aboutsummaryrefslogtreecommitdiff
path: root/hgehelp/hgedistort.cpp
blob: 276ca056ce21b0cfaa1224baf7b9b1dc8dcb025e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
/*
** Haaf's Game Engine 1.7
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** hgeDistortionMesh helper class implementation
*/

#include "../../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;
		}
	}
}