mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 22:25:46 +00:00
9b63b400d5
- Removed some unused member variables. - The BBGE_BUILD_WIDESCREEN define is now gone. - Added an TiXMLDocument cache to prevent parsing the same file once for each entity on the map with the same skeletal. - Removed Lua func entity_warpToPathStart, which was essentially a no-op because Entity::followingPath was always NULL. Removed related code. - Set texture wrap only when required. (Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria, special thanks for changeset 72d6460d9e60)
600 lines
15 KiB
C++
600 lines
15 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "AfterEffect.h"
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//#include "math.h"
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#include <assert.h>
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Effect::Effect()
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{
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done = false;
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rate = 1;
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}
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AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
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{
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active = false;
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activeShader = AS_NONE;
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numEffects = 0;
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bRenderGridPoints = true;
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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this->xDivs = 0;
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this->yDivs = 0;
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drawGrid = 0;
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#ifdef BBGE_BUILD_OPENGL
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this->xDivs = xDivs;
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this->yDivs = yDivs;
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//cameraPointer = nCameraPointer;
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//Asssuming the resolutions values are > 256 and < 2048
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//Set the texture heights and widths
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if (core->frameBuffer.isInited())
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{
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textureWidth = core->frameBuffer.getWidth();
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textureHeight = core->frameBuffer.getHeight();
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}
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else
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{
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if (screenWidth <= 512)
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textureWidth = 512;
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else if (screenWidth <= 1024)
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textureWidth = 1024;
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else
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textureWidth = 2048;
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if (screenHeight <= 512)
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textureHeight = 512;
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else if (screenHeight <= 1024)
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textureHeight = 1024;
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else
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textureHeight = 2048;
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}
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//create our texture
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glGenTextures(1,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#endif
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//BuildMip();
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if (xDivs != 0 && yDivs != 0)
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{
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drawGrid = new Vector * [xDivs];
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for (int i = 0; i < xDivs; i++)
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{
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drawGrid[i] = new Vector [yDivs];
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}
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}
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loadShaders();
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}
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void AfterEffectManager::loadShaders()
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{
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/*
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blurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
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bwShader.load("data/shaders/stan.vert", "data/shaders/bw.frag");
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washoutShader.load("data/shaders/stan.vert", "data/shaders/washout.frag");
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//motionBlurShader.load("data/shaders/stan.vert", "data/shaders/hoblur.frag");
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motionBlurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
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glowShader.load("data/shaders/stan.vert", "data/shaders/glow.frag");
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*/
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}
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AfterEffectManager::~AfterEffectManager()
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{
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if (drawGrid)
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{
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int i;
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for (i = 0; i < xDivs; i++)
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{
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delete[] drawGrid[i];
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}
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delete[] drawGrid;
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}
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deleteEffects();
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}
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void AfterEffectManager::deleteEffects()
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{
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for (int i = 0; i < effects.size(); i++)
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{
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if (effects[i])
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{
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delete effects[i];
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}
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}
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effects.clear();
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numEffects=0;
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while (!openSpots.empty())
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openSpots.pop();
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}
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void AfterEffectManager::clear()
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{
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deleteEffects();
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resetGrid();
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}
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void AfterEffectManager::update(float dt)
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{
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if (core->particlesPaused) return;
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resetGrid();
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if (core->frameBuffer.isInited())
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active = true;
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else
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active = false;
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for (int i = 0; i < effects.size(); i++)
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{
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Effect *e = effects[i];
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if (e)
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{
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active = true;
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e->update(dt, drawGrid, xDivs, yDivs);
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if (e->done)
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{
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numEffects--;
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destroyEffect(i);
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}
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}
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}
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}
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void AfterEffectManager::resetGrid()
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{
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for (int i = 0; i < xDivs; i++)
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{
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for (int j = 0; j < yDivs; j++)
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{
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drawGrid[i][j].x = i/(float)(xDivs-1);
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drawGrid[i][j].y = j/(float)(yDivs-1);
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}
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}
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}
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void AfterEffectManager::destroyEffect(int id)
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{
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delete effects[id];
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effects[id] = 0;
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openSpots.push(id);
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}
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void AfterEffectManager::capture()
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{
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/*
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#ifdef BBGE_BUILD_OPENGL
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glBindTexture(GL_TEXTURE_2D,texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
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#endif
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*/
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if (core->frameBuffer.isInited())
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{
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core->frameBuffer.endCapture();
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//core->enable2D(core->pixelScale);
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}
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else
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{
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#ifdef BBGE_BUILD_OPENGL
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glBindTexture(GL_TEXTURE_2D,texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
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#endif
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}
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//glDisable(GL_TEXTURE_2D);
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}
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void AfterEffectManager::render()
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{
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#ifdef BBGE_BUILD_OPENGL
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glPushMatrix();
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//glDisable(GL_BLEND);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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capture();
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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/*
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static float angle;
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angle += 0.03f;
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*/
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//glRotatef(angle, 0, 0, 1);
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//glColor4f(1,1,1,0.75);
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glColor4f(1,1,1,1);
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renderGrid();
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//renderGridPoints();
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glPopMatrix();
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#endif
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}
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void AfterEffectManager::setActiveShader(ActiveShader as)
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{
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activeShader = as;
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}
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void AfterEffectManager::renderGrid()
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{
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#ifdef BBGE_BUILD_OPENGL
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//glBindTexture(GL_TEXTURE_2D, texture);
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if (core->frameBuffer.isInited())
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core->frameBuffer.bindTexture();
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else
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glBindTexture(GL_TEXTURE_2D, texture);
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//bwShader.bind();
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Shader *activeShader=0;
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if (core->frameBuffer.isInited())
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{
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switch(this->activeShader)
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{
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case AS_BLUR:
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activeShader = &blurShader;
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break;
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case AS_BW:
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activeShader = &bwShader;
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break;
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case AS_WASHOUT:
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activeShader = &washoutShader;
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break;
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case AS_MOTIONBLUR:
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activeShader = &motionBlurShader;
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break;
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case AS_GLOW:
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activeShader = &glowShader;
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break;
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}
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}
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if (activeShader)
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activeShader->bind();
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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/*
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float percentX, percentY;
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percentX = 1;
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percentY = 0.5;
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*/
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/*
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percentX = (float)textureWidth/(float)screenWidth;
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percentY = (float)textureHeight/(float)screenHeight;
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*/
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float percentX, percentY;
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percentX = (float)screenWidth/(float)textureWidth;
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percentY = (float)screenHeight/(float)textureHeight;
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/*
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if (screenWidth <= textureWidth)
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{
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percentX = (float)screenWidth/(float)textureWidth;
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percentY = (float)screenHeight/(float)textureHeight;
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}
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else
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{
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percentY = 10;
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}
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*/
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int vw = core->getVirtualWidth();
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int vh = core->getVirtualHeight();
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int offx = -core->getVirtualOffX();
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int offy = -core->getVirtualOffY();
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//float div = xDivs;
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_QUADS);
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//glColor3f(i/div, i/div, i/div);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(offx + vw*drawGrid[i][j].x, offy + vh*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(offx + vw*drawGrid[i][j+1].x, offy + vh*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(offx + vw*drawGrid[i+1][j+1].x, offy + vh*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(offx + vw*drawGrid[i+1][j].x, offy + vh*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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// uncomment to render grid points
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/*
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(2);
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glColor4f(1, 0, 0, 0.5);
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_POINTS);
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//glColor3f(i/div, i/div, i/div);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(800*drawGrid[i][j].x, 600*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i][j+1].x, 600*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i+1][j+1].x, 600*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(800*drawGrid[i+1][j].x, 600*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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*/
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//glDisable(GL_TEXTURE_2D);
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RenderObject::lastTextureApplied = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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if (activeShader)
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activeShader->unbind();
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//bwShader.unbind();
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//glActiveTextureARB(GL_TEXTURE0_ARB);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//if (bRenderGridPoints)
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// renderGridPoints();
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#endif
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}
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void AfterEffectManager::renderGridPoints()
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{
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#ifdef BBGE_BUILD_OPENGL
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glColor4f(0.0f,0.0f,0.0f,1.0f);
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for (int i = 0; i < (xDivs); i++)
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{
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for (int j = 0; j < (yDivs); j++)
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{
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glBegin(GL_QUADS);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y-3);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y-3);
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glEnd();
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}
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}
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#endif
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}
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void AfterEffectManager::unloadDevice()
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{
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if (texture)
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glDeleteTextures(1,&texture);
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}
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void AfterEffectManager::reloadDevice()
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{
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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if (core->frameBuffer.isInited())
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{
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textureWidth = core->frameBuffer.getWidth();
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textureHeight = core->frameBuffer.getHeight();
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}
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else
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{
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if (screenWidth <= 1024)
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textureWidth = 1024;
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else
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textureWidth = 2048;
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if (screenHeight <= 1024)
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textureHeight = 1024;
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else
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textureHeight = 2048;
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}
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//create our texture
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glGenTextures(1,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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void AfterEffectManager::addEffect(Effect *e)
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{
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if (!openSpots.empty())
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{
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int i = openSpots.front();
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openSpots.pop();
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effects[i] = e;
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}
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else
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{
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effects.push_back(e);
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}
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numEffects++;
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//float lowest = 9999;
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Vector base(0,0,0);
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//Vector *newPos = &base;
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//Vector *v;
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e->position.x /= screenWidth;
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//e->position.x *= xDivs;
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e->position.y /= screenHeight;
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//e->position.y *= yDivs;
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/*
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for (int x = 1; x < xDivs-1; x++)
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{
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for (int y = 1; y < yDivs-1; y++)
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{
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v = &drawGrid[x][y];
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float dist = (v->x - e->position.x)*(v->x - e->position.x)+(v->y - e->position.y)*(v->y - e->position.y);
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if (dist < lowest)
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{
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lowest = dist;
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newPos = &drawGrid[x][y];
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}
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}
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}
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e->position = Vector(newPos->x, newPos->y, newPos->z);
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*/
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|
|
|
}
|
|
|
|
|
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void ShockEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
|
|
{
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|
dt *= timeMultiplier;
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|
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;
|
|
}
|
|
}
|
|
}
|