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/* $Id: SkyDome.cpp,v 1.17 2003/03/18 18:23:54 zongo Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2003 The Contributors of the Ark Project
** Please see the file "AUTHORS" for a list of contributors
**
** 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 2 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, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <math.h>
#include <GL/gl.h>
#include <Ark/ArkRenderer.h>
#include <Ark/ArkPrimBlock.h>
#include <Modules/HeightField/SkyDome.h>
namespace Ark
{
class OctahedronGeosphereBuilder
{
public:
OctahedronGeosphereBuilder() :
subdivisions(0),
vertexPerEdge(2),
vertexPerFace(3),
indexPerFace(5),
data(0)
{}
private:
int subdivisions;
int vertexPerEdge;
int vertexPerFace;
int indexPerFace;
VertexBuffer* data;
PrimitiveBlock* indices;
/**
* Returns the index of a vertex in a face.
*
* (x,y) are in [0, vertexPerEdge[
*/
inline int FaceVertexIndex(int x, int y) const
{
const int yOffset = vertexPerEdge - y;
const int yIndex = vertexPerFace - (yOffset * (yOffset+1)) / 2;
const int index = x + yIndex;
return index;
}
void SubDivideRecurseOnly(int faceIndex_, int x0_, int y0_, int offset_)
{
// Termination test
if (offset_ <= 1)
return;
// In this case, we have to subtract offset_
const int mid = offset_/2;
const int xA = x0_;
const int yA = y0_;
const int xAB = xA - mid;
const int yAB = yA;
const int xAC = xA;
const int yAC = yA - mid;
const int xBC = xA - mid;
const int yBC = yA - mid;
// Always SubDivide before SubDivideRecurseOnly
SubDivide(faceIndex_, xBC, yBC, mid);
SubDivideRecurseOnly(faceIndex_, xA, yA, mid);
SubDivideRecurseOnly(faceIndex_, xAB, yAB, mid);
SubDivideRecurseOnly(faceIndex_, xAC, yAC, mid);
}
void SubDivide(int faceIndex_, int x0_, int y0_, int offset_)
{
// Termination test
if (offset_ <= 1)
return;
const int mid = offset_/2;
const int xA = x0_;
const int yA = y0_;
const int pA = faceIndex_ + FaceVertexIndex(xA, yA);
const Vector3& vA = data->Coord(pA);
const int xB = xA + offset_;
const int yB = yA;
const int pB = faceIndex_ + FaceVertexIndex(xB, yB);
const Vector3& vB = data->Coord(pB);
const int xC = xA;
const int yC = yA + offset_;
const int pC = faceIndex_ + FaceVertexIndex(xC, yC);
const Vector3& vC = data->Coord(pC);
const int xAB = xA + mid;
const int yAB = yA;
const int pAB = faceIndex_ + FaceVertexIndex(xAB, yAB);
Vector3& vAB = data->Coord(pAB);
vAB = vA + vB;
vAB.Normalize();
const int xAC = xA;
const int yAC = yA + mid;
const int pAC = faceIndex_ + FaceVertexIndex(xAC, yAC);
Vector3& vAC = data->Coord(pAC);
vAC = vA + vC;
vAC.Normalize();
const int xBC = xA + mid;
const int yBC = yA + mid;
const int pBC = faceIndex_ + FaceVertexIndex(xBC, yBC);
Vector3& vBC = data->Coord(pBC);
vBC = vB + vC;
vBC.Normalize();
// Always SubDivide before SubDivideRecurseOnly
SubDivide(faceIndex_, xA, yA, mid);
SubDivide(faceIndex_, xAB, yAB, mid);
SubDivide(faceIndex_, xAC, yAC, mid);
SubDivideRecurseOnly(faceIndex_, xBC, yBC, mid);
}
void BuildFace(int faceNumber_, const Vector3& vA, const Vector3& vB, const Vector3& vC)
{
const int vbIndex = faceNumber_ * vertexPerFace;
const int offset = vertexPerEdge - 1;
const int pA = vbIndex + FaceVertexIndex(0, 0);
data->Coord(pA) = vA;
const int pB = vbIndex + FaceVertexIndex(offset, 0);
data->Coord(pB) = vB;
const int pC = vbIndex + FaceVertexIndex(0, offset);
data->Coord(pC) = vC;
// Generate the vertex position data
SubDivide(vbIndex, 0, 0, offset);
// Now strip the triangles
PrimitiveBlock& pb = *indices;
int pbIndex = faceNumber_ * indexPerFace;
for (int line=0 ; line<offset ; ++line)
{
const int basePoint = vbIndex + FaceVertexIndex(0, line);
const int upPoint = vbIndex + FaceVertexIndex(0, line+1);
const int triangleInLine = upPoint - basePoint - 1;
// stitch first point
pb[pbIndex] = basePoint;
++pbIndex;
// add triangles
for (int triangle=0 ; triangle<triangleInLine ; ++triangle)
{
const int baseVertex = basePoint + triangle;
pb[pbIndex+0] = baseVertex;
const int upVertex = upPoint + triangle;
pb[pbIndex+1] = upVertex;
pbIndex += 2;
}
// stitch last point
const int lastVertex = upPoint - 1;
pb[pbIndex+0] = lastVertex;
pb[pbIndex+1] = lastVertex;
pbIndex += 2;
}
}
public:
inline int GetVertexCount() const
{
return vertexPerFace * 8;
}
void SetSubdivisionLevel(int sub_)
{
subdivisions = sub_;
vertexPerEdge = (1 << sub_) + 1;
vertexPerFace = (vertexPerEdge * (vertexPerEdge+1)) / 2;
// Due to stitching, we need two more indices per line
indexPerFace = (vertexPerEdge+3) * (vertexPerEdge-1);
}
void Build(VertexBuffer& vb_, PrimitiveBlock& pb_)
{
data = &vb_;
indices = &pb_;
Vector3 p[6];
p[0] = Vector3( 0.f, 0.f, 1.f); // Z+
p[1] = Vector3( 0.f, 0.f, -1.f); // Z-
p[2] = Vector3( 0.f, -1.f, 0.f); // Y-
p[3] = Vector3( 1.f, 0.f, 0.f); // X+
p[4] = Vector3( 0.f, 1.f, 0.f); // Y+
p[5] = Vector3(-1.f, 0.f, 0.f); // X-
const int vertexCount = 8 * vertexPerFace;
data->Resize(vertexCount);
const int indexCount = 8 * indexPerFace;
indices->SetType(PRIM_TRIANGLE_STRIP);
indices->Resize(indexCount);
indices->SetEnabledSize(indexCount);
// Build the eight sides
BuildFace(0, p[0], p[3], p[4]);
BuildFace(1, p[0], p[4], p[5]);
BuildFace(2, p[0], p[5], p[2]);
BuildFace(3, p[0], p[2], p[3]);
BuildFace(4, p[1], p[4], p[3]);
BuildFace(5, p[1], p[5], p[4]);
BuildFace(6, p[1], p[2], p[5]);
BuildFace(7, p[1], p[3], p[2]);
}
};
/**
* Create a triangular facet approximation to a sphere
* Return the number of facets created.
* The number of facets will be (4^iterations) * 8
*
* iteration facets
* 1 32
* 2 128
* 3 512
* 4 2048
* 5 8192
*
**/
void SkyDome::CreateSphere(int iterations)
{
m_Triangles.SetFormat(
VertexBuffer::VB_HAS_COORD
|VertexBuffer::VB_HAS_UV0
|VertexBuffer::VB_HAS_UV1);
OctahedronGeosphereBuilder sphereBuilder;
sphereBuilder.SetSubdivisionLevel(iterations);
sphereBuilder.Build(m_Triangles, m_TriangleIndices);
const int count = sphereBuilder.GetVertexCount();
for (int idx=0 ; idx<count ; ++idx)
{
ComputeTextureCoord(idx);
Vector3& pos = m_Triangles.Coord(idx);
pos = Vector3(m_Radius*pos.X, m_Radius*pos.Y, m_Radius*pos.Z);
}
}
bool
SkyDome::LoadTexture(const char* name, TexturePtr& texmap)
{
String matname = m_Config.GetStr(name, String());
if (matname.empty())
{
return false;
}
return m_Cache->Get(V_TEXTURE, matname, texmap);
}
bool
SkyDome::LoadImage(const char* name, ImagePtr& texmap)
{
String matname = m_Config.GetStr(name, String());
if (matname.empty())
{
return false;
}
return m_Cache->Get(V_IMAGE, matname, texmap);
}
void
SkyDome::Build()
{
// Resets materials to NULL
Reset();
if (!LoadImage("sky::AmbientMap", m_AmbientImage))
{
// output warning
std::cerr << "Could not load sky ambient map" << std::endl;
}
TexturePtr toneTexture;
if (LoadTexture("sky::ToneMap", toneTexture))
{
// Reference image
m_ToneImage = ImagePtr(toneTexture->m_Image);
// Material is referenced by creation
m_ToneMap = MaterialPtr(new Material("ToneMap"), 0);
m_ToneMap->m_DecorName = "Sky Tone Map";
m_ToneMap->m_Flags = MATERIAL_HAS_PASS1 | MATERIAL_IS_DOUBLESIDED;
ShaderPass& tone = m_ToneMap->m_Passes[0];
tone.m_Flags |= PASS_HAS_BLENDING | PASS_HAS_TEXTURE
| PASS_HAS_DEPTHFUNC | PASS_HAS_DEPTHWRITE;
tone.m_BlendSrc = BLEND_SRC_ALPHA;
tone.m_BlendDst = BLEND_ONE_MINUS_SRC_ALPHA;
tone.m_DepthTest = false;
tone.m_DepthWrite = false;
tone.m_RepeatMode = TEXTURE_REPEAT_CLAMP;
tone.m_Texture = toneTexture;
tone.m_Texture->m_RepeatMode = Image::CLAMP;
// Updload texture to renderer
toneTexture->Configure();
}
else
{
// output warning
std::cerr << "Could not load sky tone map" << std::endl;
}
TexturePtr starTexture;
if (LoadTexture("sky::StarMap", starTexture))
{
// Material is referenced by creation
m_StarMap = MaterialPtr(new Material("StarMap"), 0);
m_StarMap->m_DecorName = "Sky Star Map";
m_StarMap->m_Flags = MATERIAL_HAS_PASS1 | MATERIAL_IS_DOUBLESIDED;
ShaderPass& star = m_StarMap->m_Passes[0];
star.m_Flags |= PASS_HAS_BLENDING | PASS_HAS_TEXTURE
| PASS_HAS_DEPTHFUNC | PASS_HAS_DEPTHWRITE;
star.m_BlendSrc = BLEND_SRC_ALPHA;
star.m_BlendDst = BLEND_ONE_MINUS_SRC_ALPHA;
star.m_DepthTest = false;
star.m_DepthWrite = false;
star.m_RepeatMode = TEXTURE_REPEAT_REPEAT;
star.m_Texture = starTexture;
starTexture->m_RepeatMode = Image::REPEAT;
// Updload texture to renderer
starTexture->Configure();
}
else
{
// output warning
std::cerr << "Could not load sky star map" << std::endl;
}
m_Radius = m_Config.GetScalar("sky::Size", 100.0f);
const int ITERATIONS = 3;
CreateSphere(ITERATIONS);
}
SkyDome::SkyDome (Cache *cache, Config& cfg) :
m_Cache(cache),
m_Config(cfg)
{
}
void
SkyDome::SetPosition(int n, const Vector3& pos)
{
m_Triangles.Coord(n) = pos;
}
void
SkyDome::ComputeTextureCoord(int i)
{
const Vector3& pos = m_Triangles.Coord(i);
// Angle from horizon to zenith
const float angle = asinf(pos.Y);
const float angleRatio = fabsf(2.f * angle / PI);
// Direction
const float direction = atan2f(pos.Z, pos.X);
// Compute tonemap UV
if (angle < 0.0f)
{
m_Triangles.UV0(i) = Vector2(0.f, 1.f);
}
else
{
const scalar lin = 1.f - angleRatio;
const scalar v = lin*lin;
m_Triangles.UV0(i) = Vector2(0.f, v);
}
// Compute starmap UV
{
const float distance = (1.f - angleRatio) / 2.f;
const float c = distance * cosf(direction);
const float s = distance * sinf(direction);
m_Triangles.UV1(i) = Vector2(s+.5f, c+.5f);
}
}
void
SkyDome::Reset()
{
m_AmbientImage = ImagePtr();
m_ToneImage = ImagePtr();
m_ToneMap = MaterialPtr();
m_StarMap = MaterialPtr();
}
SkyDome::~SkyDome ()
{
Reset();
}
Color
SkyDome::GetHorizonColor(float timeOfDay) const
{
if (!m_ToneImage)
return Color(1.f, 1.f, 1.f, 1.f);
Color toneColor = m_ToneImage->GetColor(timeOfDay, 1.f);
const float alpha = toneColor.A;
// Alpha blend with black
toneColor.R *= alpha;
toneColor.G *= alpha;
toneColor.B *= alpha;
toneColor.A = 1.0f;
return toneColor;
}
Color
SkyDome::GetAmbientColor(float timeOfDay) const
{
if (!m_AmbientImage)
return Color(1.f, 1.f, 1.f, 1.f);
const Color ambient = m_AmbientImage->GetColor(timeOfDay, 0.f);
return ambient;
}
void
SkyDome::Render (Renderer &renderer, const Vector3 &position, scalar timeOfDay)
{
//std::cerr << "Rendering skyDome at " << position << "\n";
// Sets the modelview matrix to set the center at the camera position
// like camera, we should smootly go to the next value
const float angle = 40.f * timeOfDay;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(angle, 0.f, 1.f, 0.f);
glTranslatef(position.X, position.Y, position.Z);
// First render starmap
if (m_StarMap)
{
// Render skymap
m_Triangles.SetTextureCoordinateOffset(1);
renderer.SetActiveVB(m_Triangles);
renderer.LockVB(0, m_Triangles.Size());
renderer.RenderBlock(*m_StarMap, m_TriangleIndices);
renderer.UnlockVB();
}
// Then render tone map with blending
if (m_ToneMap)
{
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glTranslatef(timeOfDay, 0.f, 0.f);
// Render skymap
m_Triangles.SetTextureCoordinateOffset(0);
renderer.SetActiveVB(m_Triangles);
renderer.LockVB(0, m_Triangles.Size());
renderer.RenderBlock(*m_ToneMap, m_TriangleIndices);
renderer.UnlockVB();
// restore texture matrix
glMatrixMode(GL_TEXTURE);
glPopMatrix();
}
// Restore the modelview matrix
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
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