[7679] | 1 | /* |
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[7768] | 2 | orxonox - the future of 3D-vertical-scrollers |
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[7679] | 3 | |
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[7768] | 4 | Copyright (C) 2004 orx |
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[7679] | 5 | |
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[7768] | 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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[7679] | 10 | |
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| 11 | ### File Specific: |
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[7768] | 12 | main-programmer: hdavid, amaechler |
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[7679] | 13 | */ |
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| 14 | |
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| 15 | #include "cloud_effect.h" |
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| 16 | |
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| 17 | #include "util/loading/load_param.h" |
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| 18 | #include "util/loading/factory.h" |
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| 19 | |
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| 20 | #include "glincl.h" |
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[7784] | 21 | //#include "graphics_engine.h" |
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[7795] | 22 | #include <math.h> |
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[7679] | 23 | |
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| 24 | #include "parser/tinyxml/tinyxml.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | CREATE_FACTORY(CloudEffect, CL_CLOUD_EFFECT); |
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| 29 | |
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| 30 | CloudEffect::CloudEffect(const TiXmlElement* root) |
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| 31 | { |
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| 32 | this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); |
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| 33 | |
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| 34 | this->init(); |
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| 35 | |
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| 36 | if (root != NULL) |
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| 37 | this->loadParams(root); |
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| 38 | |
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| 39 | this->activate(); |
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| 40 | } |
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| 41 | |
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| 42 | CloudEffect::~CloudEffect() |
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| 43 | { |
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| 44 | this->deactivate(); |
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| 45 | } |
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| 46 | |
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| 47 | void CloudEffect::loadParams(const TiXmlElement* root) |
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| 48 | { |
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| 49 | WeatherEffect::loadParams(root); |
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[7784] | 50 | |
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| 51 | LoadParam(root, "animSpeed", this, CloudEffect, setCloudAnimation); |
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| 52 | |
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[7679] | 53 | } |
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| 54 | |
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| 55 | |
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| 56 | bool CloudEffect::init() |
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| 57 | { |
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[7784] | 58 | // default values |
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| 59 | this->cloudAnimTimeStep = 0; |
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[7768] | 60 | |
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[7784] | 61 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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| 62 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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| 63 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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| 64 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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[7768] | 65 | |
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[7784] | 66 | // Generate noise map a |
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| 67 | CloudEffect::genNoiseMap(cloudMap32_a); |
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| 68 | |
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| 69 | if (this->cloudAnimTimeStep > 0) { |
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| 70 | // Generate noise map b |
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| 71 | CloudEffect::genNoiseMap(cloudMap32_b); |
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| 72 | } |
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[7679] | 73 | } |
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| 74 | |
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| 75 | bool CloudEffect::activate() |
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| 76 | { |
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[7768] | 77 | PRINTF(0)( "Activating CloudEffect\n"); |
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[7784] | 78 | if (this->cloudAnimTimeStep == 0) { |
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| 79 | for (int i = 0; i < 32*32; i++) |
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| 80 | cloudMap32_c[i] = cloudMap32_a[i]; |
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[7768] | 81 | |
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[7784] | 82 | CloudEffect::overlapOctaves(); |
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| 83 | CloudEffect::expFilter(); |
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| 84 | CloudEffect::genCloudTexture(); |
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| 85 | } |
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| 86 | } |
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[7768] | 87 | |
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[7784] | 88 | bool CloudEffect::deactivate() |
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| 89 | { |
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| 90 | PRINTF(0)("Deactivating CloudEffect\n"); |
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| 91 | } |
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| 92 | |
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| 93 | void CloudEffect::genCloudTexture() { |
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| 94 | for(int i=0; i<256; i++) |
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[7768] | 95 | for(int j=0; j<256; j++) |
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| 96 | { |
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[7784] | 97 | float color = cloudMap256[i*256+j]; |
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| 98 | cloudTexture[i][j][0] = (char) color; |
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| 99 | cloudTexture[i][j][1] = (char) color; |
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| 100 | cloudTexture[i][j][2] = (char) color; |
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[7768] | 101 | } |
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| 102 | |
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[7784] | 103 | glGenTextures(2, &texID[0]); |
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[7782] | 104 | glBindTexture(GL_TEXTURE_2D, texID[0]); |
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[7784] | 105 | gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, cloudTexture); |
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[7679] | 106 | } |
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| 107 | |
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[7784] | 108 | void CloudEffect::calcAnimMap(float timer) { |
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[7679] | 109 | |
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[7784] | 110 | for (int x=0; x<32*32; x++) |
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| 111 | cloudMap32_c[x] = (cloudMap32_a[x] * ((this->cloudAnimTimeStep - timer) / this->cloudAnimTimeStep)) + (cloudMap32_b[x] * (timer / this->cloudAnimTimeStep)); |
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| 112 | |
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[7679] | 113 | } |
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| 114 | |
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[7768] | 115 | void CloudEffect::draw() const |
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| 116 | { |
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| 117 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 118 | |
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[7782] | 119 | glPushMatrix(); |
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[7768] | 120 | glEnable(GL_TEXTURE_2D); |
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| 121 | |
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[7782] | 122 | glBindTexture(GL_TEXTURE_2D, texID[0]); |
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[7768] | 123 | |
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[7784] | 124 | // FIXME : Bind this to the sky - how do I do this? |
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[7768] | 125 | glBegin(GL_QUADS); |
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[7782] | 126 | glTexCoord2f(0.0f, 0.0f); glVertex3f(20, 20, 60); // Bottom Left Of The Texture and Quad |
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| 127 | glTexCoord2f(1.0f, 0.0f); glVertex3f(60, 20, 60); // Bottom Right Of The Texture and Quad |
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| 128 | glTexCoord2f(1.0f, 1.0f); glVertex3f(60, 60, 60); // Top Right Of The Texture and Quad |
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| 129 | glTexCoord2f(0.0f, 1.0f); glVertex3f(20, 60, 60); // Top Left Of The Texture and Quad |
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[7768] | 130 | glEnd(); |
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| 131 | |
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| 132 | glPopMatrix(); |
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| 133 | } |
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| 134 | |
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[7679] | 135 | void CloudEffect::tick (float dt) |
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| 136 | { |
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[7784] | 137 | if (this->cloudAnimTimeStep > 0) { |
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| 138 | if (timer >= this->cloudAnimTimeStep) { |
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| 139 | timer -= this->cloudAnimTimeStep; |
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| 140 | for (int i = 0; i < 32*32; i++) |
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| 141 | cloudMap32_a[i] = cloudMap32_b[i]; |
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| 142 | CloudEffect::genNoiseMap(cloudMap32_b); |
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| 143 | } |
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| 144 | |
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| 145 | //map32anim = (map32a * (10 - timer)) + (map32b * timer); |
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| 146 | CloudEffect::calcAnimMap(timer); |
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| 147 | |
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| 148 | CloudEffect::overlapOctaves(); |
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| 149 | CloudEffect::expFilter(); |
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| 150 | CloudEffect::genCloudTexture(); |
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| 151 | |
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| 152 | timer += dt; |
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| 153 | } |
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[7768] | 154 | } |
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[7679] | 155 | |
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[7768] | 156 | /* |
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| 157 | Random noise generator |
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| 158 | */ |
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| 159 | float CloudEffect::noise(int x, int y, int random) |
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| 160 | { |
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| 161 | int n = x + y * 57 + random * 131; |
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| 162 | n = (n<<13) ^ n; |
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| 163 | return (1.0f - ( (n * (n * n * 15731 + 789221) + |
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| 164 | 1376312589)&0x7fffffff)* 0.000000000931322574615478515625f); |
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[7679] | 165 | } |
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[7768] | 166 | |
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| 167 | /* |
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| 168 | Set noise for the 32*32 noise map: |
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| 169 | */ |
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[7784] | 170 | void CloudEffect::genNoiseMap(float *map) |
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[7768] | 171 | { |
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| 172 | float temp[34][34]; |
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| 173 | |
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| 174 | int random = rand() % 5000; |
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| 175 | |
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| 176 | for (int y = 1; y < 33; y++) |
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| 177 | for (int x = 1; x < 33; x++) |
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| 178 | temp[x][y] = 128.0f + CloudEffect::noise(x, y, random) * 128.0f; |
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| 179 | |
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| 180 | // Seamless cloud |
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| 181 | for (int x=1; x<33; x++) |
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| 182 | { |
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| 183 | temp[0][x] = temp[32][x]; |
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| 184 | temp[33][x] = temp[1][x]; |
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| 185 | temp[x][0] = temp[x][32]; |
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| 186 | temp[x][33] = temp[x][1]; |
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| 187 | } |
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| 188 | temp[0][0] = temp[32][32]; |
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| 189 | temp[33][33] = temp[1][1]; |
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| 190 | temp[0][33] = temp[32][1]; |
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| 191 | temp[33][0] = temp[1][32]; |
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| 192 | |
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| 193 | // We mirror the side and corner elements so our final cloud will be seamless without any ugly borders showing. |
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| 194 | for (int y=1; y<33; y++) |
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| 195 | for (int x=1; x<33; x++) |
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| 196 | { |
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| 197 | float center = temp[x][y]/4.0f; |
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| 198 | float sides = (temp[x+1][y] + temp[x-1][y] + temp[x][y+1] + temp[x][y-1])/8.0f; |
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| 199 | float corners = (temp[x+1][y+1] + temp[x+1][y-1] + temp[x-1][y+1] + temp[x-1][y-1])/16.0f; |
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| 200 | |
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[7784] | 201 | map[((x-1)*32) + (y-1)] = center + sides + corners; |
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[7768] | 202 | } |
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| 203 | } |
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| 204 | |
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| 205 | /* |
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| 206 | Interpolation - average the value of each pixel value with that of its neighbors' values. |
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| 207 | */ |
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| 208 | float CloudEffect::interpolate(float x, float y, float *map) |
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| 209 | { |
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| 210 | int Xint = (int)x; |
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| 211 | int Yint = (int)y; |
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| 212 | |
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| 213 | float Xfrac = x - Xint; |
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| 214 | float Yfrac = y - Yint; |
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| 215 | |
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| 216 | int X0 = Xint % 32; |
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| 217 | int Y0 = Yint % 32; |
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| 218 | int X1 = (Xint + 1) % 32; |
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| 219 | int Y1 = (Yint + 1) % 32; |
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| 220 | |
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| 221 | float bot = map[X0*32 + Y0] + Xfrac * (map[X1*32 + Y0] - map[X0*32 + Y0]); |
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| 222 | float top = map[X0*32 + Y1] + Xfrac * (map[X1*32 + Y1] - map[X0*32 + Y1]); |
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| 223 | |
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| 224 | return (bot + Yfrac * (top - bot)); |
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| 225 | } |
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| 226 | |
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| 227 | |
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| 228 | /* |
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| 229 | Octaves are overlapped together to give cloud more turbulence. We will use four octaves for our cloud. |
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| 230 | */ |
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[7784] | 231 | void CloudEffect::overlapOctaves() |
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[7768] | 232 | { |
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| 233 | for (int x=0; x<256*256; x++) |
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| 234 | { |
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[7784] | 235 | cloudMap256[x] = 0; |
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[7768] | 236 | } |
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| 237 | |
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| 238 | for (int octave=0; octave<4; octave++) |
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| 239 | for (int x=0; x<256; x++) |
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| 240 | for (int y=0; y<256; y++) |
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| 241 | { |
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[7795] | 242 | float scale = 1 / pow(2.0f, (float) 3-octave); |
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[7784] | 243 | float noise = CloudEffect::interpolate(x*scale, y*scale , cloudMap32_c); |
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[7768] | 244 | |
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| 245 | //The octaves are added together with the proper weight factors. |
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| 246 | //You could replace pow(2, i) with 1<<i for faster computation |
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[7795] | 247 | cloudMap256[(y*256) + x] += noise / pow(2.0f, (float) octave); |
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[7768] | 248 | } |
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| 249 | } |
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| 250 | |
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| 251 | |
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| 252 | /* |
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| 253 | Filter the noise with exponential function |
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| 254 | */ |
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[7784] | 255 | void CloudEffect::expFilter() |
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[7768] | 256 | { |
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| 257 | float cover = 20.0f; |
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| 258 | float sharpness = 0.95f; |
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| 259 | |
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| 260 | for (int x=0; x<256*256; x++) |
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| 261 | { |
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[7784] | 262 | float c = cloudMap256[x] - (255.0f-cover); |
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[7768] | 263 | if (c<0) c = 0; |
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[7784] | 264 | cloudMap256[x] = 255.0f - ((float)(pow(sharpness, c))*255.0f); |
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[7768] | 265 | } |
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| 266 | } |
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[7784] | 267 | |
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| 268 | |
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