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Background.cpp
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Background.cpp
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#include "Background.h"
#include "perlin.h"
#include "Pi.h"
#include "galaxy/StarSystem.h"
#include "Space.h"
#include "Frame.h"
#include "Player.h"
#include <vector>
#include "Game.h"
#include "graphics/Graphics.h"
#include "graphics/Material.h"
#include "graphics/Renderer.h"
#include "graphics/StaticMesh.h"
#include "graphics/Surface.h"
#include "graphics/VertexArray.h"
#include "graphics/Shader.h"
using namespace Graphics;
namespace Background
{
Starfield::Starfield()
{
Init();
//starfield is not filled without a seed
}
Starfield::Starfield(unsigned long seed)
{
Init();
Fill(seed);
}
Starfield::~Starfield()
{
delete m_model;
delete m_shader;
delete[] m_hyperVtx;
delete[] m_hyperCol;
}
void Starfield::Init()
{
// reserve some space for positions, colours
VertexArray *stars = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE, BG_STAR_MAX);
m_model = new StaticMesh(POINTS);
m_shader = new Shader("bgstars");
RefCountedPtr<Material> mat(new Material());
mat->shader = m_shader;
mat->unlit = true;
m_model->AddSurface(new Surface(POINTS, stars, mat));
m_hyperVtx = 0;
m_hyperCol = 0;
}
void Starfield::Fill(unsigned long seed)
{
VertexArray *va = m_model->GetSurface(0)->GetVertices();
va->Clear(); // clear if previously filled
// Slight colour variation to stars based on seed
MTRand rand(seed);
//fill the array
for (int i=0; i<BG_STAR_MAX; i++) {
float col = float(rand.Double(0.2,0.7));
// this is proper random distribution on a sphere's surface
const float theta = float(rand.Double(0.0, 2.0*M_PI));
const float u = float(rand.Double(-1.0, 1.0));
va->Add(vector3f(
1000.0f * sqrt(1.0f - u*u) * cos(theta),
1000.0f * u,
1000.0f * sqrt(1.0f - u*u) * sin(theta)
), Color(col, col, col, 1.f)
);
}
}
void Starfield::Draw(Graphics::Renderer *renderer)
{
if (AreShadersEnabled()) {
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
} else {
glDisable(GL_POINT_SMOOTH); //too large if smoothing is on
glPointSize(1.0f);
}
// XXX would be nice to get rid of the Pi:: stuff here
if (!Pi::game || Pi::player->GetFlightState() != Ship::HYPERSPACE) {
renderer->DrawStaticMesh(m_model);
} else {
/* HYPERSPACING!!!!!!!!!!!!!!!!!!! */
/* all this jizz isn't really necessary, since the player will
* be in the root frame when hyperspacing... */
matrix4x4d m, rot;
Frame::GetFrameTransform(Pi::game->GetSpace()->GetRootFrame(), Pi::player->GetFrame(), m);
m.ClearToRotOnly();
Pi::player->GetRotMatrix(rot);
m = rot.InverseOf() * m;
vector3d pz(m[2], m[6], m[10]);
// roughly, the multiplier gets smaller as the duration gets larger.
// the time-looking bits in this are completely arbitrary - I figured
// it out by tweaking the numbers until it looked sort of right
double mult = 0.0015 / (Pi::player->GetHyperspaceDuration() / (60.0*60.0*24.0*7.0));
double hyperspaceProgress = Pi::game->GetHyperspaceProgress();
//XXX this is a lot of lines
if (m_hyperVtx == 0) {
m_hyperVtx = new vector3f[BG_STAR_MAX * 2];
m_hyperCol = new Color[BG_STAR_MAX * 2];
}
VertexArray *va = m_model->GetSurface(0)->GetVertices();
for (int i=0; i<BG_STAR_MAX; i++) {
vector3f v(va->position[i]);
v += vector3f(pz*hyperspaceProgress*mult);
m_hyperVtx[i*2] = va->position[i] + v;
m_hyperCol[i*2] = va->diffuse[i];
m_hyperVtx[i*2+1] = v;
m_hyperCol[i*2+1] = va->diffuse[i];
}
Pi::renderer->DrawLines(BG_STAR_MAX*2, m_hyperVtx, m_hyperCol);
}
if (AreShadersEnabled()) {
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
}
}
MilkyWay::MilkyWay()
{
m_model = new StaticMesh(TRIANGLE_STRIP);
//build milky way model in two strips (about 256 verts)
//The model is built as a generic vertex array first. The renderer
//will reprocess this into buffered format as it sees fit. The old data is
//kept around as long as StaticMesh is alive (needed if the cache is to be regenerated)
VertexArray *bottom = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
VertexArray *top = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
const Color dark(0.f);
const Color bright(0.05f, 0.05f, 0.05f, 0.05f);
//bottom
float theta;
for (theta=0.0; theta < 2.f*float(M_PI); theta+=0.1f) {
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
}
theta = 2.f*float(M_PI);
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
//top
for (theta=0; theta < 2.f*float(M_PI); theta+=0.1f) {
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
}
theta = 2.f*float(M_PI);
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
RefCountedPtr<Material> mwmat(new Material);
mwmat->unlit = true;
mwmat->vertexColors = true;
m_model->AddSurface(new Surface(TRIANGLE_STRIP, bottom, mwmat));
m_model->AddSurface(new Surface(TRIANGLE_STRIP, top, mwmat));
}
MilkyWay::~MilkyWay()
{
delete m_model;
}
void MilkyWay::Draw(Graphics::Renderer *renderer)
{
assert(m_model != 0);
renderer->SetBlendMode(BLEND_SOLID);
renderer->DrawStaticMesh(m_model);
}
Container::Container()
{
}
Container::Container(unsigned long seed)
{
Refresh(seed);
};
void Container::Refresh(unsigned long seed)
{
// redo starfield, milkyway stays normal for now
m_starField.Fill(seed);
}
void Container::Draw(Graphics::Renderer *renderer, const matrix4x4d &transform) const
{
//XXX not really const - renderer can modify the buffers
glPushMatrix();
renderer->SetDepthTest(false);
renderer->SetTransform(transform);
const_cast<MilkyWay&>(m_milkyWay).Draw(renderer);
// squeeze the starfield a bit to get more density near horizon
matrix4x4d starTrans = transform * matrix4x4d::ScaleMatrix(1.0, 0.4, 1.0);
renderer->SetTransform(starTrans);
const_cast<Starfield&>(m_starField).Draw(renderer);
Pi::renderer->SetDepthTest(true);
glPopMatrix();
}
}; //namespace Background