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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-13 16:44:50 +02:00

#23 add bubbles, fix water refraction quality

This commit is contained in:
XProger
2017-02-08 03:40:38 +03:00
parent 4c9ea91744
commit 86cf3f8db9
6 changed files with 84 additions and 34 deletions

View File

@@ -2,6 +2,7 @@
#define H_CHARACTER
#include "controller.h"
#include "trigger.h"
struct Character : Controller {
int target;
@@ -140,6 +141,18 @@ struct Character : Controller {
velocity.z = cosf(angleExt) * vel.z;
stand = STAND_AIR;
}
virtual void doBubbles() {
int count = rand() % 3;
if (!count) return;
playSound(TR::SND_BUBBLE, pos, Sound::Flags::PAN);
vec3 head = animation.getJoints(getMatrix(), 14, true) * vec3(0.0f, 0.0f, 50.0f);
for (int i = 0; i < count; i++) {
int index = Sprite::add(game, TR::Entity::BUBBLE, getRoomIndex(), int(head.x), int(head.y), int(head.z), Sprite::FRAME_RANDOM, true);
if (index > -1)
level->entities[index].controller = new Bubble(game, index);
}
}
};
#endif

View File

@@ -313,9 +313,8 @@ struct Controller {
return pos;
}
void doBubbles() {
if (rand() % 10 <= 6) return;
playSound(TR::SND_BUBBLE, pos, Sound::Flags::PAN);
virtual void doBubbles() {
//
}
void activateNext() { // activate next entity (for triggers)

View File

@@ -483,7 +483,7 @@ struct Level : IGame {
// get refraction texture
if (!refract || Core::width > refract->width || Core::height > refract->height) {
delete refract;
refract = new Texture(nextPow2(Core::width), nextPow2(Core::height), Texture::RGBA16, false);
refract = new Texture(nextPow2(Core::width), nextPow2(Core::height), Texture::RGBA, false);
}
Core::copyTarget(refract, 0, 0, 0, 0, Core::width, Core::height); // copy framebuffer into refraction texture
@@ -1309,10 +1309,13 @@ struct Level : IGame {
PROFILE_MARKER("PASS_COMPOSE");
setPassShader(Core::passCompose);
Core::setBlending(bmNone);
Core::clear(vec4(0.0f));
Core::setBlending(bmAlpha);
Core::setDepthTest(true);
Core::setDepthWrite(true);
Core::clear(vec4(0.0f, 0.0f, 0.0f, 1.0f));
shadow->bind(sShadow);
renderScene(roomIndex);
Core::setBlending(bmNone);
}
void render() {

View File

@@ -73,6 +73,10 @@ uniform int uType;
vec4 coord = vec4(mulBasis(rBasisRot, rBasisPos, aCoord.xyz), rBasisPos.w);
#ifndef PASS_SHADOW
vColor = aColor;
#endif
#ifdef PASS_COMPOSE
if (uType != TYPE_SPRITE) {
// animated texture coordinates
@@ -83,31 +87,27 @@ uniform int uType;
vTexCoord.xy = (aTexCoord.xy + offset) * TEXCOORD_SCALE; // first frame + offset * isAnimated
vNormal = vec4(mulQuat(rBasisRot, aNormal.xyz), aNormal.w);
if (uCaustics != 0) {
float sum = coord.x + coord.y + coord.z;
vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
}
} else {
coord.xyz += uViewInv[0].xyz * aTexCoord.z - uViewInv[1].xyz * aTexCoord.w;
vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
vNormal = vec4(uViewPos.xyz - coord.xyz, 0.0);
}
#else
vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
vTexCoord.zw = vec2(0.0);
#endif
#ifndef PASS_SHADOW
vColor = aColor;
#endif
#ifdef PASS_COMPOSE
if (uCaustics != 0) {
float sum = coord.x + coord.y + coord.z;
vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
}
vTexCoord.zw = clamp((coord.xz - uRoomSize.xy) / (uRoomSize.zw - uRoomSize.xy), vec2(0.0), vec2(1.0));
vViewVec = uViewPos - coord.xyz;
vLightProj = uLightProj * coord;
vCoord = coord.xyz;
#else
vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
vTexCoord.zw = vec2(0.0);
#endif
gl_Position = uViewProj * coord;
@@ -268,8 +268,9 @@ uniform int uType;
#endif
vec4 color = texture2D(sDiffuse, vTexCoord.xy);
if (color.w < 0.6)
if (color.w <= 0.6) {
discard;
}
#ifdef PASS_SHADOW
#ifdef SHADOW_COLOR
@@ -281,7 +282,7 @@ uniform int uType;
color.xyz *= uColor.xyz;
color.xyz *= vColor.xyz;
color.xyz = pow(abs(color.xyz), vec3(2.2)); // to linear space
color *= color; // to "linear" space
#ifdef PASS_AMBIENT
color.xyz *= vColor.w;
@@ -333,7 +334,7 @@ uniform int uType;
}
#endif
color.xyz = pow(abs(color.xyz), vec3(1.0/2.2)); // back to gamma space
color = sqrt(color); // back to "gamma" space
#ifdef PASS_COMPOSE
color.xyz = applyFog(color.xyz, vec3(0.0), length(vViewVec) * FOG_DIST);

View File

@@ -24,20 +24,21 @@ struct Sprite : Controller {
}
}
static void add(IGame *game, TR::Entity::Type type, int room, int x, int y, int z, int frame = -1) {
static int add(IGame *game, TR::Entity::Type type, int room, int x, int y, int z, int frame = -1, bool empty = false) {
TR::Level *level = game->getLevel();
int index = level->entityAdd(type, room, x, y, z, 0, -1);
if (index > -1) {
level->entities[index].intensity = 0x1FFF - level->rooms[room].ambient;
level->entities[index].controller = new Sprite(game, index, true, frame);
level->entities[index].controller = empty ? NULL : new Sprite(game, index, true, frame);
}
return index;
}
TR::SpriteSequence& getSequence() {
return level->spriteSequences[-(getEntity().modelIndex + 1)];
}
void update() {
virtual void update() {
if (flag >= 0) return;
bool remove = false;

View File

@@ -346,4 +346,37 @@ struct Waterfall : Trigger {
#undef SPLASH_TIMESTEP
};
struct Bubble : Sprite {
float speed;
Bubble(IGame *game, int entity) : Sprite(game, entity, true, Sprite::FRAME_RANDOM) {
speed = (10.0f + randf() * 6.0) * 30.0f;
// get water height => bubble life time
TR::Entity &e = getEntity();
int dx, dz;
int room = getRoomIndex();
int h = e.y;
while (room != TR::NO_ROOM && level->rooms[room].flags.water) {
TR::Room::Sector &s = level->getSector(room, e.x, e.z, dx, dz);
h = s.ceiling * 256;
room = s.roomAbove;
}
time -= (e.y - h) / speed - (1.0f / SPRITE_FPS);
}
virtual ~Bubble() {
game->waterDrop(pos, 64.0f, 0.01f);
}
virtual void update() {
pos.y -= speed * Core::deltaTime;
angle.x += 30.0f * 13.0f * DEG2RAD * Core::deltaTime;
angle.y += 30.0f * 9.0f * DEG2RAD * Core::deltaTime;
pos.x += sin(angle.y) * 11.0f * 30.0f * Core::deltaTime;
pos.z += cos(angle.x) * 8.0f * 30.0f * Core::deltaTime;
updateEntity();
Sprite::update();
}
};
#endif