1 /*
2  * Copyright (C) 2005  Terence M. Welsh
3  * Ported to Linux by Tugrul Galatali <tugrul@galatali.com>
4  *
5  * This file is part of Hyperspace.
6  *
7  * Hyperspace is free software; you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License version 2 as
9  * published by the Free Software Foundation.
10  *
11  * Hyperspace is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software
18  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  */
20 
21 
22 #include <math.h>
23 #include <GL/gl.h>
24 #include <GL/glu.h>
25 
26 
27 #include "wavyNormalCubeMaps.h"
28 #include "rsMath/rsMath.h"
29 
30 
wavyNormalCubeMaps(int frames,int size)31 wavyNormalCubeMaps::wavyNormalCubeMaps(int frames, int size){
32 	int g, i, j;
33 
34 	numFrames = frames;
35 	texSize = size;
36 
37 	GLubyte* map = new GLubyte[texSize * texSize * 3];
38 
39 	// allocate memory for pointers to texture objects
40 	texture = new GLuint[numFrames];
41 	glGenTextures(numFrames, texture);
42 
43 	// calculate normal cube maps
44 	float vec[3];
45 	float norm[3];
46 	float offset = -0.5f * float(texSize) + 0.5f;
47 	for(g=0; g<numFrames; g++){
48 		glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texture[g]);
49 		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
50 		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
51 		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
52 		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
53 		phase = RS_PIx2 * float(g) / float(numFrames);
54 
55 		// left
56 		for(i=0; i<texSize; i++){
57 			for(j=0; j<texSize; j++){
58 				vec[0] = -0.5f;
59 				vec[1] = -(float(j) + offset) / float(texSize);
60 				vec[2] = (float(i) + offset) / float(texSize);
61 				normalize(vec);
62 				wavyfunc(vec, norm);
63 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
64 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
65 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
66 			}
67 		}
68 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3, texSize, texSize,
69 			GL_RGB, GL_UNSIGNED_BYTE, map);
70 
71 		// right
72 		for(i=0; i<texSize; i++){
73 			for(j=0; j<texSize; j++){
74 				vec[0] = 0.5f;
75 				vec[1] = -(float(j) + offset) / float(texSize);
76 				vec[2] = -(float(i) + offset) / float(texSize);
77 				normalize(vec);
78 				wavyfunc(vec, norm);
79 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
80 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
81 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
82 			}
83 		}
84 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 3, texSize, texSize,
85 			GL_RGB, GL_UNSIGNED_BYTE, map);
86 
87 		// back
88 		for(i=0; i<texSize; i++){
89 			for(j=0; j<texSize; j++){
90 				vec[0] = -(float(i) + offset) / float(texSize);
91 				vec[1] = -(float(j) + offset) / float(texSize);
92 				vec[2] = -0.5f;
93 				normalize(vec);
94 				wavyfunc(vec, norm);
95 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
96 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
97 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
98 			}
99 		}
100 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 3, texSize, texSize,
101 			GL_RGB, GL_UNSIGNED_BYTE, map);
102 
103 		// front
104 		for(i=0; i<texSize; i++){
105 			for(j=0; j<texSize; j++){
106 				vec[0] = (float(i) + offset) / float(texSize);
107 				vec[1] = -(float(j) + offset) / float(texSize);
108 				vec[2] = 0.5f;
109 				normalize(vec);
110 				wavyfunc(vec, norm);
111 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
112 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
113 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
114 			}
115 		}
116 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 3, texSize, texSize,
117 			GL_RGB, GL_UNSIGNED_BYTE, map);
118 
119 		// bottom
120 		for(i=0; i<texSize; i++){
121 			for(j=0; j<texSize; j++){
122 				vec[0] = (float(i) + offset) / float(texSize);
123 				vec[1] = -0.5f;
124 				vec[2] = -(float(j) + offset) / float(texSize);
125 				normalize(vec);
126 				wavyfunc(vec, norm);
127 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
128 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
129 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
130 			}
131 		}
132 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 3, texSize, texSize,
133 			GL_RGB, GL_UNSIGNED_BYTE, map);
134 
135 		// top
136 		for(i=0; i<texSize; i++){
137 			for(j=0; j<texSize; j++){
138 				vec[0] = (float(i) + offset) / float(texSize);
139 				vec[1] = 0.5f;
140 				vec[2] = (float(j) + offset) / float(texSize);
141 				normalize(vec);
142 				wavyfunc(vec, norm);
143 				map[(i + j * texSize) * 3] = GLubyte(norm[0] * 127.999f + 128.0f);
144 				map[(i + j * texSize) * 3 + 1] = GLubyte(norm[1] * 127.999f + 128.0f);
145 				map[(i + j * texSize) * 3 + 2] = GLubyte(norm[2] * -127.999f + 128.0f);
146 			}
147 		}
148 		gluBuild2DMipmaps(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 3, texSize, texSize,
149 			GL_RGB, GL_UNSIGNED_BYTE, map);
150 	}
151 
152 	delete[] map;
153 }
154 
155 
wavyfunc(float * point,float * normal)156 void wavyNormalCubeMaps::wavyfunc(float* point, float* normal){
157 	for(int i=0; i<3; i++)
158 		normal[i] = point[i];
159 
160 	normal[0] += 0.3f * rsCosf((1.0f * point[0] + 4.0f * point[1]) * RS_PI + phase)
161 		+ 0.15f * rsCosf((3.0f * point[1] + 13.0f * point[2]) * RS_PI - phase);
162 	normal[1] += 0.3f * rsCosf((2.0f * point[1] - 5.0f * point[2]) * RS_PI + phase)
163 		+ 0.15f * rsCosf((2.0f * point[2] + 12.0f * point[0]) * RS_PI - phase);
164 	normal[2] += 0.3f * rsCosf((1.0f * point[2] + 6.0f * point[0]) * RS_PI + phase)
165 		+ 0.15f * rsCosf((1.0f * point[0] - 11.0f * point[1]) * RS_PI - phase);
166 
167 	normalize(normal);
168 }
169 
170 
normalize(float * vector)171 inline void wavyNormalCubeMaps::normalize(float* vector){
172 	static float normalizer;
173 
174 	normalizer = 1.0f / sqrtf(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]);
175 	vector[0] *= normalizer;
176 	vector[1] *= normalizer;
177 	vector[2] *= normalizer;
178 }
179