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/* Project nGenEx
Destroyer Studios LLC
Copyright © 1997-2006. All Rights Reserved.
SUBSYSTEM: nGen.lib
FILE: Water.cpp
AUTHOR: John DiCamillo
OVERVIEW
========
Water surface effect w/ reflection and caustics
*/
#include "MemDebug.h"
#include "Water.h"
#include "Random.h"
// +--------------------------------------------------------------------+
struct WATER_REFRACT
{
// Vrefract = (V + refract * N) * norm
float refract;
float refractNorm;
DWORD diffuse;
};
struct WATER_SURFACE
{
float height;
Vec3 normal;
};
// +--------------------------------------------------------------------+
#if defined(_X86) && !defined(_WIN64)
inline int f2i(float flt)
{
volatile int n;
__asm
{
fld flt
fistp n
}
return n;
}
#else
inline int f2i(float flt)
{
return (int) flt;
}
#endif
// +--------------------------------------------------------------------+
static WATER_REFRACT RefractionTable[512];
static bool refractInit = false;
static const int WAVE_SIZE = 256;
static const DWORD WAVE_MASK = 0xff;
// +--------------------------------------------------------------------+
Water::Water()
: size(0), depth(0), scaleTex(1), avgHeight(0),
nVertices(0), surface(0), waves(0)
{
}
Water::~Water()
{
delete [] surface;
delete [] waves;
}
// +--------------------------------------------------------------------+
void
Water::Init(int n, float s, float d)
{
size = s;
depth = d;
scaleTex = 1/size;
// Calculate number of vertices
nVertices = n;
// Create refraction table
if (!refractInit) {
WATER_REFRACT* refract = &RefractionTable[256];
for (UINT u = 0; u < 256; u++) {
float fCos0 = (float) u / (float) 256.0f;
float f0 = acosf(fCos0);
float fSin0 = sinf(f0);
float fSin1 = fSin0 / 1.333f; // water
float f1 = asinf(fSin1);
float fCos1 = cosf(f1);
refract[u].refract = fSin0 / fSin1 * fCos1 - fCos0;
refract[u].refractNorm = - fSin1 / fSin0;
refract[u].diffuse = ((((0xff - u)*(0xff - u)*(0xff - u)) << 8) & 0xff000000);
RefractionTable[u] = RefractionTable[256];
}
refractInit = true;
}
// Create maps
if (surface)
delete [] surface;
surface = new(__FILE__,__LINE__) WATER_SURFACE[n*n];
ZeroMemory(surface, n*n * sizeof(WATER_SURFACE));
if (waves)
delete [] waves;
waves = new(__FILE__,__LINE__) float[WAVE_SIZE*4];
double f = 1.0 / (double) WAVE_SIZE;
for (int i = 0; i < WAVE_SIZE; i++) {
double s0 = sin(2*PI*i*f);
double s1 = sin(4*PI*i*f);
double s2 = sin(6*PI*i*f);
double s3 = sin(8*PI*i*f);
waves[0*WAVE_SIZE + i] = (float) (1.8 * s0*s0 - 0.9);
waves[1*WAVE_SIZE + i] = (float) (1.6 * s1*s1 - 0.8);
waves[2*WAVE_SIZE + i] = (float) (0.4 * s2);
waves[3*WAVE_SIZE + i] = (float) (0.8 * s3*s3 - 0.4);
}
for (i = 0; i < 4; i++) {
offsets[i] = (float) Random(0, WAVE_SIZE);
}
offsets[4] = 12.45f;
offsets[5] = 14.23f;
offsets[6] = 16.72f;
offsets[7] = 20.31f;
}
// +--------------------------------------------------------------------+
void
Water::CalcWaves(double seconds)
{
int i, n[4];
UINT SIZE = nVertices;
UINT STEP = WAVE_SIZE / (SIZE-1);
UINT STEP2 = STEP/2;
UINT AREA = SIZE * SIZE;
UINT x, y;
for (i = 0; i < 4; i++) {
n[i] = (int) offsets[i];
}
WATER_SURFACE* pSurf = surface;
// compute heights
for (y = 0; y < SIZE; y++) {
for (x = 0; x < SIZE; x++) {
float h = 0;
h += waves[ ((n[0] + x*STEP
- y*STEP2) & WAVE_MASK) + 0*WAVE_SIZE ];
h += waves[ ((n[1] + x*STEP2
+ y*STEP) & WAVE_MASK) + 1*WAVE_SIZE ];
h += waves[ ((n[2] + x*STEP) & WAVE_MASK) + 2*WAVE_SIZE ];
h += waves[ ((n[3] + y*STEP) & WAVE_MASK) + 3*WAVE_SIZE ];
pSurf->height = h * depth;
pSurf++;
}
}
// compute normals
UINT uXN, uX0, uXP;
UINT uYN, uY0, uYP;
uYP = AREA - SIZE;
uY0 = 0;
uYN = SIZE;
for (y = 0; y < SIZE; y++) {
uXP = SIZE - 1;
uX0 = 0;
uXN = 1;
for (x = 0; x < SIZE; x++) {
Vec3 vecN;
float f;
f = surface[uXN + uYN].height - surface[uXP + uYP].height; vecN.x = vecN.z = f;
f = surface[uX0 + uYN].height - surface[uX0 + uYP].height; vecN.z += f;
f = surface[uXP + uYN].height - surface[uXN + uYP].height; vecN.x -= f; vecN.z += f;
f = surface[uXN + uY0].height - surface[uXP + uY0].height; vecN.x += f;
vecN.y = -15.0f * depth;
vecN.Normalize();
surface[uX0 + uY0].normal = vecN * -1.0f;
uXP = uX0;
uX0 = uXN;
uXN = (uXN + 1) % SIZE;
}
uYP = uY0;
uY0 = uYN;
uYN = (uYN + SIZE) % AREA;
}
// update offsets
for (i = 0; i < 4; i++) {
offsets[i] += (float) (offsets[i+4] * seconds);
if (offsets[i] > WAVE_SIZE)
offsets[i] -= WAVE_SIZE;
}
}
// +--------------------------------------------------------------------+
void
Water::UpdateSurface(Vec3& eyePos, VertexSet* vset)
{
UINT SIZE = nVertices;
UINT AREA = SIZE * SIZE;
UINT x, y;
WATER_SURFACE* pSurf = surface;
Vec3* pLoc = vset->loc;
Vec3* pNorm = vset->nrm;
DWORD* pDiff = vset->diffuse;
float* pTu = vset->tu;
float* pTv = vset->tv;
float fInc = 1.0f / (float) (SIZE-1);
float fx = 0.0f;
float fz = 0.0f;
for (y = 0; y < SIZE; y++) {
for (x = 0; x < SIZE; x++) {
// update vertex height and normal
pLoc->y += pSurf->height;
*pNorm = pSurf->normal;
/*
// Update texture coords and diffuse based upon refraction
Vec3 vec = eyePos - *pLoc;
vec.Normalize();
WATER_REFRACT *pRefract;
pRefract = RefractionTable + 256 + f2i(vec.dot(*pNorm) * 255.0f);
*pDiff = pRefract->diffuse;
// compute apparent displacement
Vec3 vecD = (pSurf->normal * pRefract->refract + vec) * pRefract->refractNorm;
Vec3 vecP = *pLoc;
vecP.y -= depth;
// perturb texture coords
float fB = vecD * vecP * 2.0f;
float fD = fB * fB - depth;
float fScale = (-fB + sqrtf(fD)) * 0.5f;
*pTu = vecD.x * fScale + fx;
*pTv = vecD.z * fScale + fz;
*/
fx += fInc;
pSurf++;
pLoc++;
pNorm++;
pDiff++;
pTu++;
pTv++;
}
fx = 0.0f;
fz += fInc;
}
}
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