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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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470 lines
17 KiB
C++
470 lines
17 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/noise_3d.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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CNoise3d::CNoise3d (IDriver *pDriver)
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{
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_Mem = NULL;
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_Mat = NULL;
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_OffS = NULL;
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_Driver = pDriver;
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_NbVertices = 0;
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_IsDriverSupportCloudSinglePass = pDriver->supportCloudRenderSinglePass();
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}
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// ------------------------------------------------------------------------------------------------
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CNoise3d::~CNoise3d ()
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{
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// delete _Mem; // done by CTertureMem destructor
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delete _Mat;
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delete [] _OffS;
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}
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// ------------------------------------------------------------------------------------------------
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void CNoise3d::init (uint32 w, uint32 h, uint32 d)
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{
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uint32 i;
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if (_Mem != NULL)
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return;
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w = raiseToNextPowerOf2 (w);
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h = raiseToNextPowerOf2 (h);
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d = raiseToNextPowerOf2 (d);
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if (w > 64) w = 64;
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if (h > 64) h = 64;
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if (d > 64) d = 64;
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if (w < 4) w = 4;
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if (h < 4) h = 4;
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if (d < 4) d = 4;
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_Width = w;
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_Height = h;
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_Depth = d;
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uint32 vdpo2 = getPowerOf2(_Depth);
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_NbSliceW = 1 << (vdpo2 / 2);
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if ((vdpo2 & 1) != 0)
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_NbSliceH = 2 << (vdpo2 / 2);
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else
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_NbSliceH = 1 << (vdpo2 / 2);
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_ScaleW = 1.0f / _NbSliceW;
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_ScaleH = 1.0f / _NbSliceH;
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_Mem = new uint8[w*h*d];
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// Create initial noise
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for (i = 0; i < (w*h*d); i++)
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_Mem[i] = (uint8)(256.0f*rand()/RAND_MAX);
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_OffS = new CUV [_Depth];
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for (i = 0; i < _Depth; i++)
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{
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_OffS[i].U = ((float)rand())/RAND_MAX;
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_OffS[i].V = ((float)rand())/RAND_MAX;
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}
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_Tex = new CTextureMem (_Mem, _Width*_NbSliceW*_Height*_NbSliceH, true, false, _Width*_NbSliceW, _Height*_NbSliceH,
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CBitmap::Alpha);
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_Tex->setWrapS(ITexture::Repeat);
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_Tex->setWrapT(ITexture::Repeat);
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_Tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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_Tex->touch();
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_Tex->generate();
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if (_IsDriverSupportCloudSinglePass)
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{
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_Mat = new CMaterial();
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_Mat->initUnlit();
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_Mat->setShader (CMaterial::Cloud);
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_Mat->setTexture (0, _Tex);
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_Mat->setTexture (1, _Tex);
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_Mat->setColor (CRGBA(255,255,255,255));
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_Mat->setBlend (true);
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_Mat->setBlendFunc(CMaterial::one, CMaterial::one);
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_Mat->setZFunc (CMaterial::always);
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_Mat->setZWrite (false);
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_VertexBuffer.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag |
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CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
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}
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else
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{
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_Mat = new CMaterial();
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_Mat->initUnlit();
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_Mat->setShader (CMaterial::Normal);
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_Mat->setTexture (0, _Tex);
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_Mat->setColor (CRGBA(255,255,255,255));
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_Mat->setBlend (true);
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_Mat->setBlendFunc(CMaterial::one, CMaterial::one);
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_Mat->setZFunc (CMaterial::always);
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_Mat->setZWrite (false);
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_VertexBuffer.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag |
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CVertexBuffer::TexCoord0Flag);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void CNoise3d::render2passes (CQuadUV &qc, float wpos, float alpha)
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{
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// For the moment we do it in 2 passes : because wpos is a position between slice we have to do :
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// [ At0*wpos+At1*(1-wpos) ] * alpha
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// this is done like that :
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// At0*[wpos*alpha] + At1*[(1-wpos)*alpha]
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wpos = fmodf (wpos, 1.0f);
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uint32 nSlice1 = (uint32)(wpos * _Depth), nSlice2;
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if (nSlice1 == (_Depth-1))
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nSlice2 = 0;
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else
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nSlice2 = 1 + nSlice1;
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// If wpos is just on slice1 alpha must be one
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float alphaPos = 1.0f - _Depth*(wpos - (((float)nSlice1) / _Depth));
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if (_NbVertices == _VertexBuffer.getNumVertices())
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{
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_VertexBuffer.setNumVertices(_NbVertices+8);
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}
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CVertexBufferReadWrite vba;
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_VertexBuffer.lock (vba);
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uint32 nVSize = _VertexBuffer.getVertexSize ();
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CVector *pVertices = vba.getVertexCoordPointer(_NbVertices);
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*pVertices = qc.V0; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V1; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V2; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V3; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V0; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V1; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V2; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V3;
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CUV *pUV = vba.getTexCoordPointer (_NbVertices, 0);
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*pUV = CUV(qc.Uv0.U*_ScaleW+_OffS[nSlice1].U, qc.Uv0.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv1.U*_ScaleW+_OffS[nSlice1].U, qc.Uv1.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv2.U*_ScaleW+_OffS[nSlice1].U, qc.Uv2.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv3.U*_ScaleW+_OffS[nSlice1].U, qc.Uv3.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv0.U*_ScaleW+_OffS[nSlice2].U, qc.Uv0.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv1.U*_ScaleW+_OffS[nSlice2].U, qc.Uv1.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv2.U*_ScaleW+_OffS[nSlice2].U, qc.Uv2.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv3.U*_ScaleW+_OffS[nSlice2].U, qc.Uv3.V*_ScaleH+_OffS[nSlice2].V);
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uint8 finalAlpha = (uint8)(255*alphaPos*alpha);
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// todo hulud d3d vertex color RGBA / BGRA
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uint8 *pColA = (uint8*)vba.getColorPointer(_NbVertices) + 3;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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finalAlpha = (uint8)(255*(1.0f-alphaPos)*alpha);
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha; pColA = ((uint8*)pColA) + nVSize;
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*pColA = finalAlpha;
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_NbVertices += 8;
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}
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// ------------------------------------------------------------------------------------------------
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void CNoise3d::render (CQuadUV &qc, float wpos, float intensity)
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{
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// [ At0*wpos+At1*(1-wpos) ] * alpha
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if (!_IsDriverSupportCloudSinglePass)
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{
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render2passes (qc, wpos, intensity);
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return;
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}
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_Intensity = intensity;
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wpos = wpos - floorf (wpos);
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uint32 nSlice1 = (uint32)(wpos * _Depth), nSlice2;
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if (nSlice1 == (_Depth-1))
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nSlice2 = 0;
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else
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nSlice2 = 1 + nSlice1;
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// If wpos is just on slice1 alpha must be one
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float alphaPos = 1.0f - _Depth*(wpos - (((float)nSlice1) / _Depth));
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uint8 nAlphaPos = (uint8)(255*alphaPos);
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uint32 nVSize = _VertexBuffer.getVertexSize ();
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if (_NbVertices == _VertexBuffer.getNumVertices())
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{
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_VertexBuffer.setNumVertices (_NbVertices+4);
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}
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CVertexBufferReadWrite vba;
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_VertexBuffer.lock (vba);
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CVector *pVertices = vba.getVertexCoordPointer(_NbVertices);
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*pVertices = qc.V0; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V1; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V2; pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = qc.V3;
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CUV *pUV = vba.getTexCoordPointer (_NbVertices, 0);
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*pUV = CUV(qc.Uv0.U/_NbSliceW+_OffS[nSlice1].U, qc.Uv0.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv1.U/_NbSliceW+_OffS[nSlice1].U, qc.Uv1.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv2.U/_NbSliceW+_OffS[nSlice1].U, qc.Uv2.V*_ScaleH+_OffS[nSlice1].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv3.U/_NbSliceW+_OffS[nSlice1].U, qc.Uv3.V*_ScaleH+_OffS[nSlice1].V);
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pUV = vba.getTexCoordPointer (_NbVertices, 1);
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*pUV = CUV(qc.Uv0.U*_ScaleW+_OffS[nSlice2].U, qc.Uv0.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv1.U*_ScaleW+_OffS[nSlice2].U, qc.Uv1.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv2.U*_ScaleW+_OffS[nSlice2].U, qc.Uv2.V*_ScaleH+_OffS[nSlice2].V);
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pUV = (CUV*)( ((uint8*)pUV) + nVSize );
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*pUV = CUV(qc.Uv3.U*_ScaleW+_OffS[nSlice2].U, qc.Uv3.V*_ScaleH+_OffS[nSlice2].V);
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// todo hulud d3d vertex color RGBA / BGRA
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uint8 *pColA = (uint8*)vba.getColorPointer(_NbVertices) + 3;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos;
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_NbVertices += 4;
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}
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// ------------------------------------------------------------------------------------------------
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void CNoise3d::renderGrid (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
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float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity)
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{
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if (!_IsDriverSupportCloudSinglePass)
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{
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renderGrid2passes (nbw, nbh, w, h, UStart, VStart, WStart, dU, dV, dW, intensity);
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return;
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}
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_Intensity = intensity;
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uint32 i, j, nSlice1, nSlice2;
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float wpos, oneOverNbWNbH = 1.0f / (nbw*nbh);
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CVector *pVertices;
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CUV *pUV0, *pUV1;
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uint8 *pColA, nAlphaPos;
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uint32 nVSize = _VertexBuffer.getVertexSize ();
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if (_VertexBuffer.getNumVertices() < nbw*nbh*4)
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{
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_VertexBuffer.setNumVertices (nbw*nbh*4);
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}
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dU = (UStart+dU) /_NbSliceW;
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dV = (VStart+dV) /_NbSliceH;
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UStart = UStart / _NbSliceW;
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VStart = VStart / _NbSliceH;
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CVertexBufferReadWrite vba;
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_VertexBuffer.lock (vba);
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pVertices = vba.getVertexCoordPointer(0);
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pUV0 = vba.getTexCoordPointer (0, 0);
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pUV1 = vba.getTexCoordPointer (0, 1);
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// todo hulud d3d vertex color RGBA / BGRA
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pColA = (uint8*)vba.getColorPointer(0) + 3;
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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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wpos = (float)WStart+dW*(i+(float)j*nbw)*oneOverNbWNbH;
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wpos = wpos - floorf (wpos);
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nSlice1 = (uint32)(wpos * _Depth);
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if (nSlice1 == (_Depth-1))
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nSlice2 = 0;
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else
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nSlice2 = 1 + nSlice1;
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// If wpos is just on slice1 alpha must be one
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nAlphaPos = (uint8)( 255*(1.0f - _Depth*(wpos - (((float)nSlice1) / _Depth))) );
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*pVertices = CVector((float)i*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)i*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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pUV0->U = UStart+_OffS[nSlice1].U; pUV0->V = VStart+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = dU+_OffS[nSlice1].U; pUV0->V = VStart+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = dU+_OffS[nSlice1].U; pUV0->V = dV+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = UStart+_OffS[nSlice1].U; pUV0->V = dV+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV1->U = UStart+_OffS[nSlice2].U; pUV1->V = VStart+_OffS[nSlice2].V; pUV1 = (CUV*)( ((uint8*)pUV1) + nVSize );
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pUV1->U = dU+_OffS[nSlice2].U; pUV1->V = VStart+_OffS[nSlice2].V; pUV1 = (CUV*)( ((uint8*)pUV1) + nVSize );
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pUV1->U = dU+_OffS[nSlice2].U; pUV1->V = dV+_OffS[nSlice2].V; pUV1 = (CUV*)( ((uint8*)pUV1) + nVSize );
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pUV1->U = UStart+_OffS[nSlice2].U; pUV1->V = dV+_OffS[nSlice2].V; pUV1 = (CUV*)( ((uint8*)pUV1) + nVSize );
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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*pColA = nAlphaPos; pColA = ((uint8*)pColA) + nVSize;
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}
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}
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_NbVertices = nbw*nbh*4;
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}
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// ------------------------------------------------------------------------------------------------
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void CNoise3d::renderGrid2passes (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
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float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity)
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{
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uint32 i, j, nSlice1, nSlice2;
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float wpos, oneOverNbWNbH = 1.0f / (nbw*nbh);
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CVector *pVertices;
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CUV *pUV0;
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uint8 *pColA, nFinalAlpha;
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uint32 nVSize = _VertexBuffer.getVertexSize ();
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if (_VertexBuffer.getNumVertices() < 2*nbw*nbh*4)
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{
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_VertexBuffer.setNumVertices (2*nbw*nbh*4);
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}
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dU = (UStart+dU) /_NbSliceW;
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dV = (VStart+dV) /_NbSliceH;
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UStart = UStart / _NbSliceW;
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VStart = VStart / _NbSliceH;
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CVertexBufferReadWrite vba;
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_VertexBuffer.lock (vba);
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pVertices = vba.getVertexCoordPointer(0);
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pUV0 = vba.getTexCoordPointer (0, 0);
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// todo hulud d3d vertex color RGBA / BGRA
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pColA = (uint8*)vba.getColorPointer(0) + 3;
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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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wpos = (float)WStart+dW*(i+(float)j*nbw)*oneOverNbWNbH;
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wpos = fmodf (wpos, 1.0f);
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nSlice1 = (uint32)(wpos * _Depth);
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if (nSlice1 == (_Depth-1))
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nSlice2 = 0;
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else
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nSlice2 = 1 + nSlice1;
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// If wpos is just on slice1 alpha must be one
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float alphaPos = 1.0f - _Depth*(wpos - (((float)nSlice1) / _Depth));
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*pVertices = CVector((float)i*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)i*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)i*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)j*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)(i+1)*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
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*pVertices = CVector((float)i*w, (float)(j+1)*h, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize );
|
|
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pUV0->U = UStart+_OffS[nSlice1].U; pUV0->V = VStart+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = dU+_OffS[nSlice1].U; pUV0->V = VStart+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = dU+_OffS[nSlice1].U; pUV0->V = dV+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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pUV0->U = UStart+_OffS[nSlice1].U; pUV0->V = dV+_OffS[nSlice1].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
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|
|
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pUV0->U = UStart+_OffS[nSlice2].U; pUV0->V = VStart+_OffS[nSlice2].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
|
|
pUV0->U = dU+_OffS[nSlice2].U; pUV0->V = VStart+_OffS[nSlice2].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
|
|
pUV0->U = dU+_OffS[nSlice2].U; pUV0->V = dV+_OffS[nSlice2].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
|
|
pUV0->U = UStart+_OffS[nSlice2].U; pUV0->V = dV+_OffS[nSlice2].V; pUV0 = (CUV*)( ((uint8*)pUV0) + nVSize );
|
|
|
|
nFinalAlpha = (uint8)(255*alphaPos*intensity);
|
|
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
|
|
nFinalAlpha = (uint8)(255*(1.0f-alphaPos)*intensity);
|
|
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
*pColA = nFinalAlpha; pColA = ((uint8*)pColA) + nVSize;
|
|
}
|
|
}
|
|
_NbVertices = 2*4*nbw*nbh;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CNoise3d::flush ()
|
|
{
|
|
if (!_IsDriverSupportCloudSinglePass)
|
|
{
|
|
flush2passes ();
|
|
return;
|
|
}
|
|
|
|
_Mat->setColor(CRGBA(0,0,0,(uint8)(255*_Intensity)));
|
|
_Driver->activeVertexBuffer (_VertexBuffer);
|
|
_Driver->renderRawQuads (*_Mat, 0, _NbVertices/4);
|
|
_NbVertices = 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CNoise3d::flush2passes ()
|
|
{
|
|
_Driver->activeVertexBuffer (_VertexBuffer);
|
|
_Driver->renderRawQuads (*_Mat, 0, _NbVertices/4);
|
|
_NbVertices = 0;
|
|
}
|
|
|
|
// Accessors
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32 CNoise3d::getWidth ()
|
|
{
|
|
return _Width;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32 CNoise3d::getHeight ()
|
|
{
|
|
return _Height;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32 CNoise3d::getDepth ()
|
|
{
|
|
return _Depth;
|
|
}
|
|
|
|
} // namespace NL3D
|
|
|