//******************************************************************************* 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); }
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()); }
// TMP TMP void tempDumpColPolys() { CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland(); if (pw) { static CMaterial material; static CMaterial wiredMaterial; static CMaterial texturedMaterial; static CVertexBuffer vb; static bool initDone = false; if (!initDone) { vb.setVertexFormat(CVertexBuffer::PositionFlag); vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false); material.initUnlit(); material.setDoubleSided(true); material.setZFunc(CMaterial::lessequal); wiredMaterial.initUnlit(); wiredMaterial.setDoubleSided(true); wiredMaterial.setZFunc(CMaterial::lessequal); wiredMaterial.setColor(CRGBA(255, 255, 255, 250)); wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace); wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha); wiredMaterial.setBlend(true); wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha); texturedMaterial.initUnlit(); texturedMaterial.setDoubleSided(true); texturedMaterial.setZFunc(CMaterial::lessequal); initDone = true; } // just add a projected texture R2::getEditor().getIslandCollision().loadEntryPoints(); R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance(); CVectorD playerPos = UserEntity->pos(); R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y)); static CSString currIsland; if (island && island->Island != currIsland) { currIsland = island->Island; CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga"); newTex->setWrapS(ITexture::Clamp); newTex->setWrapT(ITexture::Clamp); texturedMaterial.setTexture(0, newTex); texturedMaterial.texEnvOpRGB(0, CMaterial::Replace); texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor); texturedMaterial.setTexCoordGen(0, true); texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace); CMatrix mat; CVector scale((float) (island->XMax - island->XMin), (float) (island->YMax - island->YMin), 0.f); scale.x = 1.f / favoid0(scale.x); scale.y = 1.f / favoid0(scale.y); scale.z = 0.f; mat.setScale(scale); mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f)); // CMatrix uvScaleMat; // uint texWidth = (uint) (island->XMax - island->XMin); uint texHeight = (uint) (island->YMax - island->YMin); float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth); float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight); // uvScaleMat.setScale(CVector(UScale, - VScale, 0.f)); uvScaleMat.setPos(CVector(0.f, VScale, 0.f)); // texturedMaterial.enableUserTexMat(0, true); texturedMaterial.setUserTexMat(0, uvScaleMat * mat); } const CFrustum &frust = MainCam.getFrustum(); // IDriver *driver = ((CDriverUser *) Driver)->getDriver(); driver->enableFog(true); const CRGBA clearColor = CRGBA(0, 0, 127, 0); driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor); CViewport vp; vp.init(0.f, 0.f, 1.f, 1.f); driver->setupViewport(vp); CScissor scissor; viewportToScissor(vp, scissor); driver->setupScissor(scissor); // driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective); driver->setupViewMatrix(MainCam.getMatrix().inverted()); driver->setupModelMatrix(CMatrix::Identity); // // const CVector localFrustCorners[8] = { CVector(frust.Left, frust.Near, frust.Top), CVector(frust.Right, frust.Near, frust.Top), CVector(frust.Right, frust.Near, frust.Bottom), CVector(frust.Left, frust.Near, frust.Bottom), CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near), CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near), CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near), CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near) }; // roughly compute covered zones // /* sint frustZoneMinX = INT_MAX; sint frustZoneMaxX = INT_MIN; sint frustZoneMinY = INT_MAX; sint frustZoneMaxY = INT_MIN; for(uint k = 0; k < sizeofarray(localFrustCorners); ++k) { CVector corner = camMat * localFrustCorners[k]; sint zoneX = (sint) (corner.x / 160.f) - zoneMinX; sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY; frustZoneMinX = std::min(frustZoneMinX, zoneX); frustZoneMinY = std::min(frustZoneMinY, zoneY); frustZoneMaxX = std::max(frustZoneMaxX, zoneX); frustZoneMaxY = std::max(frustZoneMaxY, zoneY); } */ const uint TRI_BATCH_SIZE = 10000; // batch size for rendering static std::vector<TPackedZoneBaseSPtr> zones; zones.clear(); pw->getZones(zones); for(uint k = 0; k < zones.size(); ++k) { zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners); } } }