fileMotionFilter.cpp
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/*
 *  MotionFilter.cpp
 *
 *  Created by Daisuke Nogami.
 *  Copyright 2005 Daisuke Nogami [null-null.net]. All rights reserved.
 */
 
#include "stdafx.h"
#include "MotionFilter.h"
 
 
#include <GL/glut.h>
 
#define HIT_RANGE 15
 
 
MotionFilter::MotionFilter(){
  hitRainDropNum = 0;
}
 
// x[0-1], y[0-1]
void MotionFilter::getRgbAt( float x, float y, unsigned char* rgb ){
  // normalize
  x = x < 0 ? 0 : x;
  x = x > 1 ? 1 : x;
  y = y < 0 ? 0 : y;
  y = y > 1 ? 1 : y;
  int ix = (int)(((float)_cWidth-1)*x);
  int iy = (int)(((float)_cHeight-1)*y);
  int  rowSize = _cWidth * 3;
  rgb[0] = btmp[(ix*3)+iy*rowSize];
  rgb[1] = btmp[(ix*3)+iy*rowSize+1];
  rgb[2] = btmp[(ix*3)+iy*rowSize+2];
}
 
// draw motion shadow
void MotionFilter::draw(){
  glBegin( GL_POLYGON );
  glTexCoord2f( 0.0f, 0.0f );
  glVertex2f( 0, 768 );
  glTexCoord2f( 1.0f, 0.0f );
  glVertex2f( 1024, 768 );
  glTexCoord2f( 1.0f, 1.0f );
  glVertex2f( 1024, 0 );
  glTexCoord2f( 0.0f, 1.0f );
  glVertex2f( 0,0 );
  glEnd();
}
 
// draw shade
void MotionFilter::shade(){
  int i, j;
  nlVector* v;
  for( i = 0; i < shadeLine.size(); i++ ){
    glBegin( GL_LINE_LOOP );
    for( j = 0; j < shadeLine[i].size(); j++ ){
      v = &shadeLine[i][j];
      glVertex2f( v->x, v->y );
    }
    glEnd();
  }
}
 
// attach raindrop
void MotionFilter::attach( CellSet* cellset, RainFilter* rfilter ){
  int x, y, i, idx;
  float lenx, leny, len_a, len_b;
  float flow;
  unsigned char rgb[3];
  Cell *tcell_a, *tcell_b;
  RainDrop* rd;
 
  // initialize
  hitRainDropNum = 0;
 
  for( i = 0; i < rfilter->raindrops.size(); i++ ){
 
    rd = &rfilter->raindrops[i];
 
    getRgbAt( rd->xpos/1024, 1-rd->ypos/768, rgb );
    flow = 1-(float)rgb[2]/255;
 
    // hit test
    if( flow > 0.04 ){
 
      for( y = 0; y < cellset->hdiv; y++ ){
        for( x = 0; x < cellset->wdiv; x++ ){
 
          idx = x+y*cellset->wdiv;
          tcell_a = &cellset->cells_a[idx];
          tcell_b = &cellset->cells_b[idx];
 
          // cell A
          lenx = (tcell_a->xpos + cellset->xpos) - rd->xpos;
          leny = (tcell_a->ypos + cellset->ypos) - rd->ypos;
          len_a = sqrt( lenx*lenx+leny*leny );
 
          // cell B
          lenx = (tcell_b->xpos + cellset->xpos) - rd->xpos;
          leny = (tcell_b->ypos + cellset->ypos) - rd->ypos;
          len_b = sqrt( lenx*lenx+leny*leny );
 
          // hit test [ between raindrop and cell ]
          if( len_a < HIT_RANGE || len_b < HIT_RANGE ){
            tcell_a->flow = flow;
            tcell_b->flow = flow;
 
            // hit num
            hitRainDropNum++;
          }
        }
      }
 
      // clear raindrop
      rd->init();
    }
  }
}
 
// attach airstream
void MotionFilter::attach( CellSet* cellset, AirstreamFilter* asfilter ){
 
  // tailwind & headwind
  int i;
  float mpowx = 0;
  float mpowy = 0;
  nlRectangle* mf;
  for( i = 0; i < mfv.size(); i++ ){
    mf = &mfv[i];
    mpowx += mf->vx;
    mpowy += mf->vy;
  }
  asfilter->as_src.relative_velx = mpowx*7;
  asfilter->as_src.relative_vely = mpowy*3;
 
  // attach by motion shadow
  unsigned char rgb_a[3], rgb_b[3];
  float m_a, m_b;
  int x, y, idx;
  Cell *tcell_a, *tcell_b;
 
  for( y = 0; y < cellset->hdiv; y++ ){
    for( x = 0; x < cellset->wdiv; x++ ){
 
      idx = x+y*cellset->wdiv;
      tcell_a = &cellset->cells_a[idx];
      tcell_b = &cellset->cells_b[idx];
 
      // cell A
      getRgbAt(
        (tcell_a->xpos + cellset->xpos)/1024,
        1-(tcell_a->ypos + cellset->ypos)/768,
        rgb_a
      );
      m_a = 1-(float)rgb_a[2]/255;
      if( m_a > 0.1 ){
        tcell_a->nextpow = m_a*2+2;
      }
      else{
        tcell_a->nextpow = 1;
      }
 
      // cell B
      getRgbAt(
        (tcell_b->xpos + cellset->xpos)/1024,
        1-(tcell_b->ypos + cellset->ypos)/768,
        rgb_b
      );
      m_b = 1-(float)rgb_b[2]/255;
      if( m_b > 0.1 ){
        tcell_b->nextpow = m_b*2+2;
      }
      else{
        tcell_b->nextpow = 1;
      }
    }
  }
}
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