2025-01-26 18:33:45 +01:00

381 lines
11 KiB
C

/*
Raydium - CQFD Corp.
http://raydium.org/
License: GPL - GNU General Public License, see "gpl.txt" file.
*/
#ifndef DONT_INCLUDE_HEADERS
#include "index.h"
#else
#include "headers/sky.h"
#endif
void raydium_sky_box_cache(void)
{
raydium_texture_current_set_name("BOXfront.tga");
raydium_texture_current_set_name("BOXback.tga");
raydium_texture_current_set_name("BOXleft.tga");
raydium_texture_current_set_name("BOXright.tga");
raydium_texture_current_set_name("BOXbottom.tga");
raydium_texture_current_set_name("BOXtop.tga");
raydium_hdr_texture_name("BOXfront.tga",1);
raydium_hdr_texture_name("BOXback.tga",1);
raydium_hdr_texture_name("BOXleft.tga",1);
raydium_hdr_texture_name("BOXright.tga",1);
raydium_hdr_texture_name("BOXbottom.tga",1);
raydium_hdr_texture_name("BOXtop.tga",1);
}
void raydium_sky_box_render(GLfloat x, GLfloat y, GLfloat z)
{
//GLfloat one[]={1.,1.,1.,1.};
#define sizeb ((raydium_projection_far-raydium_projection_near)/2.f)
/*
GLfloat (x+size)=(x+5);
GLfloat sizey=(x+5);
GLfloat (z+size)=(x+5);
GLfloat minv=(x-5);
*/
if(raydium_fog_enabled_tag && !raydium_sky_force) return;
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
//glColor4fv(raydium_background_color);
//glColor4fv(one);
raydium_texture_current_set_name("BOXfront.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXfront.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
glEnd();
raydium_texture_current_set_name("BOXback.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXback.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(1.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
glEnd();
raydium_texture_current_set_name("BOXright.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXright.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
glEnd();
raydium_texture_current_set_name("BOXleft.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXleft.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
glEnd();
raydium_texture_current_set_name("BOXtop.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXtop.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
glEnd();
raydium_texture_current_set_name("BOXbottom.tga");
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXbottom.tga"));
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
glEnd();
if(raydium_light_enabled_tag) glEnable(GL_LIGHTING);
if(raydium_fog_enabled_tag) glEnable(GL_FOG);
glDepthMask(GL_TRUE);
}
void raydium_sky_sphere_render(GLfloat x, GLfloat y, GLfloat z,int detail)
{
int i, j,co;
GLfloat currentradious,z1,z2,ang1,dx,dy,h;
//the next is static cause this will be used to store the vertices of the sphere.
//i suppose that it could be external to this function.
static GLfloat p[RAYDIUM_SKY_SPHERE_MAX_DETAIL][RAYDIUM_SKY_SPHERE_MAX_DETAIL][3];
//keeping safe the current matrix
glPushMatrix();
//glPushAttrib(GL_COLOR_BUFFER_BIT); Gl attrib functions shoudn't be used
//increasing angles to simulate orbit
raydium_sky_sphere_angle_orbit_u += 10 * raydium_frame_time;
raydium_sky_sphere_angle_orbit_v += 1 * raydium_frame_time;
//test code.
//the rotation speed should be changed with a function
raydium_sky_sphere_y_vel=0.01;
raydium_sky_sphere_x_vel=0.01;
//updating the x and y values according the speed and the framerate
raydium_sky_sphere_x_pos+=raydium_sky_sphere_x_vel * raydium_frame_time;
raydium_sky_sphere_y_pos+=raydium_sky_sphere_y_vel * raydium_frame_time;
//using dx and dy to simplify the code
dx=raydium_sky_sphere_x_pos;
dy=raydium_sky_sphere_y_pos;
//turning off "specials" for render
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glEnable(GL_TEXTURE_2D);
glColor4fv(raydium_background_color);
glDepthMask(GL_FALSE);
//glEnable(GL_BLEND);
//glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
//MAKING THE SPHERE
//check if the points are already calculated.
//there is no reason to enter constantly.
if(raydium_sky_sphere_generated!=1)
{
//getting the points of the sphere, but no drawing
for(i=0;i<=detail;i++)
{
//getting the radius for each section of the sphere
currentradious = raydium_trigo_sin(180*((float)i/(float)detail));
//getting the heights for each section of the sphere
z1 = raydium_trigo_cos(180*((float)i/(float)detail));
for(j=0;j<=detail;j++)
{
ang1 = 360*((float)j/(float)detail);
p[i][j][0] = currentradious * raydium_trigo_cos(ang1);
p[i][j][1] = currentradious * raydium_trigo_sin(ang1);
p[i][j][2] = z1;
}
}
raydium_sky_sphere_generated = 1;
}
//Postioning the modelview in the pos of the camera
glTranslatef(x,y,z);
//test code
//the texture should be loaded with a different function
if(!raydium_texture_exists("SKYCLOUDS.tga"))
{
raydium_texture_load("SKYCLOUDS.tga");
}
raydium_texture_current_set_name("SKYCLOUDS.tga");
//activating texture
raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
//shutdown the DEPTH writting
glDepthMask(GL_FALSE);
//activating and setting fog
raydium_fog_enable();
glFogf(GL_FOG_START,0.6);
glFogf(GL_FOG_END,1);
glFogi(GL_FOG_MODE,GL_EXP2);
//setting h to the height of the vault
h=raydium_sky_sphere_heigth;
//activating the blending needed for the clouds
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR,GL_ONE_MINUS_SRC_ALPHA);
//drawing the layers of clouds
for(co=0;co<raydium_sky_sphere_quality;co++)
{
//drawing the upper vault
glBegin(GL_TRIANGLES);
glColor4f(1,1,1,1*(co/raydium_sky_sphere_quality));
glTexCoord2f(-1+dx,1+dy);
glVertex3f(-1,1,0);
glTexCoord2f(1+dx,1+dy);
glVertex3f(1,1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(1+dx,1+dy);
glVertex3f(1,1,0);
glTexCoord2f(1+dx,-1+dy);
glVertex3f(1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(1+dx,-1+dy);
glVertex3f(1,-1,0);
glTexCoord2f(-1+dx,-1+dy);
glVertex3f(-1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(-1+dx,1+dy);
glVertex3f(-1,1,0);
glTexCoord2f(-1+dx,-1+dy);
glVertex3f(-1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
//drawing the botom vault, mirror of the upper one
h=-h;
//glColor4f(1,1,1,1);
glTexCoord2f(-1+dx,1+dy);
glVertex3f(-1,1,0);
glTexCoord2f(1+dx,1+dy);
glVertex3f(1,1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(1+dx,1+dy);
glVertex3f(1,1,0);
glTexCoord2f(1+dx,-1+dy);
glVertex3f(1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(1+dx,-1+dy);
glVertex3f(1,-1,0);
glTexCoord2f(-1+dx,-1+dy);
glVertex3f(-1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glTexCoord2f(-1+dx,1+dy);
glVertex3f(-1,1,0);
glTexCoord2f(-1+dx,-1+dy);
glVertex3f(-1,-1,0);
glTexCoord2f(0+dx,0+dy);
glVertex3f(0,0,h);
glEnd();
//recalculating the new heigth of the vault(a new layer)
h=-h*0.95;
}
//deactivating the fog, unused
raydium_fog_disable();
//reactivating the previous blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_SRC_COLOR,GL_SRC_COLOR);
//match the orientation of the camera with the universe
//rotating according the orbit angles(ugly)
glRotatef(raydium_sky_sphere_angle_orbit_v,0,0,1);
glRotatef(raydium_sky_sphere_angle_orbit_u,1,0,0);
//now drawing the sphere with the pre-obtained values
for(i=0;i<detail;i++)
{
for(j=0;j<detail;j++)
{
//calculating colors
z1 = 1-sin((float)2*i/detail);
z2 = 1-sin((float)(2*i+2)/detail);
glBegin(GL_TRIANGLES);
glColor4f(z1,z1,z1,1);
glVertex3f(p[i][j][0],p[i][j][1],p[i][j][2]);
glColor4f(z1,z1,z1,1);
glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
glColor4f(z2,z2,z2,1);
glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
glColor4f(z2,z2,z2,1);
glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
glColor4f(z2,z2,z2,1);
glVertex3f(p[i+1][j+1][0],p[i+1][j+1][1],p[i+1][j+1][2]);
glColor4f(z1,z1,z1,1);
glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
glEnd();
}
}
//restoring previus states
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
if(raydium_fog_enabled_tag) glEnable(GL_FOG);
if(raydium_light_enabled_tag) glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
//glPopAttrib();
glPopMatrix();
}
void raydium_sky_atmosphere_enable(void)
{
raydium_sky_atmosphere_enable_tag=1;
raydium_sky_sphere_quality=20;
raydium_sky_sphere_heigth=0.09;
//this will force to recalculate the sphere once
raydium_sky_sphere_generated=0;
raydium_log("atmosphere created with quality 20");
}
void raydium_sky_atmosphere_disable(void)
{
raydium_sky_atmosphere_enable_tag=0;
}
void raydium_sky_atmosphere_render( GLfloat x, GLfloat y, GLfloat z,int detail)
{
if(raydium_sky_atmosphere_enable_tag)
{
raydium_sky_sphere_render(x,y,z,detail);
}
}
signed char raydium_sky_atmosphere_check(void)
{
return raydium_sky_atmosphere_enable_tag;
}