forked from metin2/client
600 lines
17 KiB
C++
600 lines
17 KiB
C++
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///////////////////////////////////////////////////////////////////////
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// CLensFlare Class
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//
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// (c) 2003 IDV, Inc.
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//
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// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
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//
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// This software is supplied under the terms of a license agreement or
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// nondisclosure agreement with Interactive Data Visualization and may
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// not be copied or disclosed except in accordance with the terms of
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// that agreement.
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//
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// Copyright (c) 2001-2003 IDV, Inc.
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// All Rights Reserved.
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//
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// IDV, Inc.
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// 1233 Washington St. Suite 610
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// Columbia, SC 29201
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// Voice: (803) 799-1699
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// Fax: (803) 931-0320
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// Web: http://www.idvinc.com
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//
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///////////////////////////////////////////////////////////////////////
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// Preprocessor
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#include "StdAfx.h"
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#include "LensFlare.h"
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#include "Camera.h"
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#include "StateManager.h"
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#include "ResourceManager.h"
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#include <math.h>
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using namespace std;
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///////////////////////////////////////////////////////////////////////
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// Variables
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static string g_strFiles[] =
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{
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"flare2.dds",
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"flare1.dds",
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"flare2.dds",
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"flare1.dds",
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"flare6.dds",
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"flare4.dds",
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"flare2.dds",
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"flare3.dds",
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""
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};
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static float g_fPosition[] =
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{
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-0.55f,
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-0.5f,
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-0.45f,
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0.2f,
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0.3f,
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0.95f,
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0.9f,
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1.0f
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};
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static float g_fWidth[] =
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{
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20.0f,
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32.0f,
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20.0f,
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32.0f,
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100.0f,
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32.0f,
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20.0f,
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250.0f
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};
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static float g_afColors[ ][4] =
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{
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{ 1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 0.8f },
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{ 0.3f, 0.5f, 1.0f, 0.9f },
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{ 0.3f, 0.5f, 1.0f, 0.6f },
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{ 1.0f, 0.6f, 0.9f, 0.4f },
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{ 1.0f, 0.0f, 0.0f, 0.5f },
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{ 1.0f, 0.6f, 0.3f, 0.4f }
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};
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::CLensFlare
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CLensFlare::CLensFlare() :
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m_fSunSize(0),
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m_fBeforeBright(0.0f),
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m_fAfterBright(0.0f),
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m_bFlareVisible(false),
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m_bDrawFlare(true),
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m_bDrawBrightScreen(true),
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m_bEnabled(true),
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m_bShowMainFlare(true),
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m_fMaxBrightness(1.0f)
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{
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m_pControlPixels = new float[c_nDepthTestDimension * c_nDepthTestDimension];
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m_pTestPixels = new float[c_nDepthTestDimension * c_nDepthTestDimension];
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m_afColor[0] = m_afColor[1] = m_afColor[2] = 1.0f;
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::~CLensFlare
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CLensFlare::~CLensFlare()
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{
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delete[] m_pControlPixels;
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delete[] m_pTestPixels;
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::Interpolate
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float CLensFlare::Interpolate(float fStart, float fEnd, float fPercent)
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{
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return fStart + (fEnd - fStart) * fPercent;
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::DrawBeforeFlare
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void CLensFlare::Compute(const D3DXVECTOR3 & c_rv3LightDirection)
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{
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float afSunPos[3];
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D3DXVECTOR3 v3Target = CCameraManager::Instance().GetCurrentCamera()->GetTarget();
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afSunPos[0] = v3Target.x - c_rv3LightDirection.x * 99999999.0f;
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afSunPos[1] = v3Target.y - c_rv3LightDirection.y * 99999999.0f;
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afSunPos[2] = v3Target.z - c_rv3LightDirection.z * 99999999.0f;
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float fX, fY;
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ProjectPosition(afSunPos[0], afSunPos[1], afSunPos[2], &fX, &fY);
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// set flare location
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SetFlareLocation(fX, fY);
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// determine visibility
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float fSunVectorMagnitude = sqrtf(afSunPos[0] * afSunPos[0] +
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afSunPos[1] * afSunPos[1] +
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afSunPos[2] * afSunPos[2]);
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float afSunVector[3];
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afSunVector[0] = -afSunPos[0] / fSunVectorMagnitude;
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afSunVector[1] = -afSunPos[1] / fSunVectorMagnitude;
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afSunVector[2] = -afSunPos[2] / fSunVectorMagnitude;
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float afCameraDirection[3];
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afCameraDirection[0] = ms_matView._13;
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afCameraDirection[1] = ms_matView._23;
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afCameraDirection[2] = ms_matView._33;
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float fDotProduct =
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(afSunVector[0] * afCameraDirection[0]) +
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(afSunVector[1] * afCameraDirection[1]) +
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(afSunVector[2] * afCameraDirection[2]);
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if (acosf(fDotProduct) < 0.5f * D3DX_PI)
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SetVisible(true);
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else
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SetVisible(false);
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// set flare brightness
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fX /= ms_Viewport.Width;
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fY /= ms_Viewport.Height;
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float fDistance = sqrtf(((0.5f - fX) * (0.5f - fX)) + ((0.5f - fY) * (0.5f - fY)));
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float fBeforeBright = Interpolate(0.0f, c_fHalfMaxBright, 1.0f - (fDistance * c_fDistanceScale));
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float fAfterBright = Interpolate(0.0f, 1.0f, 1.0f - (fDistance * c_fDistanceScale));
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SetBrightnesses(fBeforeBright, fAfterBright);
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::DrawBeforeFlare
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void CLensFlare::DrawBeforeFlare()
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{
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if (!m_bFlareVisible || !m_bEnabled || !m_bShowMainFlare)
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return;
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if (m_SunFlareImageInstance.IsEmpty())
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return;
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D3DXMATRIX matProj;
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D3DXMatrixOrthoOffCenterRH(&matProj, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f);
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STATEMANAGER.SaveTransform(D3DTS_PROJECTION, &matProj);
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STATEMANAGER.SaveTransform(D3DTS_VIEW, &ms_matIdentity);
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D3DXMATRIX matWorld;
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D3DXMatrixTranslation(&matWorld, m_afFlarePos[0], m_afFlarePos[1], 0.0f);
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STATEMANAGER.SetTransform(D3DTS_WORLD, &matWorld);
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STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE);
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STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE); // glDisable(GL_DEPTH_TEST);
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STATEMANAGER.SaveRenderState(D3DRS_ZWRITEENABLE, FALSE);
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STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // glDisable(GL_CULL_FACE);
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STATEMANAGER.SaveRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); // glShadeModel(GL_FLAT);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, FALSE); // glDisable(GL_ALPHA_TEST);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // glEnable(GL_BLEND);
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STATEMANAGER.SaveRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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STATEMANAGER.SaveRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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/*
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if (m_fBeforeBright != 0.0f && m_bDrawFlare && m_bDrawBrightScreen && false) // <20><> false?
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{
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glColor4f(1.0f, 1.0f, 1.0f, m_fBeforeBright);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2f(0.0f, 0.0f);
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glVertex2f(0.0f, 1.0f);
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glVertex2f(1.0f, 0.0f);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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}
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*/
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float fAspectRatio = ms_Viewport.Width / float(ms_Viewport.Height);
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float fHeight = m_fSunSize * fAspectRatio;
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D3DXCOLOR color(1.0f, 1.0f, 1.0f, 1.0f);
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SVertex vertices[4];
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vertices[0].x = -m_fSunSize;
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vertices[0].y = -fHeight;
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vertices[0].z = 0.0f;
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vertices[0].color = color;
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vertices[0].u = 0.0f;
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vertices[0].v = 0.0f;
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vertices[1].x = -m_fSunSize;
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vertices[1].y = fHeight;
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vertices[1].z = 0.0f;
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vertices[1].color = color;
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vertices[1].u = 0.0f;
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vertices[1].v = 1.0f;
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vertices[2].x = m_fSunSize;
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vertices[2].y = -fHeight;
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vertices[2].z = 0.0f;
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vertices[2].color = color;
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vertices[2].u = 1.0f;
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vertices[2].v = 0.0f;
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vertices[3].x = m_fSunSize;
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vertices[3].y = fHeight;
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vertices[3].z = 0.0f;
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vertices[3].color = color;
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vertices[3].u = 1.0f;
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vertices[3].v = 1.0f;
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STATEMANAGER.SetTexture(0, m_SunFlareImageInstance.GetTexturePointer()->GetD3DTexture());
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STATEMANAGER.SetTexture(1, NULL);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);
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STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertices, sizeof(SVertex));
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STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING);
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STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE); // glDisable(GL_DEPTH_TEST);
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STATEMANAGER.RestoreRenderState(D3DRS_ZWRITEENABLE);
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STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); // glDisable(GL_CULL_FACE);
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STATEMANAGER.RestoreRenderState(D3DRS_SHADEMODE); // glShadeModel(GL_FLAT);
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STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); // glDisable(GL_ALPHA_TEST);
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STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); // glEnable(GL_BLEND);
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STATEMANAGER.RestoreRenderState(D3DRS_SRCBLEND);
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STATEMANAGER.RestoreRenderState(D3DRS_DESTBLEND);
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STATEMANAGER.RestoreTransform(D3DTS_VIEW);
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STATEMANAGER.RestoreTransform(D3DTS_PROJECTION);
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::DrawAfterFlare
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void CLensFlare::DrawAfterFlare()
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{
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if (m_bEnabled && m_fAfterBright != 0.0f && m_bDrawBrightScreen)
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{
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SetDiffuseColor(m_afColor[0], m_afColor[1], m_afColor[2], m_fAfterBright);
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RenderBar2d(0.0f, 0.0f, 1024.0f, 1024.0f);
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}
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::SetMainFlare
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void CLensFlare::SetMainFlare(string strSunFile, float fSunSize)
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{
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if (m_bEnabled && m_bShowMainFlare)
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{
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m_fSunSize = fSunSize;
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CResource * pResource = CResourceManager::Instance().GetResourcePointer(strSunFile.c_str());
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if (!pResource->IsType(CGraphicImage::Type()))
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assert(false);
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m_SunFlareImageInstance.SetImagePointer(static_cast<CGraphicImage *> (pResource));
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}
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::DrawFlare
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void CLensFlare::DrawFlare()
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{
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if (m_bEnabled && m_bFlareVisible && m_bDrawFlare && m_fAfterBright != 0.0f)
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{
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//glPushAttrib(GL_ENABLE_BIT);
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STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE); // glDisable(GL_LIGHTING);
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STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE); // glDisable(GL_DEPTH_TEST);
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STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // glDisable(GL_CULL_FACE);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, FALSE); // glDisable(GL_ALPHA_TEST);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // glEnable(GL_BLEND);
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D3DXMATRIX matProj;
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D3DXMatrixOrthoOffCenterRH(&matProj, 0.0f, ms_Viewport.Width, ms_Viewport.Height, 0.0f, -1.0f, 1.0f);
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STATEMANAGER.SaveTransform(D3DTS_PROJECTION, &matProj);
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STATEMANAGER.SaveTransform(D3DTS_VIEW, &ms_matIdentity);
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STATEMANAGER.SetTransform(D3DTS_WORLD, &ms_matIdentity);
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//glMatrixMode(GL_MODELVIEW);
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//glLoadIdentity();
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//glDisable(GL_TEXTURE_2D);
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DrawAfterFlare();
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//glEnable(GL_TEXTURE_2D);
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m_cFlare.Draw(m_fAfterBright,
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ms_Viewport.Width,
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ms_Viewport.Height,
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static_cast<int>(m_afFlareWinPos[0]),
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static_cast<int>(m_afFlareWinPos[1]));
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STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING); // glDisable(GL_LIGHTING);
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STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE); // glDisable(GL_DEPTH_TEST);
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STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); // glDisable(GL_CULL_FACE);
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STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); // glEnable(GL_BLEND);
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STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); // glDisable(GL_ALPHA_TEST);
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STATEMANAGER.RestoreTransform(D3DTS_PROJECTION);
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STATEMANAGER.RestoreTransform(D3DTS_VIEW);
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//glDisable(GL_TEXTURE_2D);
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//glPopAttrib();
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}
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}
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///////////////////////////////////////////////////////////////////////
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// CLensFlare::CharacterizeFlare
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void CLensFlare::CharacterizeFlare(bool bEnabled, bool bShowMainFlare, float fMaxBrightness, const D3DXCOLOR & c_rColor)
|
|||
|
{
|
|||
|
m_bEnabled = bEnabled;
|
|||
|
m_bShowMainFlare = bShowMainFlare;
|
|||
|
m_fMaxBrightness = fMaxBrightness;
|
|||
|
|
|||
|
m_afColor[0] = c_rColor.r;
|
|||
|
m_afColor[1] = c_rColor.g;
|
|||
|
m_afColor[2] = c_rColor.b;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::Initialize
|
|||
|
void CLensFlare::Initialize(std::string strPath)
|
|||
|
{
|
|||
|
if (m_bEnabled)
|
|||
|
m_cFlare.Init(strPath);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::SetFlareLocation
|
|||
|
void CLensFlare::SetFlareLocation(double dX, double dY)
|
|||
|
{
|
|||
|
if (m_bEnabled)
|
|||
|
{
|
|||
|
m_afFlareWinPos[0] = float(dX);
|
|||
|
m_afFlareWinPos[1] = float(dY);
|
|||
|
|
|||
|
m_afFlarePos[0] = float(dX) / ms_Viewport.Width;
|
|||
|
m_afFlarePos[1] = float(dY) / ms_Viewport.Height;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::SetBrightnesses
|
|||
|
|
|||
|
void CLensFlare::SetBrightnesses(float fBeforeBright, float fAfterBright)
|
|||
|
{
|
|||
|
if (m_bEnabled)
|
|||
|
{
|
|||
|
m_fBeforeBright = fBeforeBright;
|
|||
|
m_fAfterBright = fAfterBright;
|
|||
|
|
|||
|
ClampBrightness();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::ReadControlPixels
|
|||
|
|
|||
|
void CLensFlare::ReadControlPixels()
|
|||
|
{
|
|||
|
if (m_bEnabled)
|
|||
|
ReadDepthPixels(m_pControlPixels);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::AdjustBrightness
|
|||
|
|
|||
|
void CLensFlare::AdjustBrightness()
|
|||
|
{
|
|||
|
if (m_bEnabled)
|
|||
|
{
|
|||
|
ReadDepthPixels(m_pTestPixels);
|
|||
|
|
|||
|
int nDifferent = 0;
|
|||
|
|
|||
|
for (int i = 0; i < c_nDepthTestDimension * c_nDepthTestDimension; ++i)
|
|||
|
if (m_pTestPixels[i] != m_pControlPixels[i])
|
|||
|
++nDifferent;
|
|||
|
|
|||
|
float fAdjust = (static_cast<float>(nDifferent) / (c_nDepthTestDimension * c_nDepthTestDimension));
|
|||
|
fAdjust = sqrtf(fAdjust) * 0.85f;
|
|||
|
m_fAfterBright *= 1.0f - fAdjust;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::ReadDepthPixels
|
|||
|
|
|||
|
void CLensFlare::ReadDepthPixels(float * /*pPixels*/)
|
|||
|
{
|
|||
|
/*
|
|||
|
LPDIRECT3DSURFACE8 lpSurface;
|
|||
|
if (FAILED(ms_lpd3dDevice->GetDepthStencilSurface(&lpSurface)))
|
|||
|
assert(false);
|
|||
|
|
|||
|
D3DLOCKED_RECT rect;
|
|||
|
lpSurface->LockRect(&rect, NULL, D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE);
|
|||
|
|
|||
|
lpSurface->UnlockRect();
|
|||
|
*/
|
|||
|
/*
|
|||
|
glReadPixels(GLint(m_afFlareWinPos[0] - c_nDepthTestDimension / 2),
|
|||
|
GLint(m_afFlareWinPos[1] - c_nDepthTestDimension / 2),
|
|||
|
c_nDepthTestDimension, c_nDepthTestDimension,
|
|||
|
GL_DEPTH_COMPONENT, GL_FLOAT, pPixels);
|
|||
|
*/
|
|||
|
}
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CLensFlare::ClampBrightness
|
|||
|
|
|||
|
void CLensFlare::ClampBrightness()
|
|||
|
{
|
|||
|
// before
|
|||
|
if (m_fBeforeBright < 0.0f)
|
|||
|
m_fBeforeBright = 0.0f;
|
|||
|
else if (m_fBeforeBright > 1.0f)
|
|||
|
m_fBeforeBright = 1.0f;
|
|||
|
|
|||
|
m_fBeforeBright *= m_fMaxBrightness;
|
|||
|
|
|||
|
if (m_fAfterBright < 0.0f)
|
|||
|
m_fAfterBright = 0.0f;
|
|||
|
else if (m_fAfterBright > 1.0f)
|
|||
|
m_fAfterBright = 1.0f;
|
|||
|
|
|||
|
m_fAfterBright *= m_fMaxBrightness;
|
|||
|
}
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CFlare implementation
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CFlare::CFlare
|
|||
|
|
|||
|
CFlare::CFlare()
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CFlare::~CFlare
|
|||
|
|
|||
|
CFlare::~CFlare()
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CFlare::Init
|
|||
|
|
|||
|
void CFlare::Init(std::string strPath)
|
|||
|
{
|
|||
|
int i = 0;
|
|||
|
|
|||
|
while (g_strFiles[i] != "")
|
|||
|
{
|
|||
|
CResource * pResource = CResourceManager::Instance().GetResourcePointer((strPath + "/" + string(g_strFiles[i])).c_str());
|
|||
|
|
|||
|
if (!pResource->IsType(CGraphicImage::Type()))
|
|||
|
assert(false);
|
|||
|
|
|||
|
SFlarePiece * pPiece = new SFlarePiece;
|
|||
|
|
|||
|
pPiece->m_imageInstance.SetImagePointer(static_cast<CGraphicImage *> (pResource));
|
|||
|
pPiece->m_fPosition = g_fPosition[i];
|
|||
|
pPiece->m_fWidth = g_fWidth[i];
|
|||
|
pPiece->m_pColor = g_afColors[i];
|
|||
|
|
|||
|
m_vFlares.push_back(pPiece);
|
|||
|
i++;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////
|
|||
|
// CFlare::Draw
|
|||
|
void CFlare::Draw(float fBrightScale, int nWidth, int nHeight, int nX, int nY)
|
|||
|
{
|
|||
|
STATEMANAGER.SaveRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|||
|
|
|||
|
float fDX = float(nX) - float(nWidth) / 2.0f;
|
|||
|
float fDY = float(nY) - float(nHeight) / 2.0f;
|
|||
|
|
|||
|
STATEMANAGER.SetTexture(1, NULL);
|
|||
|
STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);
|
|||
|
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|||
|
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|||
|
|
|||
|
for (unsigned int i = 0; i < m_vFlares.size(); i++)
|
|||
|
{
|
|||
|
float fCenterX = float(nX) - (m_vFlares[i]->m_fPosition + 1.0f) * fDX;
|
|||
|
float fCenterY = float(nY) - (m_vFlares[i]->m_fPosition + 1.0f) * fDY;
|
|||
|
float fW = m_vFlares[i]->m_fWidth;
|
|||
|
|
|||
|
D3DXCOLOR d3dColor(m_vFlares[i]->m_pColor[0] * fBrightScale,
|
|||
|
m_vFlares[i]->m_pColor[1] * fBrightScale,
|
|||
|
m_vFlares[i]->m_pColor[2] * fBrightScale,
|
|||
|
m_vFlares[i]->m_pColor[3] * fBrightScale);
|
|||
|
|
|||
|
STATEMANAGER.SetTexture(0, m_vFlares[i]->m_imageInstance.GetTexturePointer()->GetD3DTexture());
|
|||
|
|
|||
|
TVertex vertices[4];
|
|||
|
|
|||
|
vertices[0].u = 0.0f;
|
|||
|
vertices[0].v = 0.0f;
|
|||
|
vertices[0].x = fCenterX - fW;
|
|||
|
vertices[0].y = fCenterY - fW;
|
|||
|
vertices[0].z = 0.0f;
|
|||
|
vertices[0].color = d3dColor;
|
|||
|
|
|||
|
vertices[1].u = 0.0f;
|
|||
|
vertices[1].v = 1.0f;
|
|||
|
vertices[1].x = fCenterX - fW;
|
|||
|
vertices[1].y = fCenterY + fW;
|
|||
|
vertices[1].z = 0.0f;
|
|||
|
vertices[1].color = d3dColor;
|
|||
|
|
|||
|
vertices[2].u = 1.0f;
|
|||
|
vertices[2].v = 0.0f;
|
|||
|
vertices[2].x = fCenterX + fW;
|
|||
|
vertices[2].y = fCenterY - fW;
|
|||
|
vertices[2].z = 0.0f;
|
|||
|
vertices[2].color = d3dColor;
|
|||
|
|
|||
|
vertices[3].u = 1.0f;
|
|||
|
vertices[3].v = 1.0f;
|
|||
|
vertices[3].x = fCenterX + fW;
|
|||
|
vertices[3].y = fCenterY + fW;
|
|||
|
vertices[3].z = 0.0f;
|
|||
|
vertices[3].color = d3dColor;
|
|||
|
|
|||
|
STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertices, sizeof(TVertex));
|
|||
|
}
|
|||
|
|
|||
|
STATEMANAGER.RestoreRenderState(D3DRS_DESTBLEND);
|
|||
|
}
|