Ejemplo n.º 1
0
//*******************************************************************************
void CWaterEnvMap::renderTestMesh(IDriver &driver)
{
	doInit();
	CMaterial testMat;
	testMat.setLighting(false);
	testMat.texEnvOpRGB(0, CMaterial::Modulate);
	testMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
	testMat.texEnvArg0RGB(1, CMaterial::Diffuse, CMaterial::SrcColor);
	testMat.texEnvOpAlpha(0, CMaterial::Replace);
	testMat.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha);
	testMat.texConstantColor(0, CRGBA(255, 255, 255, 255));
	testMat.setDoubleSided(true);
	testMat.setZWrite(false);
	testMat.setZFunc(CMaterial::always);
	// tmp : test cubemap
	driver.activeVertexProgram(&testMeshVP);
	driver.activeVertexBuffer(_TestVB);
	driver.activeIndexBuffer(_TestIB);
	driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); // tmp
	_MaterialPassThruZTest.setTexture(0, _EnvCubic);
	driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
	driver.setConstant(4, 2.f, 1.f, 0.f, 0.f);
	//driver.renderTriangles(testMat, 0, TEST_VB_NUM_TRIS);
	driver.renderTriangles(_MaterialPassThruZTest, 0, TEST_VB_NUM_TRIS);
	driver.activeVertexProgram(NULL);
}
Ejemplo n.º 2
0
void CDeform2d::doDeform(const TPoint2DVect &surf, IDriver *drv, IPerturbUV *uvp)
{

	nlassert(uvp);

	typedef CQuadEffect::TPoint2DVect TPoint2DVect;
	TPoint2DVect dest;

	CQuadEffect::processPoly(surf, (float) _XGranularity, (float) _YGranularity, dest);

	uint realWidth = NLMISC::raiseToNextPowerOf2(_Width);
	uint realHeight= NLMISC::raiseToNextPowerOf2(_Height);


	// draw the poly contour
	/*for (uint k = 0; k < dest.size(); ++k)
	{
		CDRU::drawLine(dest[k].x, dest[k].y, dest[(k + 1) % dest.size()].x, dest[(k + 1) % dest.size()].y, *drv, CRGBA::Red);
	}*/




	static CMaterial mat;
	mat.setDoubleSided(true);
	mat.setLighting(false);
	mat.setZFunc(CMaterial::always);
/*	mat.setColor(CRGBA::Red);
	mat.texEnvOpRGB(0, CMaterial::Add); */

	static CVertexBuffer  vb;
	vb.setName("CDeform2d");
	vb.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);



	drv->setFrustum(0, (float) _Width, 0, (float) _Height, -1, 1, false);
	drv->setupViewMatrix(CMatrix::Identity);
	drv->setupModelMatrix(CMatrix::Identity);


	const float iDu = 1.f / _Width;
	const float iDv = 1.f / _Height;
	const float widthRatio = _Width / (float) realWidth;
	const float heightRatio = _Height / (float) realHeight;


	float u, u2, v;
	float du, dv;

	TPoint2DVect::const_iterator it;

	// get back datas from frame buffer
	for (it = dest.begin(); it != dest.end(); ++it)
	{
		// todo hulud use the new render to texture interface
		// drv->copyFrameBufferToTexture(_Tex, 0, (uint32) it->x,(uint32) it->y, (uint32) it->x, (uint32) it->y, _XGranularity, _YGranularity);
	}


	/** setup the whole vertex buffer
	  * we don't share vertices here, as we work with unaligned quads
	  */
	vb.setNumVertices((uint32)dest.size() << 2);
	mat.setTexture(0, _Tex);
	{
		CVertexBufferReadWrite vba;
		vb.lock (vba);

		uint k = 0; // current index in the vertex buffer
		for (it = dest.begin(); it != dest.end(); ++it, k += 4)
		{

			// \todo optimize this by a direct access to the vertex buffer (if needed)
			// blit data to frame buffer and apply deformations

			vba.setVertexCoord(k, NLMISC::CVector(it->x, 0, it->y));
			vba.setVertexCoord(k + 1, NLMISC::CVector(it->x + _XGranularity, 0, it->y));
			vba.setVertexCoord(k + 2, NLMISC::CVector(it->x + _XGranularity, 0, it->y + _YGranularity));
			vba.setVertexCoord(k + 3, NLMISC::CVector(it->x , 0, it->y + _YGranularity));

			// perturbation of the uv coordinates

			u =  it->x * iDu;
			v = it->y * iDv;
			uvp->perturbUV(u, v, du, dv);
			vba.setTexCoord(k, 0, (u + du) * widthRatio, (v + dv) * heightRatio );

			u2 =  (it->x + _XGranularity) * iDu;
			uvp->perturbUV(u2, v, du, dv);
			vba.setTexCoord(k + 1, 0, (u2 + du) * widthRatio, (v + dv) * heightRatio );

			v =  (it->y + _YGranularity) * iDv;
			uvp->perturbUV(u2, v, du, dv);
			vba.setTexCoord(k + 2, 0, (u2 + du) * widthRatio, (v + dv) * heightRatio );

			uvp->perturbUV(u, v, du, dv);
			vba.setTexCoord(k + 3, 0, (u + du) * widthRatio, (v + dv) * heightRatio );
		}
	}

	drv->activeVertexBuffer(vb);
	drv->renderRawQuads(mat, 0, (uint32)dest.size());
}