mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-11 09:49:05 +00:00
116 lines
3.3 KiB
C++
116 lines
3.3 KiB
C++
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
||
|
// Copyright (C) 2010 Winch Gate Property Limited
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Affero General Public License as
|
||
|
// published by the Free Software Foundation, either version 3 of the
|
||
|
// License, or (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Affero General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Affero General Public License
|
||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
#include "std3d.h"
|
||
|
|
||
|
|
||
|
#include "nel/3d/heat_haze.h"
|
||
|
#include "nel/3d/scene.h"
|
||
|
#include "nel/3d/deform_2d.h"
|
||
|
#include "nel/misc/vector_2f.h"
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
struct CSinWave : public CDeform2d::IPerturbUV
|
||
|
{
|
||
|
virtual ~CSinWave() {}
|
||
|
float Phase;
|
||
|
virtual void perturbUV(float x, float y, float &du, float &dv) const
|
||
|
{
|
||
|
du = 0.01f * sinf(25.f * y + Phase);
|
||
|
dv = 0.05f * cosf(19.3f * x + Phase);
|
||
|
}
|
||
|
} _SinWave;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void CHeatHaze::performHeatHaze(uint width, uint height, CScene &s, IDriver *drv)
|
||
|
{
|
||
|
NLMISC::CMatrix m = s.getCam()->getMatrix();
|
||
|
NLMISC::CMatrix im = m.inverted();
|
||
|
|
||
|
// compute the shape of the horizon
|
||
|
|
||
|
// first we compute the direction of the world up vector in the viewer basis.
|
||
|
NLMISC::CVector up = im * NLMISC::CVector::K;
|
||
|
// project onto the I and K vectors
|
||
|
float upNorm = (up.x * up.x + up.z * up.z);
|
||
|
|
||
|
const float threshold = 10E-4f;
|
||
|
|
||
|
if (upNorm < threshold) return; // the viewer is looking above or below himlself
|
||
|
|
||
|
// Compute the right vector. This is done by intersecting the horizon plane with a near plane.
|
||
|
// to do this, we transform the horizon plane into the view basis.This may be optimized, but is not critical.
|
||
|
//
|
||
|
NLMISC::CPlane h;
|
||
|
h.make(NLMISC::CVector::K, NLMISC::CVector::Null);
|
||
|
|
||
|
h = h * m; // note : this multiply by the transposition of m
|
||
|
|
||
|
// intersect with near plane : we got y = 0, which gives us, as a right vector :
|
||
|
// if c is not 0, we got : x = 1 and z = (-a - d) / c as a working solution.
|
||
|
// Else we got x = (- d - c )/ a and z = 1
|
||
|
|
||
|
|
||
|
NLMISC::CVector right;
|
||
|
|
||
|
if (fabsf(h.c) > threshold)
|
||
|
{
|
||
|
right.set(1, 0, (h.a + h.d) / - h.c );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
right.set( (h.d + h.c) / h.a, 0, 1);
|
||
|
}
|
||
|
|
||
|
right.normalize();
|
||
|
|
||
|
// now, find a point on screen that lay on the horizon line
|
||
|
static std::vector<NLMISC::CVector2f> poly(4);
|
||
|
|
||
|
|
||
|
|
||
|
const sint xCenter = width >> 1;
|
||
|
const sint yCenter = height >> 1;
|
||
|
|
||
|
const float horizonHeight = (float) (height >> 2);
|
||
|
const float horizonWidth = (float) (width >> 2);
|
||
|
|
||
|
NLMISC::CVector tmp ;
|
||
|
|
||
|
tmp = horizonWidth * right + horizonHeight * up;
|
||
|
poly[0] = NLMISC::CVector2f(xCenter + tmp.x, yCenter + tmp.z) ;
|
||
|
tmp = horizonWidth * right - horizonHeight * up;
|
||
|
poly[1] = NLMISC::CVector2f(xCenter + tmp.x, yCenter + tmp.z) ;
|
||
|
tmp = - horizonWidth * right - horizonHeight * up;
|
||
|
poly[2] = NLMISC::CVector2f(xCenter + tmp.x, yCenter + tmp.z);
|
||
|
tmp = - horizonWidth * right + horizonHeight * up;
|
||
|
poly[3] = NLMISC::CVector2f(xCenter + tmp.x, yCenter + tmp.z);
|
||
|
|
||
|
|
||
|
CDeform2d::doDeform(poly, drv, &_SinWave);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
} // NL3D
|