| 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: Benjamin Grauer | 
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| 13 | co-programmer: ... | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| 17 |  | 
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| 18 | #include "water.h" | 
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| 19 | #include "util/loading/factory.h" | 
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| 20 | #include "util/loading/load_param.h" | 
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| 21 |  | 
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| 22 | #include "grid.h" | 
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| 23 | #include "material.h" | 
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| 24 |  | 
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| 25 | #include "resource_shader.h" | 
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| 26 |  | 
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| 27 | #include "skybox.h" | 
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| 28 | #include "state.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 | #include "network_game_manager.h" | 
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| 32 |  | 
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| 33 |  | 
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| 34 |  | 
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| 35 | ObjectListDefinition(Water); | 
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| 36 | CREATE_FACTORY(Water); | 
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| 37 |  | 
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| 38 |  | 
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| 39 | Water::Water(const TiXmlElement* root) | 
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| 40 | { | 
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| 41 | this->registerObject(this, Water::_objectList); | 
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| 42 | this->toList(OM_ENVIRON); | 
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| 43 |  | 
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| 44 | this->resX = this->resY = 10; | 
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| 45 | this->sizeX = this->sizeY = 1.0f; | 
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| 46 | this->height = 0.5f; | 
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| 47 | this->grid = NULL; | 
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| 48 |  | 
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| 49 | this->velocities = NULL; | 
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| 50 | this->viscosity = 5; | 
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| 51 | this->cohesion = .0000000001; | 
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| 52 |  | 
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| 53 | if (root != NULL) | 
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| 54 | this->loadParams(root); | 
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| 55 |  | 
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| 56 | this->rebuildGrid(); | 
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| 57 | this->waterShader = ResourceShader("shaders/water.vert", "shaders/water.frag"); | 
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| 58 |  | 
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| 59 | // To test the Wave equation | 
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| 60 | //this->wave(5.0,4.0, 1, 10); | 
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| 61 |  | 
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| 62 | height_handle = registerVarId( new SynchronizeableFloat( &height, &height, "height", PERMISSION_MASTER_SERVER ) ); | 
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| 63 | resX_handle = registerVarId( new SynchronizeableUInt( &resX, &resX, "resX", PERMISSION_MASTER_SERVER ) ); | 
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| 64 | resY_handle = registerVarId( new SynchronizeableUInt( &resY, &resY, "resY", PERMISSION_MASTER_SERVER ) ); | 
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| 65 | sizeX_handle = registerVarId( new SynchronizeableFloat( &sizeX, &sizeX, "sizeX", PERMISSION_MASTER_SERVER ) ); | 
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| 66 | sizeY_handle = registerVarId( new SynchronizeableFloat( &sizeY, &sizeY, "sizeY", PERMISSION_MASTER_SERVER ) ); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | Water::~Water() | 
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| 70 | { | 
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| 71 | } | 
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| 72 |  | 
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| 73 | void Water::loadParams(const TiXmlElement* root) | 
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| 74 | { | 
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| 75 | WorldEntity::loadParams(root); | 
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| 76 |  | 
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| 77 | LoadParam(root, "size", this, Water, setSize) | 
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| 78 | .describe("the size of the WaterSurface") | 
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| 79 | .defaultValues(1.0f, 1.0f); | 
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| 80 |  | 
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| 81 | LoadParam(root, "resolution", this, Water, setResolution) | 
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| 82 | .describe("sets the resolution of the water surface") | 
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| 83 | .defaultValues(10, 10); | 
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| 84 |  | 
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| 85 | LoadParam(root, "height", this, Water, setHeight) | 
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| 86 | .describe("the height of the Waves") | 
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| 87 | .defaultValues(0.5f); | 
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| 88 | } | 
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| 89 |  | 
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| 90 | /** | 
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| 91 | * @brief rebuilds the Grid below the WaterSurface, killing all hight information | 
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| 92 | * | 
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| 93 | * This should be called on all subGrid changes except wave and tick. | 
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| 94 | */ | 
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| 95 | void Water::rebuildGrid() | 
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| 96 | { | 
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| 97 | if (this->velocities != NULL) | 
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| 98 | { | 
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| 99 | assert (this->grid != NULL); | 
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| 100 | for (unsigned int i = 0; i < this->grid->rows(); i++) | 
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| 101 | delete[] this->velocities[i]; | 
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| 102 | delete[] this->velocities; | 
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| 103 | } | 
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| 104 |  | 
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| 105 | //   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel(); | 
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| 106 | //   if (this->grid != NULL) | 
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| 107 | //     this->grid = NULL; | 
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| 108 |  | 
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| 109 | this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); | 
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| 110 | this->velocities = new float*[this->resX]; | 
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| 111 | for (unsigned int i = 0; i < this->grid->rows(); i++) | 
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| 112 | { | 
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| 113 | this->velocities[i] = new float[this->resY]; | 
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| 114 | for (unsigned int j = 0; j < this->resY; j++) | 
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| 115 | this->velocities[i][j] = 0.0; | 
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| 116 | } | 
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| 117 | this->setModel(this->grid, 0); | 
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| 118 | } | 
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| 119 |  | 
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| 120 | void Water::wave(float x, float y, float z, float force) | 
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| 121 | { | 
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| 122 | unsigned int row = 0, column = 0; | 
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| 123 | if (!this->posToGridPoint( x, z, row, column)) | 
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| 124 | return; | 
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| 125 | this->grid->height(row, column) -= force / ((y - this->getAbsCoor().y) +.1); | 
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| 126 | } | 
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| 127 |  | 
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| 128 | /** | 
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| 129 | * after this a rebuild() must be called | 
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| 130 | */ | 
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| 131 | void Water::setResolution(unsigned int resX, unsigned int resY) | 
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| 132 | { | 
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| 133 | this->resX = resX; | 
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| 134 | this->resY = resY; | 
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| 135 | } | 
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| 136 |  | 
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| 137 | /** | 
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| 138 | * after this a rebuild() must be called | 
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| 139 | */ | 
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| 140 | void Water::setSize(float sizeX, float sizeY) | 
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| 141 | { | 
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| 142 | this->sizeX = sizeX; | 
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| 143 | this->sizeY = sizeY; | 
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| 144 | } | 
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| 145 |  | 
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| 146 | void Water::setHeight(float height) | 
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| 147 | { | 
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| 148 | this->height = height; | 
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| 149 | } | 
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| 150 |  | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | * @brief calculated the Position in the Grid, this Point is nearest to | 
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| 154 | * @param x, the x-position over the Grid | 
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| 155 | * @param z: the z-Position(or y) over the Grid | 
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| 156 | * @param row returns the row if not out of range | 
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| 157 | * @param column returns the column if not out of range | 
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| 158 | * @returns true if a valid point is found, false if any x or y are out of range | 
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| 159 | */ | 
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| 160 | bool Water::posToGridPoint(float x, float z, unsigned int& row, unsigned int& column) | 
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| 161 | { | 
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| 162 | float lower = this->getAbsCoor().y - this->sizeY *.5; | 
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| 163 | float left = this->getAbsCoor().x - this->sizeX *.5; | 
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| 164 | if (x > left && x < left + this->sizeX) | 
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| 165 | row = (unsigned int) ((x- left) / this->grid->gridSpacing()); | 
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| 166 | else return false; | 
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| 167 | if (z > lower && z < lower + this->sizeY) | 
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| 168 | column = (unsigned int)((z-lower) / this->grid->gridSpacing()); | 
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| 169 | else return false; | 
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| 170 | return true; | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 | void Water::draw() const | 
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| 175 | { | 
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| 176 | assert (this->grid != NULL); | 
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| 177 | { | 
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| 178 | glPushAttrib(GL_ENABLE_BIT); | 
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| 179 | glEnable(GL_TEXTURE_2D); | 
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| 180 | glMatrixMode(GL_MODELVIEW); | 
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| 181 | glPushMatrix(); | 
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| 182 |  | 
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| 183 | /* translate */ | 
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| 184 | glTranslatef (this->getAbsCoor ().x, | 
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| 185 | this->getAbsCoor ().y, | 
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| 186 | this->getAbsCoor ().z); | 
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| 187 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 188 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 189 |  | 
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| 190 | if (State::getSkyBox()) | 
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| 191 | { | 
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| 192 | glBindTexture(GL_TEXTURE_2D, State::getSkyBox()->getTexture(SKY_RIGHT)); | 
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| 193 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | 
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| 194 |  | 
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| 195 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); | 
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| 196 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); | 
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| 197 | glEnable(GL_TEXTURE_GEN_S); | 
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| 198 | glEnable(GL_TEXTURE_GEN_T); | 
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| 199 | } | 
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| 200 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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| 201 |  | 
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| 202 | //    SkyBox::enableCubeMap(); | 
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| 203 | this->grid->draw(); | 
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| 204 | // this->waterShader->activateShader(); | 
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| 205 | //  this->waterMaterial->select(); | 
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| 206 | //Shader::deactivateShader(); | 
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| 207 |  | 
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| 208 | SkyBox::disableCubeMap(); | 
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| 209 | glDisable(GL_TEXTURE_GEN_S); | 
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| 210 | glDisable(GL_TEXTURE_GEN_T); | 
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| 211 |  | 
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| 212 | glPopMatrix(); | 
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| 213 | glPopAttrib(); | 
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| 214 | } | 
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| 215 | } | 
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| 216 |  | 
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| 217 | void Water::tick(float dt) | 
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| 218 | { | 
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| 219 | ObjectManager::EntityList entityList = State::getObjectManager()->getEntityList(OM_GROUP_01_PROJ); | 
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| 220 | ObjectManager::EntityList::iterator entity = entityList.begin(); | 
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| 221 | while (entity != entityList.end()) | 
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| 222 | { | 
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| 223 | this->wave((*entity)->getAbsCoor(), 10.0*dt); | 
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| 224 | entity++; | 
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| 225 | } | 
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| 226 |  | 
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| 227 |  | 
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| 228 | if (unlikely(this->velocities == NULL)) | 
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| 229 | return; | 
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| 230 | /* | 
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| 231 | THE OLD USELESS ALGORITHM | 
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| 232 | phase += dt *.1; | 
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| 233 | for (unsigned int i = 0; i < this->grid->rows(); i++) | 
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| 234 | { | 
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| 235 | for (unsigned int j = 0; j < this->grid->columns(); j++) | 
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| 236 | { | 
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| 237 | this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+ | 
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| 238 | this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0); | 
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| 239 | } | 
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| 240 | } | 
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| 241 | this->grid->rebuildNormals(this->height);*/ | 
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| 242 |  | 
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| 243 |  | 
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| 244 | unsigned int i, j; | 
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| 245 | float u; | 
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| 246 |  | 
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| 247 | // wave/advection | 
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| 248 | // calc movement | 
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| 249 | for(j = 1; j < this->grid->rows() - 1; j++) | 
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| 250 | { | 
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| 251 | for(i = 1; i < this->grid->columns() - 1; i++) | 
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| 252 | { | 
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| 253 | u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) + | 
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| 254 | this->grid->height(i, j+1) + this->grid->height(i, j-1) - | 
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| 255 | 4 * this->grid->height(i, j); | 
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| 256 | this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; | 
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| 257 | this->grid->height(i, j) += dt * this->velocities[i][j]  /* + dt * this->cohesion * u / this->height;*/; | 
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| 258 | this->grid->height(i, j) *= .99; | 
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| 259 | } | 
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| 260 | } | 
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| 261 | // boundraries | 
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| 262 | for (j = 0; j < this->grid->rows(); j++) | 
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| 263 | { | 
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| 264 | this->grid->height(0,j) = this->grid->height(1,j); | 
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| 265 | this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j); | 
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| 266 | } | 
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| 267 | for (i = 0; i < this->grid->rows(); i++) | 
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| 268 | { | 
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| 269 | this->grid->height(i,0) = this->grid->height(i,1); | 
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| 270 | this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2); | 
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| 271 | } | 
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| 272 | /* | 
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| 273 | for(j = 1; j < this->grid->rows() - 1; j++) { | 
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| 274 | for(i = 1; i < this->grid->columns() - 1; i++) { | 
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| 275 | this->grid->height(i, j) += dt * this->velocities[i][j]; | 
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| 276 | } | 
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| 277 | }*/ | 
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| 278 |  | 
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| 279 | // calc normals | 
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| 280 | //   float l[3]; | 
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| 281 | //   float m[3]; | 
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| 282 | //   for(j = 1; j < this->grid->rows() -1; j++) { | 
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| 283 | //     for(i = 1; i < this->grid->columns() - 1; i++) { | 
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| 284 | //       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x; | 
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| 285 | //       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y; | 
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| 286 | //       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z; | 
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| 287 | //       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x; | 
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| 288 | //       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y; | 
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| 289 | //       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z; | 
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| 290 | //       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1]; | 
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| 291 | //       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2]; | 
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| 292 | //       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0]; | 
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| 293 | //     } | 
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| 294 | //   } | 
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| 295 | this->grid->rebuildNormals(this->height); | 
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| 296 | } | 
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| 297 |  | 
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| 298 |  | 
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| 299 |  | 
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| 300 | /** | 
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| 301 | * function to handle changes in synced vars | 
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| 302 | * @param id ids which have changed | 
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| 303 | */ | 
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| 304 | void Water::varChangeHandler( std::list< int > & id ) | 
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| 305 | { | 
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| 306 | if ( std::find( id.begin(), id.end(), height_handle ) != id.end() || | 
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| 307 | std::find( id.begin(), id.end(), resX_handle ) != id.end() || | 
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| 308 | std::find( id.begin(), id.end(), resY_handle ) != id.end() || | 
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| 309 | std::find( id.begin(), id.end(), sizeX_handle ) != id.end() || | 
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| 310 | std::find( id.begin(), id.end(), sizeY_handle ) != id.end() | 
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| 311 | ) | 
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| 312 | { | 
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| 313 | this->rebuildGrid(); | 
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| 314 | } | 
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| 315 |  | 
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| 316 | WorldEntity::varChangeHandler( id ); | 
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| 317 | } | 
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