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