Reduced sky render to single-pass, which also made clouds higher res and eliminated a texture. Also took a stab at clean up the unholy mess that is CTexture::Rebuild.

This commit is contained in:
Shamus Young 2009-05-09 01:40:32 +00:00
parent 1e8027f1cd
commit ea90760535
4 changed files with 131 additions and 149 deletions

View File

@ -82,10 +82,6 @@ void CSky::Render ()
glEnable (GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_SKY));
glCallList (m_list);
glEnable (GL_BLEND);
glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_CLOUDS));
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCallList (m_list);
glPopMatrix ();
glPopAttrib ();
glDepthMask (true);

View File

@ -145,6 +145,8 @@ public:
void Clear () { _ready = false; }
void Rebuild ();
void DrawWindows ();
void DrawSky ();
void DrawHeadlight ();
};
static CTexture* head;
@ -437,6 +439,127 @@ void CTexture::DrawWindows ()
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void CTexture::DrawSky ()
{
GLrgba color;
float grey;
float scale, inv_scale;
int i, x, y;
int width, height;
int offset;
int width_adjust;
int height_adjust;
color = WorldBloomColor ();
grey = (color.red + color.green + color.blue) / 3.0f;
//desaturate, slightly dim
color = (color + glRgba (grey) * 2.0f) / 15.0f;
glDisable (GL_BLEND);
glBegin (GL_QUAD_STRIP);
glColor3f (0,0,0);
glVertex2i (0, _half);
glVertex2i (_size, _half);
glColor3fv (&color.red);
glVertex2i (0, _size - 2);
glVertex2i (_size, _size - 2);
glEnd ();
//Draw a bunch of little faux-buildings on the horizon.
for (i = 0; i < _size; i += 5)
drawrect (i, _size - RandomVal (8) - RandomVal (8) - RandomVal (8), i + RandomVal (9), _size, glRgba (0.0f));
//Draw the clouds
for (i = _size - 30; i > 5; i -= 2) {
x = RandomVal (_size);
y = i;
scale = 1.0f - ((float)y / (float)_size);
width = RandomVal (_half / 2) + (int)((float)_half * scale) / 2;
scale = 1.0f - (float)y / (float)_size;
height = (int)((float)(width) * scale);
height = MAX (height, 4);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_CULL_FACE);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, TextureId (TEXTURE_SOFT_CIRCLE));
glDepthMask (false);
glBegin (GL_QUADS);
for (offset = -_size; offset <= _size; offset += _size) {
for (scale = 1.0f; scale > 0.0f; scale -= 0.25f) {
inv_scale = 1.0f - (scale);
if (scale < 0.4f)
color = WorldBloomColor () * 0.1f;
else
color = glRgba (0.0f);
color.alpha = 0.2f;
glColor4fv (&color.red);
width_adjust = (int)((float)width / 2.0f + (int)(inv_scale * ((float)width / 2.0f)));
height_adjust = height + (int)(scale * (float)height * 0.99f);
glTexCoord2f (0, 0); glVertex2i (offset + x - width_adjust, y + height - height_adjust);
glTexCoord2f (0, 1); glVertex2i (offset + x - width_adjust, y + height);
glTexCoord2f (1, 1); glVertex2i (offset + x + width_adjust, y + height);
glTexCoord2f (1, 0); glVertex2i (offset + x + width_adjust, y + height - height_adjust);
}
}
}
glEnd ();
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void CTexture::DrawHeadlight ()
{
float radius;
int i, x, y;
GLvector2 pos;
//Make a simple circle of light, bright in the center and fading out
radius = ((float)_half) - 20;
x = _half - 20;
y = _half;
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_TRIANGLE_FAN);
glColor4f (0.8f, 0.8f, 0.8f, 0.6f);
glVertex2i (_half - 5, y);
glColor4f (0, 0, 0, 0);
for (i = 0; i <= 360; i += 36) {
pos.x = sinf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
pos.y = cosf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
glVertex2i (x + (int)pos.x, _half + (int)pos.y);
}
glEnd ();
x = _half + 20;
glBegin (GL_TRIANGLE_FAN);
glColor4f (0.8f, 0.8f, 0.8f, 0.6f);
glVertex2i (_half + 5, y);
glColor4f (0, 0, 0, 0);
for (i = 0; i <= 360; i += 36) {
pos.x = sinf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
pos.y = cosf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
glVertex2i (x + (int)pos.x, _half + (int)pos.y);
}
glEnd ();
x = _half - 6;
drawrect_simple (x - 3, y - 2, x + 2, y + 2, glRgba (1.0f));
x = _half + 6;
drawrect_simple (x - 2, y - 2, x + 3, y + 2, glRgba (1.0f));
}
/*-----------------------------------------------------------------------------
Here is where ALL of the procedural textures are created. It's filled with
@ -454,9 +577,7 @@ void CTexture::Rebuild ()
int name_num, prefix_num, suffix_num;
int max_size;
float radius;
float grey;
GLvector2 pos;
GLrgba color;
bool use_framebuffer;
unsigned char* bits;
unsigned start;
@ -497,46 +618,6 @@ void CTexture::Rebuild ()
use_framebuffer = true;
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
switch (_my_id) {
case TEXTURE_GROUND:
unsigned char icolor[4];
char cell;
//memset (buffer, 0, 1024 * 1024 * 4);
bits = new unsigned char[_size * _size * 4];
ZeroMemory (bits, sizeof (bits));
icolor[3] = 255;
for (x = 0; x < _size; x++) {
for (y = 0; y < _size; y++) {
cell = WorldCell (x, y);
memset (icolor, 0, 3);
if (cell & CLAIM_ROAD)
icolor[0] = icolor[1] = icolor[2] = 12;
if (cell == CLAIM_WALK)
icolor[0] = icolor[1] = icolor[2] = 64;
icolor[0] += (unsigned char)RandomVal (4);
icolor[1] += (unsigned char)RandomVal (4);
icolor[2] += (unsigned char)RandomVal (4);
if (1) { //use this to make the road lanes visible
if (cell & MAP_ROAD_EAST)
icolor[0] += 128;
if (cell & MAP_ROAD_WEST)
icolor[1] += 128;
if (cell & MAP_ROAD_NORTH)
icolor[2] += 128;
if (cell & MAP_ROAD_SOUTH) {
icolor[1] += 64;
icolor[2] += 64;
}
}
memcpy (&bits[(x + y * _size) * 4], &icolor[0], 4);
}
}
glBindTexture(GL_TEXTURE_2D, _glid);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits);
use_framebuffer = false;
delete bits;
break;
case TEXTURE_LATTICE:
glLineWidth (2.0f);
@ -600,37 +681,7 @@ void CTexture::Rebuild ()
}
break;
case TEXTURE_HEADLIGHT:
//Make a simple circle of light, bright in the center and fading out
radius = ((float)_half) - 20;
x = _half - 20;
y = _half;
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_TRIANGLE_FAN);
glColor4f (0.8f, 0.8f, 0.8f, 0.6f);
glVertex2i (_half - 5, y);
glColor4f (0, 0, 0, 0);
for (i = 0; i <= 360; i += 36) {
pos.x = sinf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
pos.y = cosf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
glVertex2i (x + (int)pos.x, _half + (int)pos.y);
}
glEnd ();
x = _half + 20;
glBegin (GL_TRIANGLE_FAN);
glColor4f (0.8f, 0.8f, 0.8f, 0.6f);
glVertex2i (_half + 5, y);
glColor4f (0, 0, 0, 0);
for (i = 0; i <= 360; i += 36) {
pos.x = sinf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
pos.y = cosf ((float)(i % 360) * DEGREES_TO_RADIANS) * radius;
glVertex2i (x + (int)pos.x, _half + (int)pos.y);
}
glEnd ();
x = _half - 6;
drawrect_simple (x - 3, y - 2, x + 2, y + 2, glRgba (1.0f));
x = _half + 6;
drawrect_simple (x - 2, y - 2, x + 3, y + 2, glRgba (1.0f));
DrawHeadlight ();
break;
case TEXTURE_LOGOS:
i = 0;
@ -652,55 +703,6 @@ void CTexture::Rebuild ()
i += LOGO_PIXELS;
}
break;
case TEXTURE_CLOUDS:
int width, height;
int offset;
float scale;
for (i = _size - 30; i > 5; i -= 1) {
x = RandomVal (_size);
y = i;
scale = 1.0f - ((float)y / (float)_size);
width = RandomVal (_half / 2) + (int)((float)_half * scale) / 2;
scale = 1.0f - (float)y / (float)_size;
height = (int)((float)(width) * scale);
height = MAX (height, 4);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_CULL_FACE);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, TextureId (TEXTURE_SOFT_CIRCLE));
glDepthMask (false);
glBegin (GL_QUADS);
for (offset = -_size; offset <= _size; offset += _size) {
for (scale = 1.0f; scale > 0.0f; scale -= 0.25f) {
int width_adjust;
int height_adjust;
float inv_scale;
inv_scale = 1.0f - (scale);
if (scale < 0.4f)
color = WorldBloomColor () * 0.1f;
else
color = glRgba (0.0f);
color.alpha = 1.0f;
glColor4fv (&color.red);
width_adjust = (int)((float)width / 2.0f + (int)(inv_scale * ((float)width / 2.0f)));
height_adjust = height + (int)(scale * (float)height * 0.99f);
glTexCoord2f (0, 0); glVertex2i (offset + x - width_adjust, y + height - height_adjust);
glTexCoord2f (0, 1); glVertex2i (offset + x - width_adjust, y + height);
glTexCoord2f (1, 1); glVertex2i (offset + x + width_adjust, y + height);
glTexCoord2f (1, 0); glVertex2i (offset + x + width_adjust, y + height - height_adjust);
}
}
glEnd ();
}
break;
case TEXTURE_TRIM:
int margin;
y = 0;
@ -718,22 +720,7 @@ void CTexture::Rebuild ()
drawrect_simple (x + margin, y + margin * 2, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba (1.0f), glRgba (0.5f));
break;
case TEXTURE_SKY:
color = WorldBloomColor ();
grey = (color.red + color.green + color.blue) / 3.0f;
//desaturate, slightly dim
color = (color + glRgba (grey) * 2.0f) / 15.0f;
glDisable (GL_BLEND);
glBegin (GL_QUAD_STRIP);
glColor3f (0,0,0);
glVertex2i (0, _half);
glVertex2i (_size, _half);
glColor3fv (&color.red);
glVertex2i (0, _size - 2);
glVertex2i (_size, _size - 2);
glEnd ();
//Draw a bunch of little faux-buildings on the horizon.
for (i = 0; i < _size; i += 5)
drawrect (i, _size - RandomVal (8) - RandomVal (8) - RandomVal (8), i + RandomVal (9), _size, glRgba (0.0f));
DrawSky ();
break;
default: //building textures
DrawWindows ();
@ -872,14 +859,11 @@ void TextureInit (void)
{
new CTexture (TEXTURE_SKY, 512, true, false, false);
new CTexture (TEXTURE_CLOUDS, 256, true, false, true);
new CTexture (TEXTURE_LATTICE, 128, true, true, true);
new CTexture (TEXTURE_LIGHT, 128, false, false, true);
new CTexture (TEXTURE_SOFT_CIRCLE, 128, false, false, true);
new CTexture (TEXTURE_HEADLIGHT, 128, false, false, true);
new CTexture (TEXTURE_TRIM, TRIM_RESOLUTION, true, false, false);
if (SHOW_DEBUG_GROUND)
new CTexture (TEXTURE_GROUND, 1024, false, false, false);
new CTexture (TEXTURE_LOGOS, LOGO_RESOLUTION, true, false, true);
for (int i = TEXTURE_BUILDING1; i <= TEXTURE_BUILDING9; i++)
new CTexture (i, 512, true, false, false);

View File

@ -14,11 +14,9 @@
enum
{
TEXTURE_GROUND,
TEXTURE_LIGHT,
TEXTURE_SOFT_CIRCLE,
TEXTURE_SKY,
TEXTURE_CLOUDS,
TEXTURE_LOGOS,
TEXTURE_TRIM,
TEXTURE_BLOOM,

View File

@ -21,6 +21,7 @@
#include <gl\glaux.h>
#include <math.h>
#include <time.h>
#include <vector>
#include "glTypes.h"
#include "building.h"
@ -39,6 +40,8 @@
#include "win.h"
#include "world.h"
using namespace std;
struct plot
{
int x;
@ -407,7 +410,7 @@ static void do_reset (void)
float west_street, north_street, east_street, south_street;
//Re-init Random to make the same city each time. Helpful when running tests.
//RandomInit (6);
RandomInit (6);
reset_needed = false;
broadway_done = false;
skyscrapers = 0;
@ -555,6 +558,7 @@ static void do_reset (void)
if (x < WORLD_EDGE || x > WORLD_SIZE - WORLD_EDGE)
x += 28;
}
}
@ -660,7 +664,7 @@ void WorldRender ()
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glColor3f (1,1,1);
glBindTexture (GL_TEXTURE_2D, TextureId (TEXTURE_GROUND));
glBindTexture (GL_TEXTURE_2D, 0);
glBegin (GL_QUADS);
glTexCoord2f (0, 0); glVertex3f ( 0., 0, 0);
glTexCoord2f (0, 1); glVertex3f ( 0, 0, 1024);