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// Copyright (C) 2009 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma version(1)
#pragma stateVertex(PVSky)
#pragma stateFragment(PFBackground)
#pragma stateFragmentStore(PFSBackground)
#define RSID_STATE 0
#define RSID_RIPPLE_MAP 1
#define RSID_REFRACTION_MAP 2
#define RSID_LEAVES 3
#define RSID_DROP 4
#define LEAF_STRUCT_FIELDS_COUNT 11
#define LEAF_STRUCT_X 0
#define LEAF_STRUCT_Y 1
#define LEAF_STRUCT_SCALE 2
#define LEAF_STRUCT_ANGLE 3
#define LEAF_STRUCT_SPIN 4
#define LEAF_STRUCT_U1 5
#define LEAF_STRUCT_U2 6
#define LEAF_STRUCT_ALTITUDE 7
#define LEAF_STRUCT_RIPPLED 8
#define LEAF_STRUCT_DELTAX 9
#define LEAF_STRUCT_DELTAY 10
#define LEAVES_TEXTURES_COUNT 4
#define LEAF_SIZE 0.55f
#define REFRACTION 1.333f
#define DAMP 3
#define DROP_RADIUS 2
// The higher, the smaller the ripple
#define RIPPLE_HEIGHT 10.0f
int offset(int x, int y, int width) {
return x + 1 + (y + 1) * (width + 2);
}
void dropWithStrength(int x, int y, int r, int s) {
int width = State_meshWidth;
int height = State_meshHeight;
if (x < r) x = r;
if (y < r) y = r;
if (x >= width - r) x = width - r - 1;
if (y >= height - r) y = height - r - 1;
x = width - x;
int rippleMapSize = State_rippleMapSize;
int index = State_rippleIndex;
int origin = offset(0, 0, width);
int* current = loadArrayI32(RSID_RIPPLE_MAP, index * rippleMapSize + origin);
int sqr = r * r;
int h = 0;
for ( ; h < r; h++) {
int sqv = h * h;
int yn = origin + (y - h) * (width + 2);
int yp = origin + (y + h) * (width + 2);
int w = 0;
for ( ; w < r; w++) {
int squ = w * w;
if (squ + sqv < sqr) {
int v = -sqrtf((sqr - (squ + sqv)) << 16) / s;
current[yn + x + w] = v;
current[yp + x + w] = v;
current[yn + x - w] = v;
current[yp + x - w] = v;
}
}
}
}
void drop(int x, int y, int r) {
dropWithStrength(x, y, r, 1);
}
void updateRipples() {
int rippleMapSize = State_rippleMapSize;
int width = State_meshWidth;
int height = State_meshHeight;
int index = State_rippleIndex;
int origin = offset(0, 0, width);
int* current = loadArrayI32(RSID_RIPPLE_MAP, index * rippleMapSize + origin);
int* next = loadArrayI32(RSID_RIPPLE_MAP, (1 - index) * rippleMapSize + origin);
storeI32(RSID_STATE, OFFSETOF_WorldState_rippleIndex, 1 - index);
int a = 1;
int b = width + 2;
int h = height;
while (h) {
int w = width;
while (w) {
int droplet = ((current[-b] + current[b] + current[-a] + current[a]) >> 1) - next[0];
droplet -= (droplet >> DAMP);
next[0] = droplet;
current++;
next++;
w--;
}
current += 2;
next += 2;
h--;
}
}
int refraction(int d, int wave, int *map) {
int i = d;
if (i < 0) i = -i;
if (i > 512) i = 512;
int w = (wave + 0x10000) >> 8;
w &= ~(w >> 31);
int r = (map[i] * w) >> 3;
if (d < 0) {
return -r;
}
return r;
}
void generateRipples() {
int rippleMapSize = loadI32(RSID_STATE, OFFSETOF_WorldState_rippleMapSize);
int width = State_meshWidth;
int height = State_meshHeight;
int index = State_rippleIndex;
int origin = offset(0, 0, width);
int b = width + 2;
int* current = loadArrayI32(RSID_RIPPLE_MAP, index * rippleMapSize + origin);
int *map = loadArrayI32(RSID_REFRACTION_MAP, 0);
float *vertices = loadTriangleMeshVerticesF(NAMED_WaterMesh);
int h = height - 1;
while (h >= 0) {
int w = width - 1;
int wave = current[0];
int offset = h * width;
while (w >= 0) {
int nextWave = current[1];
int dx = nextWave - wave;
int dy = current[b] - wave;
int offsetx = refraction(dx, wave, map) >> 16;
int u = (width - w) + offsetx;
u &= ~(u >> 31);
if (u >= width) u = width - 1;
int offsety = refraction(dy, wave, map) >> 16;
int v = (height - h) + offsety;
v &= ~(v >> 31);
if (v >= height) v = height - 1;
vertices[(offset + w) * 8 + 3] = u / (float) width;
vertices[(offset + w) * 8 + 4] = v / (float) height;
// Update Z coordinate of the vertex
vertices[(offset + w) * 8 + 7] = (dy / 512.0f) / RIPPLE_HEIGHT;
w--;
current++;
wave = nextWave;
}
h--;
current += 2;
}
// Compute the normals for lighting
int y = 0;
for ( ; y < height; y++) {
int x = 0;
int yOffset = y * width;
for ( ; x < width; x++) {
// V1
float v1x = vertices[(yOffset + x) * 8 + 5];
float v1y = vertices[(yOffset + x) * 8 + 6];
float v1z = vertices[(yOffset + x) * 8 + 7];
// V2
float v2x = vertices[(yOffset + x + 1) * 8 + 5];
float v2y = vertices[(yOffset + x + 1) * 8 + 6];
float v2z = vertices[(yOffset + x + 1) * 8 + 7];
// V3
float v3x = vertices[(yOffset + width + x) * 8 + 5];
float v3y = vertices[(yOffset + width + x) * 8 + 6];
float v3z = vertices[(yOffset + width + x) * 8 + 7];
// N1
float n1x = v2x - v1x;
float n1y = v2y - v1y;
float n1z = v2z - v1z;
// N2
float n2x = v3x - v1x;
float n2y = v3y - v1y;
float n2z = v3z - v1z;
// N1 x N2
float n3x = n1y * n2z - n1z * n2y;
float n3y = n1z * n2x - n1x * n2z;
float n3z = n1x * n2y - n1y * n2x;
// Normalize
float len = magf3(n3x, n3y, n3z);
n3x /= len;
n3y /= len;
n3z /= len;
// V2
v2x = vertices[(yOffset + width + x + 1) * 8 + 5];
v2y = vertices[(yOffset + width + x + 1) * 8 + 6];
v2z = vertices[(yOffset + width + x + 1) * 8 + 7];
// N1
n1x = v2x - v1x;
n1y = v2y - v1y;
n1z = v2z - v1z;
// N2
n2x = v3x - v1x;
n2y = v3y - v1y;
n2z = v3z - v1z;
// Avegare of previous normal and N1 x N2
n3x = n3x / 2.0f + (n1y * n2z - n1z * n2y) / 2.0f;
n3y = n3y / 2.0f + (n1z * n2x - n1x * n2z) / 2.0f;
n3z = n3z / 2.0f + (n1x * n2y - n1y * n2x) / 2.0f;
// Normalize
len = magf3(n3x, n3y, n3z);
n3x /= len;
n3y /= len;
n3z /= len;
vertices[(yOffset + x) * 8 + 0] = n3x;
vertices[(yOffset + x) * 8 + 1] = n3y;
vertices[(yOffset + x) * 8 + 2] = -n3z;
// reset Z
//vertices[(yOffset + x) * 8 + 7] = 0.0f;
}
}
}
float averageZ(float x1, float x2, float y1, float y2, float* vertices,
int meshWidth, int meshHeight, float glWidth, float glHeight) {
x1 = ((x1 + glWidth / 2.0f) / glWidth) * meshWidth;
x2 = ((x2 + glWidth / 2.0f) / glWidth) * meshWidth;
y1 = ((y1 + glHeight / 2.0f) / glHeight) * meshHeight;
y2 = ((y2 + glHeight / 2.0f) / glHeight) * meshHeight;
int quadX1 = clamp(x1, 0, meshWidth);
int quadX2 = clamp(x2, 0, meshWidth);
int quadY1 = clamp(y1, 0, meshHeight);
int quadY2 = clamp(y2, 0, meshHeight);
float z = 0.0f;
int vertexCount = 0;
int y = quadY1;
for ( ; y < quadY2; y++) {
int x = quadX1;
int yOffset = y * meshWidth;
for ( ; x < quadX2; x++) {
z += vertices[(yOffset + x) * 8 + 7];
vertexCount++;
}
}
return 55.0f * z / vertexCount;
}
void drawLeaf(int index, float* vertices, int meshWidth, int meshHeight,
float glWidth, float glHeight) {
float *leafStruct = loadArrayF(RSID_LEAVES, index);
float x = leafStruct[LEAF_STRUCT_X];
float x1 = x - LEAF_SIZE;
float x2 = x + LEAF_SIZE;
float y = leafStruct[LEAF_STRUCT_Y];
float y1 = y - LEAF_SIZE;
float y2 = y + LEAF_SIZE;
float u1 = leafStruct[LEAF_STRUCT_U1];
float u2 = leafStruct[LEAF_STRUCT_U2];
float z1 = 0.0f;
float z2 = 0.0f;
float z3 = 0.0f;
float z4 = 0.0f;
float a = leafStruct[LEAF_STRUCT_ALTITUDE];
float s = leafStruct[LEAF_STRUCT_SCALE];
float r = leafStruct[LEAF_STRUCT_ANGLE];
float tz = 0.0f;
if (a > 0.0f) {
tz = -a;
} else {
z1 = averageZ(x1, x, y1, y, vertices, meshWidth, meshHeight, glWidth, glHeight);
z2 = averageZ(x, x2, y1, y, vertices, meshWidth, meshHeight, glWidth, glHeight);
z3 = averageZ(x, x2, y, y2, vertices, meshWidth, meshHeight, glWidth, glHeight);
z4 = averageZ(x1, x, y, y2, vertices, meshWidth, meshHeight, glWidth, glHeight);
}
x1 -= x;
x2 -= x;
y1 -= y;
y2 -= y;
float matrix[16];
matrixLoadIdentity(matrix);
matrixTranslate(matrix, x, y, tz);
matrixScale(matrix, s, s, 1.0f);
matrixRotate(matrix, r, 0.0f, 0.0f, 1.0f);
vpLoadModelMatrix(matrix);
drawQuadTexCoords(x1, y1, z1, u1, 1.0f,
x2, y1, z2, u2, 1.0f,
x2, y2, z3, u2, 0.0f,
x1, y2, z4, u1, 0.0f);
float spin = leafStruct[LEAF_STRUCT_SPIN];
if (a <= 0.0f) {
float rippled = leafStruct[LEAF_STRUCT_RIPPLED];
if (rippled < 0.0f) {
drop(((x + glWidth / 2.0f) / glWidth) * meshWidth,
meshHeight - ((y + glHeight / 2.0f) / glHeight) * meshHeight,
DROP_RADIUS);
spin /= 4.0f;
leafStruct[LEAF_STRUCT_SPIN] = spin;
leafStruct[LEAF_STRUCT_RIPPLED] = 1.0f;
} else {
// dropWithStrength(((x + glWidth / 2.0f) / glWidth) * meshWidth,
// meshHeight - ((y + glHeight / 2.0f) / glHeight) * meshHeight,
// 2, 5);
}
leafStruct[LEAF_STRUCT_X] = x + leafStruct[LEAF_STRUCT_DELTAX];
leafStruct[LEAF_STRUCT_Y] = y + leafStruct[LEAF_STRUCT_DELTAY];
r += spin;
leafStruct[LEAF_STRUCT_ANGLE] = r;
} else {
a -= 0.005f;
leafStruct[LEAF_STRUCT_ALTITUDE] = a;
r += spin * 2.0f;
leafStruct[LEAF_STRUCT_ANGLE] = r;
}
if (-LEAF_SIZE * s + x > glWidth / 2.0f || LEAF_SIZE * s + x < -glWidth / 2.0f ||
LEAF_SIZE * s + y < -glHeight / 2.0f) {
int sprite = randf(LEAVES_TEXTURES_COUNT);
leafStruct[LEAF_STRUCT_X] = randf2(-1.0f, 1.0f);
leafStruct[LEAF_STRUCT_Y] = glHeight / 2.0f + LEAF_SIZE * 2 * randf(1.0f);
leafStruct[LEAF_STRUCT_SCALE] = randf2(0.4f, 0.5f);
leafStruct[LEAF_STRUCT_SPIN] = degf(randf2(-0.02f, 0.02f)) / 4.0f;
leafStruct[LEAF_STRUCT_U1] = sprite / (float) LEAVES_TEXTURES_COUNT;
leafStruct[LEAF_STRUCT_U2] = (sprite + 1) / (float) LEAVES_TEXTURES_COUNT;
leafStruct[LEAF_STRUCT_DELTAX] = randf2(-0.02f, 0.02f) / 60.0f;
leafStruct[LEAF_STRUCT_DELTAY] = -0.08f * randf2(0.9f, 1.1f) / 60.0f;
}
}
void drawLeaves() {
bindProgramFragment(NAMED_PFBackground);
bindProgramFragmentStore(NAMED_PFSLeaf);
bindProgramVertex(NAMED_PVSky);
bindTexture(NAMED_PFBackground, 0, NAMED_TLeaves);
int leavesCount = State_leavesCount;
int count = leavesCount * LEAF_STRUCT_FIELDS_COUNT;
int width = State_meshWidth;
int height = State_meshHeight;
float glWidth = State_glWidth;
float glHeight = State_glHeight;
float *vertices = loadTriangleMeshVerticesF(NAMED_WaterMesh);
int i = 0;
for ( ; i < count; i += LEAF_STRUCT_FIELDS_COUNT) {
drawLeaf(i, vertices, width, height, glWidth, glHeight);
}
float matrix[16];
matrixLoadIdentity(matrix);
vpLoadModelMatrix(matrix);
}
void drawRiverbed() {
bindTexture(NAMED_PFBackground, 0, NAMED_TRiverbed);
drawTriangleMesh(NAMED_WaterMesh);
}
void drawSky() {
color(1.0f, 1.0f, 1.0f, 0.8f);
bindProgramFragment(NAMED_PFSky);
bindProgramFragmentStore(NAMED_PFSLeaf);
bindTexture(NAMED_PFSky, 0, NAMED_TSky);
float x = State_skyOffsetX + State_skySpeedX;
float y = State_skyOffsetY + State_skySpeedY;
if (x > 1.0f) x = 0.0f;
if (x < -1.0f) x = 0.0f;
if (y > 1.0f) y = 0.0f;
storeF(RSID_STATE, OFFSETOF_WorldState_skyOffsetX, x);
storeF(RSID_STATE, OFFSETOF_WorldState_skyOffsetY, y);
float matrix[16];
matrixLoadTranslate(matrix, x, y, 0.0f);
vpLoadTextureMatrix(matrix);
drawTriangleMesh(NAMED_WaterMesh);
matrixLoadIdentity(matrix);
vpLoadTextureMatrix(matrix);
}
void drawLighting() {
ambient(0.0f, 0.0f, 0.0f, 1.0f);
diffuse(0.0f, 0.0f, 0.0f, 1.0f);
specular(0.44f, 0.44f, 0.44f, 1.0f);
shininess(40.0f);
bindProgramFragmentStore(NAMED_PFSBackground);
bindProgramFragment(NAMED_PFLighting);
bindProgramVertex(NAMED_PVLight);
drawTriangleMesh(NAMED_WaterMesh);
}
int main(int index) {
int dropX = Drop_dropX;
if (dropX != -1) {
int dropY = Drop_dropY;
drop(dropX, dropY, DROP_RADIUS);
storeI32(RSID_DROP, OFFSETOF_DropState_dropX, -1);
storeI32(RSID_DROP, OFFSETOF_DropState_dropY, -1);
}
updateRipples();
generateRipples();
updateTriangleMesh(NAMED_WaterMesh);
drawRiverbed();
drawSky();
drawLighting();
drawLeaves();
return 1;
}