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872 lines
28 KiB
C++
872 lines
28 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/material.h"
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#include "nel/3d/cloud.h"
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#include "nel/3d/cloud_scape.h"
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#include "nel/3d/noise_3d.h"
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#include "nel/3d/scissor.h"
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#include "nel/3d/viewport.h"
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#include "nel/3d/driver.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ------------------------------------------------------------------------------------------------
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CCloud::CCloud (CCloudScape *pCloudScape)
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{
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_CloudScape = pCloudScape;
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_Driver = _CloudScape->_Driver;
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CloudPower = 255; // Max Power
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LastCloudPower = 255;
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CloudDistAtt = 0;
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CloudDiffuse = CRGBA(255,255,255,255);
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CloudAmbient = CRGBA(120,140,160,255);
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_WaitState = 0;
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_BillSize = 0;
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_OldBillSize = 0;
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_UStart = _VStart = _WStart = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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CCloud::~CCloud()
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{
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delete _UStart;
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delete _VStart;
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delete _WStart;
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::init (uint32 nVoxelW, uint32 nVoxelH, uint32 nVoxelD, float rBaseFreq, uint32 nNbOctave)
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{
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if (_UStart != NULL)
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return;
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_BaseFreq = rBaseFreq;
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_BillSize = 0;
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_OldBillSize = 0;
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_NbOctave = nNbOctave;
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_UStart = new double[_NbOctave];
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_VStart = new double[_NbOctave];
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_WStart = new double[_NbOctave];
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uint32 i;
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for (i = 0; i < _NbOctave; ++i)
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{
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_UStart[i] = ((double)rand())/RAND_MAX;
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_VStart[i] = ((double)rand())/RAND_MAX;
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_WStart[i] = ((double)rand())/RAND_MAX;
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}
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_Width = raiseToNextPowerOf2 (nVoxelW);
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_Height = raiseToNextPowerOf2 (nVoxelH);
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_Depth = raiseToNextPowerOf2 (nVoxelD);
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uint32 vdpo2 = getPowerOf2(_Depth);
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_NbW = 1 << (vdpo2 / 2);
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if ((vdpo2 & 1) != 0)
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_NbH = 2 << (vdpo2 / 2);
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else
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_NbH = 1 << (vdpo2 / 2);
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_MemBill = NULL;
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_MemOldBill = NULL;
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float scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;;
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_Size.x = scale * _Width/_Depth;
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scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;;
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_Size.y = scale * _Height/_Depth;
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scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;;
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_Size.z = scale * _Depth/_Depth;
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::generate (CNoise3d &noise)
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{
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float dU, dV, dW;
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uint32 nOct;
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CQuadUV qc;
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//nldebug("calling CCloud::generate(...)");
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// Active the render target
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_Driver->setRenderTarget (_CloudTexTmp->Tex, 0, 0, _Width*_NbW, _Height*_NbH);
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_Driver->setFrustum (0, (float)_CloudTexTmp->Tex->getWidth(), 0, (float)_CloudTexTmp->Tex->getHeight(), -1, 1, false);
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// Setup the matrices view&model, viewport and frustum
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setMode2D ();
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// Clear background
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CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
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uint32 nVSize = rVB.getVertexSize ();
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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CVector *pVertices = vba.getVertexCoordPointer (0);
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*pVertices = CVector(0.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)_NbW*_Width,0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)_NbW*_Width,(float)_NbH*_Height,0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector(0.0f, (float)_NbH*_Height,0.0f);
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_CloudScape->_MatClear.setColor (CRGBA(0,0,0,0));
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}
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_Driver->activeVertexBuffer (rVB);
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_Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1);
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// Create cloud from noise
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for (nOct = 0; nOct < _NbOctave; ++nOct)
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{
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dU = (_BaseFreq*((float)_Width)/noise.getWidth())*(1<<nOct);
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dV = (_BaseFreq*((float)_Height)/noise.getHeight())*(1<<nOct);
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dW = (_BaseFreq*((float)_Depth)/noise.getDepth())*(1<<nOct);
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noise.renderGrid (_NbW, _NbH, _Width, _Height,
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(float)_UStart[nOct], (float)_VStart[nOct], (float)_WStart[nOct], dU, dV, dW,
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1.0f/(2<<nOct));
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/* This is the same thing as a renderGrid which is optimized to do that
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qc.Uv0 = CUV((float)_UStart[nOct], (float)_VStart[nOct]);
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qc.Uv1 = CUV((float)_UStart[nOct]+dU, (float)_VStart[nOct]);
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qc.Uv2 = CUV((float)_UStart[nOct]+dU, (float)_VStart[nOct]+dV);
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qc.Uv3 = CUV((float)_UStart[nOct], (float)_VStart[nOct]+dV);
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uint32 i,j;
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for (j = 0; j < _NbH; ++j)
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{
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for (i = 0; i < _NbW; ++i)
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{
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qc.V0 = CVector((float)i*_Width, (float)j*_Height, 0.0f);
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qc.V1 = CVector((float)(i+1)*_Width, (float)j*_Height, 0.0f);
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qc.V2 = CVector((float)(i+1)*_Width, (float)(j+1)*_Height, 0.0f);
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qc.V3 = CVector((float)i*_Width, (float)(j+1)*_Height, 0.0f);
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noise.render (qc, (float)_WStart[nOct]+dW*(i+(float)j*_NbW)/(((float)_NbW)*_NbH), 1.0f/(2<<nOct));
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}
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}*/
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noise.flush ();
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}
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// Apply attenuation texture (not needed to resetup position again (done when clearing to black))
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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CUV *pUV = vba.getTexCoordPointer (0, 0);
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pUV->U = 0.0f; pUV->V = 0.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 1.0f; pUV->V = 0.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 1.0f; pUV->V = 1.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 0.0f; pUV->V = 1.0f;
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}
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uint8 colpow = (uint8)(255-(((uint32)CloudPower*(255-(uint32)CloudDistAtt)) / 255));
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_CloudTexClamp->ToClamp.setColor (CRGBA(255, 255, 255, colpow));
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_Driver->activeVertexBuffer (rVB);
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_Driver->renderRawQuads (_CloudTexClamp->ToClamp, 0, 1);
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// Restore render target
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_Driver->setRenderTarget (NULL);
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_CloudTexTmp->Tex->setFilterMode (ITexture::Nearest, ITexture::NearestMipMapOff);
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::light ()
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{
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uint32 i, j;
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// Destination position for lighting accumulation buffer from (0, 0) size (_Width, _Height)
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CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
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uint32 nVSize = rVB.getVertexSize ();
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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CVector *pVertices = vba.getVertexCoordPointer (0);
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*pVertices = CVector((float)0.0f, (float)0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)1.f, (float)0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)1.f, (float)1.f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)0.0f, (float)1.f, 0.0f);
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}
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// Active the render target
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_Driver->setRenderTarget (_CloudTexTmp->TexBuffer, 0, 0, _Width, _Height);
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// Setup the matrices view&model, viewport and frustum
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setMode2D ();
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// Set the frustum and viewport on all the billboards to clear them
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_Driver->setFrustum (0, 1, 0, 1, -1, 1, false);
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CViewport viewport;
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viewport.init (0, 0, 1, 1);
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_Driver->setupViewport (viewport);
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// Clear the screen accumulator for lighting
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CloudDiffuse.A = 255;
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// _CloudScape->_MatClear.setColor (CloudDiffuse);
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_Driver->activeVertexBuffer (rVB);
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_Driver->clear2D (CloudDiffuse);
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CUV *pUV;
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// Lighting : render the alpha of one layer into rgb of the screen
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float oneOverNbW = 1.0f/_NbW;
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float oneOverNbH = 1.0f/_NbH;
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uint32 previ = 0, prevj = 0;
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_Driver->activeVertexBuffer (rVB);
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for (j = 0; j < _NbH; ++j)
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{
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for (i = 0; i < _NbW; ++i)
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{
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// Active the render target
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_Driver->setRenderTarget (_CloudTexTmp->TexBuffer, 0, 0, _Width, _Height);
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// Set the frustum and viewport on the current billboard
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viewport.init (0, 0, 1, 1);
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_Driver->setupViewport (viewport);
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// Add the alpha of the previous layer into the RGB of the destination
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if ((i+j) > 0)
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{
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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_Driver->setColorMask (true, true, true, false);
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pUV = vba.getTexCoordPointer (0, 0);
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pUV->U = previ*oneOverNbW; pUV->V = prevj*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = (previ+1)*oneOverNbW; pUV->V = prevj*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = (previ+1)*oneOverNbW; pUV->V = (prevj+1)*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = previ*oneOverNbW; pUV->V = (prevj+1)*oneOverNbH;
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}
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_Driver->renderRawQuads (_CloudTexTmp->ToLightRGB, 0, 1);
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}
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// Replace the alpha of the destination by the alpha of the current layer
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_Driver->setColorMask (false, false, false, true);
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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pUV = vba.getTexCoordPointer (0, 0);
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pUV->U = i*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = (i+1)*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = (i+1)*oneOverNbW; pUV->V = (j+1)*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = i*oneOverNbW; pUV->V = (j+1)*oneOverNbH;
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}
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_Driver->renderRawQuads (_CloudTexTmp->ToLightAlpha, 0, 1);
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// Copy the billboard
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_Driver->setColorMask (true, true, true, true);
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/* The copy target trick. If not available, render the temporary texture in Tex2 */
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if (!_Driver->copyTargetToTexture (_CloudTexTmp->Tex2, i*_Width, j*_Height, 0, 0, 0, 0, 0))
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{
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_Driver->setRenderTarget (_CloudTexTmp->Tex2, i*_Width, j*_Height, _Width, _Height);
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viewport.init ((float)i*oneOverNbW, (float)j*oneOverNbH, oneOverNbW, oneOverNbH);
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_Driver->setupViewport (viewport);
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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pUV = vba.getTexCoordPointer (0, 0);
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pUV->U = 0; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 1; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 1; pUV->V = 1; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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pUV->U = 0; pUV->V = 1;
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}
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_Driver->renderRawQuads (_CloudTexTmp->MatCopy, 0, 1);
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}
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previ = i;
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prevj = j;
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}
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}
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_Driver->setRenderTarget (NULL);
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_CloudTexTmp->Tex->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::reset (NL3D::CCamera *pViewer)
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{
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if (_BillSize != 4)
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{
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_BillSize = 4;
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_MemBill = new uint8[4*_BillSize*_BillSize];
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_TexBill = new CTextureMem (_MemBill, 4*_BillSize*_BillSize, true, false, _BillSize, _BillSize);
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_TexBill->setWrapS (ITexture::Clamp);
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_TexBill->setWrapT (ITexture::Clamp);
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_TexBill->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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_TexBill->generate();
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_TexBill->setReleasable (false);
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_TexBill->setRenderTarget (true);
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}
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if (_OldBillSize != 4)
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{
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_OldBillSize = 4;
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_MemOldBill = new uint8[4*_OldBillSize*_OldBillSize];
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_TexOldBill = new CTextureMem (_MemOldBill, 4*_OldBillSize*_OldBillSize, true, false, _OldBillSize, _OldBillSize);
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_TexOldBill->setWrapS (ITexture::Clamp);
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_TexOldBill->setWrapT (ITexture::Clamp);
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_TexOldBill->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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_TexOldBill->generate();
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_TexOldBill->setReleasable (false);
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_TexOldBill->setRenderTarget (true);
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}
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// Clear background
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CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
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{
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CVertexBufferReadWrite vba;
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rVB.lock (vba);
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uint32 nVSize = rVB.getVertexSize ();
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CVector *pVertices = vba.getVertexCoordPointer (0);
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*pVertices = CVector(0.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector(5.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector(5.0f, 5.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector(0.0f, 5.0f, 0.0f);
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_CloudScape->_MatClear.setColor (CRGBA(0,0,0,0));
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}
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_Driver->activeVertexBuffer (rVB);
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_Driver->setRenderTarget (_TexBill, 0, 0, 4, 4);
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setMode2D ();
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_Driver->setFrustum (0, 4, 0, 4, -1, 1, false);
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_Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1);
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_Driver->setRenderTarget (_TexOldBill, 0, 0, 4, 4);
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setMode2D ();
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_Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1);
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_Driver->setRenderTarget (NULL);
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// CMatrix CamMat = pViewer->getMatrix();
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// CVector Viewer = CamMat.getPos();
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CVector Viewer = CVector(0,0,0);
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CVector Center = CVector (_Pos.x+_Size.x/2, _Pos.y+_Size.y/2, _Pos.z+_Size.z/2);
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CVector Size = _Size;
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CVector I, J, K;
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float Left, Right, Top, Bottom, Near, Far;
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calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
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_BillOldCenter = _BillCenter;
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_BillViewer = Viewer;
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_BillCenter = Center;
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calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
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_BillOldCenter = _BillCenter;
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_BillViewer = Viewer;
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_BillCenter = Center;
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::anim (double dt, double dt2)
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{
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for (uint32 nOct = 0; nOct < _NbOctave; ++nOct)
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{
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_UStart[nOct] += dt*(1<<nOct) / 5000.0;
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_VStart[nOct] += dt*(1<<nOct) / 5000.0;
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_WStart[nOct] += dt*(1<<nOct) / 5000.0;
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}
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//_Pos.x += dt2;
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//Time += dt2;
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}
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// ------------------------------------------------------------------------------------------------
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void CCloud::disp ()
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{
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CQuadUV qc;
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qc.Uv0 = CUV(0.0f, 0.0f);
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qc.Uv1 = CUV(1.0f, 0.0f);
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qc.Uv2 = CUV(1.0f, 1.0f);
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qc.Uv3 = CUV(0.0f, 1.0f);
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////////////////////////////////////////////////////////////////////////
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CScissor s;
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s.initFullScreen();
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_Driver->setupScissor (s);
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_Driver->setupViewport (CViewport());
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_Driver->setFrustum (0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, false);
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CVector I(1,0,0);
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CVector J(0,0,1);
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|
CVector K(0,-1,0);
|
|
CMatrix ViewMatrix;
|
|
ViewMatrix.identity();
|
|
ViewMatrix.setRot(I,J,K, true);
|
|
_Driver->setupViewMatrix(ViewMatrix);
|
|
_Driver->setupModelMatrix(CMatrix::Identity);
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
uint32 w = _NbW*_Width;
|
|
uint32 h = _NbH*_Height;
|
|
qc.V0 = CVector(0.0f/800.0f, 0.0f/600.0f, 0.0f);
|
|
qc.V1 = CVector(w/800.0f, 0.0f/600.0f, 0.0f);
|
|
qc.V2 = CVector(w/800.0f, h/600.0f, 0.0f);
|
|
qc.V3 = CVector(0.0f/800.0f, h/600.0f, 0.0f);
|
|
static CMaterial *dispMat = NULL;
|
|
if (dispMat == NULL)
|
|
{
|
|
dispMat = new CMaterial;
|
|
dispMat->initUnlit();
|
|
dispMat->setTexture(0, _CloudTexTmp->Tex);
|
|
dispMat->texEnvOpRGB(0, CMaterial::Replace);
|
|
//dispMat->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
dispMat->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
dispMat->setZFunc(CMaterial::always);
|
|
dispMat->setZWrite(false);
|
|
dispMat->setDoubleSided(true);
|
|
dispMat->setBlend (false);
|
|
}
|
|
|
|
CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
rVB.lock (vba);
|
|
vba.setVertexCoord (0, qc.V0);
|
|
vba.setVertexCoord (1, qc.V1);
|
|
vba.setVertexCoord (2, qc.V2);
|
|
vba.setVertexCoord (3, qc.V3);
|
|
vba.setTexCoord (0, 0, qc.Uv0);
|
|
vba.setTexCoord (1, 0, qc.Uv1);
|
|
vba.setTexCoord (2, 0, qc.Uv2);
|
|
vba.setTexCoord (3, 0, qc.Uv3);
|
|
}
|
|
_Driver->activeVertexBuffer (rVB);
|
|
_Driver->renderRawQuads (*dispMat, 0, 1);
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloud::dispXYZ (CMaterial *pMat)
|
|
{
|
|
CQuadUV qc;
|
|
uint32 i,j;
|
|
|
|
float oneOverNbW = 1.0f / _NbW;
|
|
float oneOverNbH = 1.0f / _NbH;
|
|
float oneOverNbWNbH = 1.0f / (_NbW*_NbH);
|
|
CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
|
|
uint32 nVSize = rVB.getVertexSize ();
|
|
CVector *pVertices;
|
|
CUV *pUV;
|
|
_Driver->activeVertexBuffer (rVB);
|
|
|
|
if (pMat == NULL)
|
|
return;
|
|
|
|
for (j = 0; j < _NbH; ++j)
|
|
{
|
|
for (i = 0; i < _NbW; ++i)
|
|
{
|
|
uint32 d = i+j*_NbW;
|
|
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
rVB.lock (vba);
|
|
|
|
pVertices = vba.getVertexCoordPointer (0);
|
|
*pVertices = CVector(_Pos.x, _Pos.y, _Pos.z+_Size.z*(_NbW*_NbH-d)*oneOverNbWNbH); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(_Pos.x+_Size.x, _Pos.y, _Pos.z+_Size.z*(_NbW*_NbH-d)*oneOverNbWNbH); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(_Pos.x+_Size.x, _Pos.y+_Size.y, _Pos.z+_Size.z*(_NbW*_NbH-d)*oneOverNbWNbH); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(_Pos.x, _Pos.y+_Size.y, _Pos.z+_Size.z*(_NbW*_NbH-d)*oneOverNbWNbH);
|
|
|
|
pUV = vba.getTexCoordPointer (0, 0);
|
|
pUV->U = i*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = (i+1)*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = (i+1)*oneOverNbW; pUV->V = (j+1)*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = i*oneOverNbW; pUV->V = (j+1)*oneOverNbH;
|
|
|
|
pUV = vba.getTexCoordPointer (0, 1);
|
|
pUV->U = i*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = (i+1)*oneOverNbW; pUV->V = j*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = (i+1)*oneOverNbW; pUV->V = (j+1)*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = i*oneOverNbW; pUV->V = (j+1)*oneOverNbH;
|
|
}
|
|
|
|
_Driver->renderRawQuads (*pMat, 0, 1);
|
|
}
|
|
}
|
|
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
rVB.lock (vba);
|
|
CVector *pVertices = vba.getVertexCoordPointer (0);
|
|
*pVertices = CVector((float)0.25f, 0, (float)0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector((float)0.75f, 0, (float)0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector((float)0.75f, 0, (float)0.75f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector((float)0.25f, 0, (float)0.75f);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// in ; viewer, center
|
|
// out I,J,K, left,right,top,bottom,near,far
|
|
void CCloud::calcBill (const CVector &Viewer, const CVector &Center, const CVector &Size, CVector &I, CVector &J, CVector &K,
|
|
float &Left, float &Right, float &Top, float &Bottom, float &Near, float &Far)
|
|
{
|
|
|
|
CVector ViewDir = Center - Viewer;
|
|
ViewDir.normalize();
|
|
|
|
Left = 1000.0f;
|
|
Right = -1000.0f;
|
|
Top = -1000.0f;
|
|
Bottom = 1000.0f;
|
|
Near = 1000.0f;
|
|
Far = -1000.0f;
|
|
|
|
if (fabsf(Center.y-Viewer.y) > fabsf(Center.z-Viewer.z))
|
|
{
|
|
K.set(0, 0, 1);
|
|
J= ViewDir;
|
|
I= J^K;
|
|
K= I^J;
|
|
}
|
|
else
|
|
{
|
|
K.set(0, 1, 0);
|
|
J= ViewDir;
|
|
I= J^K;
|
|
K= I^J;
|
|
}
|
|
I.normalize();
|
|
J.normalize();
|
|
K.normalize();
|
|
|
|
CMatrix mat;
|
|
mat.identity();
|
|
mat.setRot(I,J,K, true);
|
|
mat.setPos(CVector(Viewer.x, Viewer.y, Viewer.z));
|
|
mat.invert();
|
|
|
|
uint32 i, j, k;
|
|
for (i = 0; i < 2; ++i)
|
|
for (j = 0; j < 2; ++j)
|
|
for (k = 0; k < 2; ++k)
|
|
{
|
|
CVector v;
|
|
if (i == 0) v.x = Center.x-Size.x/2; else v.x = Center.x+Size.x/2;
|
|
if (j == 0) v.y = Center.y-Size.y/2; else v.y = Center.y+Size.y/2;
|
|
if (k == 0) v.z = Center.z-Size.z/2; else v.z = Center.z+Size.z/2;
|
|
v = mat.mulPoint(v);
|
|
if (v.y < Near) Near = v.y;
|
|
if (v.y > Far) Far = v.y;
|
|
}
|
|
|
|
for (i = 0; i < 2; ++i)
|
|
for (j = 0; j < 2; ++j)
|
|
for (k = 0; k < 2; ++k)
|
|
{
|
|
CVector v;
|
|
if (i == 0) v.x = Center.x-Size.x/2; else v.x = Center.x+Size.x/2;
|
|
if (j == 0) v.y = Center.y-Size.y/2; else v.y = Center.y+Size.y/2;
|
|
if (k == 0) v.z = Center.z-Size.z/2; else v.z = Center.z+Size.z/2;
|
|
v = mat.mulPoint(v);
|
|
v.x = v.x / (v.y/Near);
|
|
v.z = v.z / (v.y/Near);
|
|
if (v.x < Left) Left = v.x;
|
|
if (v.x > Right) Right = v.x;
|
|
if (v.z < Bottom) Bottom = v.z;
|
|
if (v.z > Top) Top = v.z;
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Create the billboard (in the screen at pos (NbW*Width, 0)
|
|
void CCloud::genBill (CCamera *pCam, uint32 nBillSize)
|
|
{
|
|
// Render target
|
|
|
|
// Compute the Bill
|
|
uint32 sizeTMP = _OldBillSize;
|
|
uint8 *MemTMP = _MemOldBill;
|
|
CSmartPtr<CTextureMem> TexTMP = _TexOldBill;
|
|
|
|
_OldBillSize = _BillSize;
|
|
_MemOldBill = _MemBill;
|
|
_TexOldBill = _TexBill;
|
|
_BillSize = sizeTMP;
|
|
_MemBill = MemTMP;
|
|
_TexBill = TexTMP;
|
|
|
|
// Check the new size of the billboard
|
|
if (nBillSize != _BillSize)
|
|
{
|
|
_BillSize = nBillSize;
|
|
_MemBill = new uint8[4*_BillSize*_BillSize];
|
|
_TexBill = new CTextureMem (_MemBill, 4*_BillSize*_BillSize, true, false, _BillSize, _BillSize);
|
|
//for (i = 0; i < 4*_BillSize*_BillSize; ++i) _MemBill[i] = (uint8)i;
|
|
_TexBill->setWrapS (ITexture::Clamp);
|
|
_TexBill->setWrapT (ITexture::Clamp);
|
|
_TexBill->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
|
|
_TexBill->setReleasable (false);
|
|
_TexBill->setRenderTarget (true);
|
|
_TexBill->generate();
|
|
}
|
|
|
|
// Render target size
|
|
uint32 textureW = _TexBill->getWidth();
|
|
uint32 textureH = _TexBill->getHeight();
|
|
_Driver->setRenderTarget (_TexBill, 0, 0, _BillSize, _BillSize);
|
|
|
|
CViewport viewport, viewportOLD;
|
|
viewportOLD.initFullScreen();
|
|
viewport.init(0.0f, 0.0f, ((float)_BillSize+1)/((float)textureW), ((float)_BillSize+1)/((float)textureH));
|
|
_Driver->setupViewport (viewport);
|
|
|
|
//CMatrix CamMat = pCam->getMatrix();
|
|
//CVector Viewer = CamMat.getPos();
|
|
CVector Viewer = CVector (0,0,0);
|
|
CVector Center = CVector (_Pos.x+_Size.x/2, _Pos.y+_Size.y/2, _Pos.z+_Size.z/2);
|
|
CVector Size = _Size;
|
|
CVector I, J, K;
|
|
float Left, Right, Top, Bottom, Near, Far;
|
|
|
|
calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
|
|
|
|
CMatrix mat;
|
|
mat.identity();
|
|
mat.setRot(I,J,K, true);
|
|
mat.setPos(CVector(Viewer.x, Viewer.y, Viewer.z));
|
|
mat.invert();
|
|
|
|
// Clear background for cloud creation
|
|
_Driver->setFrustum(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, false);
|
|
_Driver->setupViewMatrix (CMatrix::Identity);
|
|
_Driver->setupModelMatrix (CMatrix::Identity);
|
|
|
|
CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
|
|
uint32 nVSize = rVB.getVertexSize ();
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
rVB.lock (vba);
|
|
{
|
|
CVector *pVertices = vba.getVertexCoordPointer (0);
|
|
*pVertices = CVector(0.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(1.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(1.0f, 0.0f, 1.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = CVector(0.0f, 0.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
_CloudScape->_MatClear.setColor (CRGBA(0,0,0,0));
|
|
_Driver->activeVertexBuffer (rVB);
|
|
_Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1);
|
|
|
|
// Render
|
|
_Driver->setFrustum(Left, Right, Bottom, Top, Near, Far);
|
|
_Driver->setupViewMatrix(mat);
|
|
_Driver->setupModelMatrix (CMatrix::Identity);
|
|
|
|
_CloudTexTmp->ToBill.setColor (CloudAmbient);
|
|
|
|
dispXYZ (&_CloudTexTmp->ToBill);
|
|
|
|
// Restore render target
|
|
_Driver->setRenderTarget (NULL);
|
|
|
|
// This is the end of render to texture like so reset all stuff
|
|
_Driver->setupViewport (viewportOLD);
|
|
|
|
_BillOldCenter = _BillCenter;
|
|
_BillViewer = Viewer;
|
|
_BillCenter = Center;
|
|
|
|
if (_WaitState > 0)
|
|
_WaitState = _WaitState - 1;
|
|
|
|
_LastX = _Pos.x;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloud::dispBill (CCamera *pCam)
|
|
{
|
|
// CMatrix CamMat = pCam->getMatrix();
|
|
// CVector Viewer = CamMat.getPos();
|
|
CVector Viewer = CVector (0,0,0);
|
|
CVector Center = CVector (_Pos.x+_Size.x/2, _Pos.y+_Size.y/2, _Pos.z+_Size.z/2);
|
|
CVector Size = _Size;
|
|
|
|
// Prepare vertices.
|
|
CQuadUV qc;
|
|
|
|
CVector I, J, K;
|
|
float Left, Right, Top, Bottom, Near, Far;
|
|
|
|
if ((_MemBill == NULL) || (_MemOldBill == NULL))
|
|
return;
|
|
|
|
if (_WaitState > 0)
|
|
return;
|
|
|
|
if (Time > FuturTime)
|
|
Time = FuturTime;
|
|
|
|
// take old computed bill.
|
|
Viewer= _BillViewer;
|
|
/* Center= _BillCenter*((float)(Trans)/(float)TransTotal) +
|
|
_BillOldCenter*((float)(TransTotal-Trans)/(float)TransTotal);
|
|
|
|
calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
|
|
|
|
|
|
CVector lct = Viewer + J*Near;
|
|
qc.V0 = lct + I*Left + K*Bottom;
|
|
qc.V1 = lct + I*Right + K*Bottom;
|
|
qc.V2 = lct + I*Right + K*Top;
|
|
qc.V3 = lct + I*Left + K*Top;*/
|
|
|
|
Center= _BillCenter;
|
|
calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
|
|
CVector lct = Viewer + J*Near;
|
|
CQuadUV qc0;
|
|
qc0.V0 = lct + I*Left + K*Bottom;
|
|
qc0.V1 = lct + I*Right + K*Bottom;
|
|
qc0.V2 = lct + I*Right + K*Top;
|
|
qc0.V3 = lct + I*Left + K*Top;
|
|
|
|
Center= _BillOldCenter;
|
|
calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far);
|
|
lct = Viewer + J*Near;
|
|
CQuadUV qc1;
|
|
qc1.V0 = lct + I*Left + K*Bottom;
|
|
qc1.V1 = lct + I*Right + K*Bottom;
|
|
qc1.V2 = lct + I*Right + K*Top;
|
|
qc1.V3 = lct + I*Left + K*Top;
|
|
|
|
float a0= ((float)(Time)/(float)FuturTime);
|
|
float a1= (float)(FuturTime-Time)/(float)FuturTime;
|
|
qc.V0= qc0.V0*a0 + qc1.V0*a1;
|
|
qc.V1= qc0.V1*a0 + qc1.V1*a1;
|
|
qc.V2= qc0.V2*a0 + qc1.V2*a1;
|
|
qc.V3= qc0.V3*a0 + qc1.V3*a1;
|
|
|
|
qc.Uv0 = CUV(0, 0);
|
|
qc.Uv1 = CUV(1, 0);
|
|
qc.Uv2 = CUV(1, 1);
|
|
qc.Uv3 = CUV(0, 1);
|
|
|
|
// Display TexBill with intensity : Trans / TransTotal
|
|
// and TexOldBill with intensity : (TransTotal-Trans) / TransTotal
|
|
|
|
_CloudScape->_MatBill.setTexture (0, _TexOldBill);
|
|
_CloudScape->_MatBill.setTexture (1, _TexBill);
|
|
_CloudScape->_MatBill.setColor (CRGBA(255, 255, 255, (uint8)(255*((float)Time/(float)FuturTime))));
|
|
CVertexBuffer &rVB = _CloudScape->_VertexBuffer;
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
rVB.lock (vba);
|
|
|
|
uint32 nVSize = rVB.getVertexSize ();
|
|
CVector *pVertices = vba.getVertexCoordPointer (0);
|
|
*pVertices = qc.V0; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = qc.V1; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = qc.V2; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
*pVertices = qc.V3;
|
|
|
|
CUV *pUV = vba.getTexCoordPointer (0, 0);
|
|
pUV->U = 0; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 1; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 1; pUV->V = 1; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 0; pUV->V = 1;
|
|
|
|
pUV = vba.getTexCoordPointer (0, 1);
|
|
pUV->U = 0; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 1; pUV->V = 0; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 1; pUV->V = 1; pUV = (CUV*)( ((uint8*)pUV) + nVSize );
|
|
pUV->U = 0; pUV->V = 1;
|
|
}
|
|
|
|
_Driver->activeVertexBuffer (rVB);
|
|
_Driver->renderRawQuads (_CloudScape->_MatBill, 0, 1);
|
|
|
|
//nlinfo ("ok");
|
|
|
|
|
|
// Debug
|
|
if (_CloudScape->isDebugQuadEnabled())
|
|
{
|
|
static CMaterial *mTmp = NULL;
|
|
if (mTmp == NULL)
|
|
{
|
|
mTmp = new CMaterial();
|
|
mTmp->setBlend(false);
|
|
mTmp->setDoubleSided(true);
|
|
}
|
|
/*if (_BillSize <= 4)
|
|
mTmp->setColor(CRGBA(0,127,0,255));
|
|
else if (_BillSize == 8)
|
|
mTmp->setColor(CRGBA(0,255,0,255));
|
|
else if (_BillSize == 16)
|
|
mTmp->setColor(CRGBA(127,255,0,255));
|
|
else if (_BillSize == 32)
|
|
mTmp->setColor(CRGBA(255,255,0,255));
|
|
else if (_BillSize == 64)
|
|
mTmp->setColor(CRGBA(255,127,0,255));
|
|
else if (_BillSize == 128)
|
|
mTmp->setColor(CRGBA(255,0,0,255));
|
|
else if (_BillSize == 256)
|
|
mTmp->setColor(CRGBA(127,0,0,255));*/
|
|
|
|
if (FuturTime <= 4)
|
|
mTmp->setColor(CRGBA(0,127,0,255));
|
|
else if (FuturTime <= 8)
|
|
mTmp->setColor(CRGBA(0,255,0,255));
|
|
else if (FuturTime <= 12)
|
|
mTmp->setColor(CRGBA(127,255,0,255));
|
|
else if (FuturTime <= 16)
|
|
mTmp->setColor(CRGBA(255,255,0,255));
|
|
else if (FuturTime <= 20)
|
|
mTmp->setColor(CRGBA(255,127,0,255));
|
|
else
|
|
mTmp->setColor(CRGBA(255,0,0,255));
|
|
|
|
_Driver->setPolygonMode(IDriver::Line);
|
|
_Driver->renderRawQuads (*mTmp, 0, 1);
|
|
_Driver->setPolygonMode(IDriver::Filled);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloud::setMode2D ()
|
|
{
|
|
CVector I(1,0,0), J(0,0,1), K(0,-1,0);
|
|
CMatrix ViewMatrix;
|
|
ViewMatrix.identity ();
|
|
ViewMatrix.setRot (I,J,K, true);
|
|
CScissor Scissor;
|
|
Scissor.initFullScreen();
|
|
_Driver->setupScissor (Scissor);
|
|
_Driver->setupViewport (CViewport());
|
|
_Driver->setupViewMatrix (ViewMatrix);
|
|
_Driver->setupModelMatrix (CMatrix::Identity);
|
|
}
|
|
|
|
} // namespace NL3D
|
|
|