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: hdavid, amaechler |
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13 | |
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14 | INSPIRED BY http://www.codesampler.com/usersrc/usersrc_6.htm#oglu_sky_dome_shader |
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15 | */ |
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16 | |
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17 | #include "cloud_effect.h" |
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18 | |
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19 | #include "util/loading/load_param.h" |
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20 | #include "util/loading/factory.h" |
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21 | #include "util/loading/resource_manager.h" |
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22 | |
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23 | #include "glincl.h" |
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24 | #include "material.h" |
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25 | #include <math.h> |
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26 | #include "state.h" |
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27 | #include "p_node.h" |
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28 | #include "shader.h" |
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29 | |
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30 | #include "parser/tinyxml/tinyxml.h" |
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31 | |
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32 | #include "sglmodel.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(CloudEffect, CL_CLOUD_EFFECT); |
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37 | |
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38 | CloudEffect::CloudEffect(const TiXmlElement* root) |
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39 | { |
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40 | this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); |
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41 | |
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42 | this->init(); |
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43 | |
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44 | if (root != NULL) |
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45 | this->loadParams(root); |
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46 | |
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47 | this->activate(); |
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48 | } |
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49 | |
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50 | CloudEffect::~CloudEffect() |
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51 | { |
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52 | this->deactivate(); |
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53 | |
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54 | delete this->cloudMaterial; |
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55 | |
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56 | g_sky_model.Delete(); |
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57 | Shader::unload(this->skyShader); |
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58 | |
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59 | } |
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60 | |
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61 | |
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62 | bool CloudEffect::init() |
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63 | { |
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64 | PRINTF(1)("Initializing CloudEffect\n"); |
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65 | |
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66 | // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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67 | glShadeModel(GL_SMOOTH); |
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68 | glEnable(GL_DEPTH_TEST); |
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69 | glEnable(GL_CULL_FACE); |
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70 | glCullFace(GL_BACK); |
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71 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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72 | |
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73 | glLineWidth(3.0f); |
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74 | |
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75 | float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; |
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76 | float position[] = {0.0f, 2.0f, 0.0f, 1.0f}; |
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77 | float specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; |
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78 | |
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79 | glEnable(GL_LIGHTING); |
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80 | glEnable( GL_LIGHT0); |
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81 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); |
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82 | glLightfv(GL_LIGHT0, GL_POSITION, position); |
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83 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular); |
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84 | |
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85 | float shininess = 5.0f; |
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86 | glEnable(GL_COLOR_MATERIAL); |
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87 | glMaterialf( GL_FRONT, GL_SHININESS, shininess); |
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88 | glMaterialfv(GL_FRONT, GL_SPECULAR, specular); |
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89 | |
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90 | this->cloudTexture = "pictures/sky/cloud1.jpg"; |
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91 | |
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92 | g_sky_model.Load("sky.sgl"); |
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93 | g_sky_model.Unitize(); |
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94 | |
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95 | /* Get the bounding box of the sky dome. */ |
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96 | float bbox[3] = {0}; |
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97 | g_sky_model.GetDimensions(bbox[0], bbox[1], bbox[2]); |
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98 | |
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99 | // this->skyShader = (Shader*)ResourceManager::getInstance()->load("shaders/sky.vert", SHADER, RP_GAME, "shaders/skyfrag"); |
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100 | this->skyShader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/sky.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/sky.frag"); |
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101 | |
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102 | /* Tell the shader the bounding box of the sky dome. */ |
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103 | this->skyShader->bindShader("bbox", bbox, 4); |
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104 | |
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105 | //g_cloud_texture = 0; |
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106 | |
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107 | g_tint[4] = ( 0.9f, 0.7f, 0.7f, 1.0f ); |
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108 | g_scroll = 1.0f; |
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109 | time = 0.0f; |
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110 | } |
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111 | |
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112 | |
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113 | void CloudEffect::loadParams(const TiXmlElement* root) |
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114 | { |
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115 | WeatherEffect::loadParams(root); |
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116 | |
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117 | LoadParam(root, "speed", this, CloudEffect, setCloudAnimation); |
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118 | LoadParam(root, "texture", this, CloudEffect, setCloudTexture); |
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119 | } |
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120 | |
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121 | |
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122 | bool CloudEffect::activate() |
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123 | { |
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124 | PRINTF(0)( "Activating CloudEffect with Material %s\n", this->cloudTexture.c_str()); |
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125 | |
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126 | this->cloudMaterial = new Material("Sky"); |
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127 | this->cloudMaterial->setIllum(3); |
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128 | this->cloudMaterial->setAmbient(1.0, 1.0, 1.0); |
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129 | this->cloudMaterial->setDiffuseMap(this->cloudTexture); |
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130 | } |
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131 | |
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132 | bool CloudEffect::deactivate() |
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133 | { |
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134 | PRINTF(0)("Deactivating CloudEffect\n"); |
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135 | } |
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136 | |
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137 | void CloudEffect::draw() const |
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138 | { |
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139 | |
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140 | // glMatrixMode(GL_MODELVIEW); |
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141 | // glPushMatrix(); |
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142 | // |
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143 | // // Move sphere along with the camera |
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144 | // Vector r = State::getCameraNode()->getAbsCoor(); |
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145 | // glTranslatef(r.x, r.y, r.z); |
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146 | // |
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147 | // // Sky movement |
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148 | // glRotatef(mover, 0, 0, 1); |
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149 | // |
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150 | // cloudMaterial->select(); |
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151 | // gluSphere(this->sphereObj, this->sphereRadius, 20, 20); |
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152 | // glPopMatrix(); |
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153 | |
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154 | // ****** |
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155 | |
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156 | glMatrixMode(GL_MODELVIEW); |
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157 | glPushMatrix(); |
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158 | |
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159 | static float time = 0.0f; |
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160 | // static vector3f eye = {0.0f, 0.0f, 0.0f}, look = {0.0f, 0.0f, 1.0f}, up = {0.0f, 1.0f, 0.0f}; |
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161 | |
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162 | // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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163 | // glLoadIdentity(); |
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164 | // gluLookAt(eye[x], eye[y], eye[z], look[x], look[y], look[z], up[x], up[y], up[z]); |
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165 | |
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166 | /* Turn off the depth buffer when rendering the background. */ |
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167 | // glDisable(GL_DEPTH_TEST); |
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168 | |
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169 | this->skyShader->activateShader(); |
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170 | |
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171 | /* Select the shader program and update parameters. */ |
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172 | /* The "time" parameter controls the cloud scrolling. */ |
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173 | this->skyShader->bindShader("time", &time, 1); |
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174 | /* The "horizon" parameter controls the sky tinting. */ |
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175 | this->skyShader->bindShader("horizon", g_tint, 4); |
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176 | |
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177 | glActiveTexture(GL_TEXTURE0 + 0); |
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178 | glActiveTexture(GL_TEXTURE0 + 1); |
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179 | /* Load the cloud texture. */ |
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180 | //glBindTexture(GL_TEXTURE_2D, g_cloud_texture); |
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181 | this->cloudMaterial->select(); |
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182 | |
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183 | /* Render the sky dome. */ |
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184 | g_sky_model.Render(); |
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185 | |
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186 | /* Unselect the shader. */ |
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187 | Shader::deactivateShader(); |
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188 | |
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189 | /* Turn on the depth buffer when rendering the foreground. */ |
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190 | // glEnable(GL_DEPTH_TEST); |
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191 | |
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192 | /* Render the forground, for example, a teapot or bunny. */ |
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193 | // glEnable(GL_LIGHTING); |
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194 | // glColor3f(0.0f, 1.0f, 0.0f); |
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195 | // glBegin(GL_QUADS); |
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196 | // glNormal3f( 0.0f, 1.0f, 0.0f); |
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197 | // glVertex3f( 20.0f, -1.0f, 20.0f); |
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198 | // glVertex3f( 20.0f, -1.0f, -20.0f); |
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199 | // glVertex3f(-20.0f, -1.0f, -20.0f); |
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200 | // glVertex3f(-20.0f, -1.0f, 20.0f); |
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201 | // glEnd(); |
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202 | // glDisable(GL_LIGHTING); |
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203 | |
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204 | glPopMatrix(); |
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205 | } |
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206 | |
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207 | void CloudEffect::tick (float dt) |
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208 | { |
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209 | // mover = mover + this->cloudSpeed * dt; |
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210 | |
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211 | /* Update the timer for scrolling the clouds. */ |
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212 | time = time + ((1.0f / 2000.0f) * g_scroll); |
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213 | } |
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214 | |
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