colobot/src/graphics/engine/cloud.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "graphics/engine/cloud.h"
#include "graphics/core/device.h"
#include "graphics/engine/engine.h"
#include "graphics/engine/terrain.h"
#include "object/robotmain.h"
#include "math/geometry.h"
// Graphics module namespace
namespace Gfx {
const int CLOUD_LINE_PREALLOCATE_COUNT = 100;
//! Extension of the bricks dimensions
const int CLOUD_SIZE_EXPAND = 4;
CCloud::CCloud(CEngine* engine)
{
m_engine = engine;
m_terrain = nullptr;
m_level = 0.0f;
m_wind = Math::Vector(0.0f, 0.0f, 0.0f);
m_subdiv = 8;
m_enabled = true;
m_lines.reserve(CLOUD_LINE_PREALLOCATE_COUNT);
}
CCloud::~CCloud()
{
m_engine = nullptr;
m_terrain = nullptr;
}
bool CCloud::EventProcess(const Event &event)
{
if ( event.type == EVENT_FRAME )
return EventFrame(event);
return true;
}
bool CCloud::EventFrame(const Event &event)
{
if (m_engine->GetPause()) return true;
m_time += event.rTime;
if (m_level == 0.0f) return true;
if (m_time - m_lastTest < 0.2f) return true;
m_lastTest = m_time;
return true;
}
void CCloud::AdjustLevel(Math::Vector& pos, Math::Vector& eye, float deep,
Math::Point& uv1, Math::Point& uv2)
{
uv1.x = (pos.x+20000.0f)/1280.0f;
uv1.y = (pos.z+20000.0f)/1280.0f;
uv1.x -= m_time*(m_wind.x/100.0f);
uv1.y -= m_time*(m_wind.z/100.0f);
uv2.x = 0.0f;
uv2.y = 0.0f;
float dist = Math::DistanceProjected(pos, eye);
float factor = powf(dist/deep, 2.0f);
pos.y -= m_level*factor*10.0f;
}
void CCloud::Draw()
{
if (! m_enabled) return;
if (m_level == 0.0f) return;
if (m_lines.empty()) return;
std::vector<VertexTex2> vertices((m_brickCount+2)*2, VertexTex2());
float iDeep = m_engine->GetDeepView();
float deep = (m_brickCount*m_brickSize)/2.0f;
m_engine->SetDeepView(deep);
m_engine->SetFocus(m_engine->GetFocus());
m_engine->UpdateMatProj(); // increases the depth of view
float fogStart = deep*0.15f;
float fogEnd = deep*0.24f;
CDevice* device = m_engine->GetDevice();
// TODO: do this better?
device->SetFogParams(FOG_LINEAR, m_engine->GetFogColor( m_engine->GetRankView() ),
fogStart, fogEnd, 1.0f);
device->SetTransform(TRANSFORM_VIEW, m_engine->GetMatView());
Material material;
material.diffuse = m_diffuse;
material.ambient = m_ambient;
m_engine->SetMaterial(material);
m_engine->SetTexture(m_fileName, 0);
m_engine->SetTexture(m_fileName, 1);
m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK | ENG_RSTATE_FOG | ENG_RSTATE_WRAP);
Math::Matrix matrix;
matrix.LoadIdentity();
device->SetTransform(TRANSFORM_WORLD, matrix);
float size = m_brickSize/2.0f;
Math::Vector eye = m_engine->GetEyePt();
Math::Vector n = Math::Vector(0.0f, -1.0f, 0.0f);
// Draws all the lines
for (int i = 0; i < static_cast<int>( m_lines.size() ); i++)
{
Math::Vector pos;
pos.y = m_level;
pos.z = m_lines[i].pz;
pos.x = m_lines[i].px1;
int vertexIndex = 0;
Math::Vector p;
Math::Point uv1, uv2;
p.x = pos.x-size;
p.z = pos.z+size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
p.x = pos.x-size;
p.z = pos.z-size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
for (int j = 0; j < m_lines[i].len; j++)
{
p.x = pos.x+size;
p.z = pos.z+size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
p.x = pos.x+size;
p.z = pos.z-size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
pos.x += size*2.0f;
}
device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, &vertices[0], vertexIndex);
m_engine->AddStatisticTriangle(vertexIndex - 2);
}
m_engine->SetDeepView(iDeep);
m_engine->SetFocus(m_engine->GetFocus());
m_engine->UpdateMatProj(); // gives depth to initial
}
void CCloud::CreateLine(int x, int y, int len)
{
CloudLine line;
line.x = x;
line.y = y;
line.len = len;
float offset = m_brickCount*m_brickSize/2.0f - m_brickSize/2.0f;
line.px1 = m_brickSize* line.x - offset;
line.px2 = m_brickSize*(line.x+line.len) - offset;
line.pz = m_brickSize* line.y - offset;
m_lines.push_back(line);
}
void CCloud::Create(const std::string& fileName,
const Color& diffuse, const Color& ambient,
float level)
{
m_diffuse = diffuse;
m_ambient = ambient;
m_level = level;
m_time = 0.0f;
m_lastTest = 0.0f;
m_fileName = fileName;
if (! m_fileName.empty())
m_engine->LoadTexture(m_fileName);
if (m_terrain == nullptr)
m_terrain = CRobotMain::GetInstancePointer()->GetTerrain();
m_wind = m_terrain->GetWind();
m_brickCount = m_terrain->GetBrickCount()*m_terrain->GetMosaicCount()*CLOUD_SIZE_EXPAND;
m_brickSize = m_terrain->GetBrickSize();
m_brickCount /= m_subdiv*CLOUD_SIZE_EXPAND;
m_brickSize *= m_subdiv*CLOUD_SIZE_EXPAND;
if (m_level == 0.0f)
return;
m_lines.clear();
for (int y = 0; y < m_brickCount; y++)
CreateLine(0, y, m_brickCount);
return;
}
void CCloud::Flush()
{
m_level = 0.0f;
}
void CCloud::SetLevel(float level)
{
m_level = level;
Create(m_fileName, m_diffuse, m_ambient, m_level);
}
float CCloud::GetLevel()
{
return m_level;
}
void CCloud::SetEnabled(bool enabled)
{
m_enabled = enabled;
}
bool CCloud::GetEnabled()
{
return m_enabled;
}
} // namespace Gfx