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<h1>NL3D::CHeatHaze Class Reference</h1><code>#include <<a class="el" href="a05784.html">heat_haze.h</a>></code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
This perform a heat haze effect at the horizon of the scene. This make use of 2d deformation of the frame buffer <dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign=top><em>width</em> </td><td>: viewport width </td></tr>
<tr><td valign=top><em>height</em> </td><td>: viewport height </td></tr>
</table>
</dl>
<dl compact><dt><b>Author:</b></dt><dd>Nicolas Vizerie <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
<p>
<p>
Definition at line <a class="el" href="a05784.html#l00047">47</a> of file <a class="el" href="a05784.html">heat_haze.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02629.html#NL3D_1_1CHeatHazee0">performHeatHaze</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a632">width</a>, <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a633">height</a>, <a class="el" href="a03348.html">CScene</a> &<a class="el" href="a04223.html#a626">s</a>, <a class="el" href="a02434.html">IDriver</a> *drv)</td></tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CHeatHazee0" doxytag="NL3D::CHeatHaze::performHeatHaze" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
<tr>
<td class="mdRow">
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<td class="md" nowrap valign="top"> void NL3D::CHeatHaze::performHeatHaze </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td>
<td class="mdname" nowrap> <em>width</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td>
<td class="mdname" nowrap> <em>height</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a03348.html">CScene</a> & </td>
<td class="mdname" nowrap> <em>s</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a02434.html">IDriver</a> * </td>
<td class="mdname" nowrap> <em>drv</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [static]</code></td>
</tr>
</table>
</td>
</tr>
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<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05783.html#l00051">51</a> of file <a class="el" href="a05783.html">heat_haze.cpp</a>.
<p>
References <a class="el" href="a05363.html#a27">NL3D::_SinWave</a>, <a class="el" href="a06171.html#l00052">NLMISC::CPlane::a</a>, <a class="el" href="a06171.html#l00052">NLMISC::CPlane::c</a>, <a class="el" href="a06171.html#l00052">NLMISC::CPlane::d</a>, <a class="el" href="a05646.html#l01013">height</a>, <a class="el" href="a05972.html#l01090">NLMISC::CMatrix::inverted()</a>, <a class="el" href="a06170.html#l00036">NLMISC::CPlane::make()</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, <a class="el" href="a05646.html#l00977">s</a>, <a class="el" href="a06682.html#l00136">NLMISC::CVector::set()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05646.html#l01013">width</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
<div class="fragment"><pre>00052 {
00053 <a class="code" href="a02851.html">NLMISC::CMatrix</a> m = <a class="code" href="a04223.html#a626">s</a>.getCam()->getMatrix();
00054 <a class="code" href="a02851.html">NLMISC::CMatrix</a> im = m.<a class="code" href="a02851.html#NLMISC_1_1CMatrixz1967_1">inverted</a>();
00055
00056 <span class="comment">// compute the shape of the horizon</span>
00057
00058 <span class="comment">// first we compute the direction of the world up vector in the viewer basis. </span>
00059 <a class="code" href="a03128.html">NLMISC::CVector</a> up = im * <a class="code" href="a03128.html#NLMISC_1_1CVectors2">NLMISC::CVector::K</a>;
00060 <span class="comment">// project onto the I and K vectors</span>
00061 <span class="keywordtype">float</span> upNorm = (up.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a> * up.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a> + up.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a> * up.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a>);
00062
00063 <span class="keyword">const</span> <span class="keywordtype">float</span> threshold = 10E-4f;
00064
00065 <span class="keywordflow">if</span> (upNorm < threshold) <span class="keywordflow">return</span>; <span class="comment">// the viewer is looking above or below himlself</span>
00066
00067 <span class="comment">// Compute the right vector. This is done by intersecting the horizon plane with a near plane. </span>
00068 <span class="comment">// to do this, we transform the horizon plane into the view basis.This may be optimized, but is not critical.</span>
00069 <span class="comment">//</span>
00070 <a class="code" href="a03082.html">NLMISC::CPlane</a> h;
00071 h.<a class="code" href="a03082.html#NLMISC_1_1CPlanez1990_2">make</a>(NLMISC::CVector::K, NLMISC::CVector::Null);
00072
00073 h = h * m; <span class="comment">// note : this multiply by the transposition of m</span>
00074
00075 <span class="comment">// intersect with near plane : we got y = 0, which gives us, as a right vector :</span>
00076 <span class="comment">// if c is not 0, we got : x = 1 and z = (-a - d) / c as a working solution.</span>
00077 <span class="comment">// Else we got x = (- d - c )/ a and z = 1</span>
00078
00079
00080 <a class="code" href="a03128.html">NLMISC::CVector</a> right;
00081
00082 <span class="keywordflow">if</span> (fabsf(h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo2">c</a>) > threshold)
00083 {
00084 right.<a class="code" href="a03128.html#NLMISC_1_1CVectorz2051_8">set</a>(1, 0, (h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo0">a</a> + h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo3">d</a>) / - h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo2">c</a> );
00085 }
00086 <span class="keywordflow">else</span>
00087 {
00088 right.<a class="code" href="a03128.html#NLMISC_1_1CVectorz2051_8">set</a>( (h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo3">d</a> + h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo2">c</a>) / h.<a class="code" href="a03082.html#NLMISC_1_1CPlaneo0">a</a>, 0, 1);
00089 }
00090
00091 right.<a class="code" href="a03128.html#NLMISC_1_1CVectorz2049_1">normalize</a>();
00092
00093 <span class="comment">// now, find a point on screen that lay on the horizon line</span>
00094 <span class="keyword">static</span> std::vector<NLMISC::CVector2f> poly(4);
00095
00096
00097
00098 <span class="keyword">const</span> <a class="code" href="a04558.html#a14">sint</a> xCenter = <a class="code" href="a04223.html#a632">width</a> >> 1;
00099 <span class="keyword">const</span> <a class="code" href="a04558.html#a14">sint</a> yCenter = <a class="code" href="a04223.html#a633">height</a> >> 1;
00100
00101 <span class="keyword">const</span> <span class="keywordtype">float</span> horizonHeight = (<span class="keywordtype">float</span>) (<a class="code" href="a04223.html#a633">height</a> >> 2);
00102 <span class="keyword">const</span> <span class="keywordtype">float</span> horizonWidth = (<span class="keywordtype">float</span>) (<a class="code" href="a04223.html#a632">width</a> >> 2);
00103
00104 <a class="code" href="a03128.html">NLMISC::CVector</a> tmp ;
00105
00106 tmp = horizonWidth * right + horizonHeight * up;
00107 poly[0] = <a class="code" href="a03660.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a>, yCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a>) ;
00108 tmp = horizonWidth * right - horizonHeight * up;
00109 poly[1] = NLMISC::CVector2f(xCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a>, yCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a>) ;
00110 tmp = - horizonWidth * right - horizonHeight * up;
00111 poly[2] = NLMISC::CVector2f(xCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a>, yCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a>);
00112 tmp = - horizonWidth * right + horizonHeight * up;
00113 poly[3] = NLMISC::CVector2f(xCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro0">x</a>, yCenter + tmp.<a class="code" href="a03128.html#NLMISC_1_1CVectoro2">z</a>);
00114
00115
00116 CDeform2d::doDeform(poly, drv, &_SinWave);
00117
00118
00119
00120
00121 }
</pre></div> </td>
</tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05784.html">heat_haze.h</a><li><a class="el" href="a05783.html">heat_haze.cpp</a></ul>
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