120 lines
2.8 KiB
C++
120 lines
2.8 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// File: BlobRenderer.h
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//
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// Copyright 2001 Pipeworks Software
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//
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// WORK HALTED: Patent issues
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef BLOBRENDERER_H
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#define BLOBRENDERER_H
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#include "render_object.h"
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// Adapted from: http://www.gamasutra.com/features/20000523/lander_01.htm
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// Possibly in violation of US Patent #4,710,876
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// http://164.195.100.11/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search-bool.html&r=1&f=G&l=50&co1=AND&d=pall&s1='4710876'.WKU.&OS=PN/4710876&RS=PN/4710876
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struct BlobVertex
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{
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D3DVECTOR pos;
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D3DVECTOR normal; // not normalized, do it in the GPU
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// Diffuse color is set as a constant.
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};
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class BlobSource
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{
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public:
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D3DVECTOR ptPosition;
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float fStrength;
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float fConsiderationRadius;
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float fConsiderationRadius2;
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int dAffiliation; // affiliation of -1 is never rendered, but does repulse
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inline float calculate(int affiliation, const D3DVECTOR& pos) const
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{
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float dist2 = Distance2(ptPosition, pos);
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if (dist2 > fConsiderationRadius2) return 0.0f;
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float falloff = 1.0f - (dist2/fConsiderationRadius2);
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return ((affiliation==dAffiliation) ? 1.0f : -1.0f) * fStrength * falloff*falloff;
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}
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};
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class BlobRenderer : public RenderObject
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{
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protected:
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const BlobSource* m_pSources;
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int m_NumBlobs;
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float m_Threshhold;
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DWORD m_dwNumVertices;
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DWORD m_dwNumIndices;
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LPDIRECT3DVERTEXBUFFER8 m_pBlobVB;
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LPDIRECT3DINDEXBUFFER8 m_pBlobIB;
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float* m_pField;
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int* m_pVertexIndices; // circular fifo which stores one layer of vertex indices
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int m_FieldX, m_FieldY, m_FieldXY, m_FieldZ; // number of entries in each field coord
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D3DVECTOR m_LowerLeftCorner;
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D3DVECTOR m_FieldToWorld;
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D3DVECTOR m_WorldToField;
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int getCoords(const D3DVECTOR& pos, int* p_x, int* p_y, int* p_z, D3DVECTOR* p_remainder=NULL);
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void getWorldPos(D3DVECTOR* pos, int x, int y, int z);
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public:
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BlobRenderer();
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~BlobRenderer();
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virtual bool isVisible() { return true; }
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virtual void destroy();
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virtual void render();
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virtual void advanceTime(float fElapsedTime, float fDt) {}
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void init( const BlobSource* p_blob_sources, int num_blobs,
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float xy_spacing, float z_spacing,
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const D3DVECTOR& center, const D3DVECTOR& half_dim);
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void getThreshhold() const { return m_Threshhold; }
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void setThreshhold(float th) { m_Threshhold = th; }
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};
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class TestBlobRenderer : public BlobRenderer
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{
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protected:
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enum { NUM_BLOBS = 6 };
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BlobSource m_Sources[NUM_BLOBS];
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public:
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TestBlobRenderer();
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~TestBlobRenderer();
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virtual void create();
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virtual void advanceTime(float fElapsedTime, float fDt);
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};
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#endif // BLOBRENDERER_H
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