mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-19 05:26:13 +00:00
178 lines
5.3 KiB
C++
178 lines
5.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/deform_2d.h"
|
|
|
|
#include "nel/misc/vector_2f.h"
|
|
#include "nel/misc/smart_ptr.h"
|
|
#include "nel/3d/heat_haze.h"
|
|
#include "nel/3d/quad_effect.h"
|
|
#include "nel/3d/texture_blank.h"
|
|
#include "nel/3d/driver.h"
|
|
#include "nel/3d/dru.h"
|
|
#include "nel/3d/material.h"
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
|
|
uint CDeform2d::_Width;
|
|
uint CDeform2d::_Height;
|
|
uint CDeform2d::_XGranularity;
|
|
uint CDeform2d::_YGranularity;
|
|
uint CDeform2d::_XQuad;
|
|
uint CDeform2d::_YQuad;
|
|
NLMISC::CSmartPtr<ITexture> CDeform2d::_Tex;
|
|
|
|
|
|
void CDeform2d::setupBuffer(uint width, uint height, uint xGranularity, uint yGranularity
|
|
, uint xQuad, uint yQuad)
|
|
{
|
|
_Width = width;
|
|
_Height = height;
|
|
_XGranularity = xGranularity;
|
|
_YGranularity = yGranularity;
|
|
_XQuad = xQuad;
|
|
_YQuad = yQuad;
|
|
|
|
uint realWidth = NLMISC::raiseToNextPowerOf2(_Width);
|
|
uint realHeight= NLMISC::raiseToNextPowerOf2(_Height);
|
|
|
|
_Tex = new CTextureBlank;
|
|
_Tex->resize(realWidth, realHeight, CBitmap::RGBA);
|
|
}
|
|
|
|
|
|
|
|
|
|
/// compute the UV perturbation at one position of the screen (with screen mapped to 0..1, 0..1)
|
|
static inline void computePerturbation(const float x, const float y, float &dx, float &dy)
|
|
{
|
|
// dummy func for now
|
|
/* dx = 0.05f * (float) (rand() * (1.F / RAND_MAX));
|
|
dy = 0.05f * (float) (rand() * (1.F / RAND_MAX));*/
|
|
dx= 0.f;
|
|
dy = 0.f;
|
|
}
|
|
|
|
void CDeform2d::doDeform(const TPoint2DVect &surf, IDriver *drv, IPerturbUV *uvp)
|
|
{
|
|
|
|
nlassert(uvp);
|
|
|
|
typedef CQuadEffect::TPoint2DVect TPoint2DVect;
|
|
TPoint2DVect dest;
|
|
|
|
CQuadEffect::processPoly(surf, (float) _XGranularity, (float) _YGranularity, dest);
|
|
|
|
uint realWidth = NLMISC::raiseToNextPowerOf2(_Width);
|
|
uint realHeight= NLMISC::raiseToNextPowerOf2(_Height);
|
|
|
|
|
|
// draw the poly contour
|
|
/*for (uint k = 0; k < dest.size(); ++k)
|
|
{
|
|
CDRU::drawLine(dest[k].x, dest[k].y, dest[(k + 1) % dest.size()].x, dest[(k + 1) % dest.size()].y, *drv, CRGBA::Red);
|
|
}*/
|
|
|
|
|
|
|
|
|
|
static CMaterial mat;
|
|
mat.setDoubleSided(true);
|
|
mat.setLighting(false);
|
|
mat.setZFunc(CMaterial::always);
|
|
/* mat.setColor(CRGBA::Red);
|
|
mat.texEnvOpRGB(0, CMaterial::Add); */
|
|
|
|
static CVertexBuffer vb;
|
|
vb.setName("CDeform2d");
|
|
vb.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
|
|
|
|
|
|
|
|
drv->setFrustum(0, (float) _Width, 0, (float) _Height, -1, 1, false);
|
|
drv->setupViewMatrix(CMatrix::Identity);
|
|
drv->setupModelMatrix(CMatrix::Identity);
|
|
|
|
|
|
const float iDu = 1.f / _Width;
|
|
const float iDv = 1.f / _Height;
|
|
const float widthRatio = _Width / (float) realWidth;
|
|
const float heightRatio = _Height / (float) realHeight;
|
|
|
|
|
|
float u, u2, v;
|
|
float du, dv;
|
|
|
|
TPoint2DVect::const_iterator it;
|
|
|
|
// get back datas from frame buffer
|
|
for (it = dest.begin(); it != dest.end(); ++it)
|
|
{
|
|
// todo hulud use the new render to texture interface
|
|
// drv->copyFrameBufferToTexture(_Tex, 0, (uint32) it->x,(uint32) it->y, (uint32) it->x, (uint32) it->y, _XGranularity, _YGranularity);
|
|
}
|
|
|
|
|
|
/** setup the whole vertex buffer
|
|
* we don't share vertices here, as we work with unaligned quads
|
|
*/
|
|
vb.setNumVertices((uint32)dest.size() << 2);
|
|
mat.setTexture(0, _Tex);
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
vb.lock (vba);
|
|
|
|
uint k = 0; // current index in the vertex buffer
|
|
for (it = dest.begin(); it != dest.end(); ++it, k += 4)
|
|
{
|
|
|
|
// \todo optimize this by a direct access to the vertex buffer (if needed)
|
|
// blit data to frame buffer and apply deformations
|
|
|
|
vba.setVertexCoord(k, NLMISC::CVector(it->x, 0, it->y));
|
|
vba.setVertexCoord(k + 1, NLMISC::CVector(it->x + _XGranularity, 0, it->y));
|
|
vba.setVertexCoord(k + 2, NLMISC::CVector(it->x + _XGranularity, 0, it->y + _YGranularity));
|
|
vba.setVertexCoord(k + 3, NLMISC::CVector(it->x , 0, it->y + _YGranularity));
|
|
|
|
// perturbation of the uv coordinates
|
|
|
|
u = it->x * iDu;
|
|
v = it->y * iDv;
|
|
uvp->perturbUV(u, v, du, dv);
|
|
vba.setTexCoord(k, 0, (u + du) * widthRatio, (v + dv) * heightRatio );
|
|
|
|
u2 = (it->x + _XGranularity) * iDu;
|
|
uvp->perturbUV(u2, v, du, dv);
|
|
vba.setTexCoord(k + 1, 0, (u2 + du) * widthRatio, (v + dv) * heightRatio );
|
|
|
|
v = (it->y + _YGranularity) * iDv;
|
|
uvp->perturbUV(u2, v, du, dv);
|
|
vba.setTexCoord(k + 2, 0, (u2 + du) * widthRatio, (v + dv) * heightRatio );
|
|
|
|
uvp->perturbUV(u, v, du, dv);
|
|
vba.setTexCoord(k + 3, 0, (u + du) * widthRatio, (v + dv) * heightRatio );
|
|
}
|
|
}
|
|
|
|
drv->activeVertexBuffer(vb);
|
|
drv->renderRawQuads(mat, 0, (uint32)dest.size());
|
|
}
|
|
|
|
} // NL3D
|