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source: orxonox.OLD/trunk/src/world_entities/environments/water.cc @ 6756

Last change on this file since 6756 was 6756, checked in by bensch, 18 years ago

trunk: Burst Particles

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "water.h"
19#include "factory.h"
20#include "load_param.h"
21
22#include "grid.h"
23#include "material.h"
24
25#include "resource_manager.h"
26#include "shader.h"
27
28#include "skybox.h"
29
30#include "network_game_manager.h"
31
32using namespace std;
33
34CREATE_FACTORY(Water, CL_WATER);
35
36
37Water::Water(const TiXmlElement* root)
38{
39  this->setClassID(CL_WATER, "Water");
40  this->toList(OM_ENVIRON);
41
42  this->resX = this->resY = 10;
43  this->sizeX = this->sizeY = 1.0f;
44  this->height = 0.5f;
45  this->grid = NULL;
46
47  this->velocities = NULL;
48  this->viscosity = 5;
49  this->cohesion = .0000000001;
50
51  if (root != NULL)
52    this->loadParams(root);
53
54  this->rebuildGrid();
55  this->waterMaterial = new Material();
56  this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag");
57
58  this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 100;
59}
60
61Water::~Water()
62{
63  delete this->grid;
64  delete this->waterMaterial;
65}
66
67void Water::loadParams(const TiXmlElement* root)
68{
69  WorldEntity::loadParams(root);
70
71  LoadParam(root, "size", this, Water, setSize)
72  .describe("the size of the WaterSurface")
73  .defaultValues(2, 1.0f, 1.0f);
74
75  LoadParam(root, "resolution", this, Water, setResolution)
76  .describe("sets the resolution of the water surface")
77  .defaultValues(2, 10, 10);
78
79  LoadParam(root, "height", this, Water, setHeight)
80  .describe("the height of the Waves")
81  .defaultValues(1, 0.5f);
82}
83
84void Water::rebuildGrid()
85{
86  if (this->velocities != NULL)
87  {
88    assert (this->grid != NULL);
89    for (unsigned int i = 0; i < this->grid->rows(); i++)
90      delete[] this->velocities[i];
91    delete[] this->velocities;
92  }
93
94  //   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel();
95  //   if (this->grid != NULL)
96  //     this->grid = NULL;
97
98  this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY);
99  this->velocities = new float*[this->resX];
100  for (unsigned int i = 0; i < this->grid->rows(); i++)
101  {
102    this->velocities[i] = new float[this->resY];
103    for (unsigned int j = 0; j < this->resY; j++)
104      this->velocities[i][j] = 0.0;
105  }
106  this->setModel(this->grid, 0);
107}
108
109void Water::setResolution(unsigned int resX, unsigned int resY)
110{
111  this->resX = resX;
112  this->resY = resY;
113}
114
115void Water::setSize(float sizeX, float sizeY)
116{
117  this->sizeX = sizeX;
118  this->sizeY = sizeY;
119}
120
121void Water::setHeight(float height)
122{
123  this->height = height;
124}
125
126
127void Water::draw() const
128{
129  if (this->grid != NULL)
130  {
131    //SkyBox::enableCubeMap();
132    WorldEntity::draw();
133    glBindTexture(GL_TEXTURE_2D, 15);
134    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
135
136    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
137    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
138    glEnable(GL_TEXTURE_GEN_S);
139    glEnable(GL_TEXTURE_GEN_T);
140
141    glEnable(GL_BLEND);
142    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
143    // this->waterShader->activateShader();
144    //  this->waterMaterial->select();
145    //Shader::deactivateShader();
146
147    SkyBox::disableCubeMap();
148  }
149}
150
151void Water::tick(float dt)
152{
153  if (unlikely(this->velocities == NULL))
154    return;
155  /*
156      THE OLD USELESS ALGORITHM
157    phase += dt *.1;
158    for (unsigned int i = 0; i < this->grid->rows(); i++)
159    {
160      for (unsigned int j = 0; j < this->grid->columns(); j++)
161      {
162        this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+
163            this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0);
164      }
165    }
166    this->grid->rebuildNormals(this->height);*/
167
168
169  unsigned int i, j;
170  float u;
171
172  // wave/advection
173  // calc movement
174  for(j = 1; j < this->grid->rows() - 1; j++)
175  {
176    for(i = 1; i < this->grid->columns() - 1; i++)
177    {
178      u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) +
179           this->grid->height(i, j+1) + this->grid->height(i, j-1) -
180           4 * this->grid->height(i, j);
181      this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height;
182      this->grid->height(i, j) += dt * this->velocities[i][j] + dt * this->cohesion * u / this->height;;
183    }
184  }
185  // boundraries
186  for (j = 0; j < this->grid->rows(); j++)
187  {
188    this->grid->height(0,j) = this->grid->height(1,j);
189    this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j);
190  }
191  for (i = 0; i < this->grid->rows(); i++)
192  {
193    this->grid->height(i,0) = this->grid->height(i,1);
194    this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2);
195  }
196  /*
197  for(j = 1; j < this->grid->rows() - 1; j++) {
198      for(i = 1; i < this->grid->columns() - 1; i++) {
199        this->grid->height(i, j) += dt * this->velocities[i][j];
200      }
201    }*/
202
203  // calc normals
204  //   float l[3];
205  //   float m[3];
206  //   for(j = 1; j < this->grid->rows() -1; j++) {
207  //     for(i = 1; i < this->grid->columns() - 1; i++) {
208  //       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x;
209  //       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y;
210  //       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z;
211  //       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x;
212  //       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y;
213  //       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z;
214  //       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1];
215  //       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2];
216  //       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0];
217  //     }
218  //   }
219  this->grid->rebuildNormals(this->height);
220}
221
222
223/**
224 * Writes data from network containing information about the state
225 * @param data pointer to data
226 * @param length length of data
227 * @param sender hostID of sender
228 */
229int Water::writeBytes( const byte * data, int length, int sender )
230{
231  setRequestedSync( false );
232  setIsOutOfSync( false );
233
234  SYNCHELP_READ_BEGIN();
235
236  SYNCHELP_READ_FKT( Water::writeState );
237
238  return SYNCHELP_READ_N;
239}
240
241
242/**
243 * data copied in data will bee sent to another host
244 * @param data pointer to data
245 * @param maxLength max length of data
246 * @return the number of bytes writen
247 */
248int Water::readBytes( byte * data, int maxLength, int * reciever )
249{
250  SYNCHELP_WRITE_BEGIN();
251
252  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
253  {
254    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
255    setRequestedSync( true );
256  }
257
258  int rec = this->getRequestSync();
259  if ( rec > 0 )
260  {
261    *reciever = rec;
262    SYNCHELP_WRITE_FKT( Water::readState );
263  }
264
265  *reciever = 0;
266  return SYNCHELP_WRITE_N;
267}
268
269
270
271/**
272 * data copied in data will bee sent to another host
273 * @param data pointer to data
274 * @param maxLength max length of data
275 * @return the number of bytes writen
276 */
277int Water::readState( byte * data, int maxLength )
278{
279  SYNCHELP_WRITE_BEGIN();
280
281  SYNCHELP_WRITE_FKT( WorldEntity::readState );
282
283  // sync the size
284  SYNCHELP_WRITE_FLOAT( this->sizeX );
285  SYNCHELP_WRITE_FLOAT( this->sizeY );
286
287  //sync resolution
288  SYNCHELP_WRITE_INT( this->resX );
289  SYNCHELP_WRITE_INT( this->resY );
290
291  //sync the height
292  SYNCHELP_WRITE_FLOAT( this->height );
293
294  return SYNCHELP_WRITE_N;
295}
296
297
298/**
299 * Writes data from network containing information about the state
300 * @param data pointer to data
301 * @param length length of data
302 * @param sender hostID of sender
303 */
304int Water::writeState( const byte * data, int length, int sender )
305{
306  SYNCHELP_READ_BEGIN();
307
308  SYNCHELP_READ_FKT( WorldEntity::writeState );
309
310  float f1, f2;
311  int i1, i2;
312
313  //read the size
314  SYNCHELP_READ_FLOAT( f1 );
315  SYNCHELP_READ_FLOAT( f2 );
316  this->sizeX = f1;
317  this->sizeY = f2;
318  PRINTF(0)("Setting Water to size: %f x %f\n", f1, f2);
319
320  //read the resolution
321  SYNCHELP_READ_INT( i1 );
322  SYNCHELP_READ_INT( i2 );
323  this->resX = i1;
324  this->resY = i2;
325  PRINTF(0)("Setting Water to resolution: %i x %i\n", i1, i2);
326
327  //read the height
328  SYNCHELP_READ_FLOAT( f1 );
329  this->height = f1;
330
331  this->rebuildGrid();
332
333  return SYNCHELP_READ_N;
334}
335
336
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