, MappedWater::_objectList); | 
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| 53 |   this->toList(OM_ENVIRON); | 
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| 54 |  | 
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| 55 |   /// sets start values and parameters | 
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| 56 |   this->initParams(); | 
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| 57 |   // now the standard values were loaded, if the values are specified in the .oxw file | 
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| 58 |   // loadParams will overwrite the standard values with the specified values | 
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| 59 |   if (root != NULL) | 
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| 60 |     this->loadParams(root); | 
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| 61 |  | 
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| 62 |   /// initialization of the textures | 
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| 63 |   this->initTextures(); | 
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| 64 |  | 
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| 65 |   /// initialization of the shaders | 
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| 66 |   this->initShaders(); | 
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| 67 |  | 
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| 68 |   /// calculation of the 4 verts of the water quad | 
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| 69 |   this->calcVerts(); | 
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| 70 |  | 
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| 71 |   // init gui | 
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| 72 |   this->box = NULL; | 
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| 73 | } | 
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| 74 |  | 
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| 75 | /** | 
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| 76 |  * @brief deltes shader and the uniform used by the camera | 
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| 77 |  */ | 
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| 78 | MappedWater::~MappedWater() | 
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| 79 | { | 
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| 80 |   delete cam_uni; | 
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| 81 |   delete color_uni; | 
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| 82 |   delete light_uni; | 
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| 83 |   delete shineSize_uni; | 
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| 84 |   delete shineStrength_uni; | 
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| 85 |   delete reflStrength_uni; | 
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| 86 |   delete refr_uni; | 
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| 87 | } | 
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| 88 |  | 
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| 89 | /** | 
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| 90 |  * @brief initialization of loadable parameters, sets start standard values | 
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| 91 |  */ | 
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| 92 | void MappedWater::initParams() | 
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| 93 | { | 
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| 94 |   // those standardvalues will be overwritten if they're also set in the oxw file | 
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| 95 |   this->setWaterPos(0, 0, 0); | 
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| 96 |   this->setWaterSize(100, 100); | 
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| 97 |   this->setWaterUV(9); | 
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| 98 |   this->setWaterFlow(0.08f); | 
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| 99 |   this->setLightPos(0, 10, 0); | 
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| 100 |   this->setWaterAngle(0); | 
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| 101 |   this->setNormalMapScale(0.25f); | 
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| 102 |   this->setWaterColor(0.1f, 0.2f, 0.4f); | 
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| 103 |   this->setShineSize(128); | 
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| 104 |   this->setShineStrength(0.7f); | 
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| 105 |   this->setReflStrength(1.0f); | 
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| 106 |   this->setRefraction(0.009f); | 
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| 107 |  | 
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| 108 |   // initialization of the texture coords, speeds etc... | 
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| 109 |   // normalUV wont change anymore | 
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| 110 |   this->normalUV = this->waterUV * this->kNormalMapScale; | 
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| 111 |   // move and move2 are used for the reflection and refraction, the values are changed in tick() | 
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| 112 |   this->move = 0; | 
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| 113 |   this->move2 = this->move * this->kNormalMapScale; | 
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| 114 |  | 
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| 115 |   // initalize fading bools | 
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| 116 |   this->bFadeWaterHeight = false; | 
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| 117 |   this->bFadeWaterUV = false; | 
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| 118 |   this->bFadeWaterFlow = false; | 
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| 119 |   this->bFadeShineSize = false; | 
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| 120 |   this->bFadeShineStrength = false; | 
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| 121 |   this->bFadeReflStrength = false; | 
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| 122 |   this->bFadeRefraction = false; | 
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| 123 |   this->bFadeWaterColor = false; | 
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| 124 | } | 
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| 125 |  | 
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| 126 | /** | 
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| 127 |  * @brief initialization of the textures | 
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| 128 |  */ | 
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| 129 | void MappedWater::initTextures() | 
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| 130 | { | 
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| 131 |   // sets parameters for the textures | 
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| 132 |   this->textureSize = 512; | 
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| 133 |   unsigned int channels = 32; | 
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| 134 |   GLenum type = GL_RGBA; | 
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| 135 |  | 
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| 136 |   // set up refleciton texture | 
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| 137 |   Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
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| 138 |   mat.setDiffuseMap(reflTex, 0); | 
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| 139 |   // set up refraction texture | 
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| 140 |   Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); | 
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| 141 |   mat.setDiffuseMap(refrTex, 1); | 
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| 142 |   // load normal map | 
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| 143 |   mat.setDiffuseMap("pictures/water_normalmap.bmp", GL_TEXTURE_2D, 2); | 
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| 144 |   // load dudv map | 
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| 145 |   mat.setDiffuseMap("pictures/water_dudvmap.bmp", GL_TEXTURE_2D, 3); | 
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| 146 |  | 
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| 147 |   // sets texture parameters for reflection texture | 
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| 148 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(0)); | 
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| 149 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 150 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 151 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 152 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 153 |   // sets texture parameters for refraction texture | 
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| 154 |   glBindTexture(GL_TEXTURE_2D, this->mat.diffuseTextureID(1)); | 
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| 155 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | 
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| 156 |   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | 
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| 157 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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| 158 |   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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| 159 | } | 
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| 160 |  | 
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| 161 | /** | 
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| 162 |  * @brief initialization of the shaders | 
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| 163 |  */ | 
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| 164 | void MappedWater::initShaders() | 
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| 165 | { | 
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| 166 |   // load shader files | 
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| 167 |   shader = ResourceShader( "shaders/mapped_water.vert", "shaders/mapped_water.frag"); | 
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| 168 |  | 
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| 169 |   this->shader.activateShader(); | 
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| 170 |   // Set the variable "reflection" to correspond to the first texture unit | 
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| 171 |   Shader::Uniform(shader, "reflection").set(0); | 
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| 172 |   // Set the variable "refraction" to correspond to the second texture unit | 
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| 173 |   Shader::Uniform(shader, "refraction").set(1); | 
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| 174 |   // Set the variable "normalMap" to correspond to the third texture unit | 
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| 175 |   Shader::Uniform(shader, "normalMap").set(2); | 
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| 176 |   // Set the variable "dudvMap" to correspond to the fourth texture unit | 
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| 177 |   Shader::Uniform(shader, "dudvMap").set(3); | 
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| 178 |   // Set the variable "depthMap" to correspond to the fifth texture unit | 
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| 179 |   Shader::Uniform(shader, "depthMap").set(1); | 
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| 180 |   // Give the variable "waterColor" a blue color | 
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| 181 |   color_uni = new Shader::Uniform(shader, "waterColor"); | 
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| 182 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
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| 183 |   // Give the variable "lightPos" our hard coded light position | 
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| 184 |   light_uni = new Shader::Uniform(shader, "lightPos"); | 
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| 185 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
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| 186 |   // Set the variable "shine" | 
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| 187 |   shineSize_uni = new Shader::Uniform(shader, "kShine"); | 
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| 188 |   shineSize_uni->set(this->shineSize); | 
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| 189 |   // Set the variable "shineStrength" | 
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| 190 |   shineStrength_uni = new Shader::Uniform(shader, "shineStrength"); | 
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| 191 |   shineStrength_uni->set(this->shineStrength); | 
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| 192 |   // Set the variable "reflStrength" | 
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| 193 |   reflStrength_uni = new Shader::Uniform(shader, "reflStrength"); | 
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| 194 |   reflStrength_uni->set(this->reflStrength); | 
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| 195 |   // Set the variable "refraction" | 
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| 196 |   refr_uni = new Shader::Uniform(shader, "kRefraction"); | 
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| 197 |   refr_uni->set(this->refraction); | 
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| 198 |   // uniform for the camera position | 
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| 199 |   cam_uni = new Shader::Uniform(shader, "cameraPos"); | 
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| 200 |  | 
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| 201 |   this->shader.deactivateShader(); | 
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| 202 | } | 
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| 203 |  | 
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| 204 | /** | 
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| 205 |  * @brief calculates the 4 verts of the water quad | 
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| 206 |  */ | 
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| 207 | void MappedWater::calcVerts() | 
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| 208 | { | 
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| 209 |   float deg2radtemp = this->waterAngle / 180 * PI; | 
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| 210 |  | 
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| 211 |   this->waterVerts[2] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth; | 
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| 212 |   this->waterVerts[3] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth; | 
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| 213 |   this->waterVerts[4] = this->waterVerts[0] + cos(deg2radtemp) * this->xWidth - sin(deg2radtemp) * this->zWidth; | 
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| 214 |   this->waterVerts[5] = this->waterVerts[1] + sin(deg2radtemp) * this->xWidth + cos(deg2radtemp) * this->zWidth; | 
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| 215 |   this->waterVerts[6] = this->waterVerts[0] - sin(deg2radtemp) * this->zWidth; | 
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| 216 |   this->waterVerts[7] = this->waterVerts[1] + cos(deg2radtemp) * this->zWidth; | 
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| 217 | } | 
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| 218 |  | 
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| 219 | /** | 
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| 220 |  * @brief resets the waterColor in the Shader | 
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| 221 |  * @param r new value for red | 
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| 222 |  * @param g new value for green | 
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| 223 |  * @param b new value for blue | 
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| 224 |  */ | 
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| 225 | void MappedWater::resetWaterColor(float r, float g, float b) | 
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| 226 | { | 
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| 227 |   this->shader.activateShader(); | 
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| 228 |   this->waterColor = Vector(r, g, b); | 
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| 229 |  | 
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| 230 |   // Give the variable "waterColor" a color | 
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| 231 |   color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f); | 
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| 232 |  | 
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| 233 |   this->shader.deactivateShader(); | 
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| 234 | } | 
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| 235 |  | 
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| 236 | /** | 
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| 237 |  * @brief resets the shininess in the Shader | 
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| 238 |  * @param shine new value for the shininess | 
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| 239 |  */ | 
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| 240 | void MappedWater::resetShineSize(float shine) | 
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| 241 | { | 
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| 242 |   this->shader.activateShader(); | 
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| 243 |   this->shineSize = shine; | 
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| 244 |  | 
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| 245 |   // Set the variable "shine" | 
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| 246 |   shineSize_uni->set(this->shineSize); | 
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| 247 |  | 
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| 248 |   this->shader.deactivateShader(); | 
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| 249 | } | 
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| 250 |  | 
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| 251 | /** | 
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| 252 |  * @brief resets the strength of the specular reflection in the Shader | 
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| 253 |  * @param strength new value for the strength of the specular reflection | 
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| 254 |  */ | 
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| 255 | void MappedWater::resetShineStrength(float strength) | 
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| 256 | { | 
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| 257 |   this->shader.activateShader(); | 
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| 258 |   this->shineStrength = strength; | 
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| 259 |  | 
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| 260 |   // Set the variable "shine" | 
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| 261 |   shineStrength_uni->set(this->shineStrength); | 
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| 262 |  | 
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| 263 |   this->shader.deactivateShader(); | 
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| 264 | } | 
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| 265 |  | 
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| 266 | /** | 
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| 267 |  * @brief resets the strength of the reflection in the Shader | 
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| 268 |  * @param strength new value for the strength of the reflection | 
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| 269 |  */ | 
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| 270 | void MappedWater::resetReflStrength(float strength) | 
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| 271 | { | 
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| 272 |   this->shader.activateShader(); | 
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| 273 |   this->reflStrength = strength; | 
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| 274 |  | 
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| 275 |   // Set the variable "shine" | 
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| 276 |   reflStrength_uni->set(this->reflStrength); | 
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| 277 |  | 
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| 278 |   this->shader.deactivateShader(); | 
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| 279 | } | 
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| 280 |  | 
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| 281 | /** | 
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| 282 |  * @brief resets the refraction in the Shader | 
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| 283 |  * @param refraction new value for the refraction | 
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| 284 |  */ | 
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| 285 | void MappedWater::resetRefraction(float refraction) | 
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| 286 | { | 
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| 287 |   this->shader.activateShader(); | 
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| 288 |   this->refraction = refraction; | 
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| 289 |  | 
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| 290 |   // Set the variable "shine" | 
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| 291 |   refr_uni->set(this->refraction); | 
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| 292 |  | 
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| 293 |   this->shader.deactivateShader(); | 
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| 294 | } | 
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| 295 |  | 
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| 296 | /** | 
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| 297 |  * @brief resets the lightPos in the Shader | 
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| 298 |  * @param x new x value | 
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| 299 |  * @param y new y value | 
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| 300 |  * @param z new z value | 
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| 301 |  */ | 
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| 302 | void MappedWater::resetLightPos(float x, float y, float z) | 
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| 303 | { | 
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| 304 |   this->shader.activateShader(); | 
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| 305 |   this->lightPos = Vector(x, y, z); | 
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| 306 |  | 
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| 307 |   // Give the variable "lightPos" our hard coded light position | 
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| 308 |   light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f); | 
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| 309 |  | 
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| 310 |   this->shader.deactivateShader(); | 
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| 311 | } | 
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| 312 |  | 
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| 313 | /** | 
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| 314 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
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| 315 |  * @param root xml data | 
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| 316 |  */ | 
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| 317 | void MappedWater::loadParams(const TiXmlElement* root) | 
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| 318 | { | 
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| 319 |   WorldEntity::loadParams(root); | 
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| 320 |  | 
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| 321 |   LoadParam(root, "waterpos", this, MappedWater, setWaterPos); | 
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| 322 |   LoadParam(root, "watersize", this, MappedWater, setWaterSize); | 
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| 323 |   LoadParam(root, "wateruv", this, MappedWater, setWaterUV); | 
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| 324 |   LoadParam(root, "waterflow", this, MappedWater, setWaterFlow); | 
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| 325 |   LoadParam(root, "lightpos", this, MappedWater, setLightPos); | 
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| 326 |   LoadParam(root, "waterangle", this, MappedWater, setWaterAngle); | 
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| 327 |   LoadParam(root, "normalmapscale", this, MappedWater, setNormalMapScale); | 
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| 328 |   LoadParam(root, "shinesize", this, MappedWater, setShineSize); | 
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| 329 |   LoadParam(root, "shinestrength", this, MappedWater, setShineStrength); | 
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| 330 |   LoadParam(root, "reflstrength", this, MappedWater, setReflStrength); | 
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| 331 |   LoadParam(root, "refraction", this, MappedWater, setRefraction); | 
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| 332 |   LoadParam(root, "watercolor", this, MappedWater, setWaterColor); | 
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| 333 | } | 
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| 334 |  | 
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| 335 | /** | 
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| 336 |  * @brief prints the xml code of the water params | 
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| 337 |  */ | 
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| 338 | void MappedWater::saveParams() | 
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| 339 | { | 
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| 340 |   // it's not too nice, but it works fine | 
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| 341 |   PRINT(0)("\nMappedWater XML Code:\n<MappedWater>\n"); | 
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| 342 |  | 
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| 343 |   PRINT(0)("  <waterpos>%f, %f, %f</waterpos>\n", this->waterVerts[0], this->waterHeight, this->waterVerts[1]); | 
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| 344 |   PRINT(0)("  <watersize>%f, %f</watersize>\n", this->xWidth, this->zWidth); | 
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| 345 |   PRINT(0)("  <wateruv>%f</wateruv>\n", this->waterUV); | 
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| 346 |   PRINT(0)("  <waterflow>%f</waterflow>\n", this->waterFlow); | 
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| 347 |   PRINT(0)("  <lightpos>%f, %f, %f</lightpos>\n", this->lightPos.x, this->lightPos.y, this->lightPos.z); | 
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| 348 |   PRINT(0)("  <waterangle>%f</waterangle>\n", this->waterAngle); | 
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| 349 |   PRINT(0)("  <normalmapscale>%f</normalmapscale>\n", this->kNormalMapScale); | 
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| 350 |   PRINT(0)("  <shinesize>%f</shinesize>\n", this->shineSize); | 
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| 351 |   PRINT(0)("  <shinestrength>%f</shinestrength>\n", this->shineStrength); | 
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| 352 |   PRINT(0)("  <reflstrength>%f</reflstrength>\n", this->reflStrength); | 
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| 353 |   PRINT(0)("  <refraction>%f</refraction>\n", this->refraction); | 
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| 354 |   PRINT(0)("  <watercolor>%f, %f, %f</watercolor>\n", this->waterColor.x, this->waterColor.y, this->waterColor.z); | 
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| 355 |  | 
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| 356 |   PRINT(0)("</MappedWater>\n"); | 
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| 357 | } | 
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| 358 |  | 
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| 359 | /** | 
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| 360 |  * @brief starts the slider gui that lets you edit all water parameters | 
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| 361 |  */ | 
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| 362 | void MappedWater::toggleGui() | 
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| 363 | { | 
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| 364 |   if (this->box == NULL) | 
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| 365 |   { | 
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| 366 |     this->box = new OrxGui::GLGuiBox(OrxGui::Vertical); | 
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| 367 |     { | 
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| 368 |       OrxGui::GLGuiBox* waterColorBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 369 |       { | 
|---|
| 370 |         OrxGui::GLGuiText* waterColorText = new OrxGui::GLGuiText(); | 
|---|
| 371 |         waterColorText->setText("WaterColor"); | 
|---|
| 372 |         waterColorBox->pack(waterColorText); | 
|---|
| 373 |  | 
|---|
| 374 |         OrxGui::GLGuiSlider* waterColorR = new OrxGui::GLGuiSlider(); | 
|---|
| 375 |         waterColorR->setRange(0, 1.0f); | 
|---|
| 376 |         waterColorR->setValue(this->waterColor.x); | 
|---|
| 377 |         waterColorR->setStep(0.1f); | 
|---|
| 378 |         waterColorR->valueChanged.connect(this, &MappedWater::resetWaterColorR); | 
|---|
| 379 |         waterColorBox->pack(waterColorR); | 
|---|
| 380 |  | 
|---|
| 381 |         OrxGui::GLGuiSlider* waterColorG = new OrxGui::GLGuiSlider(); | 
|---|
| 382 |         waterColorG->setRange(0, 1.0f); | 
|---|
| 383 |         waterColorG->setStep(0.1f); | 
|---|
| 384 |         waterColorG->setValue(this->waterColor.y); | 
|---|
| 385 |         waterColorG->valueChanged.connect(this, &MappedWater::resetWaterColorG); | 
|---|
| 386 |         waterColorBox->pack(waterColorG); | 
|---|
| 387 |  | 
|---|
| 388 |         OrxGui::GLGuiSlider* waterColorB = new OrxGui::GLGuiSlider(); | 
|---|
| 389 |         waterColorB->setRange(0, 1.0f); | 
|---|
| 390 |         waterColorB->setStep(0.1f); | 
|---|
| 391 |         waterColorB->setValue(this->waterColor.z); | 
|---|
| 392 |         waterColorB->valueChanged.connect(this, &MappedWater::resetWaterColorB); | 
|---|
| 393 |         waterColorBox->pack(waterColorB); | 
|---|
| 394 |       } | 
|---|
| 395 |       this->box->pack(waterColorBox); | 
|---|
| 396 |  | 
|---|
| 397 |       OrxGui::GLGuiBox* waterUVBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 398 |       { | 
|---|
| 399 |         OrxGui::GLGuiText* waterUVText = new OrxGui::GLGuiText(); | 
|---|
| 400 |         waterUVText->setText("WaterUV"); | 
|---|
| 401 |         waterUVBox->pack(waterUVText); | 
|---|
| 402 |  | 
|---|
| 403 |         OrxGui::GLGuiSlider* waterUV = new OrxGui::GLGuiSlider(); | 
|---|
| 404 |         waterUV->setRange(1, 20); | 
|---|
| 405 |         waterUV->setValue(this->waterUV); | 
|---|
| 406 |         waterUV->setStep(1); | 
|---|
| 407 |         waterUV->valueChanged.connect(this, &MappedWater::setWaterUV); | 
|---|
| 408 |         waterUVBox->pack(waterUV); | 
|---|
| 409 |       } | 
|---|
| 410 |       this->box->pack(waterUVBox); | 
|---|
| 411 |  | 
|---|
| 412 |       OrxGui::GLGuiBox* waterFlowBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 413 |       { | 
|---|
| 414 |         OrxGui::GLGuiText* waterFlowText = new OrxGui::GLGuiText(); | 
|---|
| 415 |         waterFlowText->setText("WaterFlow"); | 
|---|
| 416 |         waterFlowBox->pack(waterFlowText); | 
|---|
| 417 |  | 
|---|
| 418 |         OrxGui::GLGuiSlider* waterFlow = new OrxGui::GLGuiSlider(); | 
|---|
| 419 |         waterFlow->setRange(0.01f, 2); | 
|---|
| 420 |         waterFlow->setValue(this->waterFlow); | 
|---|
| 421 |         waterFlow->setStep(0.02f); | 
|---|
| 422 |         waterFlow->valueChanged.connect(this, &MappedWater::setWaterFlow); | 
|---|
| 423 |         waterFlowBox->pack(waterFlow); | 
|---|
| 424 |       } | 
|---|
| 425 |       this->box->pack(waterFlowBox); | 
|---|
| 426 |  | 
|---|
| 427 |       OrxGui::GLGuiBox* shineSizeBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 428 |       { | 
|---|
| 429 |         OrxGui::GLGuiText* shineSizeText = new OrxGui::GLGuiText(); | 
|---|
| 430 |         shineSizeText->setText("ShineSize"); | 
|---|
| 431 |         shineSizeBox->pack(shineSizeText); | 
|---|
| 432 |  | 
|---|
| 433 |         OrxGui::GLGuiSlider* shineSize = new OrxGui::GLGuiSlider(); | 
|---|
| 434 |         shineSize->setRange(1, 128); | 
|---|
| 435 |         shineSize->setValue(this->shineSize); | 
|---|
| 436 |         shineSize->setStep(1); | 
|---|
| 437 |         shineSize->valueChanged.connect(this, &MappedWater::resetShineSize); | 
|---|
| 438 |         shineSizeBox->pack(shineSize); | 
|---|
| 439 |       } | 
|---|
| 440 |       this->box->pack(shineSizeBox); | 
|---|
| 441 |  | 
|---|
| 442 |       OrxGui::GLGuiBox* shineStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 443 |       { | 
|---|
| 444 |         OrxGui::GLGuiText* shineStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 445 |         shineStrengthText->setText("ShineStrength"); | 
|---|
| 446 |         shineStrengthBox->pack(shineStrengthText); | 
|---|
| 447 |  | 
|---|
| 448 |         OrxGui::GLGuiSlider* shineStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 449 |         shineStrength->setRange(0, 1); | 
|---|
| 450 |         shineStrength->setValue(this->shineStrength); | 
|---|
| 451 |         shineStrength->setStep(0.1f); | 
|---|
| 452 |         shineStrength->valueChanged.connect(this, &MappedWater::resetShineStrength); | 
|---|
| 453 |         shineStrengthBox->pack(shineStrength); | 
|---|
| 454 |       } | 
|---|
| 455 |       this->box->pack(shineStrengthBox); | 
|---|
| 456 |  | 
|---|
| 457 |       OrxGui::GLGuiBox* reflStrengthBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 458 |       { | 
|---|
| 459 |         OrxGui::GLGuiText* reflStrengthText = new OrxGui::GLGuiText(); | 
|---|
| 460 |         reflStrengthText->setText("ReflStrength"); | 
|---|
| 461 |         reflStrengthBox->pack(reflStrengthText); | 
|---|
| 462 |  | 
|---|
| 463 |         OrxGui::GLGuiSlider* reflStrength = new OrxGui::GLGuiSlider(); | 
|---|
| 464 |         reflStrength->setRange(0, 1); | 
|---|
| 465 |         reflStrength->setValue(this->reflStrength); | 
|---|
| 466 |         reflStrength->setStep(0.1f); | 
|---|
| 467 |         reflStrength->valueChanged.connect(this, &MappedWater::resetReflStrength); | 
|---|
| 468 |         reflStrengthBox->pack(reflStrength); | 
|---|
| 469 |       } | 
|---|
| 470 |       this->box->pack(reflStrengthBox); | 
|---|
| 471 |  | 
|---|
| 472 |       OrxGui::GLGuiBox* refractionBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 473 |       { | 
|---|
| 474 |         OrxGui::GLGuiText* refractionText = new OrxGui::GLGuiText(); | 
|---|
| 475 |         refractionText->setText("Refraction"); | 
|---|
| 476 |         refractionBox->pack(refractionText); | 
|---|
| 477 |  | 
|---|
| 478 |         OrxGui::GLGuiSlider* refraction = new OrxGui::GLGuiSlider(); | 
|---|
| 479 |         refraction->setRange(0.001f, 0.1f); | 
|---|
| 480 |         refraction->setValue(this->refraction); | 
|---|
| 481 |         refraction->setStep(0.004f); | 
|---|
| 482 |         refraction->valueChanged.connect(this, &MappedWater::resetRefraction); | 
|---|
| 483 |         refractionBox->pack(refraction); | 
|---|
| 484 |       } | 
|---|
| 485 |       this->box->pack(refractionBox); | 
|---|
| 486 |  | 
|---|
| 487 |       OrxGui::GLGuiBox* lightPosBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 488 |       { | 
|---|
| 489 |         OrxGui::GLGuiText* lightPosText = new OrxGui::GLGuiText(); | 
|---|
| 490 |         lightPosText->setText("LightPos"); | 
|---|
| 491 |         lightPosBox->pack(lightPosText); | 
|---|
| 492 |  | 
|---|
| 493 |         OrxGui::GLGuiSlider* lightPosX = new OrxGui::GLGuiSlider(); | 
|---|
| 494 |         lightPosX->setRange(-4000, 4000); | 
|---|
| 495 |         lightPosX->setValue(this->lightPos.x); | 
|---|
| 496 |         lightPosX->setStep(15); | 
|---|
| 497 |         lightPosX->valueChanged.connect(this, &MappedWater::resetLightPosX); | 
|---|
| 498 |         lightPosBox->pack(lightPosX); | 
|---|
| 499 |  | 
|---|
| 500 |         OrxGui::GLGuiSlider* lightPosY = new OrxGui::GLGuiSlider(); | 
|---|
| 501 |         lightPosY->setRange(-4000, 4000); | 
|---|
| 502 |         lightPosY->setStep(15); | 
|---|
| 503 |         lightPosY->setValue(this->lightPos.y); | 
|---|
| 504 |         lightPosY->valueChanged.connect(this, &MappedWater::resetLightPosY); | 
|---|
| 505 |         lightPosBox->pack(lightPosY); | 
|---|
| 506 |  | 
|---|
| 507 |         OrxGui::GLGuiSlider* lightPosZ = new OrxGui::GLGuiSlider(); | 
|---|
| 508 |         lightPosZ->setRange(-4000, 4000); | 
|---|
| 509 |         lightPosZ->setStep(15); | 
|---|
| 510 |         lightPosZ->setValue(this->lightPos.z); | 
|---|
| 511 |         lightPosZ->valueChanged.connect(this, &MappedWater::resetLightPosZ); | 
|---|
| 512 |         lightPosBox->pack(lightPosZ); | 
|---|
| 513 |       } | 
|---|
| 514 |       this->box->pack(lightPosBox); | 
|---|
| 515 |  | 
|---|
| 516 |       OrxGui::GLGuiBox* waterHeightBox = new OrxGui::GLGuiBox(OrxGui::Horizontal); | 
|---|
| 517 |       { | 
|---|
| 518 |         OrxGui::GLGuiText* waterHeightText = new OrxGui::GLGuiText(); | 
|---|
| 519 |         waterHeightText->setText("WaterHeight"); | 
|---|
| 520 |         waterHeightBox->pack(waterHeightText); | 
|---|
| 521 |  | 
|---|
| 522 |         OrxGui::GLGuiSlider* waterHeight = new OrxGui::GLGuiSlider(); | 
|---|
| 523 |         waterHeight->setRange(100, 370); | 
|---|
| 524 |         waterHeight->setValue(this->waterHeight); | 
|---|
| 525 |         waterHeight->setStep(4); | 
|---|
| 526 |         waterHeight->valueChanged.connect(this, &MappedWater::setWaterHeight); | 
|---|
| 527 |         waterHeightBox->pack(waterHeight); | 
|---|
| 528 |       } | 
|---|
| 529 |       this->box->pack(waterHeightBox); | 
|---|
| 530 |     } | 
|---|
| 531 |  | 
|---|
| 532 |     this->box->showAll(); | 
|---|
| 533 |     this->box->setAbsCoor2D(300, 40); | 
|---|
| 534 |     OrxGui::GLGuiHandler::getInstance()->activate(); | 
|---|
| 535 |     OrxGui::GLGuiHandler::getInstance()->activateCursor(); | 
|---|
| 536 |   } | 
|---|
| 537 |   else | 
|---|
| 538 |   { | 
|---|
| 539 |     OrxGui::GLGuiHandler::getInstance()->deactivate(); | 
|---|
| 540 |     OrxGui::GLGuiHandler::getInstance()->deactivateCursor(); | 
|---|
| 541 |     delete this->box; | 
|---|
| 542 |     this->box = NULL; | 
|---|
| 543 |   } | 
|---|
| 544 | } | 
|---|
| 545 |  | 
|---|
| 546 | /** | 
|---|
| 547 |  * @brief activates the water shader and draws a quad with four textures on it | 
|---|
| 548 |  */ | 
|---|
| 549 | void MappedWater::draw() const | 
|---|
| 550 | { | 
|---|
| 551 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 552 |   glPushMatrix(); | 
|---|
| 553 |  | 
|---|
| 554 |   // don't use glRotate or glTranslate here... the shader won't work anymore | 
|---|
| 555 |  | 
|---|
| 556 |   mat.select(); | 
|---|
| 557 |  | 
|---|
| 558 |   this->shader.activateShader(); | 
|---|
| 559 |  | 
|---|
| 560 |   // reset the camera uniform to the current cam position | 
|---|
| 561 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 562 |   cam_uni->set(pos.x, pos.y, pos.z, 1.0f); | 
|---|
| 563 |  | 
|---|
| 564 |   glDisable(GL_BLEND); | 
|---|
| 565 |  | 
|---|
| 566 |   // TODO change texture coords, so water doesnt look distorted when xWidth != zWidth | 
|---|
| 567 |   glBegin(GL_QUADS); | 
|---|
| 568 |   // The back left vertice for the water | 
|---|
| 569 |   glMultiTexCoord2f(GL_TEXTURE0, 0, waterUV);                   // Reflection texture | 
|---|
| 570 |   glMultiTexCoord2f(GL_TEXTURE1, 0, waterUV - move);            // Refraction texture | 
|---|
| 571 |   glMultiTexCoord2f(GL_TEXTURE2, 0, normalUV + move2);          // Normal map texture | 
|---|
| 572 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 573 |   glVertex3f(this->waterVerts[0], this->waterHeight, this->waterVerts[1]); | 
|---|
| 574 |  | 
|---|
| 575 |   // The front left vertice for the water | 
|---|
| 576 |   glMultiTexCoord2f(GL_TEXTURE0, 0, 0);                         // Reflection texture | 
|---|
| 577 |   glMultiTexCoord2f(GL_TEXTURE1, 0, -move);                     // Refraction texture | 
|---|
| 578 |   glMultiTexCoord2f(GL_TEXTURE2, 0, move2);                     // Normal map texture | 
|---|
| 579 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 580 |   glVertex3f(this->waterVerts[2], this->waterHeight, this->waterVerts[3]); | 
|---|
| 581 |  | 
|---|
| 582 |   // The front right vertice for the water | 
|---|
| 583 |   glMultiTexCoord2f(GL_TEXTURE0, waterUV, 0);                   // Reflection texture | 
|---|
| 584 |   glMultiTexCoord2f(GL_TEXTURE1, waterUV, -move);               // Refraction texture | 
|---|
| 585 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, move2);              // Normal map texture | 
|---|
| 586 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 587 |   glVertex3f(this->waterVerts[4], this->waterHeight, this->waterVerts[5]); | 
|---|
| 588 |  | 
|---|
| 589 |   // The back right vertice for the water | 
|---|
| 590 |   glMultiTexCoord2f(GL_TEXTURE0, waterUV, waterUV);             // Reflection texture | 
|---|
| 591 |   glMultiTexCoord2f(GL_TEXTURE1, waterUV, waterUV - move);      // Refraction texture | 
|---|
| 592 |   glMultiTexCoord2f(GL_TEXTURE2, normalUV, normalUV + move2);   // Normal map texture | 
|---|
| 593 |   glMultiTexCoord2f(GL_TEXTURE3, 0, 0);                         // DUDV map texture | 
|---|
| 594 |   glVertex3f(this->waterVerts[6], this->waterHeight, this->waterVerts[7]); | 
|---|
| 595 |   glEnd(); | 
|---|
| 596 |  | 
|---|
| 597 |   this->shader.deactivateShader(); | 
|---|
| 598 |  | 
|---|
| 599 |   mat.unselect(); | 
|---|
| 600 |  | 
|---|
| 601 |   glPopMatrix(); | 
|---|
| 602 | } | 
|---|
| 603 |  | 
|---|
| 604 | /** | 
|---|
| 605 |  * @brief tick tack, calculates the flow of the water | 
|---|
| 606 |  */ | 
|---|
| 607 | void MappedWater::tick(float dt) | 
|---|
| 608 | { | 
|---|
| 609 |   // makes the water flow | 
|---|
| 610 |   this->move += this->waterFlow * dt; | 
|---|
| 611 |   this->move2 = this->move * this->kNormalMapScale; | 
|---|
| 612 |  | 
|---|
| 613 |   // fading TODO fix this so it isnt hacky anymore | 
|---|
| 614 |   if(bFadeWaterUV) | 
|---|
| 615 |   { | 
|---|
| 616 |     this->waterUVFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterUV); | 
|---|
| 617 |     this->waterUVFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 618 |  | 
|---|
| 619 |     this->waterUVFader->addKeyFrame(this->waterUV, this->waterUVFadeTime, ANIM_LINEAR); | 
|---|
| 620 |     this->waterUVFader->addKeyFrame(this->newWaterUV, 0, ANIM_LINEAR); | 
|---|
| 621 |  | 
|---|
| 622 |     bFadeWaterUV = false; | 
|---|
| 623 |     this->waterUVFader->replay(); | 
|---|
| 624 |   } | 
|---|
| 625 |  | 
|---|
| 626 |   if(bFadeWaterFlow) | 
|---|
| 627 |   { | 
|---|
| 628 |     this->waterFlowFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterFlow); | 
|---|
| 629 |     this->waterFlowFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 630 |  | 
|---|
| 631 |     this->waterFlowFader->addKeyFrame(this->waterFlow, this->waterFlowFadeTime, ANIM_LINEAR); | 
|---|
| 632 |     this->waterFlowFader->addKeyFrame(this->newWaterFlow, 0, ANIM_LINEAR); | 
|---|
| 633 |  | 
|---|
| 634 |     bFadeWaterFlow = false; | 
|---|
| 635 |     this->waterFlowFader->replay(); | 
|---|
| 636 |   } | 
|---|
| 637 |  | 
|---|
| 638 |   if(bFadeShineSize) | 
|---|
| 639 |   { | 
|---|
| 640 |     this->shineSizeFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineSize); | 
|---|
| 641 |     this->shineSizeFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 642 |  | 
|---|
| 643 |     this->shineSizeFader->addKeyFrame(this->shineSize, this->shineSizeFadeTime, ANIM_LINEAR); | 
|---|
| 644 |     this->shineSizeFader->addKeyFrame(this->newShineSize, 0, ANIM_LINEAR); | 
|---|
| 645 |  | 
|---|
| 646 |     bFadeShineSize = false; | 
|---|
| 647 |     this->shineSizeFader->replay(); | 
|---|
| 648 |   } | 
|---|
| 649 |  | 
|---|
| 650 |   if(bFadeShineStrength) | 
|---|
| 651 |   { | 
|---|
| 652 |     this->shineStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetShineStrength); | 
|---|
| 653 |     this->shineStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 654 |  | 
|---|
| 655 |     this->shineStrengthFader->addKeyFrame(this->shineStrength, this->shineStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 656 |     this->shineStrengthFader->addKeyFrame(this->newShineStrength, 0, ANIM_LINEAR); | 
|---|
| 657 |  | 
|---|
| 658 |     bFadeShineStrength = false; | 
|---|
| 659 |     this->shineStrengthFader->replay(); | 
|---|
| 660 |   } | 
|---|
| 661 |  | 
|---|
| 662 |   if(bFadeReflStrength) | 
|---|
| 663 |   { | 
|---|
| 664 |     this->reflStrengthFader = new tAnimation<MappedWater>(this, &MappedWater::resetReflStrength); | 
|---|
| 665 |     this->reflStrengthFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 666 |  | 
|---|
| 667 |     this->reflStrengthFader->addKeyFrame(this->reflStrength, this->reflStrengthFadeTime, ANIM_LINEAR); | 
|---|
| 668 |     this->reflStrengthFader->addKeyFrame(this->newReflStrength, 0, ANIM_LINEAR); | 
|---|
| 669 |  | 
|---|
| 670 |     bFadeReflStrength = false; | 
|---|
| 671 |     this->reflStrengthFader->replay(); | 
|---|
| 672 |   } | 
|---|
| 673 |  | 
|---|
| 674 |   if(bFadeRefraction) | 
|---|
| 675 |   { | 
|---|
| 676 |     this->refractionFader = new tAnimation<MappedWater>(this, &MappedWater::resetRefraction); | 
|---|
| 677 |     this->refractionFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 678 |  | 
|---|
| 679 |     this->refractionFader->addKeyFrame(this->refraction, this->refractionFadeTime, ANIM_LINEAR); | 
|---|
| 680 |     this->refractionFader->addKeyFrame(this->newRefraction, 0, ANIM_LINEAR); | 
|---|
| 681 |  | 
|---|
| 682 |     bFadeRefraction = false; | 
|---|
| 683 |     this->refractionFader->replay(); | 
|---|
| 684 |   } | 
|---|
| 685 |  | 
|---|
| 686 |   if(bFadeWaterHeight) | 
|---|
| 687 |   { | 
|---|
| 688 |     this->waterHeightFader = new tAnimation<MappedWater>(this, &MappedWater::setWaterHeight); | 
|---|
| 689 |     this->waterHeightFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 690 |  | 
|---|
| 691 |     this->waterHeightFader->addKeyFrame(this->waterHeight, this->waterHeightFadeTime, ANIM_LINEAR); | 
|---|
| 692 |     this->waterHeightFader->addKeyFrame(this->newWaterHeight, 0, ANIM_LINEAR); | 
|---|
| 693 |  | 
|---|
| 694 |     bFadeWaterHeight = false; | 
|---|
| 695 |     this->waterHeightFader->replay(); | 
|---|
| 696 |   } | 
|---|
| 697 |  | 
|---|
| 698 |   if(bFadeWaterColor) | 
|---|
| 699 |   { | 
|---|
| 700 |     this->waterColorRFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorR); | 
|---|
| 701 |     this->waterColorRFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 702 |  | 
|---|
| 703 |     this->waterColorRFader->addKeyFrame(this->waterColor.x, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 704 |     this->waterColorRFader->addKeyFrame(this->newWaterColor.x, 0, ANIM_LINEAR); | 
|---|
| 705 |  | 
|---|
| 706 |     this->waterColorRFader->replay(); | 
|---|
| 707 |  | 
|---|
| 708 |     this->waterColorGFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorG); | 
|---|
| 709 |     this->waterColorGFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 710 |  | 
|---|
| 711 |     this->waterColorGFader->addKeyFrame(this->waterColor.y, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 712 |     this->waterColorGFader->addKeyFrame(this->newWaterColor.y, 0, ANIM_LINEAR); | 
|---|
| 713 |  | 
|---|
| 714 |     this->waterColorGFader->replay(); | 
|---|
| 715 |  | 
|---|
| 716 |     this->waterColorBFader = new tAnimation<MappedWater>(this, &MappedWater::resetWaterColorB); | 
|---|
| 717 |     this->waterColorBFader->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 718 |  | 
|---|
| 719 |     this->waterColorBFader->addKeyFrame(this->waterColor.z, this->waterColorFadeTime, ANIM_LINEAR); | 
|---|
| 720 |     this->waterColorBFader->addKeyFrame(this->newWaterColor.z, 0, ANIM_LINEAR); | 
|---|
| 721 |  | 
|---|
| 722 |     this->waterColorBFader->replay(); | 
|---|
| 723 |  | 
|---|
| 724 |     bFadeWaterColor = false; | 
|---|
| 725 |   } | 
|---|
| 726 | } | 
|---|
| 727 |  | 
|---|
| 728 | /** | 
|---|
| 729 |  * @brief prepares everything to render the reflection texutre | 
|---|
| 730 |  */ | 
|---|
| 731 | void MappedWater::activateReflection() | 
|---|
| 732 | { | 
|---|
| 733 |   // To create the reflection texture we just need to set the view port | 
|---|
| 734 |   // to our texture map size, then render the current scene our camera | 
|---|
| 735 |   // is looking at to the already allocated texture unit.  Since this | 
|---|
| 736 |   // is a reflection of the top of the water surface we use clipping | 
|---|
| 737 |   // planes to only render the top of the world as a reflection.  If | 
|---|
| 738 |   // we are below the water we don't flip the reflection but just use | 
|---|
| 739 |   // the current view of the top as we are seeing through the water. | 
|---|
| 740 |   // When you look through water at the surface it isn't really reflected, | 
|---|
| 741 |   // only when looking down from above the water on the surface. | 
|---|
| 742 |  | 
|---|
| 743 |   // save viewport matrix and change the viewport size | 
|---|
| 744 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 745 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 746 |  | 
|---|
| 747 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 748 |   glPushMatrix(); | 
|---|
| 749 |  | 
|---|
| 750 |   // If our camera is above the water we will render the scene flipped upside down. | 
|---|
| 751 |   // In order to line up the reflection nicely with the world we have to translate | 
|---|
| 752 |   // the world to the position of our reflected surface, multiplied by two. | 
|---|
| 753 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 754 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 755 |  | 
|---|
| 756 |   if(pos.y > waterHeight) | 
|---|
| 757 |   { | 
|---|
| 758 |     // Translate the world, then flip it upside down | 
|---|
| 759 |     glTranslatef(0, waterHeight * 2, 0); | 
|---|
| 760 |     glScalef(1, -1, 1); | 
|---|
| 761 |  | 
|---|
| 762 |     // Since the world is updside down we need to change the culling to FRONT | 
|---|
| 763 |     glCullFace(GL_FRONT); | 
|---|
| 764 |  | 
|---|
| 765 |     // Set our plane equation and turn clipping on | 
|---|
| 766 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 767 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 768 |   } | 
|---|
| 769 |   else | 
|---|
| 770 |   { | 
|---|
| 771 |     // If the camera is below the water we don't want to flip the world, | 
|---|
| 772 |     // but just render it clipped so only the top is drawn. | 
|---|
| 773 |     double plane[4] = {0, 1, 0, waterHeight}; | 
|---|
| 774 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 775 |   } | 
|---|
| 776 | } | 
|---|
| 777 |  | 
|---|
| 778 | /** | 
|---|
| 779 |  * @brief ends the reflection and saves the graphic buffer into a texture | 
|---|
| 780 |  */ | 
|---|
| 781 | void MappedWater::deactivateReflection() | 
|---|
| 782 | { | 
|---|
| 783 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 784 |   glCullFace(GL_BACK); | 
|---|
| 785 |  | 
|---|
| 786 |   // Create the texture and store it on the video card | 
|---|
| 787 |   mat.renderToTexture(0, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 788 |  | 
|---|
| 789 |   glPopMatrix(); | 
|---|
| 790 |   glPopAttrib(); | 
|---|
| 791 | } | 
|---|
| 792 |  | 
|---|
| 793 | /** | 
|---|
| 794 |  * @brief prepares everything to render the refraction texutre | 
|---|
| 795 |  */ | 
|---|
| 796 | void MappedWater::activateRefraction() | 
|---|
| 797 | { | 
|---|
| 798 |   // To create the refraction and depth textures we do the same thing | 
|---|
| 799 |   // we did for the reflection texture, except we don't need to turn | 
|---|
| 800 |   // the world upside down.  We want to find the depth of the water, | 
|---|
| 801 |   // not the depth of the sky and above water terrain. | 
|---|
| 802 |  | 
|---|
| 803 |   // save viewport matrix and change the viewport size | 
|---|
| 804 |   glPushAttrib(GL_VIEWPORT_BIT); | 
|---|
| 805 |   glViewport(0,0, textureSize, textureSize); | 
|---|
| 806 |  | 
|---|
| 807 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 808 |   glPushMatrix(); | 
|---|
| 809 |  | 
|---|
| 810 |   // If our camera is above the water we will render only the parts that | 
|---|
| 811 |   // are under the water.  If the camera is below the water we render | 
|---|
| 812 |   // only the stuff above the water.  Like the reflection texture, we | 
|---|
| 813 |   // incorporate clipping planes to only render what we need. | 
|---|
| 814 |  | 
|---|
| 815 |   // If the camera is above water, render the data below the water | 
|---|
| 816 |   glEnable(GL_CLIP_PLANE0); | 
|---|
| 817 |   Vector pos = State::getCameraNode()->getAbsCoor(); | 
|---|
| 818 |   if(pos.y > waterHeight) | 
|---|
| 819 |   { | 
|---|
| 820 |     double plane[4] = {0, -1, 0, waterHeight}; | 
|---|
| 821 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 822 |   } | 
|---|
| 823 |   // If the camera is below the water, only render the data above the water | 
|---|
| 824 |   else | 
|---|
| 825 |   { | 
|---|
| 826 |     glCullFace(GL_FRONT); | 
|---|
| 827 |     double plane[4] = {0, 1, 0, -waterHeight}; | 
|---|
| 828 |     glClipPlane(GL_CLIP_PLANE0, plane); | 
|---|
| 829 |   } | 
|---|
| 830 | } | 
|---|
| 831 |  | 
|---|
| 832 | /** | 
|---|
| 833 |  * @brief ends the refraction and saves the graphic buffer into a texture | 
|---|
| 834 |  */ | 
|---|
| 835 | void MappedWater::deactivateRefraction() | 
|---|
| 836 | { | 
|---|
| 837 |   glDisable(GL_CLIP_PLANE0); | 
|---|
| 838 |   glCullFace(GL_BACK); | 
|---|
| 839 |  | 
|---|
| 840 |   // Create the texture and store it on the video card | 
|---|
| 841 |   mat.renderToTexture(1, GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); | 
|---|
| 842 |  | 
|---|
| 843 |   glPopMatrix(); | 
|---|
| 844 |   glPopAttrib(); | 
|---|
| 845 | } | 
|---|