| 1 | /*! | 
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| 2 | * @file mapped_water.h | 
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| 3 | *  worldentity for flat, cool looking, mapped water | 
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| 4 | */ | 
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| 5 | /*! example input in .oxw file with the standard values | 
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| 6 | <MappedWater> | 
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| 7 | <waterpos>0,0,0</waterpos> | 
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| 8 | <watersize>100,100</watersize> | 
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| 9 | <wateruv>9</wateruv><!-- size of the waves --> | 
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| 10 | <waterflow>0.08</waterflow> | 
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| 11 | <lightpos>0,10,0</lightpos> | 
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| 12 | <waterangle>0</waterangle> | 
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| 13 | <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that --> | 
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| 14 | <shinesize>128</shinesize><!-- the bigger the value, the smaller the specular reflection point --> | 
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| 15 | <shinestrength>0.7</shinestrength> | 
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| 16 | <reflstrength>1</reflstrength> | 
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| 17 | <refraction>0.009</refraction> | 
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| 18 | <watercolor>0.1, 0.2, 0.4</watercolor> | 
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| 19 | </MappedWater> | 
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| 20 | */ | 
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| 21 |  | 
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| 22 |  | 
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| 23 | #ifndef _MAPPED_WATER_H | 
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| 24 | #define _MAPPED_WATER_H | 
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| 25 |  | 
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| 26 | #include "world_entity.h" | 
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| 27 | #include "material.h" | 
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| 28 | #include "shader.h" | 
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| 29 |  | 
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| 30 | namespace OrxGui { class GLGuiBox; }; | 
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| 31 |  | 
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| 32 | // forward declaration | 
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| 33 | template <class T> class tAnimation; | 
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| 34 |  | 
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| 35 | //TODO show some wather for people without shader support | 
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| 36 | class MappedWater : public WorldEntity | 
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| 37 | { | 
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| 38 | ObjectListDeclaration(MappedWater); | 
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| 39 | public: | 
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| 40 | MappedWater(const TiXmlElement* root = NULL); | 
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| 41 | virtual ~MappedWater(); | 
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| 42 |  | 
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| 43 | // worldentity functions | 
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| 44 | void loadParams(const TiXmlElement* root); | 
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| 45 | void saveParams(); | 
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| 46 | void draw() const; | 
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| 47 | void tick(float dt); | 
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| 48 |  | 
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| 49 | // function to prepare renderpaths for creation of refleaction and reflaction textures | 
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| 50 | void activateReflection(); | 
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| 51 | void deactivateReflection(); | 
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| 52 | void activateRefraction(); | 
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| 53 | void deactivateRefraction(); | 
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| 54 |  | 
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| 55 | // slider gui to edit water params during gameplay | 
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| 56 | void toggleGui(); | 
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| 57 |  | 
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| 58 | // functions to set parameters for the water, usually they're called through loadparam | 
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| 59 | void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); } | 
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| 60 | void setWaterPos(float x, float y, float z) { this->waterHeight = y; this->waterVerts[0] = x; this->waterVerts[1] = z; } | 
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| 61 | void setWaterHeight(float y) { this->waterHeight = y;  } | 
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| 62 | void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; } | 
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| 63 | void setWaterAngle(float angle) { this->waterAngle = angle; } | 
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| 64 | void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); } | 
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| 65 | void setWaterUV(float uv) { this->waterUV = uv; } | 
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| 66 | void setWaterFlow(float flow) { this->waterFlow = flow; } | 
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| 67 | void setNormalMapScale(float scale) { this->kNormalMapScale = scale; } | 
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| 68 | void setShineSize(float shine) { this->shineSize = shine; } | 
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| 69 | void setShineStrength(float strength) { this->shineStrength = strength; } | 
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| 70 | void setReflStrength(float strength) { this->reflStrength = strength; } | 
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| 71 | void setRefraction(float refraction) { this->refraction = refraction; } | 
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| 72 |  | 
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| 73 | // functions to change water parameters during runtime | 
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| 74 | // to reset waterUV and waterFlow just use the normal set functions | 
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| 75 | // don't reset kNormalMapScale (because it won't change anything) | 
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| 76 | void resetLightPos(float x, float y, float z); | 
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| 77 | void resetLightPosX(float x) { this->resetLightPos(x, this->lightPos.y, this->lightPos.z); } | 
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| 78 | void resetLightPosY(float y) { this->resetLightPos(this->lightPos.x, y, this->lightPos.z); } | 
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| 79 | void resetLightPosZ(float z) { this->resetLightPos(this->lightPos.x, this->lightPos.y, z); } | 
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| 80 | void resetWaterPos(float x, float y, float z) { this->setWaterPos(x, y, z); this->calcVerts(); } | 
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| 81 | void resetWaterSize(float x, float z) { this->setWaterSize(x, z); this->calcVerts(); } | 
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| 82 | void resetWaterAngle(float angle) { this->setWaterAngle(angle); this->calcVerts(); } | 
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| 83 | void resetWaterColor(float r, float g, float b); | 
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| 84 | void resetWaterColorR(float r) { this->resetWaterColor(r, this->waterColor.y, this->waterColor.z); } | 
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| 85 | void resetWaterColorG(float g) { this->resetWaterColor(this->waterColor.x, g, this->waterColor.z); } | 
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| 86 | void resetWaterColorB(float b) { this->resetWaterColor(this->waterColor.x, this->waterColor.y, b); } | 
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| 87 | void resetShineSize(float shine); | 
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| 88 | void resetShineStrength(float strength); | 
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| 89 | void resetReflStrength(float strength); | 
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| 90 | void resetRefraction(float refraction); | 
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| 91 |  | 
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| 92 | // fading functions | 
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| 93 | void fadeWaterUV(float uv, float time) { this->newWaterUV = uv; this->waterUVFadeTime = time; this->bFadeWaterUV = true; } | 
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| 94 | void fadeWaterFlow(float flow, float time) { this->newWaterFlow = flow; this->waterFlowFadeTime = time; this->bFadeWaterFlow = true; } | 
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| 95 | void fadeShineSize(float shine, float time) { this->newShineSize = shine; this->shineSizeFadeTime = time; this->bFadeShineSize = true; } | 
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| 96 | void fadeShineStrength(float strength, float time) { this->newShineStrength = strength; this->shineStrengthFadeTime = time; this->bFadeShineStrength = true; } | 
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| 97 | void fadeReflStrength(float strength, float time) { this->newReflStrength = strength; this->reflStrengthFadeTime = time; this->bFadeReflStrength = true; } | 
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| 98 | void fadeRefraction(float refraction, float time) { this->newRefraction = refraction; this->refractionFadeTime = time; this->bFadeRefraction = true; } | 
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| 99 | void fadeWaterHeight(float y, float time) { this->newWaterHeight = y; this->waterHeightFadeTime = time; this->bFadeWaterHeight = true; } | 
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| 100 | void fadeWaterColor(float r, float g, float b, float time) { this->newWaterColor = Vector(r, g, b); this->waterColorFadeTime = time; this->bFadeWaterColor = true; } | 
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| 101 |  | 
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| 102 | private: | 
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| 103 | void initParams(); | 
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| 104 | void initTextures(); | 
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| 105 | void initShaders(); | 
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| 106 | void calcVerts(); | 
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| 107 |  | 
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| 108 | private: | 
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| 109 | Material                  mat; | 
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| 110 | Shader                    shader; | 
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| 111 | OrxGui::GLGuiBox*         box; | 
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| 112 |  | 
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| 113 | // water size and position | 
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| 114 | float                     waterHeight;            //!< position of the water | 
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| 115 | float                     waterVerts[8];          //!< coords of the 4 vertexes of the water quad | 
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| 116 | float                     xWidth, zWidth;         //!< size of the water quad | 
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| 117 | float                     waterAngle;             //!< defines how much the water will be turned around the point waterPos | 
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| 118 |  | 
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| 119 | // values for texture size, scale, texture coords | 
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| 120 | float                     move; | 
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| 121 | float                     move2; | 
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| 122 | float                     waterUV;                //!< size of the waves | 
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| 123 | float                     waterFlow;              //!< speed of the water | 
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| 124 | float                     normalUV; | 
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| 125 | float                     kNormalMapScale; | 
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| 126 | int                       textureSize;            //!< height and width of the texture | 
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| 127 |  | 
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| 128 | // values for the uniforms | 
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| 129 | Vector                    waterColor;             //!< color of the water | 
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| 130 | Vector                    lightPos;               //!< position of the light that is used to render the reflection | 
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| 131 | float                     shineSize;              //!< the bigger the value, the smaller the specular reflection point | 
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| 132 | float                     shineStrength; | 
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| 133 | float                     reflStrength; | 
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| 134 | float                     refraction; | 
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| 135 |  | 
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| 136 | // uniforms | 
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| 137 | Shader::Uniform*          cam_uni;                //!< uniform that is used for the camera position | 
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| 138 | Shader::Uniform*          light_uni;              //!< uniform that is used for the light position | 
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| 139 | Shader::Uniform*          color_uni;              //!< uniform that is used for the watercolor | 
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| 140 | Shader::Uniform*          shineSize_uni;          //!< uniform that is used for the specular shininessd of the water | 
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| 141 | Shader::Uniform*          shineStrength_uni;      //!< uniform that is used for the strenght of the specular reflection | 
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| 142 | Shader::Uniform*          reflStrength_uni;       //!< uniform that is used for the strength of the reflection | 
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| 143 | Shader::Uniform*          refr_uni;               //!< uniform that is used for the strength of the refraction | 
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| 144 |  | 
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| 145 | // fading TODO fix this so it isnt so hacky anymore | 
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| 146 | tAnimation<MappedWater>*  waterUVFader; | 
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| 147 | float                     newWaterUV; | 
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| 148 | float                     waterUVFadeTime; | 
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| 149 | bool                      bFadeWaterUV ; | 
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| 150 | tAnimation<MappedWater>*  waterFlowFader; | 
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| 151 | float                     newWaterFlow; | 
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| 152 | float                     waterFlowFadeTime; | 
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| 153 | bool                      bFadeWaterFlow; | 
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| 154 | tAnimation<MappedWater>*  shineSizeFader; | 
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| 155 | float                     newShineSize; | 
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| 156 | float                     shineSizeFadeTime; | 
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| 157 | bool                      bFadeShineSize; | 
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| 158 | tAnimation<MappedWater>*  shineStrengthFader; | 
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| 159 | float                     newShineStrength; | 
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| 160 | float                     shineStrengthFadeTime; | 
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| 161 | bool                      bFadeShineStrength; | 
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| 162 | tAnimation<MappedWater>*  reflStrengthFader; | 
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| 163 | float                     newReflStrength; | 
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| 164 | float                     reflStrengthFadeTime; | 
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| 165 | bool                      bFadeReflStrength; | 
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| 166 | tAnimation<MappedWater>*  refractionFader; | 
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| 167 | float                     newRefraction; | 
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| 168 | float                     refractionFadeTime; | 
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| 169 | bool                      bFadeRefraction; | 
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| 170 | tAnimation<MappedWater>*  waterHeightFader; | 
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| 171 | float                     newWaterHeight; | 
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| 172 | float                     waterHeightFadeTime; | 
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| 173 | bool                      bFadeWaterHeight; | 
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| 174 | tAnimation<MappedWater>*  waterColorRFader; | 
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| 175 | tAnimation<MappedWater>*  waterColorGFader; | 
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| 176 | tAnimation<MappedWater>*  waterColorBFader; | 
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| 177 | Vector                    newWaterColor; | 
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| 178 | float                     waterColorFadeTime; | 
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| 179 | bool                      bFadeWaterColor; | 
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| 180 | }; | 
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| 181 |  | 
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| 182 | #endif | 
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