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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 stateStore(PFSBackground)
#define LEAVES_TEXTURES_COUNT 4
#define LEAF_SIZE 0.55f
float skyOffsetX;
float skyOffsetY;
struct vert_s {
float x;
float y;
float z;
float s;
float t;
float nx;
float ny;
float nz;
};
struct drop_s {
float amp;
float spread;
float spread2;
float invSpread;
float invSpread2;
float x;
float y;
};
struct drop_s gDrops[10];
int gNextDrop;
int gMaxDrops;
void init() {
int ct;
gMaxDrops = 10;
for (ct=0; ct<gMaxDrops; ct++) {
gDrops[ct].amp = 0;
gDrops[ct].spread = 1;
gDrops[ct].spread2 = gDrops[ct].spread * gDrops[ct].spread;
gDrops[ct].invSpread = 1 / gDrops[ct].spread;
gDrops[ct].invSpread2 = gDrops[ct].invSpread * gDrops[ct].invSpread;
}
gNextDrop = 0;
}
void initLeaves() {
struct Leaves_s *leaf = Leaves;
int leavesCount = State->leavesCount;
float width = State->glWidth * 2;
float height = State->glHeight;
int i;
for (i = 0; i < leavesCount; i ++) {
int sprite = randf(LEAVES_TEXTURES_COUNT);
leaf->x = randf2(-width * 0.5f, width * 0.5f);
leaf->y = randf2(-height * 0.5f, height * 0.5f);
leaf->scale = randf2(0.4f, 0.5f);
leaf->angle = randf2(0.0f, 360.0f);
leaf->spin = degf(randf2(-0.02f, 0.02f)) * 0.25f;
leaf->u1 = sprite / (float) LEAVES_TEXTURES_COUNT;
leaf->u2 = (sprite + 1) / (float) LEAVES_TEXTURES_COUNT;
leaf->altitude = -1.0f;
leaf->rippled = 1.0f;
leaf->deltaX = randf2(-0.02f, 0.02f) / 60.0f;
leaf->deltaY = -0.08f * randf2(0.9f, 1.1f) / 60.0f;
leaf++;
}
}
void drop(int x, int y, float s) {
gDrops[gNextDrop].amp = s;
gDrops[gNextDrop].spread = 0.5f;
gDrops[gNextDrop].x = x;
gDrops[gNextDrop].y = State->meshHeight - y - 1;
gNextDrop++;
if (gNextDrop >= gMaxDrops)
gNextDrop = 0;
}
void generateRipples() {
int rippleMapSize = State->rippleMapSize;
int width = State->meshWidth;
int height = State->meshHeight;
int index = State->rippleIndex;
float ratio = (float)State->meshWidth / State->glWidth;
float xShift = State->xOffset * ratio * 2;
float *vertices = loadSimpleMeshVerticesF(NAMED_WaterMesh, 0);
struct vert_s *vert = (struct vert_s *)vertices;
float fw = 1.0f / width;
float fh = 1.0f / height;
{
int x, y, ct;
struct vert_s *vtx = vert;
for (y=0; y < height; y++) {
for (x=0; x < width; x++) {
struct drop_s * d = &gDrops[0];
float z = 0;
for (ct = 0; ct < gMaxDrops; ct++) {
if (d->amp > 0.01f) {
float dx = (d->x - xShift) - x;
float dy = d->y - y;
float dist2 = dx*dx + dy*dy;
if (dist2 < d->spread2) {
float dist = sqrtf(dist2);
float a = d->amp * dist * d->invSpread2;
z += sinf(d->spread - dist) * a;
}
}
d++;
}
vtx->s = (float)x * fw;
vtx->t = (float)y * fh;
vtx->z = z;
vtx ++;
}
}
for (ct = 0; ct < gMaxDrops; ct++) {
gDrops[ct].spread += 1;
gDrops[ct].spread2 = gDrops[ct].spread * gDrops[ct].spread;
gDrops[ct].invSpread = 1 / gDrops[ct].spread;
gDrops[ct].invSpread2 = gDrops[ct].invSpread * gDrops[ct].invSpread;
gDrops[ct].amp = maxf(gDrops[ct].amp - 0.01f, 0);
}
}
// Compute the normals for lighting
int y = 0;
for ( ; y < (height-1); y += 1) {
int x = 0;
int yOffset = y * width;
struct vert_s *v = vert;
v += y * width;
for ( ; x < (width-1); x += 1) {
struct vec3_s n1, n2, n3;
vec3Sub(&n1, (struct vec3_s *)&(v+1)->x, (struct vec3_s *)&v->x);
vec3Sub(&n2, (struct vec3_s *)&(v+width)->x, (struct vec3_s *)&v->x);
vec3Cross(&n3, &n1, &n2);
vec3Norm(&n3);
// Average of previous normal and N1 x N2
vec3Sub(&n1, (struct vec3_s *)&(v+width+1)->x, (struct vec3_s *)&v->x);
vec3Cross(&n2, &n1, &n2);
vec3Add(&n3, &n3, &n2);
vec3Norm(&n3);
v->nx = n3.x;
v->ny = n3.y;
v->nz = -n3.z;
v->s += v->nx * 0.005;
v->t += v->ny * 0.005;
v += 1;
// reset Z
//vertices[(yOffset + x) << 3 + 7] = 0.0f;
}
}
}
void drawLeaf(struct Leaves_s *leaf, int meshWidth, int meshHeight, float glWidth, float glHeight,
int rotate) {
float x = leaf->x;
float y = leaf->y;
float u1 = leaf->u1;
float u2 = leaf->u2;
float a = leaf->altitude;
float s = leaf->scale;
float r = leaf->angle;
float tz = 0.0f;
if (a > 0.0f) {
tz = -a;
}
float matrix[16];
if (a > 0.0f) {
color(0.0f, 0.0f, 0.0f, 0.15f);
if (rotate) {
matrixLoadRotate(matrix, 90.0f, 0.0f, 0.0f, 1.0f);
} else {
matrixLoadIdentity(matrix);
}
matrixTranslate(matrix, x - State->xOffset * 2, y, 0.0f);
matrixScale(matrix, s, s, 1.0f);
matrixRotate(matrix, r, 0.0f, 0.0f, 1.0f);
vpLoadModelMatrix(matrix);
drawQuadTexCoords(-LEAF_SIZE, -LEAF_SIZE, 0, u1, 1.0f,
LEAF_SIZE, -LEAF_SIZE, 0, u2, 1.0f,
LEAF_SIZE, LEAF_SIZE, 0, u2, 0.0f,
-LEAF_SIZE, LEAF_SIZE, 0, u1, 0.0f);
float alpha = 1.0f;
if (a >= 0.4f) alpha = 1.0f - (a - 0.5f) / 0.1f;
color(1.0f, 1.0f, 1.0f, alpha);
} else {
color(1.0f, 1.0f, 1.0f, 1.0f);
}
if (rotate) {
matrixLoadRotate(matrix, 90.0f, 0.0f, 0.0f, 1.0f);
} else {
matrixLoadIdentity(matrix);
}
matrixTranslate(matrix, x - State->xOffset * 2, y, tz);
matrixScale(matrix, s, s, 1.0f);
matrixRotate(matrix, r, 0.0f, 0.0f, 1.0f);
vpLoadModelMatrix(matrix);
drawQuadTexCoords(-LEAF_SIZE, -LEAF_SIZE, 0, u1, 1.0f,
LEAF_SIZE, -LEAF_SIZE, 0, u2, 1.0f,
LEAF_SIZE, LEAF_SIZE, 0, u2, 0.0f,
-LEAF_SIZE, LEAF_SIZE, 0, u1, 0.0f);
float spin = leaf->spin;
if (a <= 0.0f) {
float rippled = leaf->rippled;
if (rippled < 0.0f) {
drop(((x + glWidth * 0.5f) / glWidth) * meshWidth,
meshHeight - ((y + glHeight * 0.5f) / glHeight) * meshHeight, 1);
spin /= 4.0f;
leaf->spin = spin;
leaf->rippled = 1.0f;
}
leaf->x = x + leaf->deltaX;
leaf->y = y + leaf->deltaY;
r += spin;
leaf->angle = r;
} else {
a -= 0.005f;
leaf->altitude = a;
r += spin * 2.0f;
leaf->angle = r;
}
if (-LEAF_SIZE * s + x > glWidth || LEAF_SIZE * s + x < -glWidth ||
LEAF_SIZE * s + y < -glHeight / 2.0f) {
int sprite = randf(LEAVES_TEXTURES_COUNT);
leaf->x = randf2(-glWidth, glWidth);
leaf->y = randf2(-glHeight * 0.5f, glHeight * 0.5f);
leaf->scale = randf2(0.4f, 0.5f);
leaf->spin = degf(randf2(-0.02f, 0.02f)) * 0.25f;
leaf->u1 = sprite / (float) LEAVES_TEXTURES_COUNT;
leaf->u2 = (sprite + 1) / (float) LEAVES_TEXTURES_COUNT;
leaf->altitude = 0.6f;
leaf->rippled = -1.0f;
leaf->deltaX = randf2(-0.02f, 0.02f) / 60.0f;
leaf->deltaY = -0.08f * randf2(0.9f, 1.1f) / 60.0f;
}
}
void drawLeaves() {
bindProgramFragment(NAMED_PFSky);
bindProgramFragmentStore(NAMED_PFSLeaf);
bindProgramVertex(NAMED_PVSky);
bindTexture(NAMED_PFSky, 0, NAMED_TLeaves);
color(1.0f, 1.0f, 1.0f, 1.0f);
int leavesCount = State->leavesCount;
int width = State->meshWidth;
int height = State->meshHeight;
float glWidth = State->glWidth;
float glHeight = State->glHeight;
int rotate = State->rotate;
struct Leaves_s *leaf = Leaves;
int i = 0;
for ( ; i < leavesCount; i += 1) {
drawLeaf(leaf, width, height, glWidth, glHeight, rotate);
leaf += 1;
}
float matrix[16];
matrixLoadIdentity(matrix);
vpLoadModelMatrix(matrix);
}
void drawRiverbed() {
bindTexture(NAMED_PFBackground, 0, NAMED_TRiverbed);
float matrix[16];
matrixLoadTranslate(matrix, + State->xOffset, 0.f, 0.0f);
vpLoadTextureMatrix(matrix);
drawSimpleMesh(NAMED_WaterMesh);
}
void drawSky() {
color(1.0f, 1.0f, 1.0f, 0.5f);
bindProgramFragment(NAMED_PFSky);
bindProgramFragmentStore(NAMED_PFSLeaf);
bindTexture(NAMED_PFSky, 0, NAMED_TSky);
float x = skyOffsetX + State->skySpeedX;
float y = skyOffsetY + State->skySpeedY;
if (x > 1.0f) x = 0.0f;
if (x < -1.0f) x = 0.0f;
if (y > 1.0f) y = 0.0f;
skyOffsetX = x;
skyOffsetY = y;
float matrix[16];
matrixLoadTranslate(matrix, x + State->xOffset, y, 0.0f);
vpLoadTextureMatrix(matrix);
drawSimpleMesh(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);
drawSimpleMesh(NAMED_WaterMesh);
}
void drawNormals() {
int width = State->meshWidth;
int height = State->meshHeight;
float *vertices = loadSimpleMeshVerticesF(NAMED_WaterMesh, 0);
bindProgramVertex(NAMED_PVSky);
bindProgramFragment(NAMED_PFLighting);
color(1.0f, 0.0f, 0.0f, 1.0f);
float scale = 1.0f / 10.0f;
int y = 0;
for ( ; y < height; y += 1) {
int yOffset = y * width;
int x = 0;
for ( ; x < width; x += 1) {
int offset = (yOffset + x) << 3;
float vx = vertices[offset + 5];
float vy = vertices[offset + 6];
float vz = vertices[offset + 7];
float nx = vertices[offset + 0];
float ny = vertices[offset + 1];
float nz = vertices[offset + 2];
drawLine(vx, vy, vz, vx + nx * scale, vy + ny * scale, vz + nz * scale);
}
}
}
int main(int index) {
if (Drop->dropX != -1) {
drop(Drop->dropX, Drop->dropY, 1);
Drop->dropX = -1;
Drop->dropY = -1;
}
int ct;
float amp = 0;
for (ct = 0; ct < gMaxDrops; ct++) {
amp += gDrops[ct].amp;
}
if (State->isPreview || (amp < 0.2f)) {
float x = randf(State->meshWidth);
float y = randf(State->meshHeight);
if (State->isPreview) {
drop(x, y, 1.f);
} else {
drop(x, y, 0.2f);
}
}
generateRipples();
updateSimpleMesh(NAMED_WaterMesh);
if (State->rotate) {
float matrix[16];
matrixLoadRotate(matrix, 90.0f, 0.0f, 0.0f, 1.0f);
vpLoadModelMatrix(matrix);
}
drawRiverbed();
drawSky();
drawLighting();
drawLeaves();
//drawNormals();
return 1;
}