| [4597] | 1 | /* |
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| [3416] | 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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| [4261] | 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| [3411] | 14 | */ |
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| 15 | |
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| [3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 17 | |
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| [6455] | 18 | #include "water.h" |
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| 19 | #include "factory.h" |
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| [5356] | 20 | #include "load_param.h" |
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| [3608] | 21 | |
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| [6455] | 22 | #include "grid.h" |
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| [6457] | 23 | #include "material.h" |
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| [6455] | 24 | |
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| [6467] | 25 | #include "resource_manager.h" |
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| 26 | #include "shader.h" |
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| 27 | |
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| [6470] | 28 | #include "skybox.h" |
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| [6467] | 29 | |
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| [6470] | 30 | |
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| [5356] | 31 | using namespace std; |
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| [5357] | 32 | |
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| [6455] | 33 | CREATE_FACTORY(Water, CL_WATER); |
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| [3608] | 34 | |
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| [4010] | 35 | |
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| [6455] | 36 | Water::Water(const TiXmlElement* root) |
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| [4010] | 37 | { |
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| [6456] | 38 | this->setClassID(CL_WATER, "Water"); |
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| [6457] | 39 | this->toList(OM_ENVIRON); |
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| [6456] | 40 | |
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| [6455] | 41 | this->resX = this->resY = 10; |
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| [6458] | 42 | this->sizeX = this->sizeY = 1.0f; |
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| 43 | this->height = 0.5f; |
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| [6455] | 44 | this->grid = NULL; |
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| [4010] | 45 | |
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| [6518] | 46 | this->velocities = NULL; |
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| 47 | this->viscosity = 5; |
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| [6522] | 48 | this->cohesion = .0000000001; |
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| [6518] | 49 | |
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| [6455] | 50 | if (root != NULL) |
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| 51 | this->loadParams(root); |
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| [6456] | 52 | |
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| 53 | this->rebuildGrid(); |
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| [6457] | 54 | this->waterMaterial = new Material(); |
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| [6645] | 55 | this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag"); |
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| [6467] | 56 | |
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| [6519] | 57 | this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 100; |
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| [4010] | 58 | } |
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| 59 | |
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| [6455] | 60 | Water::~Water() |
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| [4261] | 61 | { |
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| [6456] | 62 | delete this->grid; |
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| [6457] | 63 | delete this->waterMaterial; |
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| [4261] | 64 | } |
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| 65 | |
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| [6455] | 66 | void Water::loadParams(const TiXmlElement* root) |
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| [4010] | 67 | { |
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| [6455] | 68 | WorldEntity::loadParams(root); |
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| [4620] | 69 | |
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| [6455] | 70 | LoadParam(root, "size", this, Water, setSize) |
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| [6684] | 71 | .describe("the size of the WaterSurface") |
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| 72 | .defaultValues(2, 1.0f, 1.0f); |
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| [6341] | 73 | |
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| [6455] | 74 | LoadParam(root, "resolution", this, Water, setResolution) |
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| [6684] | 75 | .describe("sets the resolution of the water surface") |
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| 76 | .defaultValues(2, 10, 10); |
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| [6458] | 77 | |
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| 78 | LoadParam(root, "height", this, Water, setHeight) |
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| [6684] | 79 | .describe("the height of the Waves") |
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| 80 | .defaultValues(1, 0.5f); |
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| [4012] | 81 | } |
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| [3803] | 82 | |
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| [6455] | 83 | void Water::rebuildGrid() |
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| [4012] | 84 | { |
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| [6518] | 85 | if (this->velocities != NULL) |
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| 86 | { |
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| 87 | assert (this->grid != NULL); |
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| 88 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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| 89 | delete[] this->velocities[i]; |
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| 90 | delete[] this->velocities; |
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| 91 | } |
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| [6610] | 92 | |
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| [6684] | 93 | // WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel(); |
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| 94 | // if (this->grid != NULL) |
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| 95 | // this->grid = NULL; |
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| [6610] | 96 | |
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| [6455] | 97 | this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); |
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| [6518] | 98 | this->velocities = new float*[this->resX]; |
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| 99 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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| [6610] | 100 | { |
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| [6518] | 101 | this->velocities[i] = new float[this->resY]; |
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| [6610] | 102 | for (unsigned int j = 0; j < this->resY; j++) |
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| 103 | this->velocities[i][j] = 0.0; |
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| 104 | } |
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| [6456] | 105 | this->setModel(this->grid, 0); |
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| [6307] | 106 | } |
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| [3411] | 107 | |
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| [6455] | 108 | void Water::setResolution(unsigned int resX, unsigned int resY) |
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| [3803] | 109 | { |
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| [6455] | 110 | this->resX = resX; |
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| 111 | this->resY = resY; |
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| [3803] | 112 | } |
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| 113 | |
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| [6455] | 114 | void Water::setSize(float sizeX, float sizeY) |
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| [3803] | 115 | { |
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| [6455] | 116 | this->sizeX = sizeX; |
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| 117 | this->sizeY = sizeY; |
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| [3803] | 118 | } |
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| 119 | |
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| [6458] | 120 | void Water::setHeight(float height) |
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| 121 | { |
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| 122 | this->height = height; |
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| 123 | } |
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| 124 | |
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| 125 | |
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| [6457] | 126 | void Water::draw() const |
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| 127 | { |
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| [6684] | 128 | if (this->grid != NULL) |
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| 129 | { |
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| 130 | //SkyBox::enableCubeMap(); |
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| 131 | WorldEntity::draw(); |
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| 132 | glBindTexture(GL_TEXTURE_2D, 15); |
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| 133 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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| [6470] | 134 | |
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| [6684] | 135 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
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| 136 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
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| 137 | glEnable(GL_TEXTURE_GEN_S); |
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| 138 | glEnable(GL_TEXTURE_GEN_T); |
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| [6523] | 139 | |
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| [6684] | 140 | glEnable(GL_BLEND); |
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| 141 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 142 | // this->waterShader->activateShader(); |
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| 143 | // this->waterMaterial->select(); |
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| 144 | //Shader::deactivateShader(); |
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| [6523] | 145 | |
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| [6684] | 146 | SkyBox::disableCubeMap(); |
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| 147 | } |
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| [6457] | 148 | } |
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| [6456] | 149 | |
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| 150 | void Water::tick(float dt) |
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| 151 | { |
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| [6680] | 152 | if (unlikely(this->velocities == NULL)) |
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| 153 | return; |
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| [6684] | 154 | /* |
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| 155 | THE OLD USELESS ALGORITHM |
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| 156 | phase += dt *.1; |
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| 157 | for (unsigned int i = 0; i < this->grid->rows(); i++) |
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| [6457] | 158 | { |
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| [6684] | 159 | for (unsigned int j = 0; j < this->grid->columns(); j++) |
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| 160 | { |
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| 161 | this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+ |
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| 162 | this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0); |
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| 163 | } |
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| [6457] | 164 | } |
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| [6684] | 165 | this->grid->rebuildNormals(this->height);*/ |
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| [6518] | 166 | |
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| 167 | |
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| 168 | unsigned int i, j; |
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| 169 | float u; |
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| 170 | |
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| 171 | // wave/advection |
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| 172 | // calc movement |
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| [6684] | 173 | for(j = 1; j < this->grid->rows() - 1; j++) |
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| 174 | { |
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| 175 | for(i = 1; i < this->grid->columns() - 1; i++) |
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| 176 | { |
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| [6518] | 177 | u = this->grid->height(i+1,j)+ this->grid->height(i-1, j) + |
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| [6684] | 178 | this->grid->height(i, j+1) + this->grid->height(i, j-1) - |
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| 179 | 4 * this->grid->height(i, j); |
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| [6518] | 180 | this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; |
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| [6522] | 181 | this->grid->height(i, j) += dt * this->velocities[i][j]; |
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| [6518] | 182 | } |
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| 183 | } |
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| [6684] | 184 | // boundraries |
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| 185 | for (j = 0; j < this->grid->rows(); j++) |
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| 186 | { |
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| 187 | this->grid->height(0,j) = this->grid->height(1,j); |
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| 188 | this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j); |
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| 189 | } |
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| 190 | for (i = 0; i < this->grid->rows(); i++) |
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| 191 | { |
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| 192 | this->grid->height(i,0) = this->grid->height(i,1); |
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| 193 | this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2); |
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| 194 | } |
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| 195 | /* // advect |
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| 196 | for(j = 1; j < this->grid->rows() - 1; j++) { |
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| 197 | for(i = 1; i < this->grid->columns() - 1; i++) { |
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| 198 | this->grid->height(i, j) += dt * this->velocities[i][j]; |
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| 199 | } |
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| 200 | }*/ |
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| [6518] | 201 | // bound |
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| [6684] | 202 | // unsigned int w = this->grid->columns - 1; |
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| 203 | // for(i = 0; i < this->grid->columns; i++) { |
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| 204 | // _map[i][0].u[1] = _map[i][1 ].u[1]; |
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| 205 | // _map[i][w].u[1] = _map[i][w-1].u[1]; |
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| 206 | // _map[0][i].u[1] = _map[1 ][i].u[1]; |
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| 207 | // _map[w][i].u[1] = _map[w-1][i].u[1]; |
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| 208 | // } |
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| [6518] | 209 | |
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| 210 | // diffusion |
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| [6684] | 211 | for(j = 1; j < this->grid->rows() - 1; j++) |
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| 212 | { |
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| 213 | for(i = 1; i < this->grid->columns() - 1 ; i++) |
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| 214 | { |
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| [6518] | 215 | u = this->grid->height(i+1, j) + this->grid->height(i-1, j) + |
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| 216 | this->grid->height(i, j+1) + this->grid->height(i, j-1) - |
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| 217 | 4* this->grid->height(i, j); |
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| 218 | this->grid->height(i,j) += dt * this->cohesion * u / this->height; |
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| 219 | } |
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| 220 | } |
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| 221 | |
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| 222 | // calc normals |
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| [6684] | 223 | // float l[3]; |
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| 224 | // float m[3]; |
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| 225 | // for(j = 1; j < this->grid->rows() -1; j++) { |
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| 226 | // for(i = 1; i < this->grid->columns() - 1; i++) { |
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| 227 | // l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x; |
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| 228 | // l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y; |
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| 229 | // l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z; |
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| 230 | // m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x; |
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| 231 | // m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y; |
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| 232 | // m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z; |
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| 233 | // this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1]; |
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| 234 | // this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2]; |
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| 235 | // this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0]; |
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| 236 | // } |
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| 237 | // } |
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| [6519] | 238 | this->grid->rebuildNormals(this->height); |
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| [6456] | 239 | } |
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