/*
** Haaf's Game Engine 1.7
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** hgeDistortionMesh helper class implementation
*/
#include "hgedistort.h"
HGE *hgeDistortionMesh::hge=0;
hgeDistortionMesh::hgeDistortionMesh(int cols, int rows)
{
int i;
hge=hgeCreate(HGE_VERSION);
nRows=rows;
nCols=cols;
cellw=cellh=0;
quad.tex=0;
quad.blend=BLEND_COLORMUL | BLEND_ALPHABLEND | BLEND_ZWRITE;
disp_array=new hgeVertex[rows*cols];
for(i=0;i<rows*cols;i++)
{
disp_array[i].x=0.0f;
disp_array[i].y=0.0f;
disp_array[i].tx=0.0f;
disp_array[i].ty=0.0f;
disp_array[i].z=0.5f;
disp_array[i].col=0xFFFFFFFF;
}
}
hgeDistortionMesh::hgeDistortionMesh(const hgeDistortionMesh &dm)
{
hge=hgeCreate(HGE_VERSION);
nRows=dm.nRows;
nCols=dm.nCols;
cellw=dm.cellw;
cellh=dm.cellh;
tx=dm.tx;
ty=dm.ty;
width=dm.width;
height=dm.height;
quad=dm.quad;
disp_array=new hgeVertex[nRows*nCols];
memcpy(disp_array, dm.disp_array, sizeof(hgeVertex)*nRows*nCols);
}
hgeDistortionMesh::~hgeDistortionMesh()
{
delete[] disp_array;
hge->Release();
}
hgeDistortionMesh& hgeDistortionMesh::operator= (const hgeDistortionMesh &dm)
{
if(this!=&dm)
{
nRows=dm.nRows;
nCols=dm.nCols;
cellw=dm.cellw;
cellh=dm.cellh;
tx=dm.tx;
ty=dm.ty;
width=dm.width;
height=dm.height;
quad=dm.quad;
delete[] disp_array;
disp_array=new hgeVertex[nRows*nCols];
memcpy(disp_array, dm.disp_array, sizeof(hgeVertex)*nRows*nCols);
}
return *this;
}
void hgeDistortionMesh::SetTexture(HTEXTURE tex)
{
quad.tex=tex;
}
void hgeDistortionMesh::SetTextureRect(float x, float y, float w, float h)
{
int i,j;
float tw,th;
tx=x; ty=y; width=w; height=h;
if (quad.tex)
{
tw=(float)hge->Texture_GetWidth(quad.tex);
th=(float)hge->Texture_GetHeight(quad.tex);
}
else
{
tw = w;
th = h;
}
cellw=w/(nCols-1);
cellh=h/(nRows-1);
for(j=0; j<nRows; j++)
for(i=0; i<nCols; i++)
{
disp_array[j*nCols+i].tx=(x+i*cellw)/tw;
disp_array[j*nCols+i].ty=(y+j*cellh)/th;
disp_array[j*nCols+i].x=i*cellw;
disp_array[j*nCols+i].y=j*cellh;
}
}
void hgeDistortionMesh::SetBlendMode(int blend)
{
quad.blend=blend;
}
void hgeDistortionMesh::Clear(DWORD col, float z)
{
int i,j;
for(j=0; j<nRows; j++)
for(i=0; i<nCols; i++)
{
disp_array[j*nCols+i].x=i*cellw;
disp_array[j*nCols+i].y=j*cellh;
disp_array[j*nCols+i].col=col;
disp_array[j*nCols+i].z=z;
}
}
void hgeDistortionMesh::Render(float x, float y)
{
int i,j,idx;
for(j=0; j<nRows-1; j++)
for(i=0; i<nCols-1; i++)
{
idx=j*nCols+i;
quad.v[0].tx=disp_array[idx].tx;
quad.v[0].ty=disp_array[idx].ty;
quad.v[0].x=x+disp_array[idx].x;
quad.v[0].y=y+disp_array[idx].y;
quad.v[0].z=disp_array[idx].z;
quad.v[0].col=disp_array[idx].col;
quad.v[1].tx=disp_array[idx+1].tx;
quad.v[1].ty=disp_array[idx+1].ty;
quad.v[1].x=x+disp_array[idx+1].x;
quad.v[1].y=y+disp_array[idx+1].y;
quad.v[1].z=disp_array[idx+1].z;
quad.v[1].col=disp_array[idx+1].col;
quad.v[2].tx=disp_array[idx+nCols+1].tx;
quad.v[2].ty=disp_array[idx+nCols+1].ty;
quad.v[2].x=x+disp_array[idx+nCols+1].x;
quad.v[2].y=y+disp_array[idx+nCols+1].y;
quad.v[2].z=disp_array[idx+nCols+1].z;
quad.v[2].col=disp_array[idx+nCols+1].col;
quad.v[3].tx=disp_array[idx+nCols].tx;
quad.v[3].ty=disp_array[idx+nCols].ty;
quad.v[3].x=x+disp_array[idx+nCols].x;
quad.v[3].y=y+disp_array[idx+nCols].y;
quad.v[3].z=disp_array[idx+nCols].z;
quad.v[3].col=disp_array[idx+nCols].col;
hge->Gfx_RenderQuad(&quad);
}
}
void hgeDistortionMesh::SetZ(int col, int row, float z)
{
if(row<nRows && col<nCols) disp_array[row*nCols+col].z=z;
}
void hgeDistortionMesh::SetColor(int col, int row, DWORD color)
{
if(row<nRows && col<nCols) disp_array[row*nCols+col].col=color;
}
void hgeDistortionMesh::SetDisplacement(int col, int row, float dx, float dy, int ref)
{
if(row<nRows && col<nCols)
{
switch(ref)
{
case HGEDISP_NODE: dx+=col*cellw; dy+=row*cellh; break;
case HGEDISP_CENTER: dx+=cellw*(nCols-1)/2;dy+=cellh*(nRows-1)/2; break;
case HGEDISP_TOPLEFT: break;
}
disp_array[row*nCols+col].x=dx;
disp_array[row*nCols+col].y=dy;
}
}
float hgeDistortionMesh::GetZ(int col, int row) const
{
if(row<nRows && col<nCols) return disp_array[row*nCols+col].z;
else return 0.0f;
}
DWORD hgeDistortionMesh::GetColor(int col, int row) const
{
if(row<nRows && col<nCols) return disp_array[row*nCols+col].col;
else return 0;
}
void hgeDistortionMesh::GetDisplacement(int col, int row, float *dx, float *dy, int ref) const
{
if(row<nRows && col<nCols)
{
switch(ref)
{
case HGEDISP_NODE: *dx=disp_array[row*nCols+col].x-col*cellw;
*dy=disp_array[row*nCols+col].y-row*cellh;
break;
case HGEDISP_CENTER: *dx=disp_array[row*nCols+col].x-cellw*(nCols-1)/2;
*dy=disp_array[row*nCols+col].x-cellh*(nRows-1)/2;
break;
case HGEDISP_TOPLEFT: *dx=disp_array[row*nCols+col].x;
*dy=disp_array[row*nCols+col].y;
break;
}
}
}