OctaCore/src/engine/lensflare.hh

163 lines
5.3 KiB
C++

static const struct flaretype
{
int type; /* flaretex index, 0..5, -1 for 6+random shine */
float loc; /* postion on axis */
float scale; /* texture scaling */
uchar alpha; /* color alpha */
} flaretypes[] =
{
{2, 1.30f, 0.04f, 153}, //flares
{3, 1.00f, 0.10f, 102},
{1, 0.50f, 0.20f, 77},
{3, 0.20f, 0.05f, 77},
{0, 0.00f, 0.04f, 77},
{5, -0.25f, 0.07f, 127},
{5, -0.40f, 0.02f, 153},
{5, -0.60f, 0.04f, 102},
{5, -1.00f, 0.03f, 51},
{-1, 1.00f, 0.30f, 255}, //shine - red, green, blue
{-2, 1.00f, 0.20f, 255},
{-3, 1.00f, 0.25f, 255}
};
struct flare
{
vec o, center;
float size;
bvec color;
bool sparkle;
};
VARP(flarecutoff, 0, 1000, 10000);
VARP(flaresize, 20, 100, 500);
struct flarerenderer : partrenderer
{
int maxflares, numflares;
unsigned int shinetime;
flare *flares;
flarerenderer(const char *texname, int maxflares, int flags = 0)
: partrenderer(texname, 3, PT_FLARE|PT_NOLAYER|flags), maxflares(maxflares), numflares(0), shinetime(0)
{
flares = new flare[maxflares];
}
~flarerenderer()
{
delete[] flares;
}
void reset()
{
numflares = 0;
}
void newflare(vec &o, const vec &center, uchar r, uchar g, uchar b, float mod, float size, bool sun, bool sparkle)
{
if(numflares >= maxflares) return;
//occlusion check (neccessary as depth testing is turned off)
vec dir = vec(camera1->o).sub(o);
float dist = dir.magnitude();
dir.mul(1/dist);
if(raycube(o, dir, dist, RAY_CLIPMAT|RAY_POLY) < dist) return;
flare &f = flares[numflares++];
f.o = o;
f.center = center;
f.size = size;
f.color = bvec(uchar(r*mod), uchar(g*mod), uchar(b*mod));
f.sparkle = sparkle;
}
void addflare(vec &o, uchar r, uchar g, uchar b, bool sun, bool sparkle)
{
//frustrum + fog check
if(isvisiblesphere(0.0f, o) > (sun?VFC_FOGGED:VFC_FULL_VISIBLE)) return;
//find closest point between camera line of sight and flare pos
vec flaredir = vec(o).sub(camera1->o);
vec center = vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o);
float mod, size;
if(sun) //fixed size
{
mod = 1.0;
size = flaredir.magnitude() * flaresize / 100.0f;
}
else
{
mod = (flarecutoff-vec(o).sub(center).squaredlen())/flarecutoff;
if(mod < 0.0f) return;
size = flaresize / 5.0f;
}
newflare(o, center, r, g, b, mod, size, sun, sparkle);
}
void update()
{
numflares = 0; //regenerate flarelist each frame
shinetime = lastmillis/10;
}
int count()
{
return numflares;
}
bool haswork()
{
return (numflares != 0);
}
void render()
{
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, tex->id);
gle::defattrib(gle::ATTRIB_VERTEX, 3, GL_FLOAT);
gle::defattrib(gle::ATTRIB_TEXCOORD0, 2, GL_FLOAT);
gle::defattrib(gle::ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE);
gle::begin(GL_QUADS);
loopi(numflares)
{
const flare &f = flares[i];
vec axis = vec(f.o).sub(f.center);
bvec4 color(f.color, 255);
loopj(f.sparkle?12:9)
{
const flaretype &ft = flaretypes[j];
vec o = vec(axis).mul(ft.loc).add(f.center);
float sz = ft.scale * f.size;
int tex = ft.type;
if(ft.type < 0) //sparkles - always done last
{
shinetime = (shinetime + 1) % 10;
tex = 6+shinetime;
color.r = 0;
color.g = 0;
color.b = 0;
color[-ft.type-1] = f.color[-ft.type-1]; //only want a single channel
}
color.a = ft.alpha;
const float tsz = 0.25; //flares are aranged in 4x4 grid
float tx = tsz*(tex&0x03), ty = tsz*((tex>>2)&0x03);
gle::attribf(o.x+(-camright.x+camup.x)*sz, o.y+(-camright.y+camup.y)*sz, o.z+(-camright.z+camup.z)*sz);
gle::attribf(tx, ty+tsz);
gle::attrib(color);
gle::attribf(o.x+( camright.x+camup.x)*sz, o.y+( camright.y+camup.y)*sz, o.z+( camright.z+camup.z)*sz);
gle::attribf(tx+tsz, ty+tsz);
gle::attrib(color);
gle::attribf(o.x+( camright.x-camup.x)*sz, o.y+( camright.y-camup.y)*sz, o.z+( camright.z-camup.z)*sz);
gle::attribf(tx+tsz, ty);
gle::attrib(color);
gle::attribf(o.x+(-camright.x-camup.x)*sz, o.y+(-camright.y-camup.y)*sz, o.z+(-camright.z-camup.z)*sz);
gle::attribf(tx, ty);
gle::attrib(color);
}
}
gle::end();
glEnable(GL_DEPTH_TEST);
}
//square per round hole - use addflare(..) instead
particle *addpart(const vec &o, const vec &d, int fade, int color, float size, int gravity = 0) { return nullptr; }
};
static flarerenderer flares("<grey>media/particle/lensflares.png", 64);