khanat-opennel-code/code/nel/include/nel/3d/deform_2d.h

87 lines
2.7 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/>.
#ifndef NL_DEFORM_2D_H
#define NL_DEFORM_2D_H
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/vector_2f.h"
#include "nel/3d/vertex_buffer.h"
namespace NL3D
{
class IDriver ;
class ITexture ;
/**
* This perform a 2d deformation effect on the frame buffer, by using the given function and surface.
* This is intended to be used on small surfaces only (getting back data from the frame buffer to build
* a texture is really slow...)
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class CDeform2d
{
public:
typedef std::vector<NLMISC::CVector2f> TPoint2DVect ;
/// an interface to compute the u,v perturbations at a given point (x and and y range from 0 to 1)
struct IPerturbUV
{
virtual ~IPerturbUV() {}
virtual void perturbUV(float x, float y, float &du, float &dv) const = 0 ;
};
// perform the fx on the given surface of the screen
static void doDeform(const TPoint2DVect &surf, IDriver *drv, IPerturbUV *uvp) ;
/** resize the granularity of buffers for fxs
* \param width frameBuffer width
* \param height framebuffer height
* \param xGranularity width of the quads taken from the framebuffer
* \param yGranularity height of the quads taken from the framebuffer
* \param xQuad width of the quads used to draw the fx (this is usually lower than xGanularity)
* \param yQuad height of the quads used to draw the fx (this is usually lower than yGanularity)
*/
static void setupBuffer(uint width, uint height, uint xGranularity, uint yGranularity
, uint xQuad, uint yQuad) ;
protected:
static uint _Width;
static uint _Height;
static uint _XGranularity;
static uint _YGranularity;
static uint _XQuad;
static uint _YQuad;
static NLMISC::CSmartPtr<ITexture> _Tex ; // the texture used to get back datas from the framebuffer
};
} // NL3D
#endif // NL_DEFORM_2D_H
/* End of deform_2d.h */