From c1936514c054d6d7c85843bf2c3e0b97653ef651 Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Wed, 8 Aug 2012 23:51:19 +0200 Subject: CWater and CCloud basic implementation Added rewritten implementation for CWater and CCloud Won't link yet because of missing functions --- src/graphics/engine/cloud.cpp | 267 +++++++++++++++++++++++++++++++++++++++++- 1 file changed, 266 insertions(+), 1 deletion(-) (limited to 'src/graphics/engine/cloud.cpp') 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 ; iDrawPrimitive(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(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; +} -- cgit v1.2.3-1-g7c22