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authorPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 23:51:19 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 23:51:19 +0200
commitc1936514c054d6d7c85843bf2c3e0b97653ef651 (patch)
tree0d657b43476ba8106a69351370086fa460568c82 /src/graphics/engine/cloud.cpp
parent878eec8eea26deedf3b1346df71bff391424c325 (diff)
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CWater and CCloud basic implementation
Added rewritten implementation for CWater and CCloud Won't link yet because of missing functions
Diffstat (limited to 'src/graphics/engine/cloud.cpp')
-rw-r--r--src/graphics/engine/cloud.cpp267
1 files changed, 266 insertions, 1 deletions
diff --git a/src/graphics/engine/cloud.cpp b/src/graphics/engine/cloud.cpp
index d0e5ed8..e46b074 100644
--- a/src/graphics/engine/cloud.cpp
+++ b/src/graphics/engine/cloud.cpp
@@ -19,5 +19,270 @@
#include "graphics/engine/cloud.h"
+#include "common/iman.h"
+#include "graphics/engine/engine.h"
+#include "graphics/engine/terrain.h"
+#include "math/geometry.h"
-// TODO implementation
+
+const int CLOUD_LINE_PREALLOCATE_COUNT = 100;
+
+const int DIMEXPAND = 4; // extension of the dimensions
+
+
+Gfx::CCloud::CCloud(CInstanceManager* iMan, Gfx::CEngine* engine)
+{
+ m_iMan = iMan;
+ m_iMan->AddInstance(CLASS_CLOUD, this);
+
+ m_engine = engine;
+ m_terrain = nullptr;
+
+ m_level = 0.0f;
+ m_wind = Math::Vector(0.0f, 0.0f, 0.0f);
+ m_subdiv = 8;
+ m_enable = true;
+
+ m_line.reserve(CLOUD_LINE_PREALLOCATE_COUNT);
+}
+
+Gfx::CCloud::~CCloud()
+{
+ m_iMan = nullptr;
+ m_engine = nullptr;
+ m_terrain = nullptr;
+}
+
+bool Gfx::CCloud::EventProcess(const Event &event)
+{
+ /* TODO!
+ if ( event.event == EVENT_FRAME )
+ return EventFrame(event); */
+
+ return true;
+}
+
+bool Gfx::CCloud::EventFrame(const Event &event)
+{
+ /* TODO!
+ if (m_engine->GetPause()) return true;
+
+ m_time += event.rTime;
+
+ if (m_level == 0.0f) return true;
+
+ if (m_time - m_lastTest < 0.2f) return true;
+
+ m_lastTest = m_time; */
+
+ return true;
+}
+
+void Gfx::CCloud::AdjustLevel(Math::Vector &pos, Math::Vector &eye, float deep,
+ Math::Point &uv1, Math::Point &uv2)
+{
+ uv1.x = (pos.x+20000.0f)/1280.0f;
+ uv1.y = (pos.z+20000.0f)/1280.0f;
+ uv1.x -= m_time*(m_wind.x/100.0f);
+ uv1.y -= m_time*(m_wind.z/100.0f);
+
+ uv2.x = 0.0f;
+ uv2.y = 0.0f;
+
+ float dist = Math::DistanceProjected(pos, eye);
+ float factor = powf(dist/deep, 2.0f);
+ pos.y -= m_level*factor*10.0f;
+}
+
+void Gfx::CCloud::Draw()
+{
+ /* TODO!
+ LPDIRECT3DDEVICE7 device;
+ D3DVERTEX2* vertex;
+ Math::Matrix* matView;
+ D3DMATERIAL7 material;
+ Math::Matrix matrix;
+ Math::Vector n, pos, p, eye;
+ Math::Point uv1, uv2;
+ float iDeep, deep, size, fogStart, fogEnd;
+ int i, j, u;
+
+ if ( !m_enable ) return;
+ if ( m_level == 0.0f ) return;
+ if ( m_lineUsed == 0 ) return;
+
+ vertex = (D3DVERTEX2*)malloc(sizeof(D3DVERTEX2)*(m_brick+2)*2);
+
+ iDeep = m_engine->GetDeepView();
+ deep = (m_brick*m_size)/2.0f;
+ m_engine->SetDeepView(deep);
+ m_engine->SetFocus(m_engine->GetFocus());
+ m_engine->UpdateMatProj(); // increases the depth of view
+
+ fogStart = deep*0.15f;
+ fogEnd = deep*0.24f;
+
+ device = m_engine->GetD3DDevice();
+ device->SetRenderState(D3DRENDERSTATE_AMBIENT, 0x00000000);
+ device->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
+ device->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
+ device->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
+ device->SetRenderState(D3DRENDERSTATE_FOGSTART, F2DW(fogStart));
+ device->SetRenderState(D3DRENDERSTATE_FOGEND, F2DW(fogEnd));
+
+ matView = m_engine->GetMatView();
+ {
+ D3DMATRIX mat = MAT_TO_D3DMAT(*matView);
+ device->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
+ }
+
+ ZeroMemory( &material, sizeof(D3DMATERIAL7) );
+ material.diffuse = m_diffuse;
+ material.ambient = m_ambient;
+ m_engine->SetMaterial(material);
+
+ m_engine->SetTexture(m_filename, 0);
+ m_engine->SetTexture(m_filename, 1);
+
+ m_engine->SetState(D3DSTATETTb|D3DSTATEFOG|D3DSTATEWRAP);
+
+ matrix.LoadIdentity();
+ {
+ D3DMATRIX mat = MAT_TO_D3DMAT(matrix);
+ device->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
+ }
+
+ size = m_size/2.0f;
+ eye = m_engine->GetEyePt();
+ n = Math::Vector(0.0f, -1.0f, 0.0f);
+
+ // Draws all the lines.
+ for ( i=0 ; i<m_lineUsed ; i++ )
+ {
+ pos.y = m_level;
+ pos.z = m_line[i].pz;
+ pos.x = m_line[i].px1;
+
+ u = 0;
+ p.x = pos.x-size;
+ p.z = pos.z+size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ p.x = pos.x-size;
+ p.z = pos.z-size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ for ( j=0 ; j<m_line[i].len ; j++ )
+ {
+ p.x = pos.x+size;
+ p.z = pos.z+size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ p.x = pos.x+size;
+ p.z = pos.z-size;
+ p.y = pos.y;
+ AdjustLevel(p, eye, deep, uv1, uv2);
+ vertex[u++] = D3DVERTEX2(p, n, uv1.x,uv1.y, uv2.x,uv2.y);
+
+ pos.x += size*2.0f;
+ }
+
+ device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, u, NULL);
+ m_engine->AddStatisticTriangle(u-2);
+ }
+
+ m_engine->SetDeepView(iDeep);
+ m_engine->SetFocus(m_engine->GetFocus());
+ m_engine->UpdateMatProj(); // gives depth to initial
+
+ free(vertex); */
+}
+
+void Gfx::CCloud::CreateLine(int x, int y, int len)
+{
+ Gfx::CloudLine line;
+
+ line.x = x;
+ line.y = y;
+ line.len = len;
+
+ float offset = m_brick*m_size/2.0f - m_size/2.0f;
+
+ line.px1 = m_size* line.x - offset;
+ line.px2 = m_size*(line.x+line.len) - offset;
+ line.pz = m_size* line.y - offset;
+
+ m_line.push_back(line);
+}
+
+void Gfx::CCloud::Create(const std::string& fileName,
+ Gfx::Color diffuse, Gfx::Color ambient,
+ float level)
+{
+ m_diffuse = diffuse;
+ m_ambient = ambient;
+ m_level = level;
+ m_time = 0.0f;
+ m_lastTest = 0.0f;
+ m_fileName = fileName;
+
+ if (! m_fileName.empty())
+ {
+ m_engine->LoadTexture(m_fileName, 0);
+ m_engine->LoadTexture(m_fileName, 1);
+ }
+
+ if (m_terrain == nullptr)
+ m_terrain = static_cast<CTerrain*>(m_iMan->SearchInstance(CLASS_TERRAIN));
+
+ m_wind = m_terrain->GetWind();
+
+ m_brick = m_terrain->GetBrick()*m_terrain->GetMosaic()*DIMEXPAND;
+ m_size = m_terrain->GetSize();
+
+ m_brick /= m_subdiv*DIMEXPAND;
+ m_size *= m_subdiv*DIMEXPAND;
+
+ if (m_level == 0.0f)
+ return;
+
+ m_line.clear();
+ for (int y = 0; y < m_brick; y++)
+ CreateLine(0, y, m_brick);
+
+ return;
+}
+
+void Gfx::CCloud::Flush()
+{
+ m_level = 0.0f;
+}
+
+
+void Gfx::CCloud::SetLevel(float level)
+{
+ m_level = level;
+
+ Create(m_fileName, m_diffuse, m_ambient, m_level);
+}
+
+float Gfx::CCloud::GetLevel()
+{
+ return m_level;
+}
+
+void Gfx::CCloud::SetEnable(bool enable)
+{
+ m_enable = enable;
+}
+
+bool Gfx::CCloud::GetEnable()
+{
+ return m_enable;
+}