[Add] Animated nebulae ftw!!!

This commit is contained in:
Allanis 2013-07-19 19:05:01 +01:00
parent 06fec494a5
commit 86f7480826
2 changed files with 87 additions and 24 deletions

View File

@ -7,8 +7,11 @@
#include "log.h" #include "log.h"
#include "opengl.h" #include "opengl.h"
#include "lfile.h" #include "lfile.h"
#include "rng.h"
#include "perlin.h" #include "perlin.h"
#define NEBU_DT_MAX 1.
#define NEBULAE_Z 16 /* Z plane. */ #define NEBULAE_Z 16 /* Z plane. */
#define NEBULAE_PATH "gen/nebu_%02d.png" #define NEBULAE_PATH "gen/nebu_%02d.png"
@ -18,6 +21,10 @@ static int nebu_w = 0;
static int nebu_h = 0; static int nebu_h = 0;
static int nebu_pw, nebu_ph; static int nebu_pw, nebu_ph;
/* Information on rendering. */
static int cur_nebu[2] = { 0, 1 };
static unsigned int last_render = 0;
static int nebu_checkCompat(const char* file); static int nebu_checkCompat(const char* file);
static void saveNebulae(float* map, const uint32_t w, const uint32_t h, static void saveNebulae(float* map, const uint32_t w, const uint32_t h,
const char* file); const char* file);
@ -60,6 +67,7 @@ void nebu_init(void) {
WARN("Nebulae raw size doesn't match expected! (%dx%d instead of %dx%d)", WARN("Nebulae raw size doesn't match expected! (%dx%d instead of %dx%d)",
nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph); nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph);
/* Prepare to load into OpenGL. */
nebu_sur = gl_prepareSurface(nebu_sur); nebu_sur = gl_prepareSurface(nebu_sur);
if((nebu_sur->w != nebu_pw) || (nebu_sur->h != nebu_ph)) if((nebu_sur->w != nebu_pw) || (nebu_sur->h != nebu_ph))
WARN("Nebulae size doesn't match expected! (%dx%d instead of %dx%d)", WARN("Nebulae size doesn't match expected! (%dx%d instead of %dx%d)",
@ -70,6 +78,7 @@ void nebu_init(void) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/* Store into opengl saving only alpha channel in video memory. */
SDL_LockSurface(nebu_sur); SDL_LockSurface(nebu_sur);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, nebu_sur->w, nebu_sur->h, glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, nebu_sur->w, nebu_sur->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, nebu_sur->pixels); 0, GL_RGBA, GL_UNSIGNED_BYTE, nebu_sur->pixels);
@ -89,40 +98,94 @@ void nebu_exit(void) {
/* Render the nebulae. */ /* Render the nebulae. */
void nebu_render(void) { void nebu_render(void) {
int n; unsigned int t;
double x, y, w, h, tx, ty, tw, th; double dt;
double tw, th;
GLfloat col[4];
int tmp;
n = 0; /* Calculate frame to draw. */
t = SDL_GetTicks();
dt = (t - last_render) / 1000.;
if(dt > NEBU_DT_MAX) { /* Time to change. */
tmp = cur_nebu[0];
cur_nebu[0] += cur_nebu[0] - cur_nebu[1];
cur_nebu[1] = tmp;
if(cur_nebu[0]+1 > NEBULAE_Z)
cur_nebu[0] = NEBULAE_Z - 2;
else if(cur_nebu[0] < 0)
cur_nebu[0] = 1;
x = -SCREEN_W/2.; last_render = t;
y = -SCREEN_H/2.; dt = 0.;
}
w = SCREEN_W; col[0] = cPurple.r;
h = SCREEN_H; col[1] = cPurple.g;
col[2] = cPurple.b;
tx = 0.; col[3] = dt / NEBU_DT_MAX;
ty = 0.;
tw = (double)nebu_w / (double)nebu_pw; tw = (double)nebu_w / (double)nebu_pw;
th = (double)nebu_h / (double)nebu_ph; th = (double)nebu_h / (double)nebu_ph;
/* Set up the targets. */
/* Texture 0. */
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
/*glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);*/ glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[0]]);
glBindTexture(GL_TEXTURE_2D, nebu_textures[n]);
COLOUR(cPurple); /* Texture 1. */
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[1]]);
/* Prepare it. */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
/* Colour. */
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
/* Arguments. */
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
/* Arg 1. */
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
/* Arg 2. */
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
/* Now render. */
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2d(tx, ty); glMultiTexCoord2d(GL_TEXTURE0, 0., 0.);
glVertex2d(x, y); glMultiTexCoord2d(GL_TEXTURE1, 0., 0.);
glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
glTexCoord2d(tx+tw, ty); glMultiTexCoord2d(GL_TEXTURE0, tw, 0.);
glVertex2d(x+w, y); glMultiTexCoord2d(GL_TEXTURE1, tw, 0.);
glVertex2d(SCREEN_W/2., -SCREEN_H/2.);
glTexCoord2d(tx+tw, ty+th); glMultiTexCoord2d(GL_TEXTURE0, tw, th);
glVertex2d(x+w, y+h); glMultiTexCoord2d(GL_TEXTURE1, tw, th);
glVertex2d(SCREEN_W/2., SCREEN_H/2.);
glTexCoord2d(tx, ty+th); glMultiTexCoord2d(GL_TEXTURE0, 0., th);
glVertex2d(x, y+h); glMultiTexCoord2d(GL_TEXTURE1, 0., th);
glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
glEnd(); glEnd();
/* Clean up. */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
/* Did anything fail? */ /* Did anything fail? */

View File

@ -183,7 +183,7 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
lacunarity = NOISE_DEFAULT_LACUNARITY; lacunarity = NOISE_DEFAULT_LACUNARITY;
zoom = rug * ((float)h/768.)*((float)w/1024.); zoom = rug * ((float)h/768.)*((float)w/1024.);
/* Create noiuse and data. */ /* Create noise and data. */
noise = noise_new(hurst, lacunarity); noise = noise_new(hurst, lacunarity);
nebulae = malloc(sizeof(float)*w*h*n); nebulae = malloc(sizeof(float)*w*h*n);