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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> &du, <font class="keywordtype">float</font> &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 &<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()->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 < 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>) > 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<NLMISC::CVector2f> 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> >> 1;
00099 <font class="keyword">const</font> sint yCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> >> 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> >> 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> >> 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, &<a class="code" href="namespaceNL3D.html#a40">_SinWave</a>);
00117
00118
00119
00120
00121 }
00122
00123 } <font class="comment">// NL3D</font>
</pre></div>
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