tge/engine/gui/shiny/guiEffectCanvas.cc
2017-04-17 06:17:10 -06:00

192 lines
5.6 KiB
C++
Executable File

#include "gui/shiny/guiEffectCanvas.h"
#include "dgl/dgl.h"
#include "util/safeDelete.h"
IMPLEMENT_CONOBJECT(GuiEffectCanvas);
//------------------------------------------------------------------------------
// An effect
namespace EffectCanvasEffects
{
void FN_CDECL spiralInitFn( const int x, const int y, const Point2I &resolution,
const F32 maxX, const F32 maxY, Point2F *outVec )
{
outVec->x += 0.01;
//outVec->x -= 0.5f;
//outVec->y -= 0.5f;
//F32 d = mSqrt( ( x - resolution.x / 2.f ) * ( x - resolution.x / 2.f ) +
// ( y - resolution.y / 2.f ) * ( y - resolution.y / 2.f ) );
//F32 c = mCos( d * M_PI / 64.f ) * 0.5f;
//F32 s = mSin( d * M_PI / 64.f ) * 0.5f;
//outVec->x = c * outVec->x - s * outVec->y;
//outVec->y = s * outVec->x + c * outVec->y;
//outVec->x += 0.5f;
//outVec->y += 0.5f;
}
};
//------------------------------------------------------------------------------
ConsoleFunction( createEffectCanvas, bool, 2, 2, "(string windowTitle)"
"Create the game window/canvas, with the specified window title.")
{
AssertISV(!Canvas, "createEffectCanvas: canvas has already been instantiated");
#if !defined(TORQUE_OS_MAC) // macs can only run one instance in general.
#if !defined(TORQUE_DEBUG) && !defined(INTERNAL_RELEASE)
if(!Platform::excludeOtherInstances("TorqueTest"))
return false;
#endif
#endif
Platform::initWindow(Point2I(800, 600), argv[1]);
// create the canvas, and add it to the manager
Canvas = new GuiEffectCanvas();
Canvas->registerObject("Canvas"); // automatically adds to GuiGroup
return true;
}
//------------------------------------------------------------------------------
GuiEffectCanvas::GuiEffectCanvas()
{
mStartEffect = false;
mEffectInProgress = false;
mVisualizeField = false;
mUpdateFeedbackTexture = false;
mVectorField = new VectorField( Point2I( 16, 12 ) );
mClearColor.set( 1.f, 0.f, 0.f, 1.0f );
mLastSize = mBounds.extent;
}
//------------------------------------------------------------------------------
GuiEffectCanvas::~GuiEffectCanvas()
{
SAFE_DELETE( mVectorField );
}
//------------------------------------------------------------------------------
void GuiEffectCanvas::renderFrame( bool preRenderOnly, bool bufferSwap /* = true */ )
{
// With this canvas, always re-draw the whole thing if an effect is in progress
if( mEffectInProgress )
{
resetUpdateRegions();
}
// Render normally.
Parent::renderFrame( preRenderOnly, false );
// Check for resize (renderFrame does this)
if( Platform::getWindowSize() != mLastSize )
{
canvasResized();
mLastSize = Platform::getWindowSize();
}
// Check to see if the effect should be started
if( mStartEffect )
{
// Sweet, don't do this again until next time
mStartEffect = false;
// Grab the frame
mFeedbackTexture.update();
// And we are in business!
mEffectInProgress = true;
}
// Check to see if we are going
if( mEffectInProgress )
{
// Do some vooodooo!
glDisable( GL_LIGHTING );
glEnable( GL_TEXTURE_2D );
glEnable( GL_BLEND );
// Bind the feedback texture
glBindTexture( GL_TEXTURE_2D, mFeedbackTexture.getTextureHandle().getGLName() );
// Set up some tex parameters
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (F32 *)&mClearColor );
// Set up the blend parameters
glBlendColorEXT( mClearColor.red, mClearColor.green, mClearColor.blue, mClearColor.alpha );
glBlendFunc( GL_CONSTANT_COLOR_EXT, GL_ZERO );
glGetFloatv( GL_BLEND_COLOR_EXT, (F32 *)&mClearColor );
// Render the current field
mVectorField->renderField( true );
glDisable( GL_TEXTURE_2D );
}
// Check to see if we should update the feedback texture
if( mUpdateFeedbackTexture )
{
mFeedbackTexture.update();
mUpdateFeedbackTexture = false;
}
// Debug visualization
if( mVisualizeField )
mVectorField->visualizeField();
// Now swap the buffers
swapBuffers();
}
//------------------------------------------------------------------------------
void GuiEffectCanvas::processTick()
{
if( mEffectInProgress )
{
// Check to see if we are done
if( mEffectTickCount++ > 100 )
mEffectInProgress = false;
else
mUpdateFeedbackTexture = true;
}
}
//------------------------------------------------------------------------------
void GuiEffectCanvas::canvasResized()
{
// Do NOT call parent here
mFeedbackTexture.setUpdateRect( mBounds );
TextureObject *obj = (TextureObject *)mFeedbackTexture.getTextureHandle();
F32 maxX = F32(obj->bitmapWidth) / F32(obj->texWidth);
F32 maxY = F32(obj->bitmapHeight) / F32(obj->texHeight);
mVectorField->initVectorField( maxX, maxY, VectorField::Flip_None, &EffectCanvasEffects::spiralInitFn );
}
//------------------------------------------------------------------------------
void GuiEffectCanvas::setContentControl(GuiControl *gui)
{
Parent::setContentControl( gui );
//mStartEffect = true;
mEffectTickCount = 0;
}
//------------------------------------------------------------------------------