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nebula.c
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nebula.c
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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file nebula.c
*
* @brief Handles rendering and generating the nebula.
*/
#include "nebula.h"
#include "naev.h"
#include <errno.h>
#include "log.h"
#include "opengl.h"
#include "nfile.h"
#include "perlin.h"
#include "rng.h"
#include "menu.h"
#include "player.h"
#include "pause.h"
#include "gui.h"
#include "conf.h"
#include "spfx.h"
#include "npng.h"
#include "camera.h"
#include "nstring.h"
#include "ndata.h"
#define NEBULA_Z 16 /**< Z plane */
#define NEBULA_PUFFS 32 /**< Amount of puffs to generate */
#define NEBULA_PATH_BG "nebu_bg_%dx%d_%02d.png" /**< Nebula path format. */
#define NEBULA_PUFF_BUFFER 300 /**< Nebula buffer */
/* Externs */
extern void loadscreen_render( double done, const char *msg ); /**< from naev.c */
/* The nebula textures */
static GLuint nebu_textures[NEBULA_Z]; /**< BG Nebula textures. */
static int nebu_w = 0; /**< BG Nebula width. */
static int nebu_h = 0; /**< BG Nebula height. */
static int nebu_pw = 0; /**< BG Padded Nebula width. */
static int nebu_ph = 0; /**< BG Padded Nebula height. */
/* Information on rendering */
static int cur_nebu[2] = { 0, 1 }; /**< Nebulae currently rendering. */
static double nebu_timer = 0.; /**< Timer since last render. */
/* Nebula properties */
static double nebu_view = 0.; /**< How far player can see. */
static double nebu_dt = 0.; /**< How fast nebula changes. */
/* puff textures */
static glTexture *nebu_pufftexs[NEBULA_PUFFS]; /**< Nebula puffs. */
/* VBOs */
static gl_vbo *nebu_vboOverlay = NULL; /**< Overlay VBO. */
static gl_vbo *nebu_vboBG = NULL; /**< BG VBO. */
/**
* @struct NebulaPuff
*
* @brief Represents a nebula puff.
*/
typedef struct NebulaPuff_ {
double x; /**< X position. */
double y; /**< Y position */
double height; /**< height vs player */
int tex; /**< Texture */
} NebulaPuff;
static NebulaPuff *nebu_puffs = NULL; /**< Stack of puffs. */
static int nebu_npuffs = 0; /**< Number of puffs. */
static double puff_x = 0.;
static double puff_y = 0.;
/*
* prototypes
*/
static int nebu_init_recursive( int iter );
static int nebu_checkCompat( const char* file );
static int nebu_loadTexture( SDL_Surface *sur, int w, int h, GLuint tex );
static int nebu_generate (void);
static int saveNebula( float *map, const uint32_t w, const uint32_t h, const char* file );
static SDL_Surface* loadNebula( const char* file );
static SDL_Surface* nebu_surfaceFromNebulaMap( float* map, const int w, const int h );
/* Puffs. */
static void nebu_generatePuffs (void);
static void nebu_renderPuffs( int below_player );
/* Nebula render methods. */
static void nebu_renderMultitexture( const double dt );
/**
* @brief Initializes the nebula.
*
* @return 0 on success.
*/
int nebu_init (void)
{
return nebu_init_recursive( 0 );
}
/**
* @brief Small wrapper that handles recursivity limits.
*
* @param iter Iteration of recursivity.
* @return 0 on success.
*/
static int nebu_init_recursive( int iter )
{
int i;
char nebu_file[PATH_MAX];
SDL_Surface* nebu_sur;
int ret;
GLfloat vertex[4*3*2];
GLfloat tw, th;
/* Avoid too much recursivity. */
if (iter > 3) {
WARN("Unable to generate nebula after 3 attempts, something has really gone wrong!");
return -1;
}
/* Special code to regenerate the nebula */
if ((nebu_w == -9) && (nebu_h == -9))
nebu_generate();
/* Set expected sizes */
nebu_w = SCREEN_W;
nebu_h = SCREEN_H;
if (gl_needPOT()) {
nebu_pw = gl_pot(nebu_w);
nebu_ph = gl_pot(nebu_h);
}
else {
nebu_pw = nebu_w;
nebu_ph = nebu_h;
}
/* Load each, checking for compatibility and padding */
glGenTextures( NEBULA_Z, nebu_textures );
for (i=0; i<NEBULA_Z; i++) {
nsnprintf( nebu_file, PATH_MAX, NEBULA_PATH_BG, nebu_w, nebu_h, i );
/* Check compatibility. */
if (nebu_checkCompat( nebu_file ))
goto no_nebula;
/* Try to load. */
nebu_sur = loadNebula( nebu_file );
if (nebu_sur == NULL)
goto no_nebula;
if ((nebu_sur->w != nebu_w) || (nebu_sur->h != nebu_h))
WARN("Nebula raw size doesn't match expected! (%dx%d instead of %dx%d)",
nebu_sur->w, nebu_sur->h, nebu_w, nebu_h );
/* Load the texture */
ret = nebu_loadTexture( nebu_sur, nebu_pw, nebu_ph, nebu_textures[i] );
if (ret)
goto no_nebula;
}
/* Generate puffs after the recursivity stuff. */
nebu_generatePuffs();
/* Display loaded nebulas. */
DEBUG("Loaded %d Nebula Layers", NEBULA_Z);
/* Create the VBO. */
/* Vertex. */
vertex[0] = 0;
vertex[1] = 0;
vertex[2] = 0;
vertex[3] = SCREEN_H;
vertex[4] = SCREEN_W;
vertex[5] = 0;
vertex[6] = SCREEN_W;
vertex[7] = SCREEN_H;
/* Texture 0. */
tw = (double)nebu_w / (double)nebu_pw;
th = (double)nebu_h / (double)nebu_ph;
vertex[8] = 0.;
vertex[9] = 0.;
vertex[10] = tw;
vertex[11] = 0.;
vertex[12] = 0.;
vertex[13] = th;
vertex[14] = tw;
vertex[15] = th;
/* Texture 1. */
vertex[16] = 0.;
vertex[17] = 0.;
vertex[18] = tw;
vertex[19] = 0.;
vertex[20] = 0.;
vertex[21] = th;
vertex[22] = tw;
vertex[23] = th;
nebu_vboBG = gl_vboCreateStatic( sizeof(GLfloat) * (4*2*3), vertex );
return 0;
no_nebula:
LOG("No nebula found, generating (this may take a while).");
/* So we generate and reload */
ret = nebu_generate();
if (ret != 0) /* An error has happened - break recursivity*/
return ret;
return nebu_init_recursive( iter+1 );
}
/**
* @brief Gets the nebula view radius.
*
* @return The nebula view radius.
*/
double nebu_getSightRadius (void)
{
return nebu_view;
}
/**
* @brief Loads sur into tex, checks for expected size of w and h.
*
* @param sur Surface to load into texture.
* @param w Expected width of surface.
* @param h Expected height of surface.
* @param tex Already generated texture to load into.
* @return 0 on success;
*/
static int nebu_loadTexture( SDL_Surface *sur, int w, int h, GLuint tex )
{
SDL_Surface *nebu_sur;
nebu_sur = gl_prepareSurface( sur );
if ((w!=0) && (h!=0) &&
((nebu_sur->w != w) || (nebu_sur->h != h))) {
WARN("Nebula size doesn't match expected! (%dx%d instead of %dx%d)",
nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph );
return -1;
}
/* Load the texture */
glBindTexture( GL_TEXTURE_2D, tex );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glTexImage2D( GL_TEXTURE_2D, 0, GL_ALPHA, nebu_sur->w, nebu_sur->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, nebu_sur->pixels );
SDL_UnlockSurface( nebu_sur );
SDL_FreeSurface(nebu_sur);
gl_checkErr();
return 0;
}
/**
* @brief Cleans up the nebu subsystem.
*/
void nebu_exit (void)
{
int i;
/* Free the Nebula BG. */
glDeleteTextures( NEBULA_Z, nebu_textures );
/* Free the puffs. */
for (i=0; i<NEBULA_PUFFS; i++)
gl_freeTexture( nebu_pufftexs[i] );
/* Free the VBO. */
if (nebu_vboBG != NULL) {
gl_vboDestroy( nebu_vboBG );
nebu_vboBG = NULL;
}
if (nebu_vboOverlay != NULL) {
gl_vboDestroy( nebu_vboOverlay );
nebu_vboOverlay= NULL;
}
}
/**
* @brief Renders the nebula.
*
* @param dt Current delta tick.
*/
void nebu_render( const double dt )
{
/* Must exist. */
if (nebu_vboBG == NULL)
return;
/* Different rendering backends. */
if (nglActiveTexture != NULL)
nebu_renderMultitexture(dt);
/* Now render the puffs, they are generic. */
nebu_renderPuffs( 1 );
}
/**
* @brief Renders the nebula using the multitexture approach.
*
* @param dt Current delta tick.
*/
static void nebu_renderMultitexture( const double dt )
{
GLfloat col[4];
int temp;
double sx, sy;
/* calculate frame to draw */
nebu_timer -= dt;
if (nebu_timer < 0.) { /* Time to change. */
temp = cur_nebu[0] - cur_nebu[1];
cur_nebu[1] = cur_nebu[0];
cur_nebu[0] += temp;
if (cur_nebu[0] >= NEBULA_Z)
cur_nebu[0] = cur_nebu[1] - 1;
else if (cur_nebu[0] < 0)
cur_nebu[0] = cur_nebu[1] + 1;
/* Change timer. */
nebu_timer += nebu_dt;
/* Case it hasn't rendered in a while so it doesn't go crazy. */
if (nebu_timer < 0)
nebu_timer = nebu_dt;
}
/* Set the colour */
col[0] = cBlue.r;
col[1] = cBlue.g;
col[2] = cBlue.b;
col[3] = (nebu_dt - nebu_timer) / nebu_dt;
/* Set up the targets */
/* Texture 0 */
nglActiveTexture( GL_TEXTURE0 );
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, nebu_textures[cur_nebu[1]]);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
/* Texture 1 */
nglActiveTexture( GL_TEXTURE1 );
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, nebu_textures[cur_nebu[0]]);
/* Prepare it */
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE );
/* Colour */
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col );
/* Arguments */
/* Arg0 */
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
/* Arg1 */
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
/* Arg2 */
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA );
/* Compensate possible rumble */
spfx_getShake( &sx, &sy );
gl_matrixPush();
gl_matrixTranslate( -sx, -sy );
/* Now render! */
gl_vboActivateOffset( nebu_vboBG, GL_VERTEX_ARRAY,
sizeof(GL_FLOAT) * 0*2*4, 2, GL_FLOAT, 0 );
gl_vboActivateOffset( nebu_vboBG, GL_TEXTURE0,
sizeof(GL_FLOAT) * 1*2*4, 2, GL_FLOAT, 0 );
gl_vboActivateOffset( nebu_vboBG, GL_TEXTURE1,
sizeof(GL_FLOAT) * 2*2*4, 2, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
gl_vboDeactivate();
gl_matrixPop();
/* Set values to defaults */
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glDisable(GL_TEXTURE_2D);
nglActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glDisable(GL_TEXTURE_2D);
/* Anything failed? */
gl_checkErr();
}
#define ANG45 0.70710678118654757 /**< 1./sqrt(2) */
#define COS225 0.92387953251128674 /**< cos(225) */
#define SIN225 0.38268343236508978 /**< sin(225) */
/**
* @brief Regenerates the overlay.
*/
void nebu_genOverlay (void)
{
int i;
GLfloat *data;
double a;
double gx, gy;
double z;
/* Get GUI offsets. */
gui_getOffset( &gx, &gy );
/* Here we calculate outer corners. It should actually be /2. because we
* are centered around 0,0. However, we treat this extra space as a buffer
* for when it's shaking. */
z = 1./conf.zoom_far;
/* See if need to generate overlay. */
if (nebu_vboOverlay == NULL) {
nebu_vboOverlay = gl_vboCreateStatic( sizeof(GLfloat) *
((2+4)*18 + 2*28 + 4*7), NULL );
/* Set colors, those will be pure static. */
data = gl_vboMap( nebu_vboOverlay );
/* Alpha overlay. */
for (i=0; i<18; i++) {
data[2*18 + 4*i + 0] = cDarkBlue.r;
data[2*18 + 4*i + 1] = cDarkBlue.g;
data[2*18 + 4*i + 2] = cDarkBlue.b;
data[2*18 + 4*i + 3] = cDarkBlue.a;
}
data[2*18 + 3] = 0.; /* Origin is transparent. */
/* Solid overlay. */
for (i=0; i<7; i++) {
data[(2+4)*18 + 2*28 + 4*i + 0] = cDarkBlue.r;
data[(2+4)*18 + 2*28 + 4*i + 1] = cDarkBlue.g;
data[(2+4)*18 + 2*28 + 4*i + 2] = cDarkBlue.b;
data[(2+4)*18 + 2*28 + 4*i + 3] = cDarkBlue.a;
}
gl_vboUnmap( nebu_vboOverlay );
}
/* Generate the main chunk. */
data = gl_vboMap( nebu_vboOverlay );
/* Main chunk. */
data[0] = 0.;
data[1] = 0.;
for (i=0; i<17; i++) {
a = M_PI*2./16. * (double)i;
data[2*(i+1) + 0] = nebu_view * cos(a);
data[2*(i+1) + 1] = nebu_view * sin(a);
}
/* Top Left */
data[(2+4)*18+0] = -SCREEN_W*z-gx;
data[(2+4)*18+1] = SCREEN_H*z-gy;
data[(2+4)*18+2] = -nebu_view;
data[(2+4)*18+3] = 0.;
data[(2+4)*18+4] = -nebu_view*COS225;
data[(2+4)*18+5] = nebu_view*SIN225;
data[(2+4)*18+6] = -nebu_view*ANG45;
data[(2+4)*18+7] = nebu_view*ANG45;
data[(2+4)*18+8] = -nebu_view*SIN225;
data[(2+4)*18+9] = nebu_view*COS225;
data[(2+4)*18+10] = 0.;
data[(2+4)*18+11] = nebu_view;
data[(2+4)*18+12] = SCREEN_W*z-gx;
data[(2+4)*18+13] = SCREEN_H*z-gy;
/* Top Right */
data[(2+4)*18+14] = SCREEN_W*z-gx;
data[(2+4)*18+15] = SCREEN_H*z-gy;
data[(2+4)*18+16] = 0.;
data[(2+4)*18+17] = nebu_view;
data[(2+4)*18+18] = nebu_view*SIN225;
data[(2+4)*18+19] = nebu_view*COS225;
data[(2+4)*18+20] = nebu_view*ANG45;
data[(2+4)*18+21] = nebu_view*ANG45;
data[(2+4)*18+22] = nebu_view*COS225;
data[(2+4)*18+23] = nebu_view*SIN225;
data[(2+4)*18+24] = nebu_view;
data[(2+4)*18+25] = 0.;
data[(2+4)*18+26] = SCREEN_W*z-gx;
data[(2+4)*18+27] = -SCREEN_H*z-gy;
/* Bottom Right */
data[(2+4)*18+28] = SCREEN_W*z-gx;
data[(2+4)*18+29] = -SCREEN_H*z-gy;
data[(2+4)*18+30] = nebu_view;
data[(2+4)*18+31] = 0.;
data[(2+4)*18+32] = nebu_view*COS225;
data[(2+4)*18+33] = -nebu_view*SIN225;
data[(2+4)*18+34] = nebu_view*ANG45;
data[(2+4)*18+35] = -nebu_view*ANG45;
data[(2+4)*18+36] = nebu_view*SIN225;
data[(2+4)*18+37] = -nebu_view*COS225;
data[(2+4)*18+38] = 0.;
data[(2+4)*18+39] = -nebu_view;
data[(2+4)*18+40] = -SCREEN_W*z-gx;
data[(2+4)*18+41] = -SCREEN_H*z-gy;
/* Bottom left */
data[(2+4)*18+42] = -SCREEN_W*z-gx;
data[(2+4)*18+43] = -SCREEN_H*z-gy;
data[(2+4)*18+44] = 0.;
data[(2+4)*18+45] = -nebu_view;
data[(2+4)*18+46] = -nebu_view*SIN225;
data[(2+4)*18+47] = -nebu_view*COS225;
data[(2+4)*18+48] = -nebu_view*ANG45;
data[(2+4)*18+49] = -nebu_view*ANG45;
data[(2+4)*18+50] = -nebu_view*COS225;
data[(2+4)*18+51] = -nebu_view*SIN225;
data[(2+4)*18+52] = -nebu_view;
data[(2+4)*18+53] = 0.;
data[(2+4)*18+54] = -SCREEN_W*z-gx;
data[(2+4)*18+55] = SCREEN_H*z-gy;
gl_vboUnmap( nebu_vboOverlay );
}
#undef ANG45
#undef COS225
#undef SIN225
/**
* @brief Renders the nebula overlay (hides what player can't see).
*
* @param dt Current delta tick.
*/
void nebu_renderOverlay( const double dt )
{
(void) dt;
double gx, gy;
double ox, oy;
double z;
double sx, sy;
/* Get GUI offsets. */
gui_getOffset( &gx, &gy );
/* Get zoom. */
z = cam_getZoom();
/*
* Renders the puffs
*/
nebu_renderPuffs( 0 );
/* Prepare the matrix */
ox = gx;
oy = gy;
spfx_getShake( &sx, &sy );
ox += sx;
oy += sy;
gl_matrixPush();
gl_matrixTranslate( SCREEN_W/2.+ox, SCREEN_H/2.+oy );
gl_matrixScale( z, z );
/*
* Mask for area player can still see (partially)
*/
glShadeModel(GL_SMOOTH);
gl_vboActivateOffset( nebu_vboOverlay, GL_VERTEX_ARRAY, 0, 2, GL_FLOAT, 0 );
gl_vboActivateOffset( nebu_vboOverlay, GL_COLOR_ARRAY,
sizeof(GLfloat)*2*18, 4, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 18 );
/*
* Solid nebula for areas the player can't see
*/
glShadeModel(GL_FLAT);
/* Colour is shared. */
gl_vboActivateOffset( nebu_vboOverlay, GL_COLOR_ARRAY,
sizeof(GLfloat)*((2+4)*18 + 2*28), 4, GL_FLOAT, 0 );
/* Top left. */
gl_vboActivateOffset( nebu_vboOverlay, GL_VERTEX_ARRAY,
sizeof(GLfloat)*((2+4)*18 + 0*2*7), 2, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 7 );
/* Top right. */
gl_vboActivateOffset( nebu_vboOverlay, GL_VERTEX_ARRAY,
sizeof(GLfloat)*((2+4)*18 + 1*2*7), 2, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 7 );
/* Bottom right. */
gl_vboActivateOffset( nebu_vboOverlay, GL_VERTEX_ARRAY,
sizeof(GLfloat)*((2+4)*18 + 2*2*7), 2, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 7 );
/* Bottom left. */
gl_vboActivateOffset( nebu_vboOverlay, GL_VERTEX_ARRAY,
sizeof(GLfloat)*((2+4)*18 + 3*2*7), 2, GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 7 );
gl_vboDeactivate();
gl_matrixPop();
/* Reset puff movement. */
puff_x = 0.;
puff_y = 0.;
gl_checkErr();
}
/**
* @brief Renders the puffs.
*
* @param dt Current delta tick.
* @param below_player Render the puffs below player or above player?
*/
static void nebu_renderPuffs( int below_player )
{
int i;
/* Main menu shouldn't have puffs */
if (menu_isOpen(MENU_MAIN)) return;
for (i=0; i<nebu_npuffs; i++) {
/* Separate by layers */
if ((below_player && (nebu_puffs[i].height < 1.)) ||
(!below_player && (nebu_puffs[i].height > 1.))) {
/* calculate new position */
nebu_puffs[i].x += puff_x * nebu_puffs[i].height;
nebu_puffs[i].y += puff_y * nebu_puffs[i].height;
/* Check boundaries */
if (nebu_puffs[i].x > SCREEN_W + NEBULA_PUFF_BUFFER)
nebu_puffs[i].x -= SCREEN_W + 2*NEBULA_PUFF_BUFFER;
else if (nebu_puffs[i].y > SCREEN_H + NEBULA_PUFF_BUFFER)
nebu_puffs[i].y -= SCREEN_H + 2*NEBULA_PUFF_BUFFER;
else if (nebu_puffs[i].x < -NEBULA_PUFF_BUFFER)
nebu_puffs[i].x += SCREEN_W + 2*NEBULA_PUFF_BUFFER;
else if (nebu_puffs[i].y < -NEBULA_PUFF_BUFFER)
nebu_puffs[i].y += SCREEN_H + 2*NEBULA_PUFF_BUFFER;
/* Render */
gl_blitStatic( nebu_pufftexs[nebu_puffs[i].tex],
nebu_puffs[i].x, nebu_puffs[i].y, &cLightBlue );
}
}
}
/**
* @brief Moves the nebula puffs.
*/
void nebu_movePuffs( double x, double y )
{
puff_x += x;
puff_y += y;
}
/**
* @brief Prepares the nebualae to be rendered.
*
* @param density Density of the nebula (0-1000).
* @param volatility Volatility of the nebula (0-1000).
*/
void nebu_prep( double density, double volatility )
{
(void)volatility;
int i;
nebu_view = 1000. - density; /* At density 1000 you're blind */
nebu_dt = 2000. / (density + 100.); /* Faster at higher density */
nebu_timer = nebu_dt;
nebu_npuffs = density/4.;
nebu_puffs = realloc(nebu_puffs, sizeof(NebulaPuff)*nebu_npuffs);
for (i=0; i<nebu_npuffs; i++) {
/* Position */
nebu_puffs[i].x = (double)RNG(-NEBULA_PUFF_BUFFER,
SCREEN_W + NEBULA_PUFF_BUFFER);
nebu_puffs[i].y = (double)RNG(-NEBULA_PUFF_BUFFER,
SCREEN_H + NEBULA_PUFF_BUFFER);
/* Maybe make size related? */
nebu_puffs[i].tex = RNG(0,NEBULA_PUFFS-1);
nebu_puffs[i].height = RNGF() + 0.2;
}
/* Generate the overlay. */
nebu_genOverlay();
}
/**
* @brief Forces generation of new nebula on init.
*/
void nebu_forceGenerate (void)
{
nebu_w = nebu_h = -9; /* \o/ magic numbers */
}
/**
* @brief Generates the nebula.
*
* @return 0 on success.
*/
static int nebu_generate (void)
{
int i;
float *nebu;
const char *cache;
char nebu_file[PATH_MAX];
int w,h;
int ret;
/* Warn user of what is happening. */
loadscreen_render( 0.05, "Generating Nebula (slow, run once)..." );
/* Get resolution to create at. */
w = SCREEN_W;
h = SCREEN_H;
/* Try to make the dir first if it fails. */
cache = nfile_cachePath();
nfile_dirMakeExist( "%s", cache );
nfile_dirMakeExist( "%s"NEBULA_PATH, cache );
/* Generate all the nebula backgrounds */
nebu = noise_genNebulaMap( w, h, NEBULA_Z, 5. );
/* Start saving - compression can take a bit. */
loadscreen_render( 0.05, "Compressing Nebula layers..." );
/* Save each nebula as an image */
for (i=0; i<NEBULA_Z; i++) {
nsnprintf( nebu_file, PATH_MAX, NEBULA_PATH_BG, w, h, i );
ret = saveNebula( &nebu[ i*w*h ], w, h, nebu_file );
if (ret != 0)
break; /* An error has happened */
}
/* Cleanup */
free(nebu);
return ret;
}
/**
* @brief Generates nebula puffs.
*/
static void nebu_generatePuffs (void)
{
int i;
int w,h;
SDL_Surface *sur;
float *nebu;
/* Warn user of what is happening. */
loadscreen_render( 0.05, "Generating Nebula Puffs..." );
/* Generate the nebula puffs */
for (i=0; i<NEBULA_PUFFS; i++) {
/* Generate the nebula */
w = h = RNG(20,64);
nebu = noise_genNebulaPuffMap( w, h, 1. );
sur = nebu_surfaceFromNebulaMap( nebu, w, h );
free(nebu);
/* Load the texture */
nebu_pufftexs[i] = gl_loadImage( sur, 0 );
}
}
/**
* @brief Checks the validity of a nebula.
*
* @param file Path of the nebula to check (relative to base directory).
* @return 0 on success.
*/
static int nebu_checkCompat( const char* file )
{
/* first check to see if file exists */
if (nfile_fileExists("%s"NEBULA_PATH"%s", nfile_cachePath(), file) == 0)
return -1;
return 0;
}
/**
* @brief Saves a nebula.
*
* @param map Nebula map to save.
* @param w Width of nebula map.
* @param h Height of nebula map.
* @param file Path to save into.
* @return 0 on success.
*/
static int saveNebula( float *map, const uint32_t w, const uint32_t h, const char* file )
{
char file_path[PATH_MAX];
SDL_Surface* sur;
int ret;
/* fix surface */
sur = nebu_surfaceFromNebulaMap( map, w, h );
/* save */
nsnprintf(file_path, PATH_MAX, "%s"NEBULA_PATH"%s", nfile_cachePath(), file );
ret = SDL_SavePNG( sur, file_path );
/* cleanup */
SDL_FreeSurface( sur );
return ret;
}
/**
* @brief Loads the nebulae from file.
*
* @param file Path of the nebula to load. Relative to base directory.
* @return A SDL surface with the nebula.
*/
static SDL_Surface* loadNebula( const char* file )
{
char file_path[PATH_MAX];
SDL_Surface* sur;
SDL_RWops *rw;
npng_t *npng;
/* loads the file */
nsnprintf(file_path, PATH_MAX, "%s"NEBULA_PATH"%s", nfile_cachePath(), file );
rw = SDL_RWFromFile( file_path, "rb" );;
if (rw == NULL) {
WARN("Unable to create rwops from Nebula image: %s", file);
return NULL;
}
npng = npng_open( rw );
if (npng == NULL) {
WARN("Unable to open Nebula image: %s", file);
SDL_RWclose( rw );
return NULL;
}
sur = npng_readSurface( npng, 0, 1 );
npng_close( npng );
SDL_RWclose( rw );
if (sur == NULL) {
WARN("Unable to load Nebula image: %s", file);
return NULL;
}
return sur;
}
/**
* @brief Generates a SDL_Surface from a 2d nebula map
*
* @param map Nebula map to use.
* @param w Map width.
* @param h Map height.
* @return A SDL Surface with the nebula.
*/
static SDL_Surface* nebu_surfaceFromNebulaMap( float* map, const int w, const int h )
{
int i;
SDL_Surface *sur;
uint32_t *pix;
double c;
/* the good surface */
sur = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, 32, RGBAMASK );
pix = sur->pixels;
/* convert from mapping to actual colours */
SDL_LockSurface( sur );
for (i=0; i<h*w; i++) {
c = map[i];
pix[i] = RMASK + BMASK + GMASK + (AMASK & (uint32_t)((double)AMASK*c));
}
SDL_UnlockSurface( sur );
return sur;
}