Changeset 8052 in orxonox.OLD for branches/atmospheric_engine/src/lib/graphics/effects/cloud_effect.cc
- Timestamp:
- Jun 1, 2006, 11:12:42 AM (18 years ago)
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- 1 edited
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branches/atmospheric_engine/src/lib/graphics/effects/cloud_effect.cc
r7977 r8052 22 22 #include "glincl.h" 23 23 //#include "graphics_engine.h" 24 #include "material.h" 24 25 #include <math.h> 25 26 … … 69 70 70 71 // Generate noise map a 71 CloudEffect::genNoiseMap(cloudMap32_a);72 //CloudEffect::genNoiseMap(cloudMap32_a); 72 73 73 74 if (this->cloudAnimTimeStep > 0) { 74 75 // Generate noise map b 75 CloudEffect::genNoiseMap(cloudMap32_b);76 //CloudEffect::genNoiseMap(cloudMap32_b); 76 77 } 78 79 this->material = new Material(); 80 77 81 } 78 82 … … 80 84 { 81 85 PRINTF(0)( "Activating CloudEffect\n"); 82 if (this->cloudAnimTimeStep == 0) {83 for (int i = 0; i < 32*32; i++)84 cloudMap32_c[i] = cloudMap32_a[i];85 86 86 CloudEffect::overlapOctaves(); 87 CloudEffect::expFilter(); 88 CloudEffect::genCloudTexture(); 89 } 87 90 88 } 91 89 … … 95 93 } 96 94 97 void CloudEffect::genCloudTexture() {98 for(int i=0; i<256; i++)99 for(int j=0; j<256; j++)100 {101 float color = cloudMap256[i*256+j];102 cloudTexture[i][j][0] = (char) color;103 cloudTexture[i][j][1] = (char) color;104 cloudTexture[i][j][2] = (char) color;105 }106 107 glBindTexture(GL_TEXTURE_2D, texID[0]);108 109 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, cloudTexture);110 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, cloudTexture);111 112 }113 114 void CloudEffect::calcAnimMap(float timer) {115 116 for (int x=0; x<32*32; x++)117 cloudMap32_c[x] = (cloudMap32_a[x] * ((this->cloudAnimTimeStep - timer) / this->cloudAnimTimeStep)) + (cloudMap32_b[x] * (timer / this->cloudAnimTimeStep));118 119 }120 121 95 void CloudEffect::draw() const 122 96 { 97 /* TODO: 98 -Load a texture, for now from an existing image, a cloud texture 99 -Blend / Overlay this with a blue sky like in the tutorial 100 -Make a skybox or whatever.... 101 -Animate it (for now move it along the sky) 102 */ 103 123 104 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 124 105 106 this->material->setDiffuseMap("maps/lightning_bolt.png"); 107 this->material->select(); 108 125 109 glPushMatrix(); 126 glEnable(GL_TEXTURE_2D);110 glEnable(GL_TEXTURE_2D); 127 111 128 glBindTexture(GL_TEXTURE_2D, texID[0]);112 glBindTexture(GL_TEXTURE_2D, texID[0]); 129 113 130 114 // FIXME : Bind this to the sky - how do I do this? 131 115 glBegin(GL_QUADS); 132 glTexCoord2f(0.0f, 0.0f); glVertex3f(20, 20, 60); // Bottom Left Of The Texture and Quad 133 glTexCoord2f(1.0f, 0.0f); glVertex3f(60, 20, 60); // Bottom Right Of The Texture and Quad 134 glTexCoord2f(1.0f, 1.0f); glVertex3f(60, 60, 60); // Top Right Of The Texture and Quad 135 glTexCoord2f(0.0f, 1.0f); glVertex3f(20, 60, 60); // Top Left Of The Texture and Quad 116 glTexCoord2f(0.0f, 0.0f); 117 glVertex3f(20, 20, 60); // Bottom Left Of The Texture and Quad 118 119 glTexCoord2f(1.0f, 0.0f); 120 glVertex3f(60, 20, 60); // Bottom Right Of The Texture and Quad 121 122 glTexCoord2f(1.0f, 1.0f); 123 glVertex3f(60, 60, 60); // Top Right Of The Texture and Quad 124 125 glTexCoord2f(0.0f, 1.0f); 126 glVertex3f(20, 60, 60); // Top Left Of The Texture and Quad 136 127 glEnd(); 137 128 … … 141 132 void CloudEffect::tick (float dt) 142 133 { 143 if (this->cloudAnimTimeStep > 0) { 144 if (timer >= this->cloudAnimTimeStep) { 145 timer -= this->cloudAnimTimeStep; 146 for (int i = 0; i < 32*32; i++) 147 cloudMap32_a[i] = cloudMap32_b[i]; 148 CloudEffect::genNoiseMap(cloudMap32_b); 149 } 150 151 //map32anim = (map32a * (10 - timer)) + (map32b * timer); 152 CloudEffect::calcAnimMap(timer); 153 //CloudEffect::overlapOctaves(); 154 //CloudEffect::expFilter(); 155 CloudEffect::genCloudTexture(); 156 157 timer += dt; 158 } 134 159 135 } 160 161 /*162 Random noise generator163 */164 float CloudEffect::noise(int x, int y, int random)165 {166 int n = x + y * 57 + random * 131;167 n = (n<<13) ^ n;168 return (1.0f - ( (n * (n * n * 15731 + 789221) +169 1376312589)&0x7fffffff)* 0.000000000931322574615478515625f);170 }171 172 /*173 Set noise for the 32*32 noise map:174 */175 void CloudEffect::genNoiseMap(float *map)176 {177 float temp[34][34];178 179 int random = rand() % 5000;180 181 for (int y = 1; y < 33; y++)182 for (int x = 1; x < 33; x++)183 temp[x][y] = 128.0f + CloudEffect::noise(x, y, random) * 128.0f;184 185 // Seamless cloud186 for (int x=1; x<33; x++)187 {188 temp[0][x] = temp[32][x];189 temp[33][x] = temp[1][x];190 temp[x][0] = temp[x][32];191 temp[x][33] = temp[x][1];192 }193 temp[0][0] = temp[32][32];194 temp[33][33] = temp[1][1];195 temp[0][33] = temp[32][1];196 temp[33][0] = temp[1][32];197 198 // We mirror the side and corner elements so our final cloud will be seamless without any ugly borders showing.199 for (int y=1; y<33; y++)200 for (int x=1; x<33; x++)201 {202 float center = temp[x][y]/4.0f;203 float sides = (temp[x+1][y] + temp[x-1][y] + temp[x][y+1] + temp[x][y-1])/8.0f;204 float corners = (temp[x+1][y+1] + temp[x+1][y-1] + temp[x-1][y+1] + temp[x-1][y-1])/16.0f;205 206 map[((x-1)*32) + (y-1)] = center + sides + corners;207 }208 }209 210 /*211 Interpolation - average the value of each pixel value with that of its neighbors' values.212 */213 float CloudEffect::interpolate(float x, float y, float *map)214 {215 int Xint = (int)x;216 int Yint = (int)y;217 218 float Xfrac = x - Xint;219 float Yfrac = y - Yint;220 221 int X0 = Xint % 32;222 int Y0 = Yint % 32;223 int X1 = (Xint + 1) % 32;224 int Y1 = (Yint + 1) % 32;225 226 float bot = map[X0*32 + Y0] + Xfrac * (map[X1*32 + Y0] - map[X0*32 + Y0]);227 float top = map[X0*32 + Y1] + Xfrac * (map[X1*32 + Y1] - map[X0*32 + Y1]);228 229 return (bot + Yfrac * (top - bot));230 }231 232 233 /*234 Octaves are overlapped together to give cloud more turbulence. We will use four octaves for our cloud.235 */236 void CloudEffect::overlapOctaves()237 {238 for (int x=0; x<256*256; x++)239 {240 cloudMap256[x] = 0;241 }242 243 for (int octave=0; octave<4; octave++)244 for (int x=0; x<256; x++)245 for (int y=0; y<256; y++)246 {247 float scale = 1 / pow(2.0f, (float) 3-octave);248 float noise = CloudEffect::interpolate(x*scale, y*scale , cloudMap32_c);249 250 //The octaves are added together with the proper weight factors.251 //You could replace pow(2, i) with 1<<i for faster computation252 cloudMap256[(y*256) + x] += noise / pow(2.0f, (float) octave);253 }254 }255 256 257 /*258 Filter the noise with exponential function259 */260 void CloudEffect::expFilter()261 {262 float cover = 20.0f;263 float sharpness = 0.95f;264 265 for (int x=0; x<256*256; x++)266 {267 float c = cloudMap256[x] - (255.0f-cover);268 if (c<0) c = 0;269 cloudMap256[x] = 255.0f - ((float)(pow(sharpness, c))*255.0f);270 }271 }272 273
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