| 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 "util/loading/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 | #include "state.h" |
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| 30 | |
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| 31 | |
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| 32 | #include "network_game_manager.h" |
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| 33 | |
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| 34 | using namespace std; |
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| 35 | |
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| 36 | CREATE_FACTORY(Water, CL_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->setClassID(CL_WATER, "Water"); |
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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 = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "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" ) ); |
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| 63 | resX_handle = registerVarId( new SynchronizeableUInt( &resX, &resX, "resX" ) ); |
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| 64 | resY_handle = registerVarId( new SynchronizeableUInt( &resY, &resY, "resY" ) ); |
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| 65 | sizeX_handle = registerVarId( new SynchronizeableFloat( &sizeX, &sizeX, "sizeX" ) ); |
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| 66 | sizeY_handle = registerVarId( new SynchronizeableFloat( &sizeY, &sizeY, "sizeY" ) ); |
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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()->getObjectList(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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