| 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 "glincl.h" |
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| 24 | #include "material.h" |
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| 25 | #include <math.h> |
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| 26 | #include "state.h" |
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| 27 | #include "p_node.h" |
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| 28 | #include "shader.h" |
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| 29 | |
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| 30 | #include "parser/tinyxml/tinyxml.h" |
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| 31 | |
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| 32 | #include "sglmodel.h" |
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| 33 | |
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| 34 | using namespace std; |
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| 35 | |
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| 36 | CREATE_FACTORY(CloudEffect, CL_CLOUD_EFFECT); |
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| 37 | |
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| 38 | CloudEffect::CloudEffect(const TiXmlElement* root) |
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| 39 | { |
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| 40 | this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); |
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| 41 | |
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| 42 | this->init(); |
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| 43 | |
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| 44 | if (root != NULL) |
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| 45 | this->loadParams(root); |
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| 46 | |
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| 47 | this->activate(); |
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| 48 | } |
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| 49 | |
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| 50 | CloudEffect::~CloudEffect() |
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| 51 | { |
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| 52 | this->deactivate(); |
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| 53 | |
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| 54 | delete this->cloudMaterial; |
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| 55 | |
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| 56 | g_sky_model.Delete(); |
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| 57 | Shader::unload(this->skyShader); |
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| 58 | |
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| 59 | } |
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| 60 | |
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| 61 | |
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| 62 | bool CloudEffect::init() |
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| 63 | { |
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| 64 | PRINTF(1)("Initializing CloudEffect\n"); |
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| 65 | |
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| 66 | // glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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| 67 | glShadeModel(GL_SMOOTH); |
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| 68 | glEnable(GL_DEPTH_TEST); |
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| 69 | glEnable(GL_CULL_FACE); |
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| 70 | glCullFace(GL_BACK); |
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| 71 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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| 72 | |
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| 73 | glLineWidth(3.0f); |
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| 74 | |
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| 75 | float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; |
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| 76 | float position[] = {0.0f, 2.0f, 0.0f, 1.0f}; |
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| 77 | float specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; |
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| 78 | |
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| 79 | glEnable(GL_LIGHTING); |
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| 80 | glEnable( GL_LIGHT0); |
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| 81 | glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); |
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| 82 | glLightfv(GL_LIGHT0, GL_POSITION, position); |
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| 83 | glLightfv(GL_LIGHT0, GL_SPECULAR, specular); |
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| 84 | |
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| 85 | float shininess = 5.0f; |
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| 86 | glEnable(GL_COLOR_MATERIAL); |
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| 87 | glMaterialf( GL_FRONT, GL_SHININESS, shininess); |
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| 88 | glMaterialfv(GL_FRONT, GL_SPECULAR, specular); |
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| 89 | |
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| 90 | this->cloudTexture = "pictures/sky/cloud1.jpg"; |
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| 91 | |
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| 92 | g_sky_model.Load("sky.sgl"); |
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| 93 | g_sky_model.Unitize(); |
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| 94 | |
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| 95 | /* Get the bounding box of the sky dome. */ |
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| 96 | float bbox[3] = {0}; |
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| 97 | g_sky_model.GetDimensions(bbox[0], bbox[1], bbox[2]); |
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| 98 | |
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| 99 | // this->skyShader = (Shader*)ResourceManager::getInstance()->load("shaders/sky.vert", SHADER, RP_GAME, "shaders/skyfrag"); |
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| 100 | this->skyShader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/sky.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/sky.frag"); |
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| 101 | |
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| 102 | /* Tell the shader the bounding box of the sky dome. */ |
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| 103 | this->skyShader->bindShader("bbox", bbox, 4); |
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| 104 | |
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| 105 | //g_cloud_texture = 0; |
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| 106 | |
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| 107 | g_tint[4] = ( 0.9f, 0.7f, 0.7f, 1.0f ); |
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| 108 | g_scroll = 1.0f; |
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| 109 | time = 0.0f; |
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| 110 | } |
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| 111 | |
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| 112 | |
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| 113 | void CloudEffect::loadParams(const TiXmlElement* root) |
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| 114 | { |
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| 115 | WeatherEffect::loadParams(root); |
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| 116 | |
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| 117 | LoadParam(root, "speed", this, CloudEffect, setCloudAnimation); |
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| 118 | LoadParam(root, "texture", this, CloudEffect, setCloudTexture); |
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| 119 | } |
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| 120 | |
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| 121 | |
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| 122 | bool CloudEffect::activate() |
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| 123 | { |
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| 124 | PRINTF(0)( "Activating CloudEffect with Material %s\n", this->cloudTexture.c_str()); |
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| 125 | |
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| 126 | this->cloudMaterial = new Material("Sky"); |
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| 127 | this->cloudMaterial->setIllum(3); |
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| 128 | this->cloudMaterial->setAmbient(1.0, 1.0, 1.0); |
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| 129 | this->cloudMaterial->setDiffuseMap(this->cloudTexture); |
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| 130 | } |
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| 131 | |
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| 132 | bool CloudEffect::deactivate() |
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| 133 | { |
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| 134 | PRINTF(0)("Deactivating CloudEffect\n"); |
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| 135 | } |
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| 136 | |
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| 137 | void CloudEffect::draw() const |
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| 138 | { |
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| 139 | |
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| 140 | // glMatrixMode(GL_MODELVIEW); |
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| 141 | // glPushMatrix(); |
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| 142 | // |
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| 143 | // // Move sphere along with the camera |
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| 144 | // Vector r = State::getCameraNode()->getAbsCoor(); |
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| 145 | // glTranslatef(r.x, r.y, r.z); |
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| 146 | // |
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| 147 | // // Sky movement |
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| 148 | // glRotatef(mover, 0, 0, 1); |
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| 149 | // |
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| 150 | // cloudMaterial->select(); |
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| 151 | // gluSphere(this->sphereObj, this->sphereRadius, 20, 20); |
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| 152 | // glPopMatrix(); |
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| 153 | |
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| 154 | // ****** |
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| 155 | |
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| 156 | glMatrixMode(GL_MODELVIEW); |
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| 157 | glPushMatrix(); |
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| 158 | |
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| 159 | static float time = 0.0f; |
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| 160 | // static vector3f eye = {0.0f, 0.0f, 0.0f}, look = {0.0f, 0.0f, 1.0f}, up = {0.0f, 1.0f, 0.0f}; |
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| 161 | |
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| 162 | // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 163 | // glLoadIdentity(); |
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| 164 | // gluLookAt(eye[x], eye[y], eye[z], look[x], look[y], look[z], up[x], up[y], up[z]); |
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| 165 | |
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| 166 | /* Turn off the depth buffer when rendering the background. */ |
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| 167 | // glDisable(GL_DEPTH_TEST); |
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| 168 | |
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| 169 | this->skyShader->activateShader(); |
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| 170 | |
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| 171 | /* Select the shader program and update parameters. */ |
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| 172 | /* The "time" parameter controls the cloud scrolling. */ |
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| 173 | this->skyShader->bindShader("time", &time, 1); |
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| 174 | /* The "horizon" parameter controls the sky tinting. */ |
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| 175 | this->skyShader->bindShader("horizon", g_tint, 4); |
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| 176 | |
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| 177 | glActiveTexture(GL_TEXTURE0 + 0); |
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| 178 | glActiveTexture(GL_TEXTURE0 + 1); |
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| 179 | /* Load the cloud texture. */ |
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| 180 | //glBindTexture(GL_TEXTURE_2D, g_cloud_texture); |
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| 181 | this->cloudMaterial->select(); |
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| 182 | |
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| 183 | /* Render the sky dome. */ |
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| 184 | g_sky_model.Render(); |
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| 185 | |
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| 186 | /* Unselect the shader. */ |
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| 187 | Shader::deactivateShader(); |
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| 188 | |
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| 189 | /* Turn on the depth buffer when rendering the foreground. */ |
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| 190 | // glEnable(GL_DEPTH_TEST); |
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| 191 | |
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| 192 | /* Render the forground, for example, a teapot or bunny. */ |
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| 193 | // glEnable(GL_LIGHTING); |
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| 194 | // glColor3f(0.0f, 1.0f, 0.0f); |
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| 195 | // glBegin(GL_QUADS); |
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| 196 | // glNormal3f( 0.0f, 1.0f, 0.0f); |
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| 197 | // glVertex3f( 20.0f, -1.0f, 20.0f); |
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| 198 | // glVertex3f( 20.0f, -1.0f, -20.0f); |
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| 199 | // glVertex3f(-20.0f, -1.0f, -20.0f); |
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| 200 | // glVertex3f(-20.0f, -1.0f, 20.0f); |
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| 201 | // glEnd(); |
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| 202 | // glDisable(GL_LIGHTING); |
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| 203 | |
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| 204 | glPopMatrix(); |
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| 205 | } |
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| 206 | |
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| 207 | void CloudEffect::tick (float dt) |
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| 208 | { |
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| 209 | // mover = mover + this->cloudSpeed * dt; |
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| 210 | |
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| 211 | /* Update the timer for scrolling the clouds. */ |
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| 212 | time = time + ((1.0f / 2000.0f) * g_scroll); |
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| 213 | } |
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| 214 | |
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