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client/EterLib/LensFlare.cpp

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