コード例 #1
0
ファイル: shapemodel.cpp プロジェクト: MosaicHe/amazingcomic
Mat AlignShape (SHAPE &Shape,               // io
                const SHAPE &AnchorShape,   // in
                const Vec *pWeights)        // in: can be NULL
{
CheckSameNbrRows(Shape, AnchorShape, "AlignShape");
if (pWeights && pWeights->nrows() == 0)
    pWeights = NULL;
if (pWeights)
    ASSERT(Shape.nrows() == pWeights->nelems());
double X1 = 0, Y1 = 0, X2 = 0, Y2 = 0, W = 0, Z = 0, C1 = 0, C2 = 0;
int iRow = Shape.nrows();
while (iRow--)
    {
    const double x1 = AnchorShape(iRow, VX);
    const double y1 = AnchorShape(iRow, VY);
    const double x2 = Shape(iRow, VX);
    const double y2 = Shape(iRow, VY);

    if (x1 == 0 && y1 == 0)         // is anchor landmark unused?
        ;
    else if (x2 == 0 && y2 == 0)    // is landmark unused?
        ;
    else
        {
        const double w = (pWeights? (*pWeights)(iRow): 1.0);
        W  += w;
        Z  += w * (x2 * x2 + y2 * y2);
        X1 += w * x1;
        Y1 += w * y1;
        X2 += w * x2;
        Y2 += w * y2;
        C1 += w * (x1 * x2 + y1 * y2);
        C2 += w * (y1 * x2 - x1 * y2);
        }
    }
double SolnData[] = { X2, -Y2,   W,   0,
                      Y2,  X2,   0,   W,
                       Z,   0,  X2,  Y2,
                       0,   Z, -Y2,  X2 };

MatView Mat4(SolnData, 4, 4, 0);            // 4x4, tda=0

double  VecData[] = { X1, Y1, C1, C2 };
VecView Vec4(VecData, 4);

Vec Soln(SolveWithLU(Mat4, Vec4));

double TransformData[] = { Soln(0), -Soln(1), Soln(2),  // a b tx
                           Soln(1),  Soln(0), Soln(3),  // c d ty
                                0,         0,       1 };

Mat Transform(TransformData, 3, 3);

Shape = TransformShape(Shape, Transform);

return Transform;
}
コード例 #2
0
void CCampathDrawer::OnPostRenderAllTools()
{
	// Actually we are often called twice per frame due to an engine bug(?), once after 3d skybox
	// and once after world is drawn, maybe we will be even called more times,
	// but we can not care about that for now.
	
	if(!m_Draw)
		return;

	if(!m_VertexShader)
	{
		m_VertexShader = g_AfxShaders.GetVertexShader("afx_line_vs20.fxo");
	}
	IDirect3DVertexShader9 * vertexShader = m_VertexShader->GetVertexShader();

	if(!m_PixelShader)
	{
		m_PixelShader = g_AfxShaders.GetPixelShader("afx_line_ps20.fxo");
	}
	IDirect3DPixelShader9 * pixelShader = m_PixelShader->GetPixelShader();

	if(!(m_Device && vertexShader && m_PixelShader && g_VEngineClient))
	{
		static bool firstError = true;

		if(firstError)
		{
			firstError = false;
			Tier0_Msg(
				"AFXERROR: CCampathDrawer::OnEndScene: Missing required dependencies:%s%s%s%s.\n",
				!m_Device ? " m_Device" : "",
				!vertexShader ? " vertexShader" : "",
				!pixelShader ? " pixelShader" : "",
				!g_VEngineClient ? " g_VEngineClient" : ""
			);
		}

		return;
	}

	// Save device state:

	IDirect3DPixelShader9 * oldPixelShader = 0;
	m_Device->GetPixelShader(&oldPixelShader);
	if(oldPixelShader) oldPixelShader->AddRef();

	IDirect3DVertexShader9 * oldVertexShader = 0;
	m_Device->GetVertexShader(&oldVertexShader);
	if(oldVertexShader) oldVertexShader->AddRef();

	IDirect3DVertexBuffer9 * oldVertexBuffer = 0;
	UINT oldVertexBufferOffset;
	UINT oldVertexBufferStride;
	m_Device->GetStreamSource(0, &oldVertexBuffer, &oldVertexBufferOffset, &oldVertexBufferStride);
	// this is done already according to doc: // if(oldVertexBuffer) oldVertexBuffer->AddRef();

	IDirect3DIndexBuffer9 * oldIndexBuffer = 0;
	m_Device->GetIndices(&oldIndexBuffer);
	// this is done already according to doc: // if(oldIndexBuffer) oldIndexBuffer->AddRef();

	IDirect3DVertexDeclaration9 * oldDeclaration;
	m_Device->GetVertexDeclaration(&oldDeclaration);
	if(oldDeclaration) oldDeclaration->AddRef();

	DWORD oldFVF;
	m_Device->GetFVF(&oldFVF);

	FLOAT oldCViewProj[4][4];
	m_Device->GetVertexShaderConstantF(8, oldCViewProj[0], 4);

	FLOAT oldCScreenInfo[4];
	m_Device->GetVertexShaderConstantF(48, oldCScreenInfo, 1);

	FLOAT oldCPlane0[4];
	m_Device->GetVertexShaderConstantF(49, oldCPlane0, 1);

	FLOAT oldCPlaneN[4];
	m_Device->GetVertexShaderConstantF(50, oldCPlaneN, 1);

	DWORD oldSrgbWriteEnable;
	m_Device->GetRenderState(D3DRS_SRGBWRITEENABLE, &oldSrgbWriteEnable);

	DWORD oldColorWriteEnable;
	m_Device->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable);

	DWORD oldZEnable;
	m_Device->GetRenderState(D3DRS_ZENABLE, &oldZEnable);

	DWORD oldZWriteEnable;
	m_Device->GetRenderState(D3DRS_ZWRITEENABLE, &oldZWriteEnable);
	
	DWORD oldZFunc;
	m_Device->GetRenderState(D3DRS_ZFUNC, &oldZFunc);

	DWORD oldAlphaTestEnable;
	m_Device->GetRenderState(D3DRS_ALPHATESTENABLE, &oldAlphaTestEnable);

	DWORD oldSeparateAlphaBlendEnable;
	m_Device->GetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, &oldSeparateAlphaBlendEnable);

	DWORD oldAlphaBlendEnable;
	m_Device->GetRenderState(D3DRS_ALPHABLENDENABLE, &oldAlphaBlendEnable);

	DWORD oldBlendOp;
	m_Device->GetRenderState(D3DRS_BLENDOP, &oldBlendOp);

	DWORD oldSrcBlend;
	m_Device->GetRenderState(D3DRS_SRCBLEND, &oldSrcBlend);

	DWORD oldDestBlend;
	m_Device->GetRenderState(D3DRS_DESTBLEND, &oldDestBlend);

	DWORD oldCullMode;
	m_Device->GetRenderState(D3DRS_CULLMODE, &oldCullMode);

	// Draw:
	{
		//Vector3 vvForward, vvUp, vvRight, vvPos;

		double curTime = g_Hook_VClient_RenderView.GetCurTime();
		bool inCampath = 1 <= g_Hook_VClient_RenderView.m_CamPath.GetSize()
			&&	g_Hook_VClient_RenderView.m_CamPath.GetLowerBound() <= curTime
			&& curTime <= g_Hook_VClient_RenderView.m_CamPath.GetUpperBound();
		bool campathCanEval = g_Hook_VClient_RenderView.m_CamPath.CanEval();
		bool campathEnabled = g_Hook_VClient_RenderView.m_CamPath.Enabled_get();
		bool cameraMightBeSelected = false;

		m_Device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
		m_Device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
		m_Device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
		m_Device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
		m_Device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
		m_Device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
		m_Device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
		m_Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		m_Device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
		m_Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		m_Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
		m_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

		m_Device->SetVertexShader(vertexShader);

		m_WorldToScreenMatrix = g_VEngineClient->WorldToScreenMatrix();
			
		m_Device->SetVertexShaderConstantF(8, m_WorldToScreenMatrix.m[0], 4);

		// Provide view plane info for line clipping:
		{
			double plane0[4]={0,0,0,1};
			double planeN[4]={1,0,0,1};
			//double planeR[4]={0,-1,0,1};
			//double planeU[4]={0,0,1,1};

			unsigned char P[4];
			unsigned char Q[4];

			double L[4][4];
			double U[4][4];

			double M[4][4] = {
				m_WorldToScreenMatrix.m[0][0], m_WorldToScreenMatrix.m[0][1], m_WorldToScreenMatrix.m[0][2], 0,
				m_WorldToScreenMatrix.m[1][0], m_WorldToScreenMatrix.m[1][1], m_WorldToScreenMatrix.m[1][2], 0,
				m_WorldToScreenMatrix.m[2][0], m_WorldToScreenMatrix.m[2][1], m_WorldToScreenMatrix.m[2][2], 0,
				m_WorldToScreenMatrix.m[3][0], m_WorldToScreenMatrix.m[3][1], m_WorldToScreenMatrix.m[3][2], -1,
			};

			double b0[4] = {
				0 -m_WorldToScreenMatrix.m[0][3],
				0 -m_WorldToScreenMatrix.m[1][3],
				0 -m_WorldToScreenMatrix.m[2][3],
				-m_WorldToScreenMatrix.m[3][3],
			};

			double bN[4] = {
				0 -m_WorldToScreenMatrix.m[0][3],
				0 -m_WorldToScreenMatrix.m[1][3],
				1 -m_WorldToScreenMatrix.m[2][3],
				-m_WorldToScreenMatrix.m[3][3],
			};
			/*
			double bR[4] = {
				1 -m_WorldToScreenMatrix.m[0][3],
				0 -m_WorldToScreenMatrix.m[1][3],
				0 -m_WorldToScreenMatrix.m[2][3],
				-m_WorldToScreenMatrix.m[3][3],
			};

			double bU[4] = {
				0 -m_WorldToScreenMatrix.m[0][3],
				1 -m_WorldToScreenMatrix.m[1][3],
				0 -m_WorldToScreenMatrix.m[2][3],
				-m_WorldToScreenMatrix.m[3][3],
			};
			*/
			if(!LUdecomposition(M, P, Q, L, U))
			{
				Tier0_Warning("AFXERROR in CCampathDrawer::OnPostRenderAllTools: LUdecomposition failed\n");
			}
			else
			{
				SolveWithLU(L, U, P, Q, b0, plane0);
				SolveWithLU(L, U, P, Q, bN, planeN);
				
				//SolveWithLU(L, U, P, Q, bR, planeR);
				//SolveWithLU(L, U, P, Q, bU, planeU);
			}

			/*
			vvPos = Vector3(plane0[0], plane0[1], plane0[2]);
			vvForward = Vector3(planeN[0] -vvPos.X, planeN[1] -vvPos.Y, planeN[2]-vvPos.Z);
			vvForward.Normalize();
			vvRight = Vector3(planeR[0] -vvPos.X, planeR[1] -vvPos.Y, planeR[2]-vvPos.Z);
			vvRight.Normalize();
			vvUp = Vector3(planeU[0] -vvPos.X, planeU[1] -vvPos.Y, planeU[2]-vvPos.Z);
			vvUp.Normalize();
			*/

			/*
			Tier0_Msg("CCampathDrawer::OnPostRenderAllTools: curTime = %f\n",curTime);
			Tier0_Msg("M[0]=%f %f %f %f\nM[1]=%f %f %f %f\nM[2]=%f %f %f %f\nM[3]=%f %f %f %f\n", M[0][0],M[0][1],M[0][2],M[0][3], M[1][0],M[1][1],M[1][2],M[1][3], M[2][0],M[2][1],M[2][2],M[2][3], M[3][0],M[3][1],M[3][2],M[3][3]);
			Tier0_Msg("b0[0]=%f %f %f %f\n", b0[0], b0[1], b0[2], b0[3]);
			Tier0_Msg("bN[0]=%f %f %f %f\n", bN[0], bN[1], bN[2], bN[3]);
			Tier0_Msg("plane0=%f %f %f %f\n", plane0[0], plane0[1], plane0[2], plane0[3]);
			Tier0_Msg("planeN=%f %f %f %f\n", planeN[0], planeN[1], planeN[2], planeN[3]);
			*/

			FLOAT vPlane0[4] = {(float)plane0[0], (float)plane0[1], (float)plane0[2], 0.0f};

			Vector3 planeNormal(planeN[0] -plane0[0], planeN[1] -plane0[1], planeN[2] -plane0[2]);
			planeNormal.Normalize();

			FLOAT vPlaneN[4] = {(float)planeNormal.X, (float)planeNormal.Y, (float)planeNormal.Z, 0.0f};

			m_Device->SetVertexShaderConstantF(49, vPlane0, 1);
			m_Device->SetVertexShaderConstantF(50, vPlaneN, 1);
		}

		m_Device->SetPixelShader(pixelShader);

		m_Device->SetFVF(CCampathDrawer_VertexFVF);

		int screenWidth, screenHeight;
		g_VEngineClient->GetScreenSize(screenWidth, screenHeight);
		FLOAT newCScreenInfo[4] = { 0 != screenWidth ? 1.0f / screenWidth : 0.0f, 0 != screenHeight ? 1.0f / screenHeight : 0.0f, 0.0, 0.0f};

		// Draw trajectory:
		if(2 <= g_Hook_VClient_RenderView.m_CamPath.GetSize() && campathCanEval)
		{
			if(m_RebuildDrawing)
			{
				// Rebuild trajectory points.
				// This operation can be quite expensive (up to O(N^2)),
				// so it should be done only when s.th.
				// changed (which is what we do here).

				m_TrajectoryPoints.clear();
				
				CamPathIterator last = g_Hook_VClient_RenderView.m_CamPath.GetBegin();				
				CamPathIterator it = last;

				TempPoint * pts = new TempPoint[c_CameraTrajectoryMaxPointsPerInterval];

				for(++it; it != g_Hook_VClient_RenderView.m_CamPath.GetEnd(); ++it)
				{
					double delta = it.GetTime() -last.GetTime();

					for(size_t i = 0; i<c_CameraTrajectoryMaxPointsPerInterval; i++)
					{
						double t = last.GetTime() + delta*((double)i/(c_CameraTrajectoryMaxPointsPerInterval-1));

						CamPathValue cpv = g_Hook_VClient_RenderView.m_CamPath.Eval(t);

						pts[i].t = t;
						pts[i].y = Vector3(cpv.X, cpv.Y, cpv.Z);
						pts[i].nextPt = i+1 <c_CameraTrajectoryMaxPointsPerInterval ? &(pts[i+1]) : 0;
					}

					RamerDouglasPeucker(&(pts[0]), &(pts[c_CameraTrajectoryMaxPointsPerInterval-1]), c_CameraTrajectoryEpsilon);

					// add all points except the last one (to avoid duplicates):
					for(TempPoint * pt = &(pts[0]); pt && pt->nextPt; pt = pt->nextPt)
					{
						m_TrajectoryPoints.push_back(pt->t);
					}

					last = it;
				}

				// add last point:
				m_TrajectoryPoints.push_back(pts[c_CameraTrajectoryMaxPointsPerInterval-1].t);

				delete pts;

				m_RebuildDrawing = false;
			}

			newCScreenInfo[2] = c_CameraTrajectoryPixelWidth;
			m_Device->SetVertexShaderConstantF(48, newCScreenInfo, 1);

			AutoPolyLineStart();

			std::list<double>::iterator itPts = m_TrajectoryPoints.begin();

			CamPathIterator itKeysLast = g_Hook_VClient_RenderView.m_CamPath.GetBegin();
			CamPathIterator itKeysNext = itKeysLast;
			++itKeysNext;

			bool hasLastPt = false;
			bool hasNextPt = false;
			bool hasCurPt = false;
			
			double lastPtTime;
			CamPathValue lastPtValue;
			double curPtTime;
			CamPathValue curPtValue;
			double nextPtTime;
			CamPathValue nextPtValue;

			do
			{
				if(hasNextPt)
				{
					hasLastPt = true;
					lastPtTime = curPtTime;
					lastPtValue = curPtValue;

					hasCurPt = true;
					curPtTime = nextPtTime;
					curPtValue = nextPtValue;

					hasNextPt = false;
				}
				else
				{
					hasCurPt = true;
					curPtTime = *itPts;
					curPtValue = g_Hook_VClient_RenderView.m_CamPath.Eval(curPtTime);
					++itPts;
				}

				while(itKeysNext.GetTime() < curPtTime)
				{
					itKeysLast = itKeysNext;
					++itKeysNext;
				}

				if(itPts != m_TrajectoryPoints.end())
				{
					hasNextPt = true;
					nextPtTime = *itPts;
					nextPtValue = g_Hook_VClient_RenderView.m_CamPath.Eval(nextPtTime);
					++itPts;
				}
				else
				{
					// current point is last point.
					hasNextPt = false;
					nextPtValue = curPtValue;
				}

				if(!hasLastPt)
				{
					// current point is first point.
					lastPtValue = curPtValue;
				}

				// emit current point:
				{
					double deltaTime = abs(curTime -curPtTime);

					DWORD colour;

					// determine colour:
					if(deltaTime < 1.0)
					{
						double t = (deltaTime -0.0)/1.0;
						colour = D3DCOLOR_RGBA(
							ValToUCCondInv(255.0*t, curPtValue.Selected),
							ValToUCCondInv(255, curPtValue.Selected),
							ValToUCCondInv(0, curPtValue.Selected),
							(unsigned char)(127*(1.0-t))+128
						);
					}
					else
					if(deltaTime < 2.0)
					{
						double t = (deltaTime -1.0)/1.0;
						colour = D3DCOLOR_RGBA(
							ValToUCCondInv(255, curPtValue.Selected),
							ValToUCCondInv(255.0*(1.0-t), curPtValue.Selected),
							ValToUCCondInv(0, curPtValue.Selected),
							(unsigned char)(64*(1.0-t))+64
						);
					}
					else
					{
						colour = D3DCOLOR_RGBA(
							ValToUCCondInv(255, curPtValue.Selected),
							ValToUCCondInv(0, curPtValue.Selected),
							ValToUCCondInv(0, curPtValue.Selected),
							64
						);
					}

					AutoPolyLinePoint(
						Vector3(lastPtValue.X,lastPtValue.Y,lastPtValue.Z)
						, Vector3(curPtValue.X,curPtValue.Y,curPtValue.Z)
						, colour
						, Vector3(nextPtValue.X,nextPtValue.Y,nextPtValue.Z));
				}
			}
			while(hasNextPt);

			AutoPolyLineFlush();
		}

		// Draw keyframes:
		{
			newCScreenInfo[2] = c_CampathCrossPixelWidth;
			m_Device->SetVertexShaderConstantF(48, newCScreenInfo, 1);

			bool lpSelected = false;
			double lpTime;
			
			/*if(0 < g_Hook_VClient_RenderView.m_CamPath.GetSize())
			{
				// Test for not too unlikely hard case:
				CamPathValue cpv = g_Hook_VClient_RenderView.m_CamPath.GetBegin().GetValue();
				Vector3 current(cpv.X+76, cpv.Y+76, cpv.Z+76);
				Vector3 previous(current.X+76, current.Y-1*4, current.Z);
				Vector3 next(current.X+76, current.Y+1*4, current.Z);
				Vector3 next2(current.X, current.Y+2*4, current.Z);
				Vector3 next3(current.X+76, current.Y+3*4, current.Z);
				Vector3 next4(current.X, current.Y+4*4, current.Z);
				Vector3 next5(current.X+76, current.Y+5*4, current.Z);

				AutoPolyLineStart();
				AutoPolyLinePoint(previous, previous, D3DCOLOR_RGBA(255,0,0,255), current);
				AutoPolyLinePoint(previous, current, D3DCOLOR_RGBA(255,0,0,255), next);
				AutoPolyLinePoint(current, next, D3DCOLOR_RGBA(255,0,0,255), next2);
				AutoPolyLinePoint(next, next2, D3DCOLOR_RGBA(255,0,0,255), next3);
				AutoPolyLinePoint(next2, next3, D3DCOLOR_RGBA(255,0,0,255), next4);
				AutoPolyLinePoint(next3, next4, D3DCOLOR_RGBA(255,0,0,255), next5);
				AutoPolyLinePoint(next4, next5, D3DCOLOR_RGBA(255,0,0,255), next5);
				AutoPolyLineFlush();
			}*/
			
			/*if(0 < g_Hook_VClient_RenderView.m_CamPath.GetSize())
			{
				CamPathValue cpv = g_Hook_VClient_RenderView.m_CamPath.GetBegin().GetValue();

				float x = cpv.X * m_WorldToScreenMatrix.m[0][0] + cpv.Y * m_WorldToScreenMatrix.m[0][1] + cpv.Z * m_WorldToScreenMatrix.m[0][2] +m_WorldToScreenMatrix.m[0][3];
				float y = cpv.X * m_WorldToScreenMatrix.m[1][0] + cpv.Y * m_WorldToScreenMatrix.m[1][1] + cpv.Z * m_WorldToScreenMatrix.m[1][2] +m_WorldToScreenMatrix.m[1][3];
				float z = cpv.X * m_WorldToScreenMatrix.m[2][0] + cpv.Y * m_WorldToScreenMatrix.m[2][1] + cpv.Z * m_WorldToScreenMatrix.m[2][2] +m_WorldToScreenMatrix.m[2][3];
				float w = cpv.X * m_WorldToScreenMatrix.m[3][0] + cpv.Y * m_WorldToScreenMatrix.m[3][1] + cpv.Z * m_WorldToScreenMatrix.m[3][2] +m_WorldToScreenMatrix.m[3][3];

				float iw = w ? 1/w : 0;

				Tier0_Msg("pt: %f %f %f %f -> %f %f %f %f\n",x,y,z,w,x*iw,y*iw,z*iw,w*iw);
			}*/
		
			for(CamPathIterator it = g_Hook_VClient_RenderView.m_CamPath.GetBegin(); it != g_Hook_VClient_RenderView.m_CamPath.GetEnd(); ++it)
			{
				double cpT = it.GetTime();
				CamPathValue cpv = it.GetValue();

				cameraMightBeSelected = cameraMightBeSelected || lpSelected && cpv.Selected && lpTime <= curTime && curTime <= cpT;

				lpSelected = cpv.Selected;
				lpTime = cpT;

				double deltaTime = abs(curTime -cpT);

				bool selected = cpv.Selected;

				DWORD colour;

				// determine colour:
				if(deltaTime < 1.0)
				{
					double t = (deltaTime -0.0)/1.0;
					colour = D3DCOLOR_RGBA(
						ValToUCCondInv(255.0*t, selected),
						ValToUCCondInv(255, selected),
						ValToUCCondInv(0, selected),
						(unsigned char)(127*(1.0-t))+128
					);
				}
				else
				if(deltaTime < 2.0)
				{
					double t = (deltaTime -1.0)/1.0;
					colour = D3DCOLOR_RGBA(
						ValToUCCondInv(255, selected),
						ValToUCCondInv(255.0*(1.0-t), selected),
						ValToUCCondInv(0, selected),
						(unsigned char)(64*(1.0-t))+64
					);
				}
				else
				{
					colour = D3DCOLOR_RGBA(
						ValToUCCondInv(255, selected),
						ValToUCCondInv(0, selected),
						ValToUCCondInv(0, selected),
						64
					);
				}

				// x / forward line:

				AutoSingleLine(
					Vector3(cpv.X -c_CampathCrossRadius, cpv.Y, cpv.Z),
					colour,
					Vector3(cpv.X +c_CampathCrossRadius, cpv.Y, cpv.Z),
					colour
				);

				// y / left line:

				AutoSingleLine(
					Vector3(cpv.X, cpv.Y -c_CampathCrossRadius, cpv.Z),
					colour,
					Vector3(cpv.X, cpv.Y +c_CampathCrossRadius, cpv.Z),
					colour
				);

				// z / up line:

				AutoSingleLine(
					Vector3(cpv.X, cpv.Y, cpv.Z -c_CampathCrossRadius),
					colour,
					Vector3(cpv.X, cpv.Y, cpv.Z +c_CampathCrossRadius),
					colour
				);
			}

			AutoSingleLineFlush();
		}

		// Draw wireframe camera:
		if(inCampath && campathCanEval)
		{
			newCScreenInfo[2] = c_CameraPixelWidth;
			m_Device->SetVertexShaderConstantF(48, newCScreenInfo, 1);

			DWORD colourCam = campathEnabled
				? D3DCOLOR_RGBA(
					ValToUCCondInv(255,cameraMightBeSelected),
					ValToUCCondInv(0,cameraMightBeSelected),
					ValToUCCondInv(255,cameraMightBeSelected),
					128)
				: D3DCOLOR_RGBA(
					ValToUCCondInv(255,cameraMightBeSelected),
					ValToUCCondInv(255,cameraMightBeSelected),
					ValToUCCondInv(255,cameraMightBeSelected),
					128);
			DWORD colourCamUp = campathEnabled
				? D3DCOLOR_RGBA(
					ValToUCCondInv(0,cameraMightBeSelected),
					ValToUCCondInv(255,cameraMightBeSelected),
					ValToUCCondInv(0,cameraMightBeSelected),
					128)
				: D3DCOLOR_RGBA(
					ValToUCCondInv(0,cameraMightBeSelected),
					ValToUCCondInv(0,cameraMightBeSelected),
					ValToUCCondInv(0,cameraMightBeSelected),
					128);

			CamPathValue cpv = g_Hook_VClient_RenderView.m_CamPath.Eval(curTime);

			// limit to values as RenderView hook:
			cpv.Fov = max(1,cpv.Fov);
			cpv.Fov = min(179,cpv.Fov);

			double forward[3], right[3], up[3];
			QEulerAngles ang = cpv.R.ToQREulerAngles().ToQEulerAngles();
			MakeVectors(ang.Roll, ang.Pitch, ang.Yaw, forward, right, up);

			Vector3 vCp(cpv.X, cpv.Y, cpv.Z);
			Vector3 vForward(forward);
			Vector3 vUp(up);
			Vector3 vRight(right);

			//Tier0_Msg("----------------",curTime);
			//Tier0_Msg("currenTime = %f",curTime);
			//Tier0_Msg("vCp = %f %f %f\n", vCp.X, vCp.Y, vCp.Z);

			double a = sin(cpv.Fov * M_PI / 360.0) * c_CameraRadius;
			double b = a;

			int screenWidth, screenHeight;
			g_VEngineClient->GetScreenSize(screenWidth, screenHeight);

			double aspectRatio = screenWidth ? (double)screenHeight / (double)screenWidth : 1.0;

			b *= aspectRatio;

			Vector3 vLU = vCp +(double)c_CameraRadius * vForward -a * vRight +b * vUp;
			Vector3 vRU = vCp +(double)c_CameraRadius * vForward +a * vRight +b * vUp;
			Vector3 vLD = vCp +(double)c_CameraRadius * vForward -a * vRight -b * vUp;
			Vector3 vRD = vCp +(double)c_CameraRadius * vForward +a * vRight -b * vUp;
			Vector3 vMU = vLU +(vRU -vLU)/2;
			Vector3 vMUU = vMU +(double)c_CameraRadius * vUp;

			AutoSingleLine(vCp, colourCam, vLD, colourCam);

			AutoSingleLine(vCp, colourCam, vRD, colourCam);

			AutoSingleLine(vCp, colourCam, vLU, colourCam);

			AutoSingleLine(vCp, colourCam, vRU, colourCam);

			AutoSingleLine(vLD, colourCam, vRD, colourCam);

			AutoSingleLine(vRD, colourCam, vRU, colourCam);

			AutoSingleLine(vRU, colourCam, vLU, colourCam);

			AutoSingleLine(vLU, colourCam, vLD, colourCam);

			AutoSingleLine(vMU, colourCam, vMUU, colourCamUp);

			AutoSingleLineFlush();

			//
			/*

			colourCam = D3DCOLOR_RGBA(255, 0, 0, 255);
			colourCamUp = D3DCOLOR_RGBA(255, 255, 0, 255);

			vCp = vvPos;
			vForward = vvForward;
			vUp = vvUp;
			vRight = vvRight;

			//Tier0_Msg("vCp2 = %f %f %f\n", vCp.X, vCp.Y, vCp.Z);

			vLU = vCp +(double)c_CameraRadius * vForward -a * vRight +b * vUp;
			vRU = vCp +(double)c_CameraRadius * vForward +a * vRight +b * vUp;
			vLD = vCp +(double)c_CameraRadius * vForward -a * vRight -b * vUp;
			vRD = vCp +(double)c_CameraRadius * vForward +a * vRight -b * vUp;
			vMU = vLU +(vRU -vLU)/2;
			vMUU = vMU +(double)c_CameraRadius * vUp;

			AutoSingleLine(vCp, colourCam, vLD, colourCam);

			AutoSingleLine(vCp, colourCam, vRD, colourCam);

			AutoSingleLine(vCp, colourCam, vLU, colourCam);

			AutoSingleLine(vCp, colourCam, vRU, colourCam);

			AutoSingleLine(vLD, colourCam, vRD, colourCam);

			AutoSingleLine(vRD, colourCam, vRU, colourCam);

			AutoSingleLine(vRU, colourCam, vLU, colourCam);

			AutoSingleLine(vLU, colourCam, vLD, colourCam);

			AutoSingleLine(vMU, colourCam, vMUU, colourCamUp);

			AutoSingleLineFlush();
			*/
		}
	}

	// Restore device state:

	m_Device->SetPixelShader(oldPixelShader);
	if(oldPixelShader) oldPixelShader->Release();

	m_Device->SetVertexShader(oldVertexShader);
	if(oldVertexShader) oldVertexShader->Release();

	m_Device->SetStreamSource(0, oldVertexBuffer, oldVertexBufferOffset, oldVertexBufferStride);
	if(oldVertexBuffer) oldVertexBuffer->Release();

	m_Device->SetIndices(oldIndexBuffer);
	if(oldIndexBuffer) oldIndexBuffer->Release();

	m_Device->SetFVF(oldFVF);

	m_Device->SetVertexDeclaration(oldDeclaration);
	if(oldDeclaration) oldDeclaration->Release();

	m_Device->SetVertexShaderConstantF(8, oldCViewProj[0], 4);
	m_Device->SetVertexShaderConstantF(48, oldCScreenInfo, 1);
	m_Device->SetVertexShaderConstantF(49, oldCPlane0, 1);
	m_Device->SetVertexShaderConstantF(50, oldCPlaneN, 1);

	m_Device->SetRenderState(D3DRS_CULLMODE, oldCullMode);
	m_Device->SetRenderState(D3DRS_DESTBLEND, oldDestBlend);
	m_Device->SetRenderState(D3DRS_SRCBLEND, oldSrcBlend);
	m_Device->SetRenderState(D3DRS_BLENDOP, oldBlendOp);
	m_Device->SetRenderState(D3DRS_ALPHABLENDENABLE, oldAlphaBlendEnable);
	m_Device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, oldSeparateAlphaBlendEnable);
	m_Device->SetRenderState(D3DRS_ALPHATESTENABLE, oldAlphaTestEnable);
	m_Device->SetRenderState(D3DRS_ZFUNC, oldZFunc);
	m_Device->SetRenderState(D3DRS_ZWRITEENABLE, oldZWriteEnable);
	m_Device->SetRenderState(D3DRS_ZENABLE, oldZEnable);
	m_Device->SetRenderState(D3DRS_COLORWRITEENABLE, oldColorWriteEnable);
	m_Device->SetRenderState(D3DRS_SRGBWRITEENABLE, oldSrgbWriteEnable);
}
コード例 #3
0
ファイル: shapemodel.cpp プロジェクト: MosaicHe/amazingcomic
Mat GetAlignTransform (const SHAPE &Shape,          // io
                       const SHAPE &AnchorShape)    // in
{
CheckSameNbrRows(Shape, AnchorShape, "GetAlignTransform");

double Sx = 0, Sy = 0, Sxx = 0, Syy = 0, Sxy = 0;
double SAx = 0, SAy = 0, SAxx = 0, SAyy = 0, SAxy = 0, SAyx = 0;

const int nPoints = Shape.nrows();

for (int i = 0; i < nPoints; i++)
    {
    double x1 = AnchorShape(i, VX);
    double y1 = AnchorShape(i, VY);
    double x2 = Shape(i, VX);
    double y2 = Shape(i, VY);

    if (x1 == 0 && y1 == 0)      // is anchor landmark unused?
        ;
    else if (x2 == 0 && y2 == 0) // is landmark unused?
        ;
    else
        {
        Sx += x2;
        Sy += y2;
        Sxx += x2 * x2;
        Syy += y2 * y2;
        Sxy += x2 * y2;

        SAx += x1;
        SAy += y1;
        SAxx += x2 * x1;
        SAyy += y2 * y1;
        SAxy += x2 * y1;
        SAyx += y2 * x1;
        }
    }
double AData[] = { Sxx, Sxy, Sx,
                   Sxy, Syy, Sy,
                   Sx,  Sy,  Shape.nrows() };

MatView A(AData, 3, 3, 0);  // 3x3, tda=0

// equation 1

double  VecData1[] = { SAxx, SAyx, SAx };
VecView Vec1(VecData1, 3);
Vec Soln1(SolveWithLU(A, Vec1));        // a b tx

// equation 2

double  VecData2[] = { SAxy, SAyy, SAy };
VecView Vec2(VecData2, 3);

Vec Soln2(SolveWithLU(A, Vec2));        // c y ty

// combine the solutions

double TransformData[] = { Soln1(0), Soln1(1), Soln1(2),    // a b tx
                           Soln2(0), Soln2(1), Soln2(2)};   // c d ty

Mat Transform(TransformData, 2, 3);

return Transform;
}