Files
maszyna/precipitation.cpp
2019-03-12 00:53:34 +01:00

213 lines
7.5 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "precipitation.h"
#include "Globals.h"
#include "openglmatrixstack.h"
#include "renderer.h"
#include "Timer.h"
#include "simulation.h"
#include "Train.h"
basic_precipitation::~basic_precipitation() {
// TODO: release allocated resources
}
void
basic_precipitation::create( int const Tesselation ) {
auto const heightfactor { 10.f }; // height-to-radius factor
m_moverate *= heightfactor;
auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur
// create geometry chunk
auto const latitudes { 3 }; // just a cylinder with end cones
auto const longitudes { Tesselation };
auto const longitudehalfstep { 0.5f * static_cast<float>( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {
auto const latitude{ static_cast<float>( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) };
auto const z{ std::sin( latitude ) };
auto const zr{ std::cos( latitude ) };
for( int j = 0; j <= longitudes; ++j ) {
// NOTE: for the first and last row half of the points we create end up unused but, eh
auto const longitude{ static_cast<float>( 2.0 * M_PI * (float)( j ) / longitudes ) };
auto const x{ std::cos( longitude ) };
auto const y{ std::sin( longitude ) };
// NOTE: cartesian to opengl swap would be: -x, -z, -y
m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius );
// uvs
// NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles
auto u = (
i == 0 ? longitude + longitudehalfstep :
i == latitudes ? longitude - longitudehalfstep :
longitude );
m_uvs.emplace_back(
u / ( 2.0 * M_PI ) * radius,
1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor );
if( ( i == 0 ) || ( j == 0 ) ) {
// initial edge of the dome, don't start indices yet
++index;
}
else {
// the end cones are built from one triangle of each quad, the middle rows use both
if( i < latitudes ) {
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 );
m_indices.emplace_back( index );
}
if( i > 1 ) {
m_indices.emplace_back( index );
m_indices.emplace_back( index - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
}
++index;
}
} // longitude
} // latitude
} // radius
}
bool
basic_precipitation::init() {
create( 18 );
return true;
}
void
basic_precipitation::update_weather() {
// TODO: select texture based on current overcast level
// TODO: when the overcast level dynamic change is in check the current level during render and pick the appropriate texture on the fly
std::string const densitysuffix { (
Global.Overcast < 1.35 ?
"_light" :
"_medium" ) };
if( Global.Weather == "rain:" ) {
m_moverateweathertypefactor = 2.f;
m_texture = GfxRenderer.Fetch_Texture( "fx/rain" + densitysuffix );
}
else if( Global.Weather == "snow:" ) {
m_moverateweathertypefactor = 1.25f;
m_texture = GfxRenderer.Fetch_Texture( "fx/snow" + densitysuffix );
}
}
void
basic_precipitation::update() {
auto const timedelta = Timer::GetDeltaTime();
if( timedelta == 0.0 ) { return; }
m_textureoffset += m_moverate * m_moverateweathertypefactor * timedelta;
m_textureoffset = clamp_circular( m_textureoffset, 10.f );
auto cameramove { glm::dvec3{ Global.pCamera.Pos - m_camerapos} };
cameramove.y = 0.0; // vertical movement messes up vector calculation
m_camerapos = Global.pCamera.Pos;
// intercept sudden user-induced camera jumps
if( m_freeflymode != FreeFlyModeFlag ) {
m_freeflymode = FreeFlyModeFlag;
if( true == m_freeflymode ) {
// cache last precipitation vector in the cab
m_cabcameramove = m_cameramove;
// don't carry previous precipitation vector to a new unrelated location
m_cameramove = glm::dvec3{ 0.0 };
}
else {
// restore last cached precipitation vector
m_cameramove = m_cabcameramove;
}
cameramove = glm::dvec3{ 0.0 };
}
if( m_windowopen != Global.CabWindowOpen ) {
m_windowopen = Global.CabWindowOpen;
cameramove = glm::dvec3{ 0.0 };
}
if( ( simulation::Train != nullptr ) && ( simulation::Train->iCabn != m_activecab ) ) {
m_activecab = simulation::Train->iCabn;
cameramove = glm::dvec3{ 0.0 };
}
if( glm::length( cameramove ) > 100.0 ) {
cameramove = glm::dvec3{ 0.0 };
}
m_cameramove = m_cameramove * std::max( 0.0, 1.0 - 5.0 * timedelta ) + cameramove * ( 30.0 * timedelta );
if( std::abs( m_cameramove.x ) < 0.001 ) { m_cameramove.x = 0.0; }
if( std::abs( m_cameramove.y ) < 0.001 ) { m_cameramove.y = 0.0; }
if( std::abs( m_cameramove.z ) < 0.001 ) { m_cameramove.z = 0.0; }
}
float basic_precipitation::get_textureoffset()
{
return m_textureoffset;
}
void
basic_precipitation::render() {
GfxRenderer.Bind_Texture(0, m_texture);
if (!m_shader)
{
gl::shader vert("precipitation.vert");
gl::shader frag("precipitation.frag");
m_shader.emplace(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
}
if (!m_vertexbuffer) {
m_vao.emplace();
m_vao->bind();
// build the buffers
m_vertexbuffer.emplace();
m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 ));
m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
m_uvbuffer.emplace();
m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW);
m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 ));
m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0);
m_indexbuffer.emplace();
m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW);
m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short ));
m_vao->setup_ebo(*m_indexbuffer);
m_vao->unbind();
// NOTE: vertex and index source data is superfluous past this point, but, eh
}
m_shader->bind();
m_vao->bind();
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
m_vao->unbind();
}