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<hr><h1>heat_haze.cpp</h1><a href="heat__haze_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2000, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 
00029 <font class="preprocessor">#include "<a class="code" href="heat__haze_8h.html">3d/heat_haze.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="deform__2d_8h.html">3d/deform_2d.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="vector__2f_8h.html">nel/misc/vector_2f.h</a>"</font>
00033 
00034 <font class="keyword">namespace </font>NL3D
00035 {
00036         
00037 
<a name="l00038"></a><a class="code" href="structNL3D_1_1CSinWave.html">00038</a>         <font class="keyword">struct </font>CSinWave : <font class="keyword">public</font> CDeform2d::IPerturbUV
00039         {
<a name="l00040"></a><a class="code" href="structNL3D_1_1CSinWave.html#m0">00040</a>                 <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>;
<a name="l00041"></a><a class="code" href="structNL3D_1_1CSinWave.html#a0">00041</a>                 <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="structNL3D_1_1CSinWave.html#a0">perturbUV</a>(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <font class="keywordtype">float</font> &amp;du, <font class="keywordtype">float</font> &amp;dv)<font class="keyword"> const</font>
00042 <font class="keyword">                </font>{
00043                         du = 0.01f * sinf(25.f * <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>);
00044                         dv = 0.05f * cosf(19.3f * <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>);
00045                 }
00046         } <a class="code" href="namespaceNL3D.html#a40">_SinWave</a>;
00047 
00048         
00049 
00050 
<a name="l00051"></a><a class="code" href="classNL3D_1_1CHeatHaze.html#d0">00051</a>         <font class="keywordtype">void</font> CHeatHaze::performHeatHaze(uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, CScene &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, IDriver *drv)       
00052         {
00053                 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> m  = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getCam()-&gt;getMatrix();
00054                 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> im = m.<a class="code" href="classNLMISC_1_1CMatrix.html#z293_7">inverted</a>();
00055 
00056                 <font class="comment">// compute the shape of the horizon</font>
00057 
00058                 <font class="comment">// first we compute the direction of the world up vector in the viewer basis.   </font>
00059                 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> up = im * <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>;
00060                 <font class="comment">// project onto the I and K vectors</font>
00061                 <font class="keywordtype">float</font> upNorm = (up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> + up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
00062 
00063                 <font class="keyword">const</font> <font class="keywordtype">float</font> threshold = 10E-4f;
00064 
00065                 <font class="keywordflow">if</font> (upNorm &lt; threshold) <font class="keywordflow">return</font>; <font class="comment">// the viewer is looking above or below  himlself</font>
00066 
00067                 <font class="comment">// Compute the right vector. This is done by intersecting the horizon plane with a near plane. </font>
00068                 <font class="comment">// to do this, we transform the horizon plane into the view basis.This may be optimized, but is not critical.</font>
00069                 <font class="comment">//</font>
00070                 <a class="code" href="classNLMISC_1_1CPlane.html">NLMISC::CPlane</a> h;
00071                 h.<a class="code" href="classNLMISC_1_1CPlane.html#z305_0">make</a>(<a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>, <a class="code" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>);
00072 
00073                 h = h * m; <font class="comment">// note : this multiply by the transposition of m</font>
00074 
00075                 <font class="comment">// intersect with near plane : we got y = 0, which gives us, as a right vector :</font>
00076                 <font class="comment">// if c is not 0, we got : x = 1 and z = (-a - d) / c as a working solution.</font>
00077                 <font class="comment">// Else we got x = (- d - c )/ a and z = 1</font>
00078 
00079 
00080                 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> right;
00081 
00082                 <font class="keywordflow">if</font> (fabsf(h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) &gt; threshold)
00083                 {
00084                         right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>(1, 0, (h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a>) / - h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a> );
00085                 }
00086                 <font class="keywordflow">else</font>
00087                 {
00088                         right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>( (h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) / h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a>, 0,  1);
00089                 }
00090 
00091                 right.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a>();
00092 
00093                 <font class="comment">// now, find a point on screen that lay on the horizon line</font>
00094                 <font class="keyword">static</font> std::vector&lt;NLMISC::CVector2f&gt; poly(4);          
00095 
00096                 
00097 
00098                 <font class="keyword">const</font> sint xCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> &gt;&gt; 1;
00099                 <font class="keyword">const</font> sint yCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> &gt;&gt; 1;
00100 
00101                 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonHeight = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> &gt;&gt; 2);
00102                 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonWidth  = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>  &gt;&gt; 2);
00103 
00104                 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> tmp ;
00105 
00106                 tmp = horizonWidth * right + horizonHeight * up;
00107                 poly[0] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ;
00108                 tmp = horizonWidth   * right - horizonHeight  * up;
00109                 poly[1] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ;
00110                 tmp = - horizonWidth   * right - horizonHeight  * up;
00111                 poly[2] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
00112                 tmp = - horizonWidth   * right + horizonHeight  * up;
00113                 poly[3] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
00114 
00115 
00116                 CDeform2d::doDeform(poly, drv, &amp;<a class="code" href="namespaceNL3D.html#a40">_SinWave</a>);
00117 
00118 
00119 
00120 
00121         }
00122 
00123 } <font class="comment">// NL3D</font>
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