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Aquaria/BBGE/AfterEffect.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

576 lines
13 KiB
C++

/*
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 "RenderBase.h"
#include <assert.h>
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;
openSpots.clear();
}
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_back(id);
}
void AfterEffectManager::render()
{
assert(core->frameBuffer.isInited());
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();
glPopMatrix();
}
void AfterEffectManager::renderGrid()
{
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();
}
for (int i = 0; i < (xDivs-1); i++)
{
for (int j = 0; j < (yDivs-1); j++)
{
glBegin(GL_QUADS);
glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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);
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);
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);
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();
}
void AfterEffectManager::renderGridPoints()
{
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();
}
}
}
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.back();
openSpots.pop_back();
effects[i] = e;
}
else
{
effects.push_back(e);
}
numEffects++;
Vector base(0,0,0);
e->position.x /= screenWidth;
e->position.y /= screenHeight;
}
void ShockEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
{
dt *= timeMultiplier;
Effect::update(dt, drawGrid, xDivs, yDivs);
centerPoint = position;
centerPoint -= ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
amplitude-=dt*rate;
currentDistance+=dt*frequency;
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++)
{
float xDist = (centerPoint.x - drawGrid[i][j].x)/.75;
float yDist = centerPoint.y - drawGrid[i][j].y;
float tDist = sqrtf(xDist*xDist+yDist*yDist);
if (tDist < currentDistance*adjWaveLength)
{
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)
{
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)*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;
}