mirror of
https://github.com/ptitSeb/Serious-Engine
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158 lines
5.2 KiB
C++
158 lines
5.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_TEXTUREMAPPING_H
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#define SE_INCL_TEXTUREMAPPING_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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/* General coordinate naming notes:
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* s,t are texture coordinates in default mapping on a plane
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* +s=right
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* +t=down
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* u,v are texture coordinates in mapping on a polygon
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* +u=right
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* +v=down
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* i,j are coordinates on screen
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* +i=right
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* +j=down
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* k is distance from screen normalized to be in interval [1,+inf>
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* +1= near clip plane
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* +inf= far away (infinity) (not normalized to far clip plane!)
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* x,y,z are coordinates in 3D
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* +x=right
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* +y=up
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* -z=front
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*/
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/*
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* Gradients for a variable lineary interpolated along the screen.
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*/
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class CPlanarGradients {
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public:
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FLOAT pg_f00; // value at upper left corner
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FLOAT pg_fDOverDI; // horizontal gradient
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FLOAT pg_fDOverDJ; // vertical gradient
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public:
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// calculate value at some point on screen (i,j)
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inline FLOAT GetValue(FLOAT fI, FLOAT fJ) {
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return pg_f00 + pg_fDOverDI*fI + pg_fDOverDJ*fJ;
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};
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// set constant gradients
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inline void Constant(FLOAT fConst) {
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pg_f00 = fConst;
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pg_fDOverDI = 0;
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pg_fDOverDJ = 0;
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}
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// multiply gradients by given factor
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inline void Multiply(FLOAT fMul) {
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pg_f00 *= fMul;
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pg_fDOverDI *= fMul;
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pg_fDOverDJ *= fMul;
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};
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// add given constant to gradients
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inline void Add(FLOAT fAdd) {
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pg_f00 += fAdd;
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};
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// translate gradients in screen space
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inline void TranslateOnScreen(FLOAT fI, FLOAT fJ) {
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pg_f00 += pg_fDOverDI*fI + pg_fDOverDJ*fJ;
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};
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};
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/*
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* Description of texture mapping on a polygon relative to default mapping for its plane,
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* version used to communicating information to user.
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*/
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class ENGINE_API CMappingDefinitionUI {
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public:
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ANGLE mdui_aURotation;// rotation angle of u axis from s axis
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ANGLE mdui_aVRotation;// rotation angle of v axis from t axis
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FLOAT mdui_fUStretch; // stretch in u direction
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FLOAT mdui_fVStretch; // stretch in v direction
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FLOAT mdui_fUOffset; // offset in u direction
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FLOAT mdui_fVOffset; // offset in v direction
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};
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/*
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* Vectors defining a transformed mapping on a plane.
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*/
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class ENGINE_API CMappingVectors {
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public:
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FLOAT3D mv_vO; // origin
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FLOAT3D mv_vU; // u axis direction
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FLOAT3D mv_vV; // v axis direction
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// calculate default texture mapping control points from a plane
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void FromPlane(const FLOATplane3D &plPlane);
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void FromPlane_DOUBLE(const DOUBLEplane3D &plPlane);
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// calculate plane from default mapping vectors
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void ToPlane(FLOATplane3D &plPlane) const;
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};
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/*
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* Description of texture mapping on a polygon relative to default mapping for its plane.
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*/
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class ENGINE_API CMappingDefinition {
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public:
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FLOAT md_fUoS; // u vector relative to default mapping
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FLOAT md_fUoT;
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FLOAT md_fVoS; // v vector relative to default mapping
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FLOAT md_fVoT;
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FLOAT md_fUOffset; // offset in u direction
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FLOAT md_fVOffset; // offset in v direction
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// default constructor
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inline CMappingDefinition(void) :
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md_fUoS(1), md_fUoT(0),
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md_fVoS(0), md_fVoT(1),
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md_fUOffset(0), md_fVOffset(0) {};
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// convert to human-friendly format
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void ToUI(CMappingDefinitionUI &mdui) const;
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// convert from human-friendly format
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void FromUI(const CMappingDefinitionUI &mdui);
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// convert to mapping vectors
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void ToMappingVectors(const CMappingVectors &mvDefault, CMappingVectors &mvVectors) const;
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// convert from mapping vectors
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void FromMappingVectors(const CMappingVectors &mvDefault, const CMappingVectors &mvVectors);
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// make mapping vectors for this mapping
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void MakeMappingVectors(const CMappingVectors &mvSrc, CMappingVectors &mvDst) const;
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// transform default mapping vectors to mapping vectors for this mapping
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void TransformMappingVectors(const CMappingVectors &mvSrc, CMappingVectors &mvDst) const;
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// project another mapping on this one
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void ProjectMapping(const FLOATplane3D &plOriginal, const CMappingDefinition &mdOriginal,
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const FLOATplane3D &pl);
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// translate mapping in 3D
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void Translate(const CMappingVectors &mvDefault, const FLOAT3D &vTranslation);
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// rotate mapping in 3D
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void Rotate(const CMappingVectors &mvDefault, const FLOAT3D &vRotationOrigin, ANGLE aRotation);
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// center mapping to given point in 3D
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void Center(const CMappingVectors &mvDefault, const FLOAT3D &vNewOrigin);
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// transform mapping from one placement to another
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void Transform(const FLOATplane3D &plPlane,
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const class CPlacement3D &plSource, const class CPlacement3D &plTarget);
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// convert from old version of texture mapping defintion
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void ReadOld_t(CTStream &strm); // throw char *
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// find texture coordinates for an object-space point
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void GetTextureCoordinates(
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const CMappingVectors &mvDefault, const FLOAT3D &vSpace, MEX2D &vTexture) const;
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// find object-space coordinates for a texture point
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void GetSpaceCoordinates(
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const CMappingVectors &mvDefault, const MEX2D &vTexture, FLOAT3D &vSpace) const;
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};
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// stream operations
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ENGINE_API CTStream &operator>>(CTStream &strm, CMappingDefinition &md); // throw char *
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ENGINE_API CTStream &operator<<(CTStream &strm, const CMappingDefinition &md); // throw char *
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#endif /* include-once check. */
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