| 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 "factory.h" | 
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| 20 | #include "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_manager.h" | 
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| 26 | #include "shader.h" | 
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| 27 |  | 
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| 28 | #include "skybox.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 | using namespace std; | 
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| 32 |  | 
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| 33 | CREATE_FACTORY(Water, CL_WATER); | 
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| 34 |  | 
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| 35 |  | 
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| 36 | Water::Water(const TiXmlElement* root) | 
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| 37 | { | 
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| 38 |   this->setClassID(CL_WATER, "Water"); | 
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| 39 |   this->toList(OM_ENVIRON); | 
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| 40 |  | 
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| 41 |   this->resX = this->resY = 10; | 
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| 42 |   this->sizeX = this->sizeY = 1.0f; | 
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| 43 |   this->height = 0.5f; | 
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| 44 |   this->grid = NULL; | 
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| 45 |  | 
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| 46 |   this->velocities = NULL; | 
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| 47 |   this->viscosity = 5; | 
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| 48 |   this->cohesion = .0000000001; | 
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| 49 |  | 
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| 50 |   if (root != NULL) | 
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| 51 |     this->loadParams(root); | 
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| 52 |  | 
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| 53 |   this->rebuildGrid(); | 
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| 54 |   this->waterMaterial = new Material(); | 
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| 55 |   this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, (void*)"shaders/water.frag"); | 
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| 56 |  | 
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| 57 |   this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 100; | 
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| 58 | } | 
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| 59 |  | 
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| 60 | Water::~Water() | 
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| 61 | { | 
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| 62 |   delete this->grid; | 
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| 63 |   delete this->waterMaterial; | 
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| 64 | } | 
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| 65 |  | 
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| 66 | void Water::loadParams(const TiXmlElement* root) | 
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| 67 | { | 
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| 68 |   WorldEntity::loadParams(root); | 
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| 69 |  | 
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| 70 |   LoadParam(root, "size", this, Water, setSize) | 
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| 71 |       .describe("the size of the WaterSurface") | 
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| 72 |       .defaultValues(2, 1.0f, 1.0f); | 
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| 73 |  | 
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| 74 |   LoadParam(root, "resolution", this, Water, setResolution) | 
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| 75 |       .describe("sets the resolution of the water surface") | 
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| 76 |       .defaultValues(2, 10, 10); | 
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| 77 |  | 
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| 78 |   LoadParam(root, "height", this, Water, setHeight) | 
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| 79 |       .describe("the height of the Waves") | 
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| 80 |       .defaultValues(1, 0.5f); | 
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| 81 | } | 
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| 82 |  | 
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| 83 | void Water::rebuildGrid() | 
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| 84 | { | 
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| 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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| 92 |  | 
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| 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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| 96 |  | 
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| 97 |   this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); | 
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| 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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| 100 |   { | 
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| 101 |     this->velocities[i] = new float[this->resY]; | 
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| 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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| 105 |   this->setModel(this->grid, 0); | 
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| 106 | } | 
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| 107 |  | 
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| 108 | void Water::setResolution(unsigned int resX, unsigned int resY) | 
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| 109 | { | 
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| 110 |   this->resX = resX; | 
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| 111 |   this->resY = resY; | 
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| 112 | } | 
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| 113 |  | 
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| 114 | void Water::setSize(float sizeX, float sizeY) | 
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| 115 | { | 
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| 116 |   this->sizeX = sizeX; | 
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| 117 |   this->sizeY = sizeY; | 
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| 118 | } | 
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| 119 |  | 
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| 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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| 126 | void Water::draw() const | 
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| 127 | { | 
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| 128 |   //SkyBox::enableCubeMap(); | 
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| 129 |  | 
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| 130 |   glBindTexture(GL_TEXTURE_2D, 15); | 
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| 131 |   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | 
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| 132 |  | 
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| 133 |   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); | 
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| 134 |   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); | 
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| 135 |   glEnable(GL_TEXTURE_GEN_S); | 
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| 136 |   glEnable(GL_TEXTURE_GEN_T); | 
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| 137 |  | 
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| 138 |   glEnable(GL_BLEND); | 
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| 139 |   glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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| 140 |   // this->waterShader->activateShader(); | 
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| 141 | //  this->waterMaterial->select(); | 
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| 142 |   WorldEntity::draw(); | 
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| 143 |   //Shader::deactivateShader(); | 
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| 144 |  | 
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| 145 |   SkyBox::disableCubeMap(); | 
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| 146 | } | 
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| 147 |  | 
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| 148 | void Water::tick(float dt) | 
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| 149 | { | 
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| 150 | /* | 
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| 151 |     THE OLD USELESS ALGORITHM | 
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| 152 |   phase += dt *.1; | 
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| 153 |   for (unsigned int i = 0; i < this->grid->rows(); i++) | 
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| 154 |   { | 
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| 155 |     for (unsigned int j = 0; j < this->grid->columns(); j++) | 
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| 156 |     { | 
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| 157 |       this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+ | 
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| 158 |           this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0); | 
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| 159 |     } | 
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| 160 |   } | 
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| 161 |   this->grid->rebuildNormals(this->height);*/ | 
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| 162 |  | 
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| 163 |  | 
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| 164 |   unsigned int i, j; | 
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| 165 |   float u; | 
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| 166 |  | 
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| 167 |   // wave/advection | 
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| 168 |   // calc movement | 
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| 169 |   for(j = 1; j < this->grid->rows() - 1; j++) { | 
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| 170 |     for(i = 1; i < this->grid->columns() - 1; i++) { | 
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| 171 |       u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) + | 
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| 172 |           this->grid->height(i, j+1) + this->grid->height(i, j-1) - | 
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| 173 |           4 * this->grid->height(i, j); | 
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| 174 |       this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; | 
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| 175 |       this->grid->height(i, j) += dt * this->velocities[i][j]; | 
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| 176 |     } | 
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| 177 |   } | 
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| 178 | /*  // advect | 
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| 179 |   for(j = 1; j < this->grid->rows() - 1; j++) { | 
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| 180 |     for(i = 1; i < this->grid->columns() - 1; i++) { | 
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| 181 |       this->grid->height(i, j) += dt * this->velocities[i][j]; | 
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| 182 |     } | 
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| 183 |   }*/ | 
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| 184 |   // bound | 
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| 185 | //   unsigned int w = this->grid->columns - 1; | 
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| 186 | //   for(i = 0; i < this->grid->columns; i++) { | 
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| 187 | //     _map[i][0].u[1] = _map[i][1  ].u[1]; | 
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| 188 | //     _map[i][w].u[1] = _map[i][w-1].u[1]; | 
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| 189 | //     _map[0][i].u[1] = _map[1  ][i].u[1]; | 
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| 190 | //     _map[w][i].u[1] = _map[w-1][i].u[1]; | 
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| 191 | //   } | 
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| 192 |  | 
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| 193 |   // diffusion | 
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| 194 |   for(j = 1; j < this->grid->rows() - 1; j++) { | 
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| 195 |     for(i = 1; i < this->grid->columns() - 1 ; i++) { | 
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| 196 |       u = this->grid->height(i+1, j) + this->grid->height(i-1, j) + | 
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| 197 |           this->grid->height(i, j+1) + this->grid->height(i, j-1) - | 
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| 198 |           4* this->grid->height(i, j); | 
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| 199 |       this->grid->height(i,j) += dt * this->cohesion * u / this->height; | 
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| 200 |     } | 
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| 201 |   } | 
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| 202 |  | 
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| 203 |   // calc normals | 
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| 204 | //   float l[3]; | 
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| 205 | //   float m[3]; | 
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| 206 | //   for(j = 1; j < this->grid->rows() -1; j++) { | 
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| 207 | //     for(i = 1; i < this->grid->columns() - 1; i++) { | 
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| 208 | //       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x; | 
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| 209 | //       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y; | 
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| 210 | //       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z; | 
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| 211 | //       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x; | 
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| 212 | //       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y; | 
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| 213 | //       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z; | 
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| 214 | //       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1]; | 
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| 215 | //       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2]; | 
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| 216 | //       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0]; | 
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| 217 | //     } | 
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| 218 | //   } | 
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| 219 |   this->grid->rebuildNormals(this->height); | 
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| 220 | } | 
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