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# XFuUVManipulator.cpp

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    00001 /*! \file
    00002  * X-Forge Util <br>
    00003  * Copyright 2000-2003 Fathammer Ltd
    00004  *
    00005  * \brief UV Coordinate manipulation routines
    00006  *
    00007  * $Id: XFuUVManipulator.cpp,v 1.7 2003/08/12 13:34:08 lars Exp $
    00008  * $Date: 2003/08/12 13:34:08 $
    00009  * $Revision: 1.7 $
    00010  */
    00011
    00012 #include <xfcore/XFcCore.h>
    00013 #include <xfutil/XFuUVManipulator.h>
    00014
    00015 void XFuUVManipulator::generateEnvmapCoordinates(XFcGLVertexBuffer *aVertexBuffer, XFcGL *aGL)
    00016 {
    00017     if (aVertexBuffer->getFlags() == (XFCGLVF_XYZ |
    00018                                       XFCGLVF_NORMAL |
    00019                                       XFCGLVF_DIFFUSECOLOR |
    00020                                       XFCGLVF_TEXTURE1))
    00021     {
    00022         INT32 *v = (INT32*)aVertexBuffer->lock(XFCGLVBLOCK_MODIFY);
    00023         if (v != NULL)
    00024         {
    00025             INT32 t = aVertexBuffer->getNumVertices();
    00026             INT32 i;
    00027
    00028             XFcMatrix4 m, tm;
    00029             aGL->getMatrix(XFCGLMAT_VIEW, tm);
    00030             aGL->getMatrix(XFCGLMAT_WORLD, m);
    00031             m *= tm;
    00032
    00033             // remove translation from above matrix
    00034             m.m[3][0] = REALi(0);
    00035             m.m[3][1] = REALi(0);
    00036             m.m[3][2] = REALi(0);
    00037             m.m[3][3] = REALi(1);
    00038
    00039             // cycle through all vertices in buffer
    00040             for (i = 0; i < t; i++)
    00041             {
    00042
    00043                 XFcVector4 vec, rvec;
    00044                 // fetch normal value
    00045 #ifndef XFC_USE_FLOAT
    00046                 vec.x.mValue = v[3];
    00047                 vec.y.mValue = v[4];
    00048                 vec.z.mValue = v[5];
    00049 #else
    00050                 vec.x = *((REAL*)&v[3]);
    00051                 vec.y = *((REAL*)&v[4]);
    00052                 vec.z = *((REAL*)&v[5]);
    00053 #endif
    00054                 vec.w = REALi(1);
    00055
    00056                 // rotate normals to the camera direction
    00057                 XFcMath::matrixProject(m, vec, rvec);
    00058
    00059                 REAL w2 = rvec.w * 2;
    00060
    00061                 rvec.x /= w2; // scale rotated normals to -0.5 - 0.5
    00062                 rvec.y /= w2;
    00063                 rvec.x += REALf(0.5f); // translate rotated normals to 0 - 1.0
    00064                 rvec.y += REALf(0.5f);
    00065
    00066                 // overwrite UV coordinates with normal values
    00067 #ifndef XFC_USE_FLOAT
    00068                 v[7] = rvec.x.mValue;
    00069                 v[8] = rvec.y.mValue;
    00070 #else
    00071                 *((REAL*)&v[7]) = rvec.x;
    00072                 *((REAL*)&v[8]) = rvec.y;
    00073 #endif
    00074                 v += aVertexBuffer->getVertexStride() / 4;
    00075             }
    00076             aVertexBuffer->unlock();
    00077         }
    00078     }
    00079 }
    00080

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