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