[Add] Animated nebulae ftw!!!
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parent
06fec494a5
commit
86f7480826
109
src/nebulae.c
109
src/nebulae.c
@ -7,8 +7,11 @@
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#include "log.h"
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#include "opengl.h"
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#include "lfile.h"
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#include "rng.h"
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#include "perlin.h"
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#define NEBU_DT_MAX 1.
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#define NEBULAE_Z 16 /* Z plane. */
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#define NEBULAE_PATH "gen/nebu_%02d.png"
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@ -18,6 +21,10 @@ static int nebu_w = 0;
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static int nebu_h = 0;
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static int nebu_pw, nebu_ph;
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/* Information on rendering. */
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static int cur_nebu[2] = { 0, 1 };
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static unsigned int last_render = 0;
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static int nebu_checkCompat(const char* file);
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static void saveNebulae(float* map, const uint32_t w, const uint32_t h,
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const char* file);
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@ -60,6 +67,7 @@ void nebu_init(void) {
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WARN("Nebulae raw size doesn't match expected! (%dx%d instead of %dx%d)",
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nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph);
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/* Prepare to load into OpenGL. */
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nebu_sur = gl_prepareSurface(nebu_sur);
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if((nebu_sur->w != nebu_pw) || (nebu_sur->h != nebu_ph))
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WARN("Nebulae size doesn't match expected! (%dx%d instead of %dx%d)",
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@ -70,6 +78,7 @@ void nebu_init(void) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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/* Store into opengl saving only alpha channel in video memory. */
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SDL_LockSurface(nebu_sur);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, nebu_sur->w, nebu_sur->h,
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0, GL_RGBA, GL_UNSIGNED_BYTE, nebu_sur->pixels);
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@ -89,40 +98,94 @@ void nebu_exit(void) {
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/* Render the nebulae. */
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void nebu_render(void) {
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int n;
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double x, y, w, h, tx, ty, tw, th;
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unsigned int t;
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double dt;
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double tw, th;
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GLfloat col[4];
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int tmp;
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n = 0;
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/* Calculate frame to draw. */
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t = SDL_GetTicks();
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dt = (t - last_render) / 1000.;
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if(dt > NEBU_DT_MAX) { /* Time to change. */
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tmp = cur_nebu[0];
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cur_nebu[0] += cur_nebu[0] - cur_nebu[1];
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cur_nebu[1] = tmp;
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if(cur_nebu[0]+1 > NEBULAE_Z)
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cur_nebu[0] = NEBULAE_Z - 2;
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else if(cur_nebu[0] < 0)
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cur_nebu[0] = 1;
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x = -SCREEN_W/2.;
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y = -SCREEN_H/2.;
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last_render = t;
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dt = 0.;
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}
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w = SCREEN_W;
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h = SCREEN_H;
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tx = 0.;
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ty = 0.;
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col[0] = cPurple.r;
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col[1] = cPurple.g;
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col[2] = cPurple.b;
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col[3] = dt / NEBU_DT_MAX;
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tw = (double)nebu_w / (double)nebu_pw;
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th = (double)nebu_h / (double)nebu_ph;
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/* Set up the targets. */
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/* Texture 0. */
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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/*glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);*/
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glBindTexture(GL_TEXTURE_2D, nebu_textures[n]);
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COLOUR(cPurple);
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glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[0]]);
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/* Texture 1. */
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[1]]);
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/* Prepare it. */
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
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/* Colour. */
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
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/* Arguments. */
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glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
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glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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/* Arg 1. */
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glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
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glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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/* Arg 2. */
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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/* Now render. */
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glBegin(GL_QUADS);
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glTexCoord2d(tx, ty);
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glVertex2d(x, y);
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glMultiTexCoord2d(GL_TEXTURE0, 0., 0.);
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glMultiTexCoord2d(GL_TEXTURE1, 0., 0.);
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glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
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glTexCoord2d(tx+tw, ty);
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glVertex2d(x+w, y);
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glTexCoord2d(tx+tw, ty+th);
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glVertex2d(x+w, y+h);
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glTexCoord2d(tx, ty+th);
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glVertex2d(x, y+h);
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glMultiTexCoord2d(GL_TEXTURE0, tw, 0.);
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glMultiTexCoord2d(GL_TEXTURE1, tw, 0.);
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glVertex2d(SCREEN_W/2., -SCREEN_H/2.);
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glMultiTexCoord2d(GL_TEXTURE0, tw, th);
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glMultiTexCoord2d(GL_TEXTURE1, tw, th);
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glVertex2d(SCREEN_W/2., SCREEN_H/2.);
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glMultiTexCoord2d(GL_TEXTURE0, 0., th);
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glMultiTexCoord2d(GL_TEXTURE1, 0., th);
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glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
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glEnd();
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/* Clean up. */
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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/* Did anything fail? */
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@ -183,7 +183,7 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
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lacunarity = NOISE_DEFAULT_LACUNARITY;
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zoom = rug * ((float)h/768.)*((float)w/1024.);
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/* Create noiuse and data. */
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/* Create noise and data. */
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noise = noise_new(hurst, lacunarity);
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nebulae = malloc(sizeof(float)*w*h*n);
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