1 | /** |
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2 | * @file cloud_effect.h |
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3 | * Create clouds |
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4 | */ |
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5 | |
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6 | #ifndef _CLOUD_EFFECT |
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7 | #define _CLOUD_EFFECT |
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8 | |
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9 | #include "weather_effect.h" |
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10 | |
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11 | #include "sound_buffer.h" |
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12 | #include "sound_source.h" |
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13 | |
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14 | #include "skydome.h" |
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15 | #include "material.h" |
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16 | #include "shader.h" |
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17 | |
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18 | #define MAXB 0x100 |
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19 | #define N 0x1000 |
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20 | #define NP 12 /* 2^N */ |
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21 | #define NM 0xfff |
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22 | |
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23 | #define s_curve(t) ( t * t * (3. - 2. * t) ) |
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24 | #define lerp(t, a, b) ( a + t * (b - a) ) |
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25 | #define setup(i,b0,b1,r0,r1)\ |
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26 | t = vec[i] + N;\ |
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27 | b0 = ((int)t) & BM;\ |
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28 | b1 = (b0+1) & BM;\ |
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29 | r0 = t - (int)t;\ |
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30 | r1 = r0 - 1.; |
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31 | #define at2(rx,ry) ( rx * q[0] + ry * q[1] ) |
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32 | #define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) |
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33 | |
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34 | // FORWARD DECLARATION |
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35 | template <class T> |
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36 | class tAnimation; |
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37 | |
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38 | class CloudEffect : public WeatherEffect { |
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39 | |
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40 | public: |
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41 | |
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42 | CloudEffect(const TiXmlElement* root = NULL); |
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43 | virtual ~CloudEffect(); |
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44 | |
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45 | virtual void loadParams(const TiXmlElement* root); |
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46 | |
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47 | virtual void init(); |
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48 | |
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49 | virtual void activate(); |
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50 | virtual void deactivate(); |
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51 | |
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52 | void activateCloud() { |
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53 | this->activate(); |
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54 | } |
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55 | void deactivateCloud() { |
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56 | this->deactivate(); |
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57 | } |
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58 | |
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59 | void setCloudOption(const std::string& option) { |
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60 | if (option == "activate") |
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61 | this->cloudActivate = true; |
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62 | } |
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63 | |
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64 | void setAnimationSpeed(float speed) { |
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65 | this->animationSpeed = speed; |
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66 | } |
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67 | |
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68 | void setCloudScale(float scale) { |
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69 | this->scale = scale; |
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70 | } |
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71 | |
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72 | void setCloudColor(float colorX, float colorY, float colorZ) { |
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73 | this->cloudColor = Vector(colorX, colorY, colorZ); |
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74 | } |
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75 | |
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76 | void setSkyColor(float colorX, float colorY, float colorZ) { |
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77 | this->skyColor = Vector(colorX, colorY, colorZ); |
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78 | } |
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79 | |
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80 | void setPlanetRadius(float planetRadius) { |
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81 | this->planetRadius = planetRadius; |
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82 | } |
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83 | |
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84 | void setAtmosphericRadius(float atmosphericRadius) { |
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85 | this->atmosphericRadius = atmosphericRadius; |
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86 | } |
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87 | |
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88 | void setDivisions(int divs) { |
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89 | this->divs = divs; |
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90 | } |
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91 | |
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92 | virtual void draw() const; |
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93 | virtual void tick(float dt); |
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94 | |
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95 | static void changeSkyColor(Vector color, float time); |
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96 | static void changeCloudColor(Vector color, float time); |
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97 | |
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98 | void setColorSkyX(float color); |
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99 | void setColorSkyY(float color); |
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100 | void setColorSkyZ(float color); |
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101 | void setColorCloudX(float color); |
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102 | void setColorCloudY(float color); |
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103 | void setColorCloudZ(float color); |
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104 | |
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105 | static Vector cloudColor; |
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106 | static Vector skyColor; |
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107 | |
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108 | void make3DNoiseTexture(); |
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109 | void initNoise(); |
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110 | void SetNoiseFrequency(int frequency); |
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111 | double noise3(double vec[3]); |
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112 | void normalize2(double v[2]); |
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113 | void normalize3(double v[3]); |
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114 | |
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115 | void generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, |
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116 | float hTile, float vTile); |
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117 | |
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118 | void shellSkyColor(float colorX, float colorY, float colorZ, float time); |
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119 | void shellCloudColor(float colorX, float colorY, float colorZ, float time); |
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120 | |
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121 | |
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122 | private: |
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123 | |
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124 | bool cloudActivate; |
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125 | float animationSpeed; |
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126 | |
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127 | static Vector newSkyColor; |
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128 | static Vector newCloudColor; |
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129 | |
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130 | // Material cloudMaterial; |
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131 | Skydome* skydome; |
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132 | |
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133 | tAnimation<CloudEffect>* skyColorFadeX; |
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134 | tAnimation<CloudEffect>* skyColorFadeY; |
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135 | tAnimation<CloudEffect>* skyColorFadeZ; |
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136 | tAnimation<CloudEffect>* cloudColorFadeX; |
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137 | tAnimation<CloudEffect>* cloudColorFadeY; |
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138 | tAnimation<CloudEffect>* cloudColorFadeZ; |
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139 | static bool fadeSky; |
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140 | static bool fadeCloud; |
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141 | static float fadeTime; |
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142 | |
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143 | // SHADER STUFF |
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144 | Shader* shader; |
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145 | Shader::Uniform* offset; |
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146 | Shader::Uniform* skycolor; |
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147 | Shader::Uniform* cloudcolor; |
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148 | float offsetZ; |
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149 | float scale; |
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150 | float planetRadius; |
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151 | float atmosphericRadius; |
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152 | int divs; |
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153 | |
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154 | // NOISE STUFF |
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155 | int noise3DTexSize; |
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156 | GLuint noise3DTexName; |
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157 | GLubyte *noise3DTexPtr; |
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158 | |
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159 | int p[MAXB + MAXB + 2]; |
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160 | double g3[MAXB + MAXB + 2][3]; |
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161 | double g2[MAXB + MAXB + 2][2]; |
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162 | double g1[MAXB + MAXB + 2]; |
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163 | |
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164 | int start; |
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165 | int B; |
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166 | int BM; |
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167 | |
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168 | |
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169 | }; |
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170 | |
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171 | #endif /* _CLOUD_EFFECT */ |
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