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 "material.h" |
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24 | #include "state.h" |
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25 | #include "p_node.h" |
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26 | #include "shader.h" |
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27 | #include "shell_command.h" |
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28 | |
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29 | #include "parser/tinyxml/tinyxml.h" |
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30 | |
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31 | |
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32 | using namespace std; |
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33 | |
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34 | SHELL_COMMAND(activate, CloudEffect, activateCloud); |
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35 | SHELL_COMMAND(deactivate, CloudEffect, deactivateCloud); |
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36 | |
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37 | CREATE_FACTORY(CloudEffect, CL_CLOUD_EFFECT); |
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38 | |
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39 | CloudEffect::CloudEffect(const TiXmlElement* root) |
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40 | { |
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41 | this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); |
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42 | |
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43 | this->init(); |
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44 | |
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45 | if (root != NULL) |
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46 | this->loadParams(root); |
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47 | |
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48 | if(cloudActivate) |
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49 | this->activate(); |
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50 | } |
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51 | |
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52 | CloudEffect::~CloudEffect() |
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53 | { |
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54 | this->deactivate(); |
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55 | |
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56 | if (glIsTexture(noise3DTexName)) |
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57 | glDeleteTextures(1, &noise3DTexName); |
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58 | |
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59 | delete shader; |
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60 | } |
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61 | |
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62 | |
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63 | void CloudEffect::init() |
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64 | { |
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65 | PRINTF(0)("Initializing CloudEffect\n"); |
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66 | |
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67 | this->offsetZ = 0; |
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68 | this->animationSpeed = 2; |
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69 | this->scale = 0.0004f; |
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70 | this->atmosphericRadius = 4000; |
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71 | this->planetRadius = 1500; |
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72 | this->divs = 50; |
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73 | |
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74 | noise3DTexSize = 128; |
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75 | noise3DTexName = 0; |
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76 | |
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77 | this->make3DNoiseTexture(); |
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78 | |
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79 | glGenTextures(1, &noise3DTexName); |
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80 | glBindTexture(GL_TEXTURE_3D, noise3DTexName); |
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81 | |
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82 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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83 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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84 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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85 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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86 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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87 | |
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88 | glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, |
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89 | noise3DTexSize, noise3DTexSize, noise3DTexSize, |
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90 | 0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr); |
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91 | |
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92 | skydome = new Skydome(); |
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93 | skydome->setTexture(noise3DTexName); |
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94 | |
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95 | shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert", |
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96 | ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag"); |
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97 | |
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98 | this->shader->activateShader(); |
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99 | |
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100 | Shader::Uniform(shader, "Noise").set(0); |
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101 | //Shader::Uniform(shader, "SkyColor").set(0.0f, 0.0f, 0.8f); |
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102 | Shader::Uniform(shader, "CloudColor").set(0.8f, 0.8f, 0.8f); |
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103 | |
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104 | offset = new Shader::Uniform(shader, "Offset"); |
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105 | skycolor = new Shader::Uniform(shader, "SkyColor"); |
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106 | skycolor->set(0.0f, 0.0f, 0.0f); |
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107 | |
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108 | this->shader->deactivateShader(); |
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109 | |
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110 | skydome->setShader(shader); |
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111 | } |
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112 | |
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113 | |
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114 | void CloudEffect::loadParams(const TiXmlElement* root) |
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115 | { |
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116 | WeatherEffect::loadParams(root); |
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117 | |
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118 | LoadParam(root, "speed", this, CloudEffect, setAnimationSpeed); |
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119 | LoadParam(root, "scale", this, CloudEffect, setCloudScale); |
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120 | |
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121 | LoadParam(root, "planetRadius", this, CloudEffect, setPlanetRadius); |
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122 | LoadParam(root, "atmosphericRadius", this, CloudEffect, setAtmosphericRadius); |
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123 | LoadParam(root, "divisions", this, CloudEffect, setDivisions); |
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124 | |
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125 | LOAD_PARAM_START_CYCLE(root, element); |
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126 | { |
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127 | LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption); |
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128 | } |
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129 | LOAD_PARAM_END_CYCLE(element); |
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130 | } |
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131 | |
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132 | |
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133 | void CloudEffect::activate() |
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134 | { |
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135 | PRINTF(0)( "Activating\n"); |
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136 | |
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137 | // Can only be set after the loadParams call |
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138 | this->shader->activateShader(); |
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139 | Shader::Uniform(shader, "Scale").set(this->scale); |
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140 | this->shader->deactivateShader(); |
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141 | |
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142 | skydome->generateSkyPlane(this->divs, this->planetRadius, this->atmosphericRadius, 1, 1); |
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143 | |
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144 | this->cloudActivate = true; |
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145 | } |
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146 | |
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147 | void CloudEffect::deactivate() |
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148 | { |
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149 | PRINTF(0)("Deactivating CloudEffect\n"); |
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150 | |
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151 | this->cloudActivate = false; |
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152 | } |
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153 | |
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154 | void CloudEffect::draw() const |
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155 | { |
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156 | } |
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157 | |
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158 | void CloudEffect::tick (float dt) |
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159 | { |
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160 | if (this->cloudActivate) |
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161 | { |
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162 | this->offsetZ += 0.05 * dt * this->animationSpeed; |
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163 | |
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164 | this->shader->activateShader(); |
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165 | offset->set(0.0f, 0.0f, offsetZ); |
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166 | skycolor->set(offsetZ/10, 0.0f, 0.0f); |
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167 | this->shader->deactivateShader(); |
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168 | } |
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169 | } |
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170 | |
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171 | |
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172 | void CloudEffect::make3DNoiseTexture() |
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173 | { |
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174 | int f, i, j, k, inc; |
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175 | int startFrequency = 4; |
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176 | int numOctaves = 4; |
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177 | double ni[3]; |
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178 | double inci, incj, inck; |
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179 | int frequency = startFrequency; |
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180 | GLubyte *ptr; |
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181 | double amp = 0.5; |
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182 | |
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183 | if ((noise3DTexPtr = (GLubyte *) malloc(noise3DTexSize * |
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184 | noise3DTexSize * |
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185 | noise3DTexSize * 4)) == NULL) |
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186 | PRINTF(0)("ERROR: Could not allocate 3D noise texture\n"); |
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187 | |
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188 | for (f=0, inc=0; f < numOctaves; |
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189 | ++f, frequency *= 2, ++inc, amp *= 0.5) |
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190 | { |
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191 | SetNoiseFrequency(frequency); |
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192 | ptr = noise3DTexPtr; |
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193 | ni[0] = ni[1] = ni[2] = 0; |
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194 | |
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195 | inci = 1.0 / (noise3DTexSize / frequency); |
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196 | for (i=0; i<noise3DTexSize; ++i, ni[0] += inci) |
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197 | { |
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198 | incj = 1.0 / (noise3DTexSize / frequency); |
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199 | for (j=0; j<noise3DTexSize; ++j, ni[1] += incj) |
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200 | { |
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201 | inck = 1.0 / (noise3DTexSize / frequency); |
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202 | for (k=0; k<noise3DTexSize; ++k, ni[2] += inck, ptr+= 4) |
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203 | { |
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204 | *(ptr+inc) = (GLubyte) (((noise3(ni)+1.0) * amp)*128.0); |
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205 | } |
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206 | } |
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207 | } |
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208 | } |
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209 | } |
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210 | |
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211 | void CloudEffect::initNoise() |
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212 | { |
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213 | int i, j, k; |
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214 | |
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215 | srand(30757); |
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216 | for (i = 0 ; i < B ; i++) |
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217 | { |
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218 | p[i] = i; |
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219 | g1[i] = (double)((rand() % (B + B)) - B) / B; |
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220 | |
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221 | for (j = 0 ; j < 2 ; j++) |
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222 | g2[i][j] = (double)((rand() % (B + B)) - B) / B; |
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223 | normalize2(g2[i]); |
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224 | |
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225 | for (j = 0 ; j < 3 ; j++) |
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226 | g3[i][j] = (double)((rand() % (B + B)) - B) / B; |
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227 | normalize3(g3[i]); |
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228 | } |
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229 | |
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230 | while (--i) |
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231 | { |
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232 | k = p[i]; |
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233 | p[i] = p[j = rand() % B]; |
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234 | p[j] = k; |
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235 | } |
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236 | |
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237 | for (i = 0 ; i < B + 2 ; i++) |
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238 | { |
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239 | p[B + i] = p[i]; |
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240 | g1[B + i] = g1[i]; |
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241 | for (j = 0 ; j < 2 ; j++) |
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242 | g2[B + i][j] = g2[i][j]; |
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243 | for (j = 0 ; j < 3 ; j++) |
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244 | g3[B + i][j] = g3[i][j]; |
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245 | } |
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246 | } |
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247 | |
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248 | void CloudEffect::SetNoiseFrequency( int frequency) |
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249 | { |
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250 | start = 1; |
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251 | B = frequency; |
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252 | BM = B-1; |
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253 | } |
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254 | |
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255 | double CloudEffect::noise3( double vec[3]) |
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256 | { |
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257 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; |
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258 | double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; |
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259 | int i, j; |
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260 | |
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261 | if (start) |
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262 | { |
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263 | start = 0; |
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264 | initNoise(); |
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265 | } |
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266 | |
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267 | setup(0, bx0,bx1, rx0,rx1); |
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268 | setup(1, by0,by1, ry0,ry1); |
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269 | setup(2, bz0,bz1, rz0,rz1); |
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270 | |
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271 | i = p[ bx0 ]; |
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272 | j = p[ bx1 ]; |
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273 | |
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274 | b00 = p[ i + by0 ]; |
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275 | b10 = p[ j + by0 ]; |
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276 | b01 = p[ i + by1 ]; |
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277 | b11 = p[ j + by1 ]; |
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278 | |
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279 | t = s_curve(rx0); |
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280 | sy = s_curve(ry0); |
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281 | sz = s_curve(rz0); |
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282 | |
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283 | q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); |
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284 | q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); |
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285 | a = lerp(t, u, v); |
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286 | |
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287 | q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); |
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288 | q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); |
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289 | b = lerp(t, u, v); |
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290 | |
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291 | c = lerp(sy, a, b); |
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292 | |
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293 | q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); |
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294 | q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); |
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295 | a = lerp(t, u, v); |
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296 | |
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297 | q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); |
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298 | q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); |
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299 | b = lerp(t, u, v); |
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300 | |
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301 | d = lerp(sy, a, b); |
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302 | |
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303 | return lerp(sz, c, d); |
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304 | } |
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305 | |
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306 | void CloudEffect::normalize2( double v[2]) |
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307 | { |
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308 | double s; |
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309 | |
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310 | s = sqrt(v[0] * v[0] + v[1] * v[1]); |
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311 | v[0] = v[0] / s; |
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312 | v[1] = v[1] / s; |
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313 | } |
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314 | |
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315 | void CloudEffect::normalize3( double v[3]) |
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316 | { |
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317 | double s; |
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318 | |
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319 | s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); |
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320 | v[0] = v[0] / s; |
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321 | v[1] = v[1] / s; |
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322 | v[2] = v[2] / s; |
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323 | } |
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324 | |
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