//----------------------------------------------------------------------------// bool ElasticWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; Texture& tex = window.getTextureTarget().getTexture(); static const CEGUI::Colour c(1, 1, 1, 1); float uvTop = window.getTextureTarget().isRenderingInverted() ? 1.0f : 0.0f; float uvBot = window.getTextureTarget().isRenderingInverted() ? 0.0f : 1.0f; const Vector3f windowPosition = Vector3f(window.getPosition(), 0.0f); const Vector2f& currentTopLeft = d_currentPosition ; const Vector2f currentBottomRight = d_currentPosition + Vector2f(window.getSize().d_width, window.getSize().d_height); { // first triangle // vertex 0 - top left d_vertices[0].position = Vector3f(currentTopLeft, 0.0f) - windowPosition; d_vertices[0].colour_val = c; d_vertices[0].tex_coords = Vector2f(0.0f, uvTop); // vertex 1 - bottom left d_vertices[1].position = Vector3f(currentTopLeft.d_x, currentBottomRight.d_y, 0.0f) - windowPosition; d_vertices[1].colour_val = c; d_vertices[1].tex_coords = Vector2f(0.0f, uvBot); // vertex 2 - bottom right d_vertices[2].position = Vector3f(currentBottomRight, 0.0f) - windowPosition; d_vertices[2].colour_val = c; d_vertices[2].tex_coords = Vector2f(1.0f, uvBot); // second triangle // vertex 3 - bottom right d_vertices[3].position = Vector3f(currentBottomRight, 0.0f) - windowPosition; d_vertices[3].colour_val = c; d_vertices[3].tex_coords = Vector2f(1.0f, uvBot); // vertex 4 - top right d_vertices[4].position = Vector3f(currentBottomRight.d_x, currentTopLeft.d_y, 0.0f) - windowPosition; d_vertices[4].colour_val = c; d_vertices[4].tex_coords = Vector2f(1.0f, uvTop); // vertex 5 - top left d_vertices[5].position = Vector3f(currentTopLeft, 0.0f) - windowPosition; d_vertices[5].colour_val = c; d_vertices[5].tex_coords = Vector2f(0.0f, uvTop); } geometry.setActiveTexture(&tex); geometry.appendGeometry(d_vertices, ds_vertexCount); // false, because we do not want the default geometry added! return false; }
//----------------------------------------------------------------------------// bool WobblyWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; Texture& tex = window.getTextureTarget().getTexture(); static const CEGUI::Colour c(1, 1, 1, 1); // qw is the width of one subdivision "box", qh is the height of it const float qw = window.getSize().d_width / (ds_xPivotCount - 1); const float qh = window.getSize().d_height / (ds_yPivotCount - 1); const float tcx = qw * tex.getTexelScaling().d_x; const float tcy = (window.getTextureTarget().isRenderingInverted() ? -qh : qh) * tex.getTexelScaling().d_y; const Vector3f windowPosition = Vector3f(window.getPosition(), 0.0f); for (size_t y = 0; y < ds_yPivotCount - 1; ++y) { for (size_t x = 0; x < ds_xPivotCount - 1; ++x) { // index of the first vertex of the quad we will construct with // this iteration const size_t idx = (y * (ds_xPivotCount - 1) + x) * 6; // first triangle // vertex 0 - top left d_vertices[idx + 0].position = Vector3f(d_pivots[x][y], 0.0f) - windowPosition; d_vertices[idx + 0].colour_val = c; d_vertices[idx + 0].tex_coords = Vector2f(x * tcx, y * tcy); // vertex 1 - bottom left d_vertices[idx + 1].position = Vector3f(d_pivots[x][y + 1], 0.0f) - windowPosition; d_vertices[idx + 1].colour_val = c; d_vertices[idx + 1].tex_coords = Vector2f(x * tcx, (y + 1) * tcy); // vertex 2 - bottom right d_vertices[idx + 2].position = Vector3f(d_pivots[x + 1][y + 1], 0.0f) - windowPosition; d_vertices[idx + 2].colour_val = c; d_vertices[idx + 2].tex_coords = Vector2f((x + 1) * tcx, (y + 1) * tcy); // second triangle // vertex 3 - bottom right d_vertices[idx + 3].position = Vector3f(d_pivots[x + 1][y + 1], 0.0f) - windowPosition; d_vertices[idx + 3].colour_val = c; d_vertices[idx + 3].tex_coords = Vector2f((x + 1) * tcx, (y + 1) * tcy); // vertex 4 - top right d_vertices[idx + 4].position = Vector3f(d_pivots[x + 1][y], 0.0f) - windowPosition; d_vertices[idx + 4].colour_val = c; d_vertices[idx + 4].tex_coords = Vector2f((x + 1) * tcx, y * tcy); // vertex 5 - top left d_vertices[idx + 5].position = Vector3f(d_pivots[x][y], 0.0f) - windowPosition; d_vertices[idx + 5].colour_val = c; d_vertices[idx + 5].tex_coords = Vector2f(x * tcx, y * tcy); } } geometry.setActiveTexture(&tex); geometry.appendGeometry(d_vertices, ds_vertexCount); // false, because we do not want the default geometry added! return false; }
//----------------------------------------------------------------------------// bool OldWobblyWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; Texture& tex = window.getTextureTarget().getTexture(); static const CEGUI::Colour c(1, 1, 1, 1); const float qw = window.getSize().d_width / tess_x; const float qh = window.getSize().d_height / tess_y; const float tcx = qw * tex.getTexelScaling().d_x; const float tcy = (window.getTextureTarget().isRenderingInverted() ? -qh : qh) * tex.getTexelScaling().d_y; for (int j = 0; j < tess_y; ++j) { for (int i = 0; i < tess_x; ++i) { int idx = static_cast<int>( (j * tess_x + i) * 6 ); float top_adj = dragX * ((1.0f / tess_x) * j); float bot_adj = dragX * ((1.0f / tess_x) * (j+1)); top_adj = ((top_adj*top_adj) / 3) * (dragX < 0 ? -1 : 1); bot_adj = ((bot_adj*bot_adj) / 3) * (dragX < 0 ? -1 : 1); float lef_adj = dragY * ((1.0f / tess_y) * i); float rig_adj = dragY * ((1.0f / tess_y) * (i+1)); lef_adj = ((lef_adj*lef_adj) / 3) * (dragY < 0 ? -1 : 1); rig_adj = ((rig_adj*rig_adj) / 3) * (dragY < 0 ? -1 : 1); // vertex 0 vb[idx + 0].position = Vector3f(i * qw - top_adj, j * qh - lef_adj, 0.0f); vb[idx + 0].colour_val = c; vb[idx + 0].tex_coords = Vector2f(i * tcx, j*tcy); // vertex 1 vb[idx + 1].position = Vector3f(i * qw - bot_adj, j * qh + qh - lef_adj, 0.0f); vb[idx + 1].colour_val = c; vb[idx + 1].tex_coords = Vector2f(i*tcx, j*tcy+tcy); // vertex 2 vb[idx + 2].position = Vector3f(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f); vb[idx + 2].colour_val = c; vb[idx + 2].tex_coords = Vector2f(i*tcx+tcx, j*tcy+tcy); // vertex 3 vb[idx + 3].position = Vector3f(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f); vb[idx + 3].colour_val = c; vb[idx + 3].tex_coords = Vector2f(i*tcx+tcx, j*tcy+tcy); // vertex 4 vb[idx + 4].position = Vector3f(i * qw + qw - top_adj, j * qh - rig_adj, 0.0f); vb[idx + 4].colour_val = c; vb[idx + 4].tex_coords = Vector2f(i*tcx+tcx, j*tcy); // vertex 5 vb[idx + 5].position = Vector3f(i * qw - top_adj, j * qh - lef_adj, 0.0f); vb[idx + 5].colour_val = c; vb[idx + 5].tex_coords = Vector2f(i * tcx, j*tcy); } } geometry.setActiveTexture(&tex); geometry.appendGeometry(vb, buffsize); // false, because we do not want the default geometry added! return false; }
//----------------------------------------------------------------------------// bool WobblyWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; TextureTarget& textarget = window.getTextureTarget(); Texture& tex = textarget.getTexture(); static const glm::vec4 colour(1.0f, 1.0f, 1.0f, 1.0f); bool isTexCoordSysFlipped = textarget.getOwner().isTexCoordSystemFlipped(); // qw is the width of one subdivision "box", qh is the height of it const float qw = window.getSize().d_width / (ds_xPivotCount - 1); const float qh = window.getSize().d_height / (ds_yPivotCount - 1); const float tcx = qw * tex.getTexelScaling().x; const float tcy = (isTexCoordSysFlipped ? -qh : qh) * tex.getTexelScaling().y; const glm::vec3 windowPosition = glm::vec3(window.getPosition(), 0); for (size_t y = 0; y < ds_yPivotCount - 1; ++y) { for (size_t x = 0; x < ds_xPivotCount - 1; ++x) { // index of the first vertex of the quad we will construct with // this iteration const size_t idx = (y * (ds_xPivotCount - 1) + x) * 6; // first triangle // vertex 0 - top left d_vertices[idx + 0].d_position = glm::vec3(d_pivots[x][y], 0) - windowPosition; d_vertices[idx + 0].d_colour = colour; d_vertices[idx + 0].d_texCoords = glm::vec2(x * tcx, y * tcy); // vertex 1 - bottom left d_vertices[idx + 1].d_position = glm::vec3(d_pivots[x][y + 1], 0) - windowPosition; d_vertices[idx + 1].d_colour = colour; d_vertices[idx + 1].d_texCoords = glm::vec2(x * tcx, (y + 1) * tcy); // vertex 2 - bottom right d_vertices[idx + 2].d_position = glm::vec3(d_pivots[x + 1][y + 1], 0) - windowPosition; d_vertices[idx + 2].d_colour = colour; d_vertices[idx + 2].d_texCoords = glm::vec2((x + 1) * tcx, (y + 1) * tcy); // second triangle // vertex 3 - bottom right d_vertices[idx + 3].d_position = glm::vec3(d_pivots[x + 1][y + 1], 0) - windowPosition; d_vertices[idx + 3].d_colour = colour; d_vertices[idx + 3].d_texCoords = glm::vec2((x + 1) * tcx, (y + 1) * tcy); // vertex 4 - top right d_vertices[idx + 4].d_position = glm::vec3(d_pivots[x + 1][y], 0) - windowPosition; d_vertices[idx + 4].d_colour = colour; d_vertices[idx + 4].d_texCoords = glm::vec2((x + 1) * tcx, y * tcy); // vertex 5 - top left d_vertices[idx + 5].d_position = glm::vec3(d_pivots[x][y], 0) - windowPosition; d_vertices[idx + 5].d_colour = colour; d_vertices[idx + 5].d_texCoords = glm::vec2(x * tcx, y * tcy); } } geometry.setTexture("texture0", &tex); geometry.appendGeometry(d_vertices, ds_vertexCount); // false, because we do not want the default geometry added! return false; }
//----------------------------------------------------------------------------// bool ElasticWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; TextureTarget& textarget = window.getTextureTarget(); Texture& tex = textarget.getTexture(); static const glm::vec4 colour(1.0f, 1.0f, 1.0f, 1.0f); bool isTexCoordSysFlipped = textarget.getOwner().isTexCoordSystemFlipped(); float uvTop = isTexCoordSysFlipped ? 1.0f : 0.0f; float uvBot = isTexCoordSysFlipped ? 0.0f : 1.0f; const glm::vec3 windowPosition = glm::vec3(window.getPosition(), 0); const glm::vec2& currentTopLeft = d_currentPosition ; const glm::vec2 currentBottomRight = d_currentPosition + glm::vec2(window.getSize().d_width, window.getSize().d_height); { // first triangle // vertex 0 - top left d_vertices[0].d_position = glm::vec3(currentTopLeft, 0) - windowPosition; d_vertices[0].d_colour = colour; d_vertices[0].d_texCoords = glm::vec2(0.0f, uvTop); // vertex 1 - bottom left d_vertices[1].d_position = glm::vec3(currentTopLeft.x, currentBottomRight.y, 0) - windowPosition; d_vertices[1].d_colour = colour; d_vertices[1].d_texCoords = glm::vec2(0.0f, uvBot); // vertex 2 - bottom right d_vertices[2].d_position = glm::vec3(currentBottomRight, 0) - windowPosition; d_vertices[2].d_colour = colour; d_vertices[2].d_texCoords = glm::vec2(1.0f, uvBot); // second triangle // vertex 3 - bottom right d_vertices[3].d_position = glm::vec3(currentBottomRight, 0) - windowPosition; d_vertices[3].d_colour = colour; d_vertices[3].d_texCoords = glm::vec2(1.0f, uvBot); // vertex 4 - top right d_vertices[4].d_position = glm::vec3(currentBottomRight.x, currentTopLeft.y, 0) - windowPosition; d_vertices[4].d_colour = colour; d_vertices[4].d_texCoords = glm::vec2(1.0f, uvTop); // vertex 5 - top left d_vertices[5].d_position = glm::vec3(currentTopLeft, 0) - windowPosition; d_vertices[5].d_colour = colour; d_vertices[5].d_texCoords = glm::vec2(0.0f, uvTop); } geometry.setTexture("texture0", &tex); geometry.appendGeometry(d_vertices, ds_vertexCount); // false, because we do not want the default geometry added! return false; }
//----------------------------------------------------------------------------// bool OldWobblyWindowEffect::realiseGeometry(CEGUI::RenderingWindow& window, CEGUI::GeometryBuffer& geometry) { using namespace CEGUI; TextureTarget& textarget = window.getTextureTarget(); Texture& tex = textarget.getTexture(); static const glm::vec4 colour(1.0f, 1.0f, 1.0f, 1.0f); bool isTexCoordSysFlipped = textarget.getOwner().isTexCoordSystemFlipped(); const float qw = window.getSize().d_width / tess_x; const float qh = window.getSize().d_height / tess_y; const float tcx = qw * tex.getTexelScaling().x; const float tcy = (isTexCoordSysFlipped ? -qh : qh) * tex.getTexelScaling().y; for (int j = 0; j < tess_y; ++j) { for (int i = 0; i < tess_x; ++i) { int idx = static_cast<int>( (j * tess_x + i) * 6 ); float top_adj = dragX * ((1.0f / tess_x) * j); float bot_adj = dragX * ((1.0f / tess_x) * (j+1)); top_adj = ((top_adj*top_adj) / 3) * (dragX < 0 ? -1 : 1); bot_adj = ((bot_adj*bot_adj) / 3) * (dragX < 0 ? -1 : 1); float lef_adj = dragY * ((1.0f / tess_y) * i); float rig_adj = dragY * ((1.0f / tess_y) * (i+1)); lef_adj = ((lef_adj*lef_adj) / 3) * (dragY < 0 ? -1 : 1); rig_adj = ((rig_adj*rig_adj) / 3) * (dragY < 0 ? -1 : 1); // vertex 0 vb[idx + 0].d_position = glm::vec3(i * qw - top_adj, j * qh - lef_adj, 0.0f); vb[idx + 0].d_colour = colour; vb[idx + 0].d_texCoords = glm::vec2(i * tcx, j*tcy); // vertex 1 vb[idx + 1].d_position = glm::vec3(i * qw - bot_adj, j * qh + qh - lef_adj, 0.0f); vb[idx + 1].d_colour = colour; vb[idx + 1].d_texCoords = glm::vec2(i*tcx, j*tcy+tcy); // vertex 2 vb[idx + 2].d_position = glm::vec3(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f); vb[idx + 2].d_colour = colour; vb[idx + 2].d_texCoords = glm::vec2(i*tcx+tcx, j*tcy+tcy); // vertex 3 vb[idx + 3].d_position = glm::vec3(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f); vb[idx + 3].d_colour = colour; vb[idx + 3].d_texCoords = glm::vec2(i*tcx+tcx, j*tcy+tcy); // vertex 4 vb[idx + 4].d_position = glm::vec3(i * qw + qw - top_adj, j * qh - rig_adj, 0.0f); vb[idx + 4].d_colour = colour; vb[idx + 4].d_texCoords = glm::vec2(i*tcx+tcx, j*tcy); // vertex 5 vb[idx + 5].d_position = glm::vec3(i * qw - top_adj, j * qh - lef_adj, 0.0f); vb[idx + 5].d_colour = colour; vb[idx + 5].d_texCoords = glm::vec2(i * tcx, j*tcy); } } geometry.setTexture("texture0", &tex); geometry.appendGeometry(vb, buffsize); // false, because we do not want the default geometry added! return false; }