// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/material.h" #include "nel/3d/cloud.h" #include "nel/3d/cloud_scape.h" #include "nel/3d/noise_3d.h" #include "nel/3d/scissor.h" #include "nel/3d/viewport.h" #include "nel/3d/driver.h" using namespace NLMISC; #ifdef DEBUG_NEW #define new DEBUG_NEW #endif namespace NL3D { // ------------------------------------------------------------------------------------------------ CCloud::CCloud (CCloudScape *pCloudScape) { _CloudScape = pCloudScape; _Driver = _CloudScape->_Driver; CloudPower = 255; // Max Power LastCloudPower = 255; CloudDistAtt = 0; CloudDiffuse = CRGBA(255,255,255,255); CloudAmbient = CRGBA(120,140,160,255); _WaitState = 0; _BillSize = 0; _OldBillSize = 0; _UStart = _VStart = _WStart = NULL; } // ------------------------------------------------------------------------------------------------ CCloud::~CCloud() { delete _UStart; delete _VStart; delete _WStart; } // ------------------------------------------------------------------------------------------------ void CCloud::init (uint32 nVoxelW, uint32 nVoxelH, uint32 nVoxelD, float rBaseFreq, uint32 nNbOctave) { if (_UStart != NULL) return; _BaseFreq = rBaseFreq; _BillSize = 0; _OldBillSize = 0; _NbOctave = nNbOctave; _UStart = new double[_NbOctave]; _VStart = new double[_NbOctave]; _WStart = new double[_NbOctave]; uint32 i; for (i = 0; i < _NbOctave; ++i) { _UStart[i] = ((double)rand())/RAND_MAX; _VStart[i] = ((double)rand())/RAND_MAX; _WStart[i] = ((double)rand())/RAND_MAX; } _Width = raiseToNextPowerOf2 (nVoxelW); _Height = raiseToNextPowerOf2 (nVoxelH); _Depth = raiseToNextPowerOf2 (nVoxelD); uint32 vdpo2 = getPowerOf2(_Depth); _NbW = 1 << (vdpo2 / 2); if ((vdpo2 & 1) != 0) _NbH = 2 << (vdpo2 / 2); else _NbH = 1 << (vdpo2 / 2); _MemBill = NULL; _MemOldBill = NULL; float scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;; _Size.x = scale * _Width/_Depth; scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;; _Size.y = scale * _Height/_Depth; scale = 20.0f + 10.0f*((float)rand())/RAND_MAX;; _Size.z = scale * _Depth/_Depth; } // ------------------------------------------------------------------------------------------------ void CCloud::generate (CNoise3d &noise) { float dU, dV, dW; uint32 nOct; CQuadUV qc; //nldebug("calling CCloud::generate(...)"); // Active the render target _Driver->setRenderTarget (_CloudTexTmp->Tex, 0, 0, _Width*_NbW, _Height*_NbH); _Driver->setFrustum (0, (float)_CloudTexTmp->Tex->getWidth(), 0, (float)_CloudTexTmp->Tex->getHeight(), -1, 1, false); // Setup the matrices view&model, viewport and frustum setMode2D (); // Clear background 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((float)_NbW*_Width,0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector((float)_NbW*_Width,(float)_NbH*_Height,0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector(0.0f, (float)_NbH*_Height,0.0f); _CloudScape->_MatClear.setColor (CRGBA(0,0,0,0)); } _Driver->activeVertexBuffer (rVB); _Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1); // Create cloud from noise for (nOct = 0; nOct < _NbOctave; ++nOct) { dU = (_BaseFreq*((float)_Width)/noise.getWidth())*(1<U = 0.0f; pUV->V = 0.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = 1.0f; pUV->V = 0.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = 1.0f; pUV->V = 1.0f; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = 0.0f; pUV->V = 1.0f; } uint8 colpow = (uint8)(255-(((uint32)CloudPower*(255-(uint32)CloudDistAtt)) / 255)); _CloudTexClamp->ToClamp.setColor (CRGBA(255, 255, 255, colpow)); _Driver->activeVertexBuffer (rVB); _Driver->renderRawQuads (_CloudTexClamp->ToClamp, 0, 1); // Restore render target _Driver->setRenderTarget (NULL); _CloudTexTmp->Tex->setFilterMode (ITexture::Nearest, ITexture::NearestMipMapOff); } // ------------------------------------------------------------------------------------------------ void CCloud::light () { uint32 i, j; // Destination position for lighting accumulation buffer from (0, 0) size (_Width, _Height) CVertexBuffer &rVB = _CloudScape->_VertexBuffer; uint32 nVSize = rVB.getVertexSize (); { CVertexBufferReadWrite vba; rVB.lock (vba); CVector *pVertices = vba.getVertexCoordPointer (0); *pVertices = CVector((float)0.0f, (float)0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector((float)1.f, (float)0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector((float)1.f, (float)1.f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector((float)0.0f, (float)1.f, 0.0f); } // Active the render target _Driver->setRenderTarget (_CloudTexTmp->TexBuffer, 0, 0, _Width, _Height); // Setup the matrices view&model, viewport and frustum setMode2D (); // Set the frustum and viewport on all the billboards to clear them _Driver->setFrustum (0, 1, 0, 1, -1, 1, false); CViewport viewport; viewport.init (0, 0, 1, 1); _Driver->setupViewport (viewport); // Clear the screen accumulator for lighting CloudDiffuse.A = 255; // _CloudScape->_MatClear.setColor (CloudDiffuse); _Driver->activeVertexBuffer (rVB); _Driver->clear2D (CloudDiffuse); CUV *pUV; // Lighting : render the alpha of one layer into rgb of the screen float oneOverNbW = 1.0f/_NbW; float oneOverNbH = 1.0f/_NbH; uint32 previ = 0, prevj = 0; _Driver->activeVertexBuffer (rVB); for (j = 0; j < _NbH; ++j) { for (i = 0; i < _NbW; ++i) { // Active the render target _Driver->setRenderTarget (_CloudTexTmp->TexBuffer, 0, 0, _Width, _Height); // Set the frustum and viewport on the current billboard viewport.init (0, 0, 1, 1); _Driver->setupViewport (viewport); // Add the alpha of the previous layer into the RGB of the destination if ((i+j) > 0) { { CVertexBufferReadWrite vba; rVB.lock (vba); _Driver->setColorMask (true, true, true, false); pUV = vba.getTexCoordPointer (0, 0); pUV->U = previ*oneOverNbW; pUV->V = prevj*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = (previ+1)*oneOverNbW; pUV->V = prevj*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = (previ+1)*oneOverNbW; pUV->V = (prevj+1)*oneOverNbH; pUV = (CUV*)( ((uint8*)pUV) + nVSize ); pUV->U = previ*oneOverNbW; pUV->V = (prevj+1)*oneOverNbH; } _Driver->renderRawQuads (_CloudTexTmp->ToLightRGB, 0, 1); } // Replace the alpha of the destination by the alpha of the current layer _Driver->setColorMask (false, false, false, true); { CVertexBufferReadWrite vba; rVB.lock (vba); 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; } _Driver->renderRawQuads (_CloudTexTmp->ToLightAlpha, 0, 1); // Copy the billboard _Driver->setColorMask (true, true, true, true); /* The copy target trick. If not available, render the temporary texture in Tex2 */ if (!_Driver->copyTargetToTexture (_CloudTexTmp->Tex2, i*_Width, j*_Height, 0, 0, 0, 0, 0)) { _Driver->setRenderTarget (_CloudTexTmp->Tex2, i*_Width, j*_Height, _Width, _Height); viewport.init ((float)i*oneOverNbW, (float)j*oneOverNbH, oneOverNbW, oneOverNbH); _Driver->setupViewport (viewport); { CVertexBufferReadWrite vba; rVB.lock (vba); 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; } _Driver->renderRawQuads (_CloudTexTmp->MatCopy, 0, 1); } previ = i; prevj = j; } } _Driver->setRenderTarget (NULL); _CloudTexTmp->Tex->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff); } // ------------------------------------------------------------------------------------------------ void CCloud::reset (NL3D::CCamera *pViewer) { if (_BillSize != 4) { _BillSize = 4; _MemBill = new uint8[4*_BillSize*_BillSize]; _TexBill = new CTextureMem (_MemBill, 4*_BillSize*_BillSize, true, false, _BillSize, _BillSize); _TexBill->setWrapS (ITexture::Clamp); _TexBill->setWrapT (ITexture::Clamp); _TexBill->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff); _TexBill->generate(); _TexBill->setReleasable (false); _TexBill->setRenderTarget (true); } if (_OldBillSize != 4) { _OldBillSize = 4; _MemOldBill = new uint8[4*_OldBillSize*_OldBillSize]; _TexOldBill = new CTextureMem (_MemOldBill, 4*_OldBillSize*_OldBillSize, true, false, _OldBillSize, _OldBillSize); _TexOldBill->setWrapS (ITexture::Clamp); _TexOldBill->setWrapT (ITexture::Clamp); _TexOldBill->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff); _TexOldBill->generate(); _TexOldBill->setReleasable (false); _TexOldBill->setRenderTarget (true); } // Clear background CVertexBuffer &rVB = _CloudScape->_VertexBuffer; { CVertexBufferReadWrite vba; rVB.lock (vba); uint32 nVSize = rVB.getVertexSize (); CVector *pVertices = vba.getVertexCoordPointer (0); *pVertices = CVector(0.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector(5.0f, 0.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector(5.0f, 5.0f, 0.0f); pVertices = (CVector*)( ((uint8*)pVertices) + nVSize ); *pVertices = CVector(0.0f, 5.0f, 0.0f); _CloudScape->_MatClear.setColor (CRGBA(0,0,0,0)); } _Driver->activeVertexBuffer (rVB); _Driver->setRenderTarget (_TexBill, 0, 0, 4, 4); setMode2D (); _Driver->setFrustum (0, 4, 0, 4, -1, 1, false); _Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1); _Driver->setRenderTarget (_TexOldBill, 0, 0, 4, 4); setMode2D (); _Driver->renderRawQuads (_CloudScape->_MatClear, 0, 1); _Driver->setRenderTarget (NULL); // CMatrix CamMat = pViewer->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); _BillOldCenter = _BillCenter; _BillViewer = Viewer; _BillCenter = Center; calcBill (Viewer, Center, Size, I, J, K, Left, Right, Top, Bottom, Near, Far); _BillOldCenter = _BillCenter; _BillViewer = Viewer; _BillCenter = Center; } // ------------------------------------------------------------------------------------------------ void CCloud::anim (double dt, double dt2) { for (uint32 nOct = 0; nOct < _NbOctave; ++nOct) { _UStart[nOct] += dt*(1<setupScissor (s); _Driver->setupViewport (CViewport()); _Driver->setFrustum (0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, false); CVector I(1,0,0); CVector J(0,0,1); 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 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