Пример #1
0
	void Surface::clear()
	{
		flags = 0;
		lightMapId = 0;
		textureName = "";
		uvOffset.set(0.0f,0.0f);
		uvScale.set(0.0f,0.0f);
		uvRotation = 0.0f;
		triangles.clear();
		lines.clear();
		vertices.clear();
	}
Пример #2
0
	void Surface::clear()
	{
		flags = 0;
		lightMapId = 0;
		textureName = "";
		uvOffset.set(0.0f,0.0f);
		uvScale.set(0.0f,0.0f);
		uvRotation = 0.0f;
		triangles.clear();
		lines.clear();

		for(u32 v = 0; v < vertices.size(); v++)
			delete vertices[v];

		vertices.clear();
	}
Пример #3
0
/* Every time it gets drawn, this function gets called */
void CLensFlareSceneNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	ICameraSceneNode* camera = SceneManager->getActiveCamera();

	// Bail out if function dosn't have enough info
	// Will fail here if no textures supplied
	if (!camera || !driver || !Material.getTexture(0))
		return;

	driver->setTransform(video::ETS_WORLD, core::matrix4());
	const core::vector3df campos = camera->getAbsolutePosition();
	const core::dimension2d<u32> sz = SceneManager->getVideoDriver()->getScreenSize();
	const core::vector2df mid = core::vector2df((f32)sz.Width, (f32)sz.Height) * 0.5f;

	const core::position2di lp = SceneManager->getSceneCollisionManager()->
			getScreenCoordinatesFrom3DPosition(getAbsolutePosition(), camera);

	const core::vector2df lightpos = core::vector2df((f32)lp.X, (f32)lp.Y);

	const u32 nframes = Material.getTexture(0)->getOriginalSize().Width /
			Material.getTexture(0)->getOriginalSize().Height;
	int texw = 8;
	float texp = 1.0f / nframes;

	core::vector3df target = camera->getTarget();
	core::vector3df up = camera->getUpVector();
	core::vector3df view = target - campos;
	view.normalize();
	core::vector3df horizontal = up.crossProduct(view);
	horizontal.normalize();
	core::vector3df vertical;
	vertical = horizontal.crossProduct(view);
	vertical.normalize();
	view *= -1.0f;
	for (u32 i=0; i<4; ++i)
		vertices[i].Normal = view;
	driver->setMaterial(Material);
	core::vector3df pos;

    core::vector3df hor;
    core::vector3df ver;


	for (u32 ax = 0; ax < nframes; ++ax)
	{
		if (ax == 0 )
		{
			pos = getAbsolutePosition();
			texw = Material.getTexture(0)->getSize().Height;

            hor = horizontal * (sourceScale * texw);
            ver = vertical   * (sourceScale * texw);
		}
		else
		{
			core::vector2df ipos = mid.getInterpolated(lightpos, (2.0f / nframes) * ax);

			pos = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(
					core::position2d<s32>(int(ipos.X ), int(ipos.Y ) ), camera).end;
			core::vector3df dir = core::vector3df(campos - pos).normalize();
			pos = campos + (dir * -10.0f);
			texw = 4;

            hor = horizontal * (opticsScale * texw);
            ver = vertical   * (opticsScale * texw);
		}

		vertices[0].TCoords.set(   ax * texp,  1.0f);
		vertices[1].TCoords.set(   ax * texp,  0.0f);
		vertices[2].TCoords.set((ax+1) * texp, 0.0f);
		vertices[3].TCoords.set((ax+1) * texp, 1.0f);

		vertices[0].Pos = pos + hor + ver;
		vertices[1].Pos = pos + hor - ver;
		vertices[2].Pos = pos - hor - ver;
		vertices[3].Pos = pos - hor + ver;

		driver->drawIndexedTriangleList(vertices, 4, indices, 2);
	}
}