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 | |
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22 | #include "material.h" |
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23 | #include "state.h" |
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24 | #include "p_node.h" |
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25 | #include "shader.h" |
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26 | #include "shell_command.h" |
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27 | #include "t_animation.h" |
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28 | #include "script_class.h" |
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29 | |
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30 | #include "resource_shader.h" |
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31 | |
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32 | #include "class_id_DEPRECATED.h" |
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33 | |
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34 | Vector CloudEffect::cloudColor; |
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35 | Vector CloudEffect::skyColor; |
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36 | Vector CloudEffect::newCloudColor; |
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37 | Vector CloudEffect::newSkyColor; |
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38 | |
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39 | bool CloudEffect::fadeSky; |
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40 | bool CloudEffect::fadeCloud; |
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41 | float CloudEffect::fadeTime; |
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42 | |
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43 | ObjectListDefinitionID(CloudEffect, CL_CLOUD_EFFECT); |
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44 | |
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45 | |
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46 | SHELL_COMMAND(activate, CloudEffect, activateCloud); |
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47 | SHELL_COMMAND(deactivate, CloudEffect, deactivateCloud); |
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48 | SHELL_COMMAND(skyColor, CloudEffect, shellSkyColor); |
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49 | SHELL_COMMAND(cloudColor, CloudEffect, shellCloudColor); |
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50 | |
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51 | |
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52 | CREATE_SCRIPTABLE_CLASS(CloudEffect, |
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53 | addMethod("skyColor", Executor4<CloudEffect, lua_State*,float,float,float,float>(&CloudEffect::shellSkyColor)) |
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54 | ->addMethod("cloudColor", Executor4<CloudEffect, lua_State*,float,float,float,float>(&CloudEffect::shellCloudColor)) |
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55 | ->addMethod("activate", Executor0<CloudEffect, lua_State*>(&CloudEffect::activate)) |
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56 | ->addMethod("deactivate", Executor0<CloudEffect, lua_State*>(&CloudEffect::deactivate)) |
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57 | ); |
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58 | |
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59 | |
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60 | CREATE_FACTORY(CloudEffect); |
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61 | |
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62 | CloudEffect::CloudEffect(const TiXmlElement* root) { |
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63 | this->registerObject(this, CloudEffect::_objectList); |
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64 | |
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65 | this->init(); |
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66 | |
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67 | if (root != NULL) |
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68 | this->loadParams(root); |
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69 | |
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70 | if(cloudActivate) |
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71 | this->activate(); |
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72 | } |
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73 | |
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74 | CloudEffect::~CloudEffect() { |
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75 | this->deactivate(); |
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76 | |
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77 | if (glIsTexture(noise3DTexName)) |
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78 | glDeleteTextures(1, &noise3DTexName); |
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79 | } |
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80 | |
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81 | |
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82 | void CloudEffect::init() { |
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83 | PRINTF(4)("Initializing CloudEffect\n"); |
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84 | |
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85 | // default values |
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86 | this->offsetZ = 0; |
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87 | this->animationSpeed = 2; |
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88 | this->scale = 0.0004f; |
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89 | this->atmosphericRadius = 4000; |
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90 | this->planetRadius = 1500; |
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91 | this->divs = 15; |
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92 | this->cloudActivate = false; |
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93 | fadeSky = false; |
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94 | fadeCloud = false; |
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95 | |
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96 | |
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97 | skyColor = Vector(0.0f, 0.0f, 0.8f); |
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98 | cloudColor = Vector(0.8f, 0.8f, 0.8f); |
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99 | newSkyColor = skyColor; |
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100 | newCloudColor = cloudColor; |
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101 | |
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102 | this->noise3DTexSize = 128; |
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103 | this->noise3DTexName = 0; |
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104 | |
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105 | this->make3DNoiseTexture(); |
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106 | |
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107 | glGenTextures(1, &noise3DTexName); |
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108 | glBindTexture(GL_TEXTURE_3D, noise3DTexName); |
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109 | |
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110 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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111 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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112 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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113 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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114 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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115 | |
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116 | glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, |
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117 | noise3DTexSize, noise3DTexSize, noise3DTexSize, |
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118 | 0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr); |
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119 | |
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120 | this->skydome = new Skydome(); |
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121 | this->skydome->setTexture(noise3DTexName); |
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122 | |
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123 | this->shader = ResourceShader("/shaders/cloud.vert", "/shaders/cloud.frag"); |
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124 | |
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125 | this->shader.activateShader(); |
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126 | |
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127 | Shader::Uniform(shader, "Noise").set(0); |
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128 | |
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129 | this->offset = new Shader::Uniform(shader, "Offset"); |
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130 | this->skycolor = new Shader::Uniform(shader, "SkyColor"); |
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131 | this->cloudcolor = new Shader::Uniform(shader, "CloudColor"); |
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132 | |
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133 | this->shader.deactivateShader(); |
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134 | |
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135 | this->skydome->setShader(&shader); |
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136 | } |
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137 | |
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138 | |
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139 | void CloudEffect::loadParams(const TiXmlElement* root) { |
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140 | WeatherEffect::loadParams(root); |
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141 | |
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142 | LoadParam(root, "speed", this, CloudEffect, setAnimationSpeed); |
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143 | LoadParam(root, "scale", this, CloudEffect, setCloudScale); |
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144 | LoadParam(root, "cloudcolor", this, CloudEffect, setCloudColor); |
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145 | LoadParam(root, "skycolor", this, CloudEffect, setSkyColor); |
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146 | |
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147 | LoadParam(root, "planetRadius", this, CloudEffect, setPlanetRadius); |
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148 | LoadParam(root, "atmosphericRadius", this, CloudEffect, setAtmosphericRadius); |
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149 | LoadParam(root, "divisions", this, CloudEffect, setDivisions); |
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150 | |
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151 | LOAD_PARAM_START_CYCLE(root, element); |
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152 | { |
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153 | LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption); |
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154 | } |
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155 | LOAD_PARAM_END_CYCLE(element); |
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156 | } |
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157 | |
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158 | |
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159 | void CloudEffect::activate() { |
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160 | PRINTF(0)( "Activating\n"); |
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161 | |
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162 | // Can only be set after the loadParams call |
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163 | this->shader.activateShader(); |
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164 | Shader::Uniform(shader, "Scale").set(this->scale); |
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165 | this->skycolor->set |
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166 | (skyColor.x, skyColor.y, skyColor.z); |
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167 | this->cloudcolor->set |
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168 | (cloudColor.x, cloudColor.y, cloudColor.z); |
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169 | this->shader.deactivateShader(); |
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170 | |
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171 | this->skydome->generateSkyPlane(this->divs, this->planetRadius, this->atmosphericRadius, 1, 1); |
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172 | this->skydome->activate(); |
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173 | |
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174 | this->cloudActivate = true; |
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175 | } |
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176 | |
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177 | void CloudEffect::deactivate() { |
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178 | PRINTF(4)("Deactivating CloudEffect\n"); |
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179 | |
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180 | this->skydome->deactivate(); |
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181 | this->cloudActivate = false; |
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182 | } |
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183 | |
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184 | void CloudEffect::draw() const {} |
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185 | |
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186 | void CloudEffect::tick (float dt) { |
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187 | |
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188 | if (this->cloudActivate) { |
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189 | |
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190 | this->offsetZ += 0.05 * dt * this->animationSpeed; |
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191 | |
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192 | this->shader.activateShader(); |
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193 | this->offset->set |
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194 | (0.0f, 0.0f, offsetZ); |
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195 | |
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196 | if(cloudColor != newCloudColor) { |
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197 | |
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198 | if(fadeCloud) { |
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199 | |
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200 | this->cloudColorFadeX = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudX); |
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201 | this->cloudColorFadeX->setInfinity(ANIM_INF_CONSTANT); |
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202 | this->cloudColorFadeY = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudY); |
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203 | this->cloudColorFadeY->setInfinity(ANIM_INF_CONSTANT); |
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204 | this->cloudColorFadeZ = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudZ); |
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205 | this->cloudColorFadeZ->setInfinity(ANIM_INF_CONSTANT); |
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206 | |
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207 | this->cloudColorFadeX->addKeyFrame(cloudColor.x, fadeTime, ANIM_LINEAR); |
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208 | this->cloudColorFadeX->addKeyFrame(newCloudColor.x, 0, ANIM_LINEAR); |
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209 | |
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210 | this->cloudColorFadeY->addKeyFrame(cloudColor.y, fadeTime, ANIM_LINEAR); |
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211 | this->cloudColorFadeY->addKeyFrame(newCloudColor.y, 0, ANIM_LINEAR); |
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212 | |
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213 | this->cloudColorFadeZ->addKeyFrame(cloudColor.z, fadeTime, ANIM_LINEAR); |
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214 | this->cloudColorFadeZ->addKeyFrame(newCloudColor.z, 0, ANIM_LINEAR); |
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215 | |
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216 | fadeCloud = false; |
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217 | |
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218 | this->cloudColorFadeX->replay(); |
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219 | this->cloudColorFadeY->replay(); |
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220 | this->cloudColorFadeZ->replay(); |
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221 | } |
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222 | |
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223 | this->cloudcolor->set |
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224 | (this->cloudColor.x, this->cloudColor.y, this->cloudColor.z); |
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225 | } |
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226 | |
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227 | if(skyColor != newSkyColor) { |
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228 | |
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229 | if(fadeSky) { |
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230 | |
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231 | this->skyColorFadeX = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyX); |
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232 | this->skyColorFadeX->setInfinity(ANIM_INF_CONSTANT); |
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233 | this->skyColorFadeY = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyY); |
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234 | this->skyColorFadeY->setInfinity(ANIM_INF_CONSTANT); |
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235 | this->skyColorFadeZ = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyZ); |
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236 | this->skyColorFadeZ->setInfinity(ANIM_INF_CONSTANT); |
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237 | |
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238 | this->skyColorFadeX->addKeyFrame(skyColor.x, fadeTime, ANIM_LINEAR); |
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239 | this->skyColorFadeX->addKeyFrame(newSkyColor.x, 0, ANIM_LINEAR); |
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240 | |
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241 | this->skyColorFadeY->addKeyFrame(skyColor.y, fadeTime, ANIM_LINEAR); |
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242 | this->skyColorFadeY->addKeyFrame(newSkyColor.y, 0, ANIM_LINEAR); |
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243 | |
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244 | this->skyColorFadeZ->addKeyFrame(skyColor.z, fadeTime, ANIM_LINEAR); |
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245 | this->skyColorFadeZ->addKeyFrame(newSkyColor.z, 0, ANIM_LINEAR); |
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246 | |
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247 | fadeSky = false; |
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248 | |
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249 | this->skyColorFadeX->replay(); |
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250 | this->skyColorFadeY->replay(); |
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251 | this->skyColorFadeZ->replay(); |
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252 | } |
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253 | |
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254 | this->skycolor->set |
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255 | (this->skyColor.x, this->skyColor.y, this->skyColor.z); |
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256 | } |
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257 | |
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258 | this->shader.deactivateShader(); |
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259 | } |
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260 | } |
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261 | |
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262 | |
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263 | void CloudEffect::setColorSkyX(float color) { |
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264 | skyColor.x = color; |
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265 | } |
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266 | void CloudEffect::setColorSkyY(float color) { |
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267 | skyColor.y = color; |
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268 | } |
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269 | void CloudEffect::setColorSkyZ(float color) { |
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270 | skyColor.z = color; |
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271 | } |
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272 | void CloudEffect::setColorCloudX(float color) { |
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273 | cloudColor.x = color; |
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274 | } |
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275 | void CloudEffect::setColorCloudY(float color) { |
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276 | cloudColor.y = color; |
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277 | } |
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278 | void CloudEffect::setColorCloudZ(float color) { |
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279 | cloudColor.z = color; |
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280 | } |
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281 | |
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282 | void CloudEffect::changeSkyColor(Vector color, float time) { |
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283 | newSkyColor = color; |
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284 | fadeSky = true; |
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285 | fadeTime = time; |
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286 | } |
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287 | |
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288 | |
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289 | void CloudEffect::changeCloudColor(Vector color, float time) { |
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290 | newCloudColor = color; |
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291 | fadeCloud = true; |
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292 | fadeTime = time; |
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293 | } |
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294 | |
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295 | void CloudEffect::shellSkyColor(float colorX, float colorY, float colorZ, float time) { |
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296 | changeSkyColor( Vector(colorX, colorY, colorZ), time); |
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297 | } |
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298 | |
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299 | void CloudEffect::shellCloudColor(float colorX, float colorY, float colorZ, float time) { |
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300 | changeCloudColor( Vector(colorX, colorY, colorZ), time); |
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301 | } |
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302 | |
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303 | |
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304 | |
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305 | void CloudEffect::make3DNoiseTexture() { |
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306 | int f, i, j, k, inc; |
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307 | int startFrequency = 4; |
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308 | int numOctaves = 4; |
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309 | double ni[3]; |
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310 | double inci, incj, inck; |
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311 | int frequency = startFrequency; |
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312 | GLubyte *ptr; |
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313 | double amp = 0.5; |
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314 | |
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315 | if ((noise3DTexPtr = (GLubyte *) malloc(noise3DTexSize * |
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316 | noise3DTexSize * |
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317 | noise3DTexSize * 4)) == NULL) |
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318 | PRINTF(0)("ERROR: Could not allocate 3D noise texture\n"); |
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319 | |
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320 | for (f=0, inc=0; f < numOctaves; |
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321 | ++f, frequency *= 2, ++inc, amp *= 0.5) { |
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322 | SetNoiseFrequency(frequency); |
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323 | ptr = noise3DTexPtr; |
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324 | ni[0] = ni[1] = ni[2] = 0; |
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325 | |
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326 | inci = 1.0 / (noise3DTexSize / frequency); |
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327 | for (i=0; i<noise3DTexSize; ++i, ni[0] += inci) { |
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328 | incj = 1.0 / (noise3DTexSize / frequency); |
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329 | for (j=0; j<noise3DTexSize; ++j, ni[1] += incj) { |
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330 | inck = 1.0 / (noise3DTexSize / frequency); |
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331 | for (k=0; k<noise3DTexSize; ++k, ni[2] += inck, ptr+= 4) { |
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332 | *(ptr+inc) = (GLubyte) (((noise3(ni)+1.0) * amp)*128.0); |
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333 | } |
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334 | } |
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335 | } |
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336 | } |
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337 | } |
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338 | |
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339 | void CloudEffect::initNoise() { |
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340 | int i, j, k; |
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341 | |
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342 | srand(30757); |
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343 | for (i = 0 ; i < B ; i++) { |
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344 | p[i] = i; |
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345 | g1[i] = (double)((rand() % (B + B)) - B) / B; |
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346 | |
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347 | for (j = 0 ; j < 2 ; j++) |
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348 | g2[i][j] = (double)((rand() % (B + B)) - B) / B; |
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349 | normalize2(g2[i]); |
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350 | |
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351 | for (j = 0 ; j < 3 ; j++) |
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352 | g3[i][j] = (double)((rand() % (B + B)) - B) / B; |
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353 | normalize3(g3[i]); |
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354 | } |
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355 | |
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356 | while (--i) { |
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357 | k = p[i]; |
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358 | p[i] = p[j = rand() % B]; |
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359 | p[j] = k; |
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360 | } |
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361 | |
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362 | for (i = 0 ; i < B + 2 ; i++) { |
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363 | p[B + i] = p[i]; |
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364 | g1[B + i] = g1[i]; |
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365 | for (j = 0 ; j < 2 ; j++) |
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366 | g2[B + i][j] = g2[i][j]; |
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367 | for (j = 0 ; j < 3 ; j++) |
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368 | g3[B + i][j] = g3[i][j]; |
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369 | } |
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370 | } |
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371 | |
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372 | void CloudEffect::SetNoiseFrequency( int frequency) { |
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373 | start = 1; |
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374 | B = frequency; |
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375 | BM = B-1; |
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376 | } |
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377 | |
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378 | double CloudEffect::noise3( double vec[3]) { |
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379 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; |
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380 | double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; |
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381 | int i, j; |
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382 | |
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383 | if (start) { |
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384 | start = 0; |
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385 | initNoise(); |
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386 | } |
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387 | |
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388 | setup(0, bx0,bx1, rx0,rx1); |
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389 | setup(1, by0,by1, ry0,ry1); |
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390 | setup(2, bz0,bz1, rz0,rz1); |
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391 | |
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392 | i = p[ bx0 ]; |
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393 | j = p[ bx1 ]; |
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394 | |
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395 | b00 = p[ i + by0 ]; |
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396 | b10 = p[ j + by0 ]; |
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397 | b01 = p[ i + by1 ]; |
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398 | b11 = p[ j + by1 ]; |
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399 | |
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400 | t = s_curve(rx0); |
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401 | sy = s_curve(ry0); |
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402 | sz = s_curve(rz0); |
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403 | |
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404 | q = g3[ b00 + bz0 ] ; |
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405 | u = at3(rx0,ry0,rz0); |
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406 | q = g3[ b10 + bz0 ] ; |
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407 | v = at3(rx1,ry0,rz0); |
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408 | a = lerp(t, u, v); |
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409 | |
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410 | q = g3[ b01 + bz0 ] ; |
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411 | u = at3(rx0,ry1,rz0); |
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412 | q = g3[ b11 + bz0 ] ; |
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413 | v = at3(rx1,ry1,rz0); |
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414 | b = lerp(t, u, v); |
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415 | |
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416 | c = lerp(sy, a, b); |
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417 | |
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418 | q = g3[ b00 + bz1 ] ; |
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419 | u = at3(rx0,ry0,rz1); |
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420 | q = g3[ b10 + bz1 ] ; |
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421 | v = at3(rx1,ry0,rz1); |
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422 | a = lerp(t, u, v); |
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423 | |
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424 | q = g3[ b01 + bz1 ] ; |
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425 | u = at3(rx0,ry1,rz1); |
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426 | q = g3[ b11 + bz1 ] ; |
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427 | v = at3(rx1,ry1,rz1); |
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428 | b = lerp(t, u, v); |
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429 | |
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430 | d = lerp(sy, a, b); |
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431 | |
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432 | return lerp(sz, c, d); |
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433 | } |
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434 | |
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435 | void CloudEffect::normalize2( double v[2]) { |
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436 | double s; |
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437 | |
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438 | s = sqrt(v[0] * v[0] + v[1] * v[1]); |
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439 | v[0] = v[0] / s; |
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440 | v[1] = v[1] / s; |
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441 | } |
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442 | |
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443 | void CloudEffect::normalize3( double v[3]) { |
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444 | double s; |
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445 | |
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446 | s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); |
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447 | v[0] = v[0] / s; |
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448 | v[1] = v[1] / s; |
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449 | v[2] = v[2] / s; |
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450 | } |
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451 | |
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