/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "AfterEffect.h" //#include "math.h" #include Effect::Effect() { done = false; rate = 1; } AfterEffectManager::AfterEffectManager(int xDivs, int yDivs) { active = false; numEffects = 0; bRenderGridPoints = true; shaderPipeline.resize(10, 0); screenWidth = core->getWindowWidth(); screenHeight = core->getWindowHeight(); this->xDivs = 0; this->yDivs = 0; drawGrid = 0; this->xDivs = xDivs; this->yDivs = yDivs; reloadDevice(); if (xDivs != 0 && yDivs != 0) { drawGrid = new Vector * [xDivs]; for (int i = 0; i < xDivs; i++) { drawGrid[i] = new Vector [yDivs]; } } loadShaders(); } void AfterEffectManager::loadShaders() { deleteShaders(); // ...Load shaders here... } AfterEffectManager::~AfterEffectManager() { if (drawGrid) { int i; for (i = 0; i < xDivs; i++) { delete[] drawGrid[i]; } delete[] drawGrid; } deleteEffects(); deleteShaders(); } void AfterEffectManager::deleteEffects() { for (int i = 0; i < effects.size(); i++) { if (effects[i]) { delete effects[i]; } } effects.clear(); numEffects=0; while (!openSpots.empty()) openSpots.pop(); } void AfterEffectManager::deleteShaders() { for(size_t i = 0; i < shaderPipeline.size(); ++i) shaderPipeline[i] = 0; for(size_t i = 0; i < loadedShaders.size(); ++i) { if(loadedShaders[i]) { delete loadedShaders[i]; loadedShaders[i] = 0; } } } void AfterEffectManager::unloadShaders() { for(size_t i = 0; i < loadedShaders.size(); ++i) if(loadedShaders[i]) loadedShaders[i]->unload(); } void AfterEffectManager::clear() { deleteEffects(); resetGrid(); } void AfterEffectManager::update(float dt) { if (core->particlesPaused) return; resetGrid(); if (core->frameBuffer.isInited()) active = true; else active = false; for (int i = 0; i < effects.size(); i++) { Effect *e = effects[i]; if (e) { active = true; e->update(dt, drawGrid, xDivs, yDivs); if (e->done) { numEffects--; destroyEffect(i); } } } } void AfterEffectManager::resetGrid() { for (int i = 0; i < xDivs; i++) { for (int j = 0; j < yDivs; j++) { drawGrid[i][j].x = i/(float)(xDivs-1); drawGrid[i][j].y = j/(float)(yDivs-1); } } } void AfterEffectManager::destroyEffect(int id) { delete effects[id]; effects[id] = 0; openSpots.push(id); } void AfterEffectManager::render() { assert(core->frameBuffer.isInited()); #ifdef BBGE_BUILD_OPENGL glPushMatrix(); glDisable (GL_ALPHA_TEST); glDisable(GL_BLEND); core->frameBuffer.endCapture(); glTranslatef(core->cameraPos.x, core->cameraPos.y, 0); glScalef(core->invGlobalScale, core->invGlobalScale,0); glColor4f(1,1,1,1); renderGrid(); //renderGridPoints(); glPopMatrix(); #endif } void AfterEffectManager::renderGrid() { #ifdef BBGE_BUILD_OPENGL int firstShader = -1; int lastShader = -1; Shader *activeShader = 0; for (size_t i = 0; i < shaderPipeline.size(); ++i) { if(shaderPipeline[i] && shaderPipeline[i]->isLoaded()) { if(firstShader < 0) { firstShader = i; activeShader = shaderPipeline[i]; } lastShader = i; } } screenWidth = core->getWindowWidth(); screenHeight = core->getWindowHeight(); float percentX, percentY; percentX = (float)screenWidth/(float)textureWidth; percentY = (float)screenHeight/(float)textureHeight; int vw = core->getVirtualWidth(); int vh = core->getVirtualHeight(); int offx = -core->getVirtualOffX(); int offy = -core->getVirtualOffY(); core->frameBuffer.bindTexture(); if(activeShader) { activeShader->bind(); activeShader->setInt("tex", 0); if(firstShader != lastShader) backupBuffer.startCapture(); } //float div = xDivs; for (int i = 0; i < (xDivs-1); i++) { for (int j = 0; j < (yDivs-1); j++) { glBegin(GL_QUADS); //glColor3f(i/div, i/div, i/div); glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0); glVertex2f(offx + vw*drawGrid[i][j].x, offy + vh*drawGrid[i][j].y); glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16); glVertex2f(offx + vw*drawGrid[i][j+1].x, offy + vh*drawGrid[i][j+1].y); glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16); glVertex2f(offx + vw*drawGrid[i+1][j+1].x, offy + vh*drawGrid[i+1][j+1].y); glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0); glVertex2f(offx + vw*drawGrid[i+1][j].x, offy + vh*drawGrid[i+1][j].y); glEnd(); } } if (activeShader) activeShader->unbind(); float width2 = float(vw)/2; float height2 = float(vh)/2; if(firstShader != lastShader) { // From here on: secondary shader passes. // We just outputted to the backup buffer... FrameBuffer *fbIn = &core->frameBuffer; FrameBuffer *fbOut = &backupBuffer; for(int i = firstShader + 1; i <= lastShader; ++i) { activeShader = shaderPipeline[i]; if(!(activeShader && activeShader->isLoaded())) continue; // Swap and exchange framebuffers. The old output buffer serves as texture input for the other one fbOut->endCapture(); std::swap(fbIn, fbOut); fbIn->bindTexture(); // If this is the last pass, do not render to a frame buffer again if(i != lastShader) fbOut->startCapture(); activeShader->bind(); activeShader->setInt("tex", 0); // note that offx, offy are negative here! glBegin(GL_QUADS); glTexCoord2d(0.0f, 0.0f); glVertex3f(offx, vh+offy, 0.0f); glTexCoord2d(percentX, 0.0f); glVertex3f( vw+offx, vh+offy, 0.0f); glTexCoord2d(percentX, percentY); glVertex3f( vw+offx, offy, 0.0f); glTexCoord2d(0.0f, percentY); glVertex3f(offx, offy, 0.0f); glEnd(); activeShader->unbind(); } } // uncomment to render grid points /* glBindTexture(GL_TEXTURE_2D, 0); glPointSize(2); glColor4f(1, 0, 0, 0.5); for (int i = 0; i < (xDivs-1); i++) { for (int j = 0; j < (yDivs-1); j++) { glBegin(GL_POINTS); //glColor3f(i/div, i/div, i/div); glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0); glVertex2f(800*drawGrid[i][j].x, 600*drawGrid[i][j].y); glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16); glVertex2f(800*drawGrid[i][j+1].x, 600*drawGrid[i][j+1].y); glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16); glVertex2f(800*drawGrid[i+1][j+1].x, 600*drawGrid[i+1][j+1].y); glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY); //glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0); glVertex2f(800*drawGrid[i+1][j].x, 600*drawGrid[i+1][j].y); glEnd(); } } */ //glDisable(GL_TEXTURE_2D); RenderObject::lastTextureApplied = 0; glBindTexture(GL_TEXTURE_2D, 0); //bwShader.unbind(); //glActiveTextureARB(GL_TEXTURE0_ARB); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //if (bRenderGridPoints) // renderGridPoints(); #endif } void AfterEffectManager::renderGridPoints() { #ifdef BBGE_BUILD_OPENGL glColor4f(0.0f,0.0f,0.0f,1.0f); for (int i = 0; i < (xDivs); i++) { for (int j = 0; j < (yDivs); j++) { glBegin(GL_QUADS); glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y-3); glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y+3); glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y+3); glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y-3); glEnd(); } } #endif } void AfterEffectManager::unloadDevice() { backupBuffer.unloadDevice(); unloadShaders(); } void AfterEffectManager::reloadDevice() { screenWidth = core->getWindowWidth(); screenHeight = core->getWindowHeight(); if (core->frameBuffer.isInited()) { textureWidth = core->frameBuffer.getWidth(); textureHeight = core->frameBuffer.getHeight(); } else { textureWidth = screenWidth; sizePowerOf2Texture(textureWidth); textureHeight = screenHeight; sizePowerOf2Texture(textureHeight); } if(backupBuffer.isInited()) backupBuffer.reloadDevice(); else backupBuffer.init(-1, -1, true); for (size_t i = 0; i < loadedShaders.size(); ++i) { if (Shader *sh = loadedShaders[i]) { sh->reload(); if (!sh->isLoaded()) { debugLog("AfterEffect::reloadDevice(): Failed to reload shader"); delete sh; loadedShaders[i] = 0; for(size_t j = 0; j < shaderPipeline.size(); ++j) if(sh == shaderPipeline[j]) shaderPipeline[j] = 0; } } } } void AfterEffectManager::addEffect(Effect *e) { if (!openSpots.empty()) { int i = openSpots.front(); openSpots.pop(); effects[i] = e; } else { effects.push_back(e); } numEffects++; //float lowest = 9999; Vector base(0,0,0); //Vector *newPos = &base; //Vector *v; e->position.x /= screenWidth; //e->position.x *= xDivs; e->position.y /= screenHeight; //e->position.y *= yDivs; /* for (int x = 1; x < xDivs-1; x++) { for (int y = 1; y < yDivs-1; y++) { v = &drawGrid[x][y]; float dist = (v->x - e->position.x)*(v->x - e->position.x)+(v->y - e->position.y)*(v->y - e->position.y); if (dist < lowest) { lowest = dist; newPos = &drawGrid[x][y]; } } } e->position = Vector(newPos->x, newPos->y, newPos->z); */ } void ShockEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs) { dt *= timeMultiplier; Effect::update(dt, drawGrid, xDivs, yDivs); //GLdouble sx, sy,sz; /* gluProject(position.x,position.y,position.z, nCameraPointer->modelMatrix,nCameraPointer->projMatrix,nCameraPointer->viewport, &sx,&sy,&sz); // Find out where the light is on the screen. centerPoint.Set(sx/(float)nCameraPointer->viewport[2],1-sy/(float)nCameraPointer->viewport[3],sz); */ centerPoint = position; centerPoint -= ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width; //centerPoint = position/xDivs; //centerPoint = drawGrid[xDivs/2][yDivs/2]; float xDist,yDist,tDist; amplitude-=dt*rate; currentDistance+=dt*frequency; //float distFromCamp =(core->cameraPos - position).getLength2D();//v3dDist(nCameraPointer->pos, position); //if (distFromCamp < 4) float distFromCamp = 4; float adjWaveLength = waveLength/distFromCamp; float adjAmplitude = amplitude/distFromCamp; if (amplitude < 0) done=true; for (int i = 1; i < (xDivs-1); i++) { for (int j = 1; j < (yDivs-1); j++) { /* Vector p = getNearestPointOnLine(centerPoint, centerPoint + Vector(-200, -200), Vector(drawGrid[i][j].x*core->width, drawGrid[i][j].y*core->height)); p.x /= core->width; p.y /= core->height; */ xDist = (centerPoint.x - drawGrid[i][j].x)/.75; yDist = centerPoint.y - drawGrid[i][j].y; /* xDist = (p.x - drawGrid[i][j].x)/.75; yDist = p.y - drawGrid[i][j].y; */ //xDist = 1; //yDist = 2; tDist = sqrtf(xDist*xDist+yDist*yDist); //drawGrid[i][j].x += (rand()%100)/10000.0f; //drawGrid[i][j].y += (rand()%100)/10000.0f; if (tDist < currentDistance*adjWaveLength) { //drawGrid[i][j].x += rand()%50; //drawGrid[i][j].y += rand()%50; drawGrid[i][j].x += adjAmplitude*sinf(-tDist/adjWaveLength+currentDistance)*.75f; drawGrid[i][j].y += adjAmplitude*cosf(-tDist/adjWaveLength+currentDistance); } } } } RippleEffect::RippleEffect() : Effect() { time = 0; } void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs) { /* // whole screen roll time += dt; float amp = 0.01; for (int i = 0; i < (xDivs-1); i++) { for (int j = 0; j < (yDivs-1); j++) { float offset = +i/float(xDivs) +j/float(xDivs); //drawGrid[i][j].x += sinf(time+offset)*amp; drawGrid[i][j].y += cosf((time+offset)*2.5f)*amp; } } */ time += dt*0.5f; float amp = 0.002; for (int i = 0; i < (xDivs-1); i++) { for (int j = 0; j < (yDivs-1); j++) { float offset = i/float(xDivs) + (core->screenCenter.x/float(core->width)/2) +j/float(xDivs) + (core->screenCenter.y/float(core->height)/2); //drawGrid[i][j].x += sinf(time+offset)*amp; drawGrid[i][j].x += sinf((time+offset)*7.5f)*(amp*0.5f); drawGrid[i][j].y += cosf((time+offset)*7.5f)*amp; } } } int AfterEffectManager::loadShaderFile(const char *vert, const char *frag) { Shader *sh = new Shader(); sh->load(vert, frag); if(!sh->isLoaded()) { delete sh; return 0; } return _insertShader(sh); } int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag) { Shader *sh = new Shader(); sh->loadSrc(vert, frag); if(!sh->isLoaded()) { delete sh; return 0; } return _insertShader(sh); } Shader *AfterEffectManager::getShaderPtr(int handle) { size_t idx = handle - 1; return idx < loadedShaders.size() ? loadedShaders[idx] : 0; } void AfterEffectManager::setShaderPipelineSize(size_t size) { shaderPipeline.resize(size, 0); } bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos) { if(pos < shaderPipeline.size()) { shaderPipeline[pos] = getShaderPtr(handle); return true; } return false; } // returns handle (= index + 1) int AfterEffectManager::_insertShader(Shader *sh) { for(size_t i = 0; i < loadedShaders.size(); ++i) { if(!loadedShaders[i]) { loadedShaders[i] = sh; return i+1; } } loadedShaders.push_back(sh); return loadedShaders.size(); } void AfterEffectManager::deleteShader(int handle) { Shader *sh = getShaderPtr(handle); if(!sh) return; for(size_t i = 0; i < shaderPipeline.size(); ++i) if(shaderPipeline[i] == sh) shaderPipeline[i] = 0; size_t idx = handle - 1; loadedShaders[idx] = 0; delete sh; }