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 | Vector CloudEffect::cloudColor; |
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32 | Vector CloudEffect::skyColor; |
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33 | Vector CloudEffect::newCloudColor; |
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34 | Vector CloudEffect::newSkyColor; |
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35 | |
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36 | using namespace std; |
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37 | |
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38 | SHELL_COMMAND(activate, CloudEffect, activateCloud); |
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39 | SHELL_COMMAND(deactivate, CloudEffect, deactivateCloud); |
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40 | |
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41 | CREATE_FACTORY(CloudEffect, CL_CLOUD_EFFECT); |
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42 | |
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43 | CloudEffect::CloudEffect(const TiXmlElement* root) |
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44 | { |
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45 | this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); |
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46 | |
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47 | this->init(); |
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48 | |
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49 | if (root != NULL) |
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50 | this->loadParams(root); |
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51 | |
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52 | if(cloudActivate) |
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53 | this->activate(); |
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54 | } |
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55 | |
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56 | CloudEffect::~CloudEffect() |
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57 | { |
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58 | this->deactivate(); |
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59 | |
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60 | if (glIsTexture(noise3DTexName)) |
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61 | glDeleteTextures(1, &noise3DTexName); |
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62 | |
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63 | delete shader; |
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64 | } |
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65 | |
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66 | |
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67 | void CloudEffect::init() |
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68 | { |
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69 | PRINTF(0)("Initializing CloudEffect\n"); |
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70 | |
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71 | this->offsetZ = 0; |
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72 | this->animationSpeed = 2; |
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73 | this->scale = 0.0004f; |
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74 | this->atmosphericRadius = 4000; |
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75 | this->planetRadius = 1500; |
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76 | this->divs = 50; |
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77 | |
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78 | skyColor = Vector(0.0f, 0.0f, 0.8f); |
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79 | cloudColor = Vector(0.8f, 0.8f, 0.8f); |
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80 | newSkyColor = skyColor; |
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81 | newCloudColor = cloudColor; |
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82 | this->fadeTime = 3; |
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83 | |
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84 | this->noise3DTexSize = 128; |
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85 | this->noise3DTexName = 0; |
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86 | |
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87 | this->make3DNoiseTexture(); |
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88 | |
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89 | glGenTextures(1, &noise3DTexName); |
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90 | glBindTexture(GL_TEXTURE_3D, noise3DTexName); |
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91 | |
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92 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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93 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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94 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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95 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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96 | glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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97 | |
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98 | glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, |
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99 | noise3DTexSize, noise3DTexSize, noise3DTexSize, |
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100 | 0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr); |
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101 | |
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102 | this->skydome = new Skydome(); |
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103 | this->skydome->setTexture(noise3DTexName); |
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104 | |
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105 | this->shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert", |
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106 | ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag"); |
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107 | |
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108 | this->shader->activateShader(); |
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109 | |
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110 | Shader::Uniform(shader, "Noise").set(0); |
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111 | |
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112 | this->offset = new Shader::Uniform(shader, "Offset"); |
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113 | this->skycolor = new Shader::Uniform(shader, "SkyColor"); |
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114 | this->cloudcolor = new Shader::Uniform(shader, "CloudColor"); |
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115 | |
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116 | this->shader->deactivateShader(); |
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117 | |
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118 | this->skydome->setShader(shader); |
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119 | } |
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120 | |
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121 | |
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122 | void CloudEffect::loadParams(const TiXmlElement* root) |
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123 | { |
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124 | WeatherEffect::loadParams(root); |
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125 | |
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126 | LoadParam(root, "speed", this, CloudEffect, setAnimationSpeed); |
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127 | LoadParam(root, "scale", this, CloudEffect, setCloudScale); |
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128 | LoadParam(root, "cloudcolor", this, CloudEffect, setCloudColor); |
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129 | LoadParam(root, "skycolor", this, CloudEffect, setSkyColor); |
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130 | |
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131 | LoadParam(root, "planetRadius", this, CloudEffect, setPlanetRadius); |
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132 | LoadParam(root, "atmosphericRadius", this, CloudEffect, setAtmosphericRadius); |
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133 | LoadParam(root, "divisions", this, CloudEffect, setDivisions); |
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134 | |
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135 | LOAD_PARAM_START_CYCLE(root, element); |
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136 | { |
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137 | LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption); |
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138 | } |
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139 | LOAD_PARAM_END_CYCLE(element); |
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140 | } |
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141 | |
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142 | |
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143 | void CloudEffect::activate() |
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144 | { |
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145 | PRINTF(0)( "Activating\n"); |
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146 | |
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147 | // Can only be set after the loadParams call |
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148 | this->shader->activateShader(); |
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149 | Shader::Uniform(shader, "Scale").set(this->scale); |
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150 | this->skycolor->set(skyColor.x, skyColor.y, skyColor.z); |
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151 | this->cloudcolor->set(cloudColor.x, cloudColor.y, cloudColor.z); |
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152 | this->shader->deactivateShader(); |
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153 | |
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154 | this->skydome->generateSkyPlane(this->divs, this->planetRadius, this->atmosphericRadius, 1, 1); |
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155 | |
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156 | this->cloudActivate = true; |
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157 | } |
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158 | |
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159 | void CloudEffect::deactivate() |
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160 | { |
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161 | PRINTF(0)("Deactivating CloudEffect\n"); |
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162 | |
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163 | this->cloudActivate = false; |
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164 | } |
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165 | |
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166 | void CloudEffect::draw() const |
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167 | {} |
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168 | |
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169 | void CloudEffect::tick (float dt) |
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170 | { |
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171 | if (this->cloudActivate) |
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172 | { |
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173 | this->offsetZ += 0.05 * dt * this->animationSpeed; |
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174 | |
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175 | this->shader->activateShader(); |
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176 | this->offset->set(0.0f, 0.0f, offsetZ); |
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177 | |
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178 | //if(cloudColor != newCloudColor) |
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179 | //{ |
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180 | // TODO: fade from cloudColor to newCloudColor |
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181 | cloudColor = newCloudColor; |
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182 | this->cloudcolor->set(this->cloudColor.x, this->cloudColor.y, this->cloudColor.z); |
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183 | //} |
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184 | //if(cloudColor != newCloudColor) |
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185 | //{ |
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186 | // TODO: fade from skyColor to newSkyColor |
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187 | skyColor = newSkyColor; |
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188 | this->skycolor->set(this->skyColor.x, this->skyColor.y, this->skyColor.z); |
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189 | //} |
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190 | |
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191 | this->shader->deactivateShader(); |
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192 | } |
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193 | } |
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194 | |
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195 | |
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196 | void CloudEffect::changeSkyColor(Vector color) |
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197 | { |
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198 | newSkyColor = color; |
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199 | } |
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200 | |
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201 | |
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202 | void CloudEffect::changeCloudColor(Vector color) |
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203 | { |
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204 | newCloudColor = color; |
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205 | } |
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206 | |
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207 | |
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208 | void CloudEffect::make3DNoiseTexture() |
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209 | { |
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210 | int f, i, j, k, inc; |
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211 | int startFrequency = 4; |
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212 | int numOctaves = 4; |
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213 | double ni[3]; |
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214 | double inci, incj, inck; |
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215 | int frequency = startFrequency; |
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216 | GLubyte *ptr; |
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217 | double amp = 0.5; |
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218 | |
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219 | if ((noise3DTexPtr = (GLubyte *) malloc(noise3DTexSize * |
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220 | noise3DTexSize * |
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221 | noise3DTexSize * 4)) == NULL) |
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222 | PRINTF(0)("ERROR: Could not allocate 3D noise texture\n"); |
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223 | |
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224 | for (f=0, inc=0; f < numOctaves; |
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225 | ++f, frequency *= 2, ++inc, amp *= 0.5) |
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226 | { |
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227 | SetNoiseFrequency(frequency); |
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228 | ptr = noise3DTexPtr; |
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229 | ni[0] = ni[1] = ni[2] = 0; |
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230 | |
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231 | inci = 1.0 / (noise3DTexSize / frequency); |
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232 | for (i=0; i<noise3DTexSize; ++i, ni[0] += inci) |
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233 | { |
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234 | incj = 1.0 / (noise3DTexSize / frequency); |
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235 | for (j=0; j<noise3DTexSize; ++j, ni[1] += incj) |
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236 | { |
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237 | inck = 1.0 / (noise3DTexSize / frequency); |
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238 | for (k=0; k<noise3DTexSize; ++k, ni[2] += inck, ptr+= 4) |
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239 | { |
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240 | *(ptr+inc) = (GLubyte) (((noise3(ni)+1.0) * amp)*128.0); |
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241 | } |
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242 | } |
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243 | } |
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244 | } |
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245 | } |
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246 | |
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247 | void CloudEffect::initNoise() |
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248 | { |
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249 | int i, j, k; |
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250 | |
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251 | srand(30757); |
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252 | for (i = 0 ; i < B ; i++) |
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253 | { |
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254 | p[i] = i; |
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255 | g1[i] = (double)((rand() % (B + B)) - B) / B; |
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256 | |
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257 | for (j = 0 ; j < 2 ; j++) |
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258 | g2[i][j] = (double)((rand() % (B + B)) - B) / B; |
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259 | normalize2(g2[i]); |
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260 | |
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261 | for (j = 0 ; j < 3 ; j++) |
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262 | g3[i][j] = (double)((rand() % (B + B)) - B) / B; |
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263 | normalize3(g3[i]); |
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264 | } |
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265 | |
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266 | while (--i) |
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267 | { |
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268 | k = p[i]; |
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269 | p[i] = p[j = rand() % B]; |
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270 | p[j] = k; |
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271 | } |
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272 | |
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273 | for (i = 0 ; i < B + 2 ; i++) |
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274 | { |
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275 | p[B + i] = p[i]; |
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276 | g1[B + i] = g1[i]; |
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277 | for (j = 0 ; j < 2 ; j++) |
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278 | g2[B + i][j] = g2[i][j]; |
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279 | for (j = 0 ; j < 3 ; j++) |
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280 | g3[B + i][j] = g3[i][j]; |
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281 | } |
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282 | } |
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283 | |
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284 | void CloudEffect::SetNoiseFrequency( int frequency) |
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285 | { |
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286 | start = 1; |
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287 | B = frequency; |
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288 | BM = B-1; |
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289 | } |
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290 | |
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291 | double CloudEffect::noise3( double vec[3]) |
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292 | { |
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293 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; |
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294 | double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; |
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295 | int i, j; |
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296 | |
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297 | if (start) |
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298 | { |
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299 | start = 0; |
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300 | initNoise(); |
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301 | } |
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302 | |
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303 | setup(0, bx0,bx1, rx0,rx1); |
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304 | setup(1, by0,by1, ry0,ry1); |
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305 | setup(2, bz0,bz1, rz0,rz1); |
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306 | |
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307 | i = p[ bx0 ]; |
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308 | j = p[ bx1 ]; |
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309 | |
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310 | b00 = p[ i + by0 ]; |
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311 | b10 = p[ j + by0 ]; |
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312 | b01 = p[ i + by1 ]; |
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313 | b11 = p[ j + by1 ]; |
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314 | |
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315 | t = s_curve(rx0); |
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316 | sy = s_curve(ry0); |
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317 | sz = s_curve(rz0); |
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318 | |
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319 | q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); |
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320 | q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); |
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321 | a = lerp(t, u, v); |
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322 | |
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323 | q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); |
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324 | q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); |
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325 | b = lerp(t, u, v); |
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326 | |
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327 | c = lerp(sy, a, b); |
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328 | |
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329 | q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); |
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330 | q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); |
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331 | a = lerp(t, u, v); |
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332 | |
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333 | q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); |
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334 | q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); |
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335 | b = lerp(t, u, v); |
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336 | |
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337 | d = lerp(sy, a, b); |
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338 | |
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339 | return lerp(sz, c, d); |
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340 | } |
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341 | |
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342 | void CloudEffect::normalize2( double v[2]) |
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343 | { |
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344 | double s; |
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345 | |
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346 | s = sqrt(v[0] * v[0] + v[1] * v[1]); |
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347 | v[0] = v[0] / s; |
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348 | v[1] = v[1] / s; |
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349 | } |
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350 | |
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351 | void CloudEffect::normalize3( double v[3]) |
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352 | { |
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353 | double s; |
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354 | |
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355 | s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); |
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356 | v[0] = v[0] / s; |
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357 | v[1] = v[1] / s; |
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358 | v[2] = v[2] / s; |
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359 | } |
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360 | |
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