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Skyrocket.cpp
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Skyrocket.cpp
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/*
* Copyright (C) 1999-2010 Terence M. Welsh
*
* This file is part of Skyrocket.
*
* Skyrocket 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.
*
* Skyrocket 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
*/
// Skyrocket screen saver
/*#include <windows.h>
#include <stdio.h>
#include <rsWin32Saver/rsWin32Saver.h>
#include <rsText/rsText.h>
#include <math.h>
#include <time.h>
#include <vector>
#include <gl/gl.h>
#include <gl/glu.h>
#include <regstr.h>
#include <commctrl.h>
#include <resource.h>
#include <rsMath/rsMath.h>
#include <Skyrocket/particle.h>
#include <Skyrocket/world.h>*/
//#include "overlay.h"
#include "Skyrocket.h"
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <stdio.h>
#include "rsText.h"
#include <math.h>
#include <time.h>
#include <vector>
#include <list>
#include <stdlib.h>
#include "rsMath.h"
#include "particle.h"
#include "world.h"
// Global variables
//LPCTSTR registryPath = ("Software\\Really Slick\\Skyrocket");
// HDC hdc;
// HGLRC hglrc;
// int readyToDraw = 0;
// list of particles
//std::list<particle> particles;
// Time from one frame to the next
// float elapsedTime = 0.0f;
// Window variables
/*int xsize, ysize, centerx, centery;
float aspectRatio;*/
float gWidth, gHeight;
float gFov, gHFov;
// Camera variables
/*static rsVec lookFrom[3]; // 3 = position, target position, last position
static rsVec lookAt[3] // 3 = position, target position, last position
= {rsVec(0.0f, 1000.0f, 0.0f),
rsVec(0.0f, 1000.0f, 0.0f),
rsVec(0.0f, 1000.0f, 0.0f)};
rsVec cameraPos; // used for positioning sounds (same as lookFrom[0])
rsVec cameraVel; // used for doppler shift
*/
// Mouse variables
/*float mouseIdleTime;
int mouseButtons, mousex, mousey;
float mouseSpeed;*/
// the sound engine
SoundEngine* soundengine = NULL;
// flare display lists
//unsigned int flarelist[4];
// matrix junk for drawing flares in screen space
/*double modelMat[16], projMat[16];
GLint viewport[4];*/
// transformation needed for rendering particles
//float billboardMat[16];
// lifespans for smoke particles
/*float smokeTime[SMOKETIMES]; // lifespans of consecutive smoke particles
int whichSmoke[WHICHSMOKES]; // table to indicate which particles produce smoke
*/
// smoke display lists
//unsigned int smokelist[5];
// the world
//World* theWorld;
// text output
//rsText* textwriter;
/*int numRockets = 0;
std::vector<flareData> lensFlares;
int numFlares = 0;*/
// Parameters edited in the dialog box
/*int dMaxrockets;
int dSmoke;
int dExplosionsmoke;
int dWind;
int dAmbient;
int dStardensity;
int dFlare;
int dMoonglow;
int dMoon;
int dClouds;
int dEarth;
int dIllumination;
int dSound;*/
// Commands given from keyboard
//int kFireworks = 1;
//int kCamera = 1; // 0 = paused, 1 = autonomous, 2 = mouse control
//int kNewCamera = 0;
//bool kSlowMotion = false;
//int userDefinedExplosion = -1;
/*std::vector<particle> particles;
unsigned int last_particle = 0;
#define ZOOMROCKETINACTIVE 1000000000
unsigned int zoomRocket = ZOOMROCKETINACTIVE;*/
particle* addParticle(SkyrocketSaverSettings *inSettings){
// Advance to new particle if there is another in the vector.
// Otherwise, just overwrite the last particle (this will probably never happen)
if(inSettings->last_particle < inSettings->particles.size())
++inSettings->last_particle;
// Return pointer to new particle
return &(inSettings->particles[inSettings->last_particle-1]);
}
void removeParticle(unsigned int rempart, SkyrocketSaverSettings *inSettings){
// copy last particle over particle to be removed
--inSettings->last_particle;
if(rempart != inSettings->last_particle)
inSettings->particles[rempart] = inSettings->particles[inSettings->last_particle];
// correct zoomRocket index if necessary
if(inSettings->zoomRocket == inSettings->last_particle)
inSettings->zoomRocket = rempart;
}
void sortParticles(){
// Sorting doesn't appear to be necessary. Skyrocket still looks good without it.
}
// Rockets and explosions illuminate smoke
// Only explosions illuminate clouds
void illuminate(particle* ill,SkyrocketSaverSettings * inSettings){
float temp;
// desaturate illumination colors
rsVec newrgb(ill->rgb[0] * 0.6f + 0.4f, ill->rgb[1] * 0.6f + 0.4f, ill->rgb[2] * 0.6f + 0.4f);
// Smoke illumination
if((ill->type == ROCKET) || (ill->type == FOUNTAIN)){
float distsquared;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* smk(&(inSettings->particles[i]));
if(smk->type == SMOKE){
distsquared = (ill->xyz[0] - smk->xyz[0]) * (ill->xyz[0] - smk->xyz[0])
+ (ill->xyz[1] - smk->xyz[1]) * (ill->xyz[1] - smk->xyz[1])
+ (ill->xyz[2] - smk->xyz[2]) * (ill->xyz[2] - smk->xyz[2]);
if(distsquared < 40000.0f){
temp = (40000.0f - distsquared) * 0.000025f;
temp = temp * temp * ill->bright;
smk->rgb[0] += temp * newrgb[0];
if(smk->rgb[0] > 1.0f)
smk->rgb[0] = 1.0f;
smk->rgb[1] += temp * newrgb[1];
if(smk->rgb[1] > 1.0f)
smk->rgb[1] = 1.0f;
smk->rgb[2] += temp * newrgb[2];
if(smk->rgb[2] > 1.0f)
smk->rgb[2] = 1.0f;
}
}
}
}
if(ill->type == EXPLOSION){
float distsquared;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* smk(&(inSettings->particles[i]));
if(smk->type == SMOKE){
distsquared = (ill->xyz[0] - smk->xyz[0]) * (ill->xyz[0] - smk->xyz[0])
+ (ill->xyz[1] - smk->xyz[1]) * (ill->xyz[1] - smk->xyz[1])
+ (ill->xyz[2] - smk->xyz[2]) * (ill->xyz[2] - smk->xyz[2]);
if(distsquared < 640000.0f){
temp = (640000.0f - distsquared) * 0.0000015625f;
temp = temp * temp * ill->bright;
smk->rgb[0] += temp * newrgb[0];
if(smk->rgb[0] > 1.0f)
smk->rgb[0] = 1.0f;
smk->rgb[1] += temp * newrgb[1];
if(smk->rgb[1] > 1.0f)
smk->rgb[1] = 1.0f;
smk->rgb[2] += temp * newrgb[2];
if(smk->rgb[2] > 1.0f)
smk->rgb[2] = 1.0f;
}
}
}
}
// cloud illumination
if(ill->type == EXPLOSION && inSettings->dClouds){
int north, south, west, east; // limits of cloud indices to inspect
int halfmesh = CLOUDMESH / 2;
float distsquared;
// remember clouds have 20000-foot radius from the World class, hence 0.00005
// Hardcoded values like this are evil, but oh well
south = int((ill->xyz[2] - 1600.0f) * 0.00005f * float(halfmesh)) + halfmesh;
north = int((ill->xyz[2] + 1600.0f) * 0.00005f * float(halfmesh) + 0.5f) + halfmesh;
west = int((ill->xyz[0] - 1600.0f) * 0.00005f * float(halfmesh)) + halfmesh;
east = int((ill->xyz[0] + 1600.0f) * 0.00005f * float(halfmesh) + 0.5f) + halfmesh;
// bound these values just in case
if(south < 0) south = 0; if(south > CLOUDMESH-1) south = CLOUDMESH-1;
if(north < 0) north = 0; if(north > CLOUDMESH-1) north = CLOUDMESH-1;
if(west < 0) west = 0; if(west > CLOUDMESH-1) west = CLOUDMESH-1;
if(east < 0) east = 0; if(east > CLOUDMESH-1) east = CLOUDMESH-1;
//do any necessary cloud illumination
for(int i=west; i<=east; i++){
for(int j=south; j<=north; j++){
distsquared = (inSettings->theWorld->clouds[i][j][0] - ill->xyz[0]) * (inSettings->theWorld->clouds[i][j][0] - ill->xyz[0])
+ (inSettings->theWorld->clouds[i][j][1] - ill->xyz[1]) * (inSettings->theWorld->clouds[i][j][1] - ill->xyz[1])
+ (inSettings->theWorld->clouds[i][j][2] - ill->xyz[2]) * (inSettings->theWorld->clouds[i][j][2] - ill->xyz[2]);
if(distsquared < 2560000.0f){
temp = (2560000.0f - distsquared) * 0.000000390625f;
temp = temp * temp * ill->bright;
inSettings->theWorld->clouds[i][j][6] += temp * newrgb[0];
if(inSettings->theWorld->clouds[i][j][6] > 1.0f)
inSettings->theWorld->clouds[i][j][6] = 1.0f;
inSettings->theWorld->clouds[i][j][7] += temp * newrgb[1];
if(inSettings->theWorld->clouds[i][j][7] > 1.0f)
inSettings->theWorld->clouds[i][j][7] = 1.0f;
inSettings->theWorld->clouds[i][j][8] += temp * newrgb[2];
if(inSettings->theWorld->clouds[i][j][8] > 1.0f)
inSettings->theWorld->clouds[i][j][8] = 1.0f;
}
}
}
}
}
// pulling of other particles
void pulling(particle* suck,SkyrocketSaverSettings * inSettings){
rsVec diff;
float pulldistsquared;
float pullconst = (1.0f - suck->life) * 0.01f * inSettings->frameTime;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* puller(&(inSettings->particles[i]));
diff = suck->xyz - puller->xyz;
pulldistsquared = diff[0]*diff[0] + diff[1]*diff[1] + diff[2]*diff[2];
if(pulldistsquared < 250000.0f && pulldistsquared != 0.0f){
if(puller->type != SUCKER && puller->type != STRETCHER
&& puller->type != SHOCKWAVE && puller->type != BIGMAMA){
diff.normalize();
puller->vel += diff * ((250000.0f - pulldistsquared) * pullconst);
}
}
}
}
// pushing of other particles
void pushing(particle* shock,SkyrocketSaverSettings * inSettings){
rsVec diff;
float pushdistsquared;
float pushconst = (1.0f - shock->life) * 0.002f * inSettings->frameTime;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* pusher(&(inSettings->particles[i]));
diff = pusher->xyz - shock->xyz;
pushdistsquared = diff[0]*diff[0] + diff[1]*diff[1] + diff[2]*diff[2];
if(pushdistsquared < 640000.0f && pushdistsquared != 0.0f){
if(pusher->type != SUCKER && pusher->type != STRETCHER
&& pusher->type != SHOCKWAVE && pusher->type != BIGMAMA){
diff.normalize();
pusher->vel += diff * ((640000.0f - pushdistsquared) * pushconst);
}
}
}
}
// vertical stretching of other particles (x, z sucking; y pushing)
void stretching(particle* stretch,SkyrocketSaverSettings * inSettings){
rsVec diff;
float stretchdistsquared, temp;
float stretchconst = (1.0f - stretch->life) * 0.002f * inSettings->frameTime;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* stretcher(&(inSettings->particles[i]));
diff = stretch->xyz - stretcher->xyz;
stretchdistsquared = diff[0]*diff[0] + diff[1]*diff[1] + diff[2]*diff[2];
if(stretchdistsquared < 640000.0f && stretchdistsquared != 0.0f && stretcher->type != STRETCHER){
diff.normalize();
temp = (640000.0f - stretchdistsquared) * stretchconst;
stretcher->vel[0] += diff[0] * temp * 5.0f;
stretcher->vel[1] -= diff[1] * temp;
stretcher->vel[2] += diff[2] * temp * 5.0f;
}
}
}
// Makes list of lens flares. Must be a called even when action is paused
// because camera might still be moving.
void makeFlareList(SkyrocketSaverSettings * inSettings){
rsVec cameraDir, partDir;
const float shine(float(inSettings->dFlare) * 0.01f);
cameraDir = inSettings->lookAt[0] - inSettings->lookFrom[0];
cameraDir.normalize();
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* curlight(&(inSettings->particles[i]));
if(curlight->type == EXPLOSION || curlight->type == SUCKER
|| curlight->type == SHOCKWAVE || curlight->type == STRETCHER
|| curlight->type == BIGMAMA){
double winx, winy, winz;
gluProject(curlight->xyz[0], curlight->xyz[1], curlight->xyz[2],
inSettings->modelMat, inSettings->projMat, inSettings->viewport,
&winx, &winy, &winz);
partDir = curlight->xyz - inSettings->cameraPos;
if(partDir.dot(cameraDir) > 1.0f){ // is light source in front of camera?
if(inSettings->numFlares == inSettings->lensFlares.size())
inSettings->lensFlares.resize(inSettings->lensFlares.size() + 10);
inSettings->lensFlares[inSettings->numFlares].x = (float(winx) / float(inSettings->xsize)) * inSettings->aspectRatio;
inSettings->lensFlares[inSettings->numFlares].y = float(winy) / float(inSettings->ysize);
rsVec vec = curlight->xyz - inSettings->cameraPos; // find distance attenuation factor
if(curlight->type == EXPLOSION){
inSettings->lensFlares[inSettings->numFlares].r = curlight->rgb[0];
inSettings->lensFlares[inSettings->numFlares].g = curlight->rgb[1];
inSettings->lensFlares[inSettings->numFlares].b = curlight->rgb[2];
float distatten = (10000.0f - vec.length()) * 0.0001f;
if(distatten < 0.0f)
distatten = 0.0f;
inSettings->lensFlares[inSettings->numFlares].a = curlight->bright * shine * distatten;
}
else{
inSettings->lensFlares[inSettings->numFlares].r = 1.0f;
inSettings->lensFlares[inSettings->numFlares].g = 1.0f;
inSettings->lensFlares[inSettings->numFlares].b = 1.0f;
float distatten = (20000.0f - vec.length()) * 0.00005f;
if(distatten < 0.0f)
distatten = 0.0f;
inSettings->lensFlares[inSettings->numFlares].a = curlight->bright * 2.0f * shine * distatten;
}
inSettings->numFlares++;
}
}
}
}
void randomLookFrom(int n, SkyrocketSaverSettings *inSettings){
inSettings->lookFrom[n][0] = rsRandf(6000.0f) - 3000.0f;
inSettings->lookFrom[n][1] = rsRandf(1200.0f) + 5.0f;
inSettings->lookFrom[n][2] = rsRandf(6000.0f) - 3000.0f;
}
void randomLookAt(int n, SkyrocketSaverSettings *inSettings){
// look left or right some amount within HFov. This way, if there is a really
// wide FOV due to a wide screen or multiple monitors, the action will appear off
// to the sides sometimes.
float shift_angle = (gHFov * 0.5f) - 15.0f;
if(shift_angle < 0.0f)
shift_angle = 0.0f;
const float shift = tanf(shift_angle / RS_RAD2DEG);
const float shift_x = -(inSettings->lookFrom[n][2]) * shift;
const float shift_z = inSettings->lookFrom[n][0] * shift;
inSettings->lookAt[n][0] = rsRandf(shift_x * 2.0f) - shift_x;
inSettings->lookAt[n][1] = rsRandf(800.0f) + 200.0f;
inSettings->lookAt[n][2] = rsRandf(shift_z * 2.0f) - shift_z;
}
void findHeadingAndPitch(rsVec lookFrom, rsVec lookAt, float& heading, float& pitch){
const float diffx(lookAt[0] - lookFrom[0]);
const float diffy(lookAt[1] - lookFrom[1]);
const float diffz(lookAt[2] - lookFrom[2]);
const float radius(sqrtf(diffx * diffx + diffz * diffz));
pitch = R2D * atan2f(diffy, radius);
heading = R2D * atan2f(-diffx, -diffz);
}
void reshape(SkyrocketSaverSettings *inSettings){
// build viewing matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(inSettings->aspectRatio > 1.0f){
gHFov = 2.0f * RS_RAD2DEG * atanf(tanf(gFov * 0.5f / RS_RAD2DEG) * inSettings->aspectRatio);
gluPerspective(gFov, inSettings->aspectRatio, 1.0f, 40000.0f);
}
else{
gHFov = gFov;
gluPerspective(2.0f * RS_RAD2DEG * atanf(tanf(gFov * 0.5f / RS_RAD2DEG) / inSettings->aspectRatio), inSettings->aspectRatio, 1.0f, 40000.0f);
}
glGetDoublev(GL_PROJECTION_MATRIX, inSettings->projMat);
}
__private_extern__ void draw(SkyrocketSaverSettings * inSettings){
/*static float cameraAngle = 0.0f;
static const float firstHeading = rsRandf(2.0f * PIx2);
static const float firstRadius = rsRandf(2000.0f);*/
static int lastCameraMode = inSettings->kCamera;
static float cameraTime[3] // time, elapsed time, step (1.0 - 0.0)
= {20.0f, 0.0f, 0.0f};
static float zoom = 0.0f; // For interpolating from regular camera view to zoomed in view
static float zoomTime[2] = {300.0f, 0.0f}; // time until next zoom, duration of zoom
static float heading, pitch;
static float zoomHeading = 0.0f;
static float zoomPitch = 0.0f;
// Variables for printing text
static float computeTime = 0.0f;
static float drawTime = 0.0f;
//static rsTimer computeTimer, drawTimer;
// start compute time timer
//computeTimer.tick();
// super fast easter egg
static int superFast = rsRandi(1000);
if(!superFast)
inSettings->frameTime *= 5.0f;
////////////////////////////////
// update camera
///////////////////////////////
//static int first = 1;
if(inSettings->first){
randomLookFrom(1, inSettings); // new target position
randomLookAt(1, inSettings);
// starting camera view is very far away
inSettings->lookFrom[2] = rsVec(rsRandf(1000.0f) + 6000.0f, 5.0f, rsRandf(4000.0f) - 2000.0f);
randomLookAt(2, inSettings);
inSettings->textwriter = new rsText;
inSettings->first = 0;
}
// Make new random camera view
if(inSettings->kNewCamera){
cameraTime[0] = rsRandf(25.0f) + 5.0f;
cameraTime[1] = 0.0f;
cameraTime[2] = 0.0f;
// choose new positions
randomLookFrom(1, inSettings); // new target position
randomLookAt(1, inSettings); // new target position
// cut to a new view
randomLookFrom(2, inSettings); // new last position
randomLookAt(2, inSettings); // new last position
findHeadingAndPitch(inSettings->lookFrom[0], inSettings->lookAt[0], heading, pitch); // add by NZ - update theading and pitch
inSettings->kNewCamera = 0;
}
// Update the camera if it is active
if(inSettings->kCamera == 1){
if(lastCameraMode == 2){ // camera was controlled by mouse last frame
cameraTime[0] = 10.0f;
cameraTime[1] = 0.0f;
cameraTime[2] = 0.0f;
inSettings->lookFrom[2] = inSettings->lookFrom[0];
randomLookFrom(1, inSettings); // new target position
inSettings->lookAt[2] = inSettings->lookAt[0];
randomLookAt(1, inSettings); // new target position
}
cameraTime[1] += inSettings->frameTime;
cameraTime[2] = cameraTime[1] / cameraTime[0];
if(cameraTime[2] >= 1.0f){ // reset camera sequence
// reset timer
cameraTime[0] = rsRandf(25.0f) + 5.0f;
cameraTime[1] = 0.0f;
cameraTime[2] = 0.0f;
// choose new positions
inSettings->lookFrom[2] = inSettings->lookFrom[1]; // last = target
randomLookFrom(1, inSettings); // new target position
inSettings->lookAt[2] = inSettings->lookAt[1]; // last = target
randomLookAt(1, inSettings); // new target position
if(!rsRandi(4) && zoom == 0.0f){ // possibly cut to new view if camera isn't zoomed in
randomLookFrom(2, inSettings); // new last position
randomLookAt(2, inSettings);
}
}
// change camera position and angle
float cameraStep = 0.5f * (1.0f - cosf(cameraTime[2] * PI));
inSettings->lookFrom[0] = inSettings->lookFrom[2] + ((inSettings->lookFrom[1] - inSettings->lookFrom[2]) * cameraStep);
inSettings->lookAt[0] = inSettings->lookAt[2] + ((inSettings->lookAt[1] - inSettings->lookAt[2]) * cameraStep);
// update variables used for sound and lens flares
inSettings->cameraVel = inSettings->lookFrom[0] - inSettings->cameraPos;
inSettings->cameraPos = inSettings->lookFrom[0];
// find heading and pitch
findHeadingAndPitch(inSettings->lookFrom[0], inSettings->lookAt[0], heading, pitch);
// zoom in on rockets with camera
zoomTime[0] -= inSettings->frameTime;
if(zoomTime[0] < 0.0f){
if(inSettings->zoomRocket == ZOOMROCKETINACTIVE){ // try to find a rocket to follow
for(unsigned int i=0; i<inSettings->last_particle; ++i){
if(inSettings->particles[i].type == ROCKET){
inSettings->zoomRocket = i;
if(inSettings->particles[inSettings->zoomRocket].tr > 4.0f){
zoomTime[1] = inSettings->particles[inSettings->zoomRocket].tr;
// get out of for loop if a suitable rocket has been found
i = inSettings->last_particle;
}
else
inSettings->zoomRocket = ZOOMROCKETINACTIVE;
}
}
if(inSettings->zoomRocket == ZOOMROCKETINACTIVE)
zoomTime[0] = 5.0f;
}
if(inSettings->zoomRocket != ZOOMROCKETINACTIVE){ // zoom in on this rocket
zoom += inSettings->frameTime * 0.5f;
if(zoom > 1.0f)
zoom = 1.0f;
zoomTime[1] -= inSettings->frameTime;
float h, p;
findHeadingAndPitch(inSettings->lookFrom[0], inSettings->particles[inSettings->zoomRocket].xyz, h, p);
// Don't wrap around
while(h - heading < -180.0f)
h += 360.0f;
while(h - heading > 180.0f)
h -= 360.0f;
while(zoomHeading - h < -180.0f)
zoomHeading += 360.0f;
while(zoomHeading - h > 180.0f)
zoomHeading -= 360.0f;
// Make zoomed heading and pitch follow rocket closely but not exactly.
// It would look weird because the rockets wobble sometimes.
zoomHeading += (h - zoomHeading) * 10.0f * inSettings->frameTime;
zoomPitch += (p - zoomPitch) * 5.0f * inSettings->frameTime;
// End zooming
if(zoomTime[1] < 0.0f){
inSettings->zoomRocket = ZOOMROCKETINACTIVE;
// Zoom in again no later than 3 minutes from now
zoomTime[0] = rsRandf(175.0f) + 5.0f;
}
}
}
}
// Still counting down to zoom in on a rocket,
// so keep zoomed out.
if(zoomTime[0] > 0.0f){
zoom -= inSettings->frameTime * 0.5f;
if(zoom < 0.0f)
zoom = 0.0f;
}
// Control camera with the mouse
if(inSettings->kCamera == 2){
// find heading and pitch to compute rotation component of modelview matrix
heading += 100.0f * inSettings->frameTime * inSettings->aspectRatio * float(inSettings->centerx - inSettings->mousex) / float(inSettings->xsize);
pitch += 100.0f * inSettings->frameTime * float(inSettings->centery - inSettings->mousey) / float(inSettings->ysize);
if(heading > 180.0f)
heading -= 360.0f;
if(heading < -180.0f)
heading += 360.0f;
if(pitch > 90.0f)
pitch = 90.0f;
if(pitch < -90.0f)
pitch = -90.0f;
if(inSettings->mouseButtons & MK_LBUTTON)
inSettings->mouseSpeed += 400.0f * inSettings->frameTime;
if(inSettings->mouseButtons & MK_RBUTTON)
inSettings->mouseSpeed -= 400.0f * inSettings->frameTime;
if((inSettings->mouseButtons & MK_MBUTTON) || ((inSettings->mouseButtons & MK_LBUTTON) && (inSettings->mouseButtons & MK_RBUTTON)))
inSettings->mouseSpeed = 0.0f;
if(inSettings->mouseSpeed > 4000.0f)
inSettings->mouseSpeed = 4000.0f;
if(inSettings->mouseSpeed < -4000.0f)
inSettings->mouseSpeed = -4000.0f;
// find lookFrom location to compute translation component of modelview matrix
float ch = cosf(D2R * heading);
float sh = sinf(D2R * heading);
float cp = cosf(D2R * pitch);
float sp = sinf(D2R * pitch);
inSettings->lookFrom[0][0] -= inSettings->mouseSpeed * sh * cp * inSettings->frameTime;
inSettings->lookFrom[0][1] += inSettings->mouseSpeed * sp * inSettings->frameTime;
inSettings->lookFrom[0][2] -= inSettings->mouseSpeed * ch * cp * inSettings->frameTime;
inSettings->cameraPos = inSettings->lookFrom[0];
// Calculate new lookAt position so that lens flares will be computed correctly
// and so that transition back to autonomous camera mode is smooth
inSettings->lookAt[0][0] = inSettings->lookFrom[0][0] - 500.0f * sh * cp;
inSettings->lookAt[0][1] = inSettings->lookFrom[0][1] + 500.0f * sp;
inSettings->lookAt[0][2] = inSettings->lookFrom[0][2] - 500.0f * ch * cp;
}
// Interpolate fov, heading, and pitch using zoom value
// zoom of {0,1} maps to fov of {60,6}
const float t(0.5f * (1.0f - cosf(RS_PI * zoom)));
gFov = 60.0f - 54.0f * t;
heading = zoomHeading * t + heading * (1.0f - t);
pitch = zoomPitch * t + pitch * (1.0f - t);
reshape(inSettings);
// Build modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(-pitch, 1, 0, 0);
glRotatef(-heading, 0, 1, 0);
glTranslatef(-(inSettings->lookFrom[0][0]), -(inSettings->lookFrom[0][1]), -(inSettings->lookFrom[0][2]));
// get modelview matrix for flares
glGetDoublev(GL_MODELVIEW_MATRIX, inSettings->modelMat);
// store this frame's camera mode for next frame
lastCameraMode = inSettings->kCamera;
// Update mouse idle time
/*if(kCamera == 2){
mouseIdleTime += frameTime;
if(mouseIdleTime > 300.0f) // return to autonomous camera mode after 5 minutes
kCamera = 1;
}*/
// update billboard rotation matrix for particles
glPushMatrix();
glLoadIdentity();
glRotatef(heading, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glGetFloatv(GL_MODELVIEW_MATRIX, inSettings->billboardMat);
glPopMatrix();
// clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// Slows fireworks, but not camera
if(inSettings->kSlowMotion)
inSettings->frameTime *= 0.5f;
// Make more particles if necessary (always keep 1000 extra).
// Ordinarily, you would resize as needed during the update loop, probably in the
// addParticle() function. But that logic doesn't work with this particle system
// because particles can spawn other particles. resizing the vector, and, thus,
// moving all particle addresses, doesn't work if you are in the middle of
// updating a particle.
//const unsigned int size(inSettings->particles.size());
if(inSettings->particles.size() - int(inSettings->last_particle) < 1000)
inSettings->particles.resize(inSettings->particles.size() + 1000, inSettings);
// Pause the animation?
if(inSettings->kFireworks){
// update world
inSettings->theWorld->update(inSettings->frameTime, inSettings);
// darken smoke
static float ambientlight = float(inSettings->dAmbient) * 0.01f;
for(unsigned int i=0; i<inSettings->last_particle; ++i){
particle* darkener(&(inSettings->particles[i]));
if(darkener->type == SMOKE)
darkener->rgb[0] = darkener->rgb[1] = darkener->rgb[2] = ambientlight;
}
// Change rocket firing rate
static float rocketTimer = 0.0f;
// a rocket usually lasts about 10 seconds, so fastest rate is all rockets within 10 seconds
static float rocketTimeConst = 10.0f / float(inSettings->dMaxrockets);
static float changeRocketTimeConst = 20.0f;
changeRocketTimeConst -= inSettings->frameTime;
if(changeRocketTimeConst <= 0.0f){
float temp = rsRandf(4.0f);
rocketTimeConst = (temp * temp) + (10.0f / float(inSettings->dMaxrockets));
changeRocketTimeConst = rsRandf(30.0f) + 10.0f;
}
// add new rocket to list
rocketTimer -= inSettings->frameTime;
if((rocketTimer <= 0.0f) || (inSettings->userDefinedExplosion >= 0)){
if(inSettings->numRockets < inSettings->dMaxrockets){
particle* rock = addParticle(inSettings);
if(rsRandi(30) || (inSettings->userDefinedExplosion >= 0)){ // Usually launch a rocket
rock->initRocket(inSettings);
if(inSettings->userDefinedExplosion >= 0)
rock->explosiontype = inSettings->userDefinedExplosion;
else{
if(!rsRandi(2500)){ // big ones!
if(rsRandi(2))
rock->explosiontype = 19; // sucker and shockwave
else
rock->explosiontype = 20; // stretcher and bigmama
}
else{
// Distribution of regular explosions
if(rsRandi(2)){ // 0 - 2 (all types of spheres)
if(!rsRandi(10))
rock->explosiontype = 2;
else
rock->explosiontype = rsRandi(2);
}
else{
if(!rsRandi(3)) // ring, double sphere, sphere and ring
rock->explosiontype = rsRandi(3) + 3;
else{
if(rsRandi(2)){ // 6, 7, 8, 9, 10, 11
if(rsRandi(2))
rock->explosiontype = rsRandi(2) + 6;
else
rock->explosiontype = rsRandi(4) + 8;
}
else{
if(rsRandi(2)) // 12, 13, 14
rock->explosiontype = rsRandi(3) + 12;
else // 15 - 18
rock->explosiontype = rsRandi(4) + 15;
}
}
}
}
}
inSettings->numRockets++;
}
else{ // sometimes make fountains instead of rockets
rock->initFountain(inSettings);
int num_fountains = rsRandi(3);
for(int i=0; i<num_fountains; i++){
rock = addParticle(inSettings);
rock->initFountain(inSettings);
}
}
}
if(inSettings->dMaxrockets)
rocketTimer = rsRandf(rocketTimeConst);
else
rocketTimer = 60.0f; // arbitrary number since no rockets ever fire
if(inSettings->userDefinedExplosion >= 0){
inSettings->userDefinedExplosion = -1;
rocketTimer = 20.0f; // Wait 20 seconds after user launches a rocket before launching any more
}
}
// update particles
inSettings->numRockets = 0;
for(unsigned int i=0; i<inSettings->last_particle; i++){
particle* curpart(&(inSettings->particles[i]));
inSettings->particles[i].update(inSettings);
if(curpart->type == ROCKET)
inSettings->numRockets++;
curpart->findDepth(inSettings);
if(curpart->life <= 0.0f || curpart->xyz[1] < 0.0f){
switch(curpart->type){
case ROCKET:
if(curpart->xyz[1] <= 0.0f){
// move above ground for explosion so new particles aren't removed
curpart->xyz[1] = 0.1f;
curpart->vel[1] *= -0.7f;
}
if(curpart->explosiontype == 18)
curpart->initSpinner(inSettings);
else
curpart->initExplosion(inSettings);
break;
case POPPER:
switch(curpart->explosiontype){
case STAR:
curpart->explosiontype = 100;
curpart->initExplosion(inSettings);
break;
case STREAMER:
curpart->explosiontype = 101;
curpart->initExplosion(inSettings);
break;
case METEOR:
curpart->explosiontype = 102;
curpart->initExplosion(inSettings);
break;
case POPPER:
curpart->type = STAR;
curpart->rgb.set(1.0f, 0.8f, 0.6f);
curpart->t = inSettings->particles[i].tr = inSettings->particles[i].life = 0.2f;
}
break;
case SUCKER:
curpart->initShockwave(inSettings);
break;
case STRETCHER:
curpart->initBigmama(inSettings);
}
}
}
// remove particles from list
for(unsigned int i=0; i<inSettings->last_particle; i++){
particle* curpart(&(inSettings->particles[i]));
if(curpart->life <= 0.0f || curpart->xyz[1] < 0.0f)
removeParticle(i, inSettings);
}
sortParticles();
} // kFireworks
else{
// Only sort particles if they're not being updated (the camera could still be moving)
for(unsigned int i=0; i<inSettings->last_particle; i++)
inSettings->particles[i].findDepth(inSettings);
sortParticles();
}
// measure compute time
//computeTime += computeTimer.tick();
// start draw time timer
//drawTimer.tick();
// the world
inSettings->theWorld->draw(inSettings);
// draw particles
glEnable(GL_BLEND);
for(unsigned int i=0; i<inSettings->last_particle; i++)
inSettings->particles[i].draw(inSettings);
// draw lens flares
if(inSettings->dFlare){
makeFlareList(inSettings);
for(unsigned int i=0; i<inSettings->numFlares; ++i){
flare(inSettings->lensFlares[i].x, inSettings->lensFlares[i].y, inSettings->lensFlares[i].r,
inSettings->lensFlares[i].g, inSettings->lensFlares[i].b, inSettings->lensFlares[i].a, inSettings);
}
inSettings->numFlares = 0;
}
// measure draw time
//drawTime += drawTimer.tick();
// do sound stuff
if(soundengine){
float listenerOri[6];
listenerOri[0] = float(-(inSettings->modelMat[2]));
listenerOri[1] = float(-(inSettings->modelMat[6]));
listenerOri[2] = float(-(inSettings->modelMat[10]));
listenerOri[3] = float(inSettings->modelMat[1]);
listenerOri[4] = float(inSettings->modelMat[5]);
listenerOri[5] = float(inSettings->modelMat[9]);
soundengine->update(inSettings->cameraPos.v, inSettings->cameraVel.v, listenerOri, inSettings->frameTime, inSettings->kSlowMotion);
}
//draw_overlay(frameTime);
// print text
static float totalTime = 0.0f;
totalTime += inSettings->frameTime;
static std::vector<std::string> strvec;
static int frames = 0;
++frames;
if(frames == 20){
strvec.clear();
std::string str1 = " FPS = " + to_string(20.0f / totalTime);
strvec.push_back(str1);
std::string str2 = "compute time = " + to_string(computeTime / 20.0f);
strvec.push_back(str2);
std::string str3 = " draw time = " + to_string(drawTime / 20.0f);
strvec.push_back(str3);
totalTime = 0.0f;
computeTime = 0.0f;
drawTime = 0.0f;
frames = 0;
}
if(inSettings->kStatistics){
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, 50.0f * inSettings->aspectRatio, 0.0f, 50.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(1.0f, 48.0f, 0.0f);
glColor3f(1.0f, 0.6f, 0.0f);
inSettings->textwriter->draw(strvec);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
//wglSwapLayerBuffers(hdc, WGL_SWAP_MAIN_PLANE);
}
/*void IdleProc(){
// update time
static rsTimer timer;
frameTime = timer.tick();
if(readyToDraw && !isSuspended && !checkingPassword)
draw();
glFlush();
//wglSwapLayerBuffers(hdc, WGL_SWAP_MAIN_PLANE);
}*/
void initSaver(int width, int height,SkyrocketSaverSettings * inSettings){
//RECT rect;
// Initialize pseudorandom number generator
srand((unsigned)time(NULL));
// NZ: Set up defaults in inSettings:
inSettings->readyToDraw = 0;
inSettings->lookAt[0] = rsVec(0.0f, 1000.0f, 0.0f);
inSettings->lookAt[1] = rsVec(0.0f, 1000.0f, 0.0f);
inSettings->lookAt[2] = rsVec(0.0f, 1000.0f, 0.0f);
//inSettings->soundengine = NULL;
inSettings->numRockets = 0;
inSettings->numFlares = 0;
inSettings->kFireworks = 1;
inSettings->kNewCamera = 0;
inSettings->userDefinedExplosion = -1;
inSettings->zoomRocket = ZOOMROCKETINACTIVE;
inSettings->first = 1;
// Window initialization
//hdc = GetDC(hwnd);
//SetBestPixelFormat(hdc);
//hglrc = wglCreateContext(hdc);
//GetClientRect(hwnd, &rect);
//wglMakeCurrent(hdc, hglrc);
//xsize = rect.right - rect.left;
//ysize = rect.bottom - rect.top;
inSettings->xsize = width;
inSettings->ysize = height;
inSettings->centerx = inSettings->xsize / 2;
inSettings->centery = inSettings->ysize / 2;
glViewport(0, 0, inSettings->xsize, inSettings->ysize);
glGetIntegerv(GL_VIEWPORT, inSettings->viewport);
inSettings->aspectRatio = float(width) / float(height);
/*glViewport(0, 0, rect.right, rect.bottom);
aspectRatio = float(rect.right) / float(rect.bottom);*/
gFov = 60.0;
reshape(inSettings);
// Set OpenGL state
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
// Initialize data structures
initFlares(inSettings);
//initRockets();
if(inSettings->dSmoke)
initSmoke(inSettings);
inSettings->theWorld = new World(inSettings);
initShockwave();
if(inSettings->dSound && soundengine == NULL)
soundengine = new SoundEngine(float(inSettings->dSound) * 0.01f);
//init_overlay();
//outfile.open("outfile");
// Addition by NZ: If we're using a static camera, then randomize the camera.
if (inSettings->kCamera == 0)
{
inSettings->kNewCamera = 1;
}
}
__private_extern__ void setDefaults(SkyrocketSaverSettings * inSettings)
{
inSettings->dMaxrockets = 8;
inSettings->dSmoke = 5;
inSettings->dExplosionsmoke = 0;
inSettings->dWind = 20;
inSettings->dAmbient = 10;
inSettings->dStardensity = 20;
inSettings->dFlare = 20;
inSettings->dMoonglow = 20;
inSettings->dSound = 0;