00001
00002
00003 #ifndef GPUWATER_H
00004 #define GPUWATER_H
00005
00006
00007 #include "Camera.h"
00008 #include "Configuration.h"
00009 #include "CoreEngine.h"
00010 #include "DayNightCycle.h"
00011 #include "GPUProgram.h"
00012 #include "RenderableObject.h"
00013 #include "Renderer.h"
00014 #include "Texture.h"
00015 #include "TextureDatabase.h"
00016 #include "TextureFactory.h"
00017 #include "Vector3f.h"
00018 #include "World.h"
00019
00020
00021 namespace pge {
00022
00023
00024 class GPUWater : public IRenderableObject {
00025
00026 public:
00027
00028
00029
00030
00031
00033 GPUWater(Vector3f startCorner, float width, float height) {
00034 m_width = width;
00035 m_height = height;
00036 m_time = 0.0f;
00037
00038 m_backLeft = Vector3f(startCorner.m_v[0], startCorner.m_v[1], startCorner.m_v[2] + m_height);
00039 m_frontLeft = startCorner;
00040 m_frontRight = Vector3f(startCorner.m_v[0] + m_width, startCorner.m_v[1], startCorner.m_v[2]);
00041 m_backRight = Vector3f(startCorner.m_v[0] + m_width, startCorner.m_v[1], startCorner.m_v[2] + m_height);
00042
00043 m_cubemap = TextureFactory::createCubemapTexture(TEXTURE_PREFIX.append("water"));
00044 m_noise = TextureDatabase::getInstance()->addTexture("noise_0.jpg");
00045 m_waterProgram = new GPUProgram("../data/shader/water_vs.txt", "../data/shader/water_fs.txt");
00046 }
00047
00048
00049
00050
00051
00052
00053
00055 virtual ~GPUWater(void) {
00056 glDeleteTextures(1, &m_cubemap);
00057 }
00058
00059
00060
00061
00062
00063
00064
00065 bool init(void) {
00066 return true;
00067 }
00068
00069 void render(void) {
00070
00071 glActiveTexture(GL_TEXTURE0);
00072 glEnable(GL_TEXTURE_CUBE_MAP);
00073 glBindTexture(GL_TEXTURE_CUBE_MAP, m_cubemap);
00074
00075
00076 glActiveTexture(GL_TEXTURE1);
00077 glEnable(GL_TEXTURE_2D);
00078 glBindTexture(GL_TEXTURE_2D, m_noise->getDescriptor());
00079
00080 m_waterProgram->bind();
00081
00082 m_waterProgram->passUniform1f("dayNightCycle", DayNightCycle::getInstance()->getDayNightCycle());
00083
00084 m_waterProgram->passUniform3f("cameraPosition", CoreEngine::getInstance()->getCurrentWorld()->getCamera()->getPosition());
00085 m_waterProgram->passUniform3f("cameraLightColor", Vector3f(1.0f, 1.0f, 0.6f));
00086
00087 m_waterProgram->passUniform1f("waveSpeed", 0.5f);
00088 m_waterProgram->passUniform1f("noiseSpeed", 0.5f);
00089 m_waterProgram->passUniform1f("time", m_time);
00090
00091 m_waterProgram->passUniform1i("cubemap", 0);
00092 m_waterProgram->passUniform1i("noise", 1);
00093
00094 glBegin(GL_QUADS);
00095 renderer::normal3f(Vector3f(0.0f, 1.0f, 0.0f));
00096 renderer::vertex3f(m_frontLeft, 0.0f, 0.0f);
00097 renderer::vertex3f(m_backLeft, 0.0f, 1.0f);
00098 renderer::vertex3f(m_backRight, 1.0f, 1.0f);
00099 renderer::vertex3f(m_frontRight, 1.0f, 0.0f);
00100 glEnd();
00101
00102
00103 m_waterProgram->release();
00104
00105 glActiveTexture(GL_TEXTURE1);
00106 glDisable(GL_TEXTURE_2D);
00107
00108 glActiveTexture(GL_TEXTURE0);
00109 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
00110 glDisable(GL_TEXTURE_CUBE_MAP);
00111 }
00112
00113 void timer(unsigned int delay) {
00114 m_time += 0.01f;
00115 if (m_time >= 100000.0f - 1.0f) {
00116 m_time = 0.0f;
00117 }
00118 }
00119
00120
00121 private:
00122
00123
00124
00125
00126
00127 Vector3f m_backLeft;
00128 Vector3f m_frontLeft;
00129 Vector3f m_frontRight;
00130 Vector3f m_backRight;
00131
00132 float m_width;
00133 float m_height;
00134 GPUProgram *m_waterProgram;
00135 unsigned int m_cubemap;
00136 Texture *m_noise;
00137 float m_time;
00138 };
00139 };
00140
00141 #endif