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authorGravatar Chris Xiong <chirs241097@gmail.com> 2015-10-26 22:52:36 +0800
committerGravatar Chris Xiong <chirs241097@gmail.com> 2015-10-26 22:52:36 +0800
commit3bd383baf6a17e734329e1fc677c7e86283db772 (patch)
tree69a9148087577f797624ceb9c71323a2563d6bb4 /archive/hgehelp/hgedistort.cpp
parent543e4f570be9b279ba558ca61cc02cda251af384 (diff)
downloadbullet-lab-remix-3bd383baf6a17e734329e1fc677c7e86283db772.tar.xz
Added support for relative line numbers.
Added instructions for, brk and cont. (They are still untested...) Parser code cleanup. Removed garbage output to stderr. Reorganize the repository structure. Updated BLR2 code move it into archive. Added BLR1 files.
Diffstat (limited to 'archive/hgehelp/hgedistort.cpp')
-rw-r--r--archive/hgehelp/hgedistort.cpp242
1 files changed, 242 insertions, 0 deletions
diff --git a/archive/hgehelp/hgedistort.cpp b/archive/hgehelp/hgedistort.cpp
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+/*
+** 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;
+ }
+ }
+}
+