| 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 | ObjectListDeclaration(CloudEffect); |
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| 40 | |
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| 41 | public: |
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| 42 | |
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| 43 | CloudEffect(const TiXmlElement* root = NULL); |
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| 44 | virtual ~CloudEffect(); |
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| 45 | |
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| 46 | virtual void loadParams(const TiXmlElement* root); |
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| 47 | |
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| 48 | virtual void init(); |
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| 49 | |
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| 50 | virtual void activate(); |
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| 51 | virtual void deactivate(); |
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| 52 | |
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| 53 | void activateCloud() { |
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| 54 | this->activate(); |
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| 55 | } |
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| 56 | void deactivateCloud() { |
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| 57 | this->deactivate(); |
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| 58 | } |
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| 59 | |
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| 60 | void setCloudOption(const std::string& option) { |
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| 61 | if (option == "activate") |
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| 62 | this->cloudActivate = true; |
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| 63 | } |
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| 64 | |
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| 65 | void setAnimationSpeed(float speed) { |
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| 66 | this->animationSpeed = speed; |
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| 67 | } |
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| 68 | |
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| 69 | void setCloudScale(float scale) { |
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| 70 | this->scale = scale; |
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| 71 | } |
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| 72 | |
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| 73 | void setCloudColor(float colorX, float colorY, float colorZ) { |
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| 74 | this->cloudColor = Vector(colorX, colorY, colorZ); |
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| 75 | } |
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| 76 | |
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| 77 | void setSkyColor(float colorX, float colorY, float colorZ) { |
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| 78 | this->skyColor = Vector(colorX, colorY, colorZ); |
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| 79 | } |
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| 80 | |
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| 81 | void setPlanetRadius(float planetRadius) { |
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| 82 | this->planetRadius = planetRadius; |
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| 83 | } |
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| 84 | |
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| 85 | void setAtmosphericRadius(float atmosphericRadius) { |
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| 86 | this->atmosphericRadius = atmosphericRadius; |
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| 87 | } |
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| 88 | |
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| 89 | void setDivisions(int divs) { |
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| 90 | this->divs = divs; |
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| 91 | } |
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| 92 | |
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| 93 | virtual void draw() const; |
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| 94 | virtual void tick(float dt); |
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| 95 | |
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| 96 | static void changeSkyColor(Vector color, float time); |
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| 97 | static void changeCloudColor(Vector color, float time); |
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| 98 | |
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| 99 | void setColorSkyX(float color); |
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| 100 | void setColorSkyY(float color); |
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| 101 | void setColorSkyZ(float color); |
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| 102 | void setColorCloudX(float color); |
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| 103 | void setColorCloudY(float color); |
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| 104 | void setColorCloudZ(float color); |
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| 105 | |
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| 106 | static Vector cloudColor; |
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| 107 | static Vector skyColor; |
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| 108 | |
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| 109 | void make3DNoiseTexture(); |
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| 110 | void initNoise(); |
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| 111 | void SetNoiseFrequency(int frequency); |
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| 112 | double noise3(double vec[3]); |
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| 113 | void normalize2(double v[2]); |
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| 114 | void normalize3(double v[3]); |
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| 115 | |
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| 116 | void generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, |
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| 117 | float hTile, float vTile); |
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| 118 | |
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| 119 | void shellSkyColor(float colorX, float colorY, float colorZ, float time); |
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| 120 | void shellCloudColor(float colorX, float colorY, float colorZ, float time); |
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| 121 | |
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| 122 | |
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| 123 | private: |
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| 124 | |
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| 125 | bool cloudActivate; |
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| 126 | float animationSpeed; |
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| 127 | |
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| 128 | static Vector newSkyColor; |
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| 129 | static Vector newCloudColor; |
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| 130 | |
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| 131 | // Material cloudMaterial; |
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| 132 | Skydome* skydome; |
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| 133 | |
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| 134 | tAnimation<CloudEffect>* skyColorFadeX; |
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| 135 | tAnimation<CloudEffect>* skyColorFadeY; |
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| 136 | tAnimation<CloudEffect>* skyColorFadeZ; |
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| 137 | tAnimation<CloudEffect>* cloudColorFadeX; |
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| 138 | tAnimation<CloudEffect>* cloudColorFadeY; |
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| 139 | tAnimation<CloudEffect>* cloudColorFadeZ; |
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| 140 | static bool fadeSky; |
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| 141 | static bool fadeCloud; |
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| 142 | static float fadeTime; |
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| 143 | |
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| 144 | // SHADER STUFF |
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| 145 | Shader shader; |
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| 146 | Shader::Uniform* offset; |
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| 147 | Shader::Uniform* skycolor; |
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| 148 | Shader::Uniform* cloudcolor; |
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| 149 | float offsetZ; |
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| 150 | float scale; |
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| 151 | float planetRadius; |
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| 152 | float atmosphericRadius; |
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| 153 | int divs; |
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| 154 | |
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| 155 | // NOISE STUFF |
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| 156 | int noise3DTexSize; |
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| 157 | GLuint noise3DTexName; |
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| 158 | GLubyte *noise3DTexPtr; |
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| 159 | |
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| 160 | int p[MAXB + MAXB + 2]; |
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| 161 | double g3[MAXB + MAXB + 2][3]; |
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| 162 | double g2[MAXB + MAXB + 2][2]; |
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| 163 | double g1[MAXB + MAXB + 2]; |
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| 164 | |
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| 165 | int start; |
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| 166 | int B; |
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| 167 | int BM; |
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| 168 | |
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| 169 | |
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| 170 | }; |
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| 171 | |
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| 172 | #endif /* _CLOUD_EFFECT */ |
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