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/Users/blackie/Documents/myRepository/phobosengine-vc2005/phobosengine/phobosengine/GPUWater.h

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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                 // Constructor
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                 // Destructor
00052                 //
00053                 //************************************************************************
00055                 virtual ~GPUWater(void) {
00056                         glDeleteTextures(1, &m_cubemap);
00057                 }
00058 
00059 
00060                 //************************************************************************
00061                 //
00062                 // Functions
00063                 //
00064                 //************************************************************************
00065                 bool init(void) {
00066                         return true;
00067                 }
00068 
00069                 void render(void) {
00070                         // Cubemap.
00071                         glActiveTexture(GL_TEXTURE0);
00072                         glEnable(GL_TEXTURE_CUBE_MAP);
00073                         glBindTexture(GL_TEXTURE_CUBE_MAP, m_cubemap);
00074 
00075                         // Noise texture.
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                         // Cleanup
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                 // Variables
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

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