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307 lines
10 KiB
C
307 lines
10 KiB
C
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// Copyright (C) 2009-2012 Christian Stehno
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __S_VERTEX_MANIPULATOR_H_INCLUDED__
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#define __S_VERTEX_MANIPULATOR_H_INCLUDED__
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#include "S3DVertex.h"
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#include "SColor.h"
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namespace irr
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{
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namespace scene
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{
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class IMesh;
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class IMeshBuffer;
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struct SMesh;
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//! Interface for vertex manipulators.
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/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
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*/
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struct IVertexManipulator
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{
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};
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//! Vertex manipulator to set color to a fixed color for all vertices
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class SVertexColorSetManipulator : public IVertexManipulator
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{
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public:
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SVertexColorSetManipulator(video::SColor color) : Color(color) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=Color;
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}
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private:
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video::SColor Color;
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};
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//! Vertex manipulator to set the alpha value of the vertex color to a fixed value
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class SVertexColorSetAlphaManipulator : public IVertexManipulator
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{
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public:
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SVertexColorSetAlphaManipulator(u32 alpha) : Alpha(alpha) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setAlpha(Alpha);
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}
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private:
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u32 Alpha;
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};
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//! Vertex manipulator which inverts the RGB values
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class SVertexColorInvertManipulator : public IVertexManipulator
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{
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public:
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(255-vertex.Color.getRed());
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vertex.Color.setGreen(255-vertex.Color.getGreen());
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vertex.Color.setBlue(255-vertex.Color.getBlue());
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}
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};
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//! Vertex manipulator to set vertex color to one of two values depending on a given threshold
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/** If average of the color value is >Threshold the High color is chosen, else Low. */
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class SVertexColorThresholdManipulator : public IVertexManipulator
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{
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public:
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SVertexColorThresholdManipulator(u8 threshold, video::SColor low,
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video::SColor high) : Threshold(threshold), Low(low), High(high) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color = ((u8)vertex.Color.getAverage()>Threshold)?High:Low;
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}
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private:
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u8 Threshold;
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video::SColor Low;
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video::SColor High;
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};
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//! Vertex manipulator which adjusts the brightness by the given amount
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/** A positive value increases brightness, a negative value darkens the colors. */
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class SVertexColorBrightnessManipulator : public IVertexManipulator
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{
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public:
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SVertexColorBrightnessManipulator(s32 amount) : Amount(amount) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(core::clamp(vertex.Color.getRed()+Amount, 0u, 255u));
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vertex.Color.setGreen(core::clamp(vertex.Color.getGreen()+Amount, 0u, 255u));
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vertex.Color.setBlue(core::clamp(vertex.Color.getBlue()+Amount, 0u, 255u));
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}
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private:
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s32 Amount;
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};
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//! Vertex manipulator which adjusts the contrast by the given factor
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/** Factors over 1 increase contrast, below 1 reduce it. */
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class SVertexColorContrastManipulator : public IVertexManipulator
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{
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public:
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SVertexColorContrastManipulator(f32 factor) : Factor(factor) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(core::clamp(core::round32((vertex.Color.getRed()-128)*Factor)+128, 0, 255));
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vertex.Color.setGreen(core::clamp(core::round32((vertex.Color.getGreen()-128)*Factor)+128, 0, 255));
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vertex.Color.setBlue(core::clamp(core::round32((vertex.Color.getBlue()-128)*Factor)+128, 0, 255));
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}
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private:
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f32 Factor;
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};
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//! Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount.
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/** Factors over 1 increase contrast, below 1 reduce it.
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A positive amount increases brightness, a negative one darkens the colors. */
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class SVertexColorContrastBrightnessManipulator : public IVertexManipulator
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{
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public:
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SVertexColorContrastBrightnessManipulator(f32 factor, s32 amount) : Factor(factor), Amount(amount+128) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(core::clamp(core::round32((vertex.Color.getRed()-128)*Factor)+Amount, 0, 255));
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vertex.Color.setGreen(core::clamp(core::round32((vertex.Color.getGreen()-128)*Factor)+Amount, 0, 255));
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vertex.Color.setBlue(core::clamp(core::round32((vertex.Color.getBlue()-128)*Factor)+Amount, 0, 255));
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}
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private:
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f32 Factor;
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s32 Amount;
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};
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//! Vertex manipulator which adjusts the brightness by a gamma operation
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/** A value over one increases brightness, one below darkens the colors. */
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class SVertexColorGammaManipulator : public IVertexManipulator
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{
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public:
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SVertexColorGammaManipulator(f32 gamma) : Gamma(1.f)
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{
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if (gamma != 0.f)
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Gamma = 1.f/gamma;
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}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(core::clamp(core::round32(powf((f32)(vertex.Color.getRed()),Gamma)), 0, 255));
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vertex.Color.setGreen(core::clamp(core::round32(powf((f32)(vertex.Color.getGreen()),Gamma)), 0, 255));
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vertex.Color.setBlue(core::clamp(core::round32(powf((f32)(vertex.Color.getBlue()),Gamma)), 0, 255));
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}
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private:
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f32 Gamma;
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};
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//! Vertex manipulator which scales the color values
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/** Can e.g be used for white balance, factor would be 255.f/brightest color. */
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class SVertexColorScaleManipulator : public IVertexManipulator
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{
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public:
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SVertexColorScaleManipulator(f32 factor) : Factor(factor) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color.setRed(core::clamp(core::round32(vertex.Color.getRed()*Factor), 0, 255));
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vertex.Color.setGreen(core::clamp(core::round32(vertex.Color.getGreen()*Factor), 0, 255));
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vertex.Color.setBlue(core::clamp(core::round32(vertex.Color.getBlue()*Factor), 0, 255));
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}
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private:
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f32 Factor;
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};
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//! Vertex manipulator which desaturates the color values
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/** Uses the lightness value of the color. */
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class SVertexColorDesaturateToLightnessManipulator : public IVertexManipulator
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{
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public:
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=core::round32(vertex.Color.getLightness());
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}
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};
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//! Vertex manipulator which desaturates the color values
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/** Uses the average value of the color. */
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class SVertexColorDesaturateToAverageManipulator : public IVertexManipulator
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{
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public:
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=vertex.Color.getAverage();
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}
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};
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//! Vertex manipulator which desaturates the color values
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/** Uses the luminance value of the color. */
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class SVertexColorDesaturateToLuminanceManipulator : public IVertexManipulator
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{
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public:
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=core::round32(vertex.Color.getLuminance());
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}
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};
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//! Vertex manipulator which interpolates the color values
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/** Uses linear interpolation. */
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class SVertexColorInterpolateLinearManipulator : public IVertexManipulator
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{
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public:
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SVertexColorInterpolateLinearManipulator(video::SColor color, f32 factor) :
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Color(color), Factor(factor) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=vertex.Color.getInterpolated(Color, Factor);
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}
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private:
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video::SColor Color;
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f32 Factor;
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};
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//! Vertex manipulator which interpolates the color values
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/** Uses linear interpolation. */
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class SVertexColorInterpolateQuadraticManipulator : public IVertexManipulator
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{
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public:
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SVertexColorInterpolateQuadraticManipulator(video::SColor color1, video::SColor color2, f32 factor) :
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Color1(color1), Color2(color2), Factor(factor) {}
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void operator()(video::S3DVertex& vertex) const
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{
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vertex.Color=vertex.Color.getInterpolated_quadratic(Color1, Color2, Factor);
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}
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private:
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video::SColor Color1;
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video::SColor Color2;
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f32 Factor;
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};
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//! Vertex manipulator which scales the position of the vertex
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class SVertexPositionScaleManipulator : public IVertexManipulator
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{
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public:
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SVertexPositionScaleManipulator(const core::vector3df& factor) : Factor(factor) {}
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template <typename VType>
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void operator()(VType& vertex) const
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{
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vertex.Pos *= Factor;
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}
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private:
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core::vector3df Factor;
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};
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//! Vertex manipulator which scales the position of the vertex along the normals
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/** This can look more pleasing than the usual Scale operator, but
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depends on the mesh geometry.
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*/
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class SVertexPositionScaleAlongNormalsManipulator : public IVertexManipulator
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{
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public:
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SVertexPositionScaleAlongNormalsManipulator(const core::vector3df& factor) : Factor(factor) {}
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template <typename VType>
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void operator()(VType& vertex) const
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{
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vertex.Pos += vertex.Normal*Factor;
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}
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private:
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core::vector3df Factor;
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};
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//! Vertex manipulator which transforms the position of the vertex
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class SVertexPositionTransformManipulator : public IVertexManipulator
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{
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public:
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SVertexPositionTransformManipulator(const core::matrix4& m) : Transformation(m) {}
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template <typename VType>
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void operator()(VType& vertex) const
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{
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Transformation.transformVect(vertex.Pos);
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}
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private:
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core::matrix4 Transformation;
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};
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//! Vertex manipulator which transforms the normal of the vertex
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class SVertexNormalTransformManipulator : public IVertexManipulator
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{
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public:
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SVertexNormalTransformManipulator(const core::matrix4& m) : Transformation(m) {}
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template <typename VType>
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void operator()(VType& vertex) const
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{
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Transformation.transformVect(vertex.Normal);
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}
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private:
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core::matrix4 Transformation;
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};
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//! Vertex manipulator which scales the TCoords of the vertex
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class SVertexTCoordsScaleManipulator : public IVertexManipulator
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{
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public:
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SVertexTCoordsScaleManipulator(const core::vector2df& factor, u32 uvSet=1) : Factor(factor), UVSet(uvSet) {}
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void operator()(video::S3DVertex2TCoords& vertex) const
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{
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if (1==UVSet)
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vertex.TCoords *= Factor;
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else if (2==UVSet)
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vertex.TCoords2 *= Factor;
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}
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template <typename VType>
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void operator()(VType& vertex) const
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{
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if (1==UVSet)
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vertex.TCoords *= Factor;
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}
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private:
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core::vector2df Factor;
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u32 UVSet;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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