HGEDistortionMesh例子应用了HGE包中的内容 用来对图片进行扭曲变形处理
#include <stdio.h>
#include <JGE.h>
#include <JRenderer.h>
#include <JLBFont.h>
#include <hge/hgedistort.h>
#include <hge/hgefont.h>
#include "GameApp.h"
//-------------------------------------------------------------------------------------
// Constructor. Variables can be initialized here.
//
//-------------------------------------------------------------------------------------
GameApp::GameApp()
{
mTex = NULL;//人物图片Tex
mDistortionMesh = NULL;//扭曲工具类
mFont = NULL;//字体
mRows=8;//扭曲参数
mCols=8;//应该是粒度或强度
mCellw=(float)(TEXTURE_WIDTH/(mCols-1));//均匀区分图片为N个Cell cell宽度
mCellh=(float)(TEXTURE_HEIGHT/(mRows-1));//Cell高度
mMeshx=(SCREEN_WIDTH_F-TEXTURE_WIDTH)/2;//扭曲后的图片位置
mMeshy=(SCREEN_HEIGHT_F-TEXTURE_HEIGHT)/2;//在屏幕中央
}
//-------------------------------------------------------------------------------------
// Destructor.
//
//-------------------------------------------------------------------------------------
GameApp::~GameApp()
{
}
//-------------------------------------------------------------------------------------
// This is the init callback function. You should load and create your in-game
// resources here.
//
//-------------------------------------------------------------------------------------
void GameApp::Create()
{
JRenderer* renderer = JRenderer::GetInstance();
mTex=renderer->LoadTexture("texture.jpg");//加载人物图片
// Create a distortion mesh
mDistortionMesh=new hgeDistortionMesh(mCols, mRows);//设置扭曲的分块8*8的分块
mDistortionMesh->SetTexture(mTex);//用图片来扭曲
mDistortionMesh->SetTextureRect(0,0,TEXTURE_WIDTH,TEXTURE_HEIGHT);//设置要扭曲的大小
mDistortionMesh->Clear(ARGB(0xFF,0xFF,0xFF,0xFF));//清楚扭曲区
// Load a font
mFont=new hgeFont("font1.fnt");//加载显示文字的字体
}
//-------------------------------------------------------------------------------------
// This is the clean up callback function. You should delete all your in-game
// resources, for example texture and quads, here.
//
//-------------------------------------------------------------------------------------
void GameApp::Destroy()
{
SAFE_DELETE(mTex);
SAFE_DELETE(mDistortionMesh);
SAFE_DELETE(mFont);
}
//-------------------------------------------------------------------------------------
// This is the update callback function and is called at each update frame
// before rendering. You should update the game logic here.
//
//-------------------------------------------------------------------------------------
void GameApp::Update()
{
JGE* engine = JGE::GetInstance();
// do a screen shot when the TRIANGLE button is pressed
if (engine->GetButtonClick(PSP_CTRL_TRIANGLE))
{
char s[80];
// save screen shot to root of Memory Stick
sprintf(s, "ms0:/screenshot.png");
JRenderer::GetInstance()->ScreenShot(s);
}
// exit when the CROSS button is pressed
if (engine->GetButtonClick(PSP_CTRL_CROSS))
{
engine->End();
return;
}
float dt = engine->GetDelta(); // Get time elapsed since last update.
static float t=0.0f;//函数中的静态变量 第一次进入的时候初始化 再进入的时候就沿用原来的值了
static int trans=2;//这点和Java有点不一样
int i, j, col;
float r, a, dx, dy;
t+=dt;//当前时间 越加越多阿= =????
//按圆按钮 每次改变一个扭曲效果并清屏
if (engine->GetButtonClick(PSP_CTRL_CIRCLE))
{
if(++trans > 2)
trans=0;
mDistortionMesh->Clear(ARGB(0xFF,0xFF,0xFF,0xFF));
}
// Calculate new displacements and coloring for one of the three effects
//trans3种不同的扭曲效果
switch(trans)
{
case 0:
//将整个图片划分成各个Cell 并单独扭曲
for(i=1;i<mRows-1;i++)
{
for(j=1;j<mCols-1;j++)
{
//参数分别为(列,行,Cell中的x坐标,Cell中的y坐标,扭曲效果,根据Cell中心扭曲即HGEDISP_NODE)
mDistortionMesh->SetDisplacement(j,i,cosf(t*10+(i+j)/2)*5,sinf(t*10+(i+j)/2)*5,HGEDISP_NODE);
//cosf(t*10+(i+j)/2)*5算式根据时间t与Cos余弦函数的乘积 动态改变扭曲的X方向粒度 在一个0~5中变化
//sinf(t*10+(i+j)/2)*5根据sin函数 改变扭曲y方向的粒度 在0~5之间变化
//每个Cell是32*32的大小 整个扭曲的图片时256*256的 分为8*8个Cell
}
}
//mDistortionMesh->SetDisplacement(2,2,cosf(t*10+(2+2)/2)*8,sinf(t*10+(2+2)/2)*8,HGEDISP_NODE);
//mDistortionMesh->SetDisplacement(1,1,cosf(t*10+(1+1)/2)*3,sinf(t*10+(1+1)/2)*3,HGEDISP_NODE);
break;
case 1:
for(i=0;i<mRows;i++)
{
for(j=1;j<mCols-1;j++)
{
//变形只在x方向上扭曲 并且只根据j值变化 y方向上为0 所以x方向上是0~15的扭曲粒度 变形很严重
//依然是从左上角的cell到右下角的cell 效果类似波浪 如果再加上i的值 变形会在上下方向上不一致
mDistortionMesh->SetDisplacement(j,i,cosf(t*5+(j+i)/2)*15,0,HGEDISP_NODE);
col=int((cosf(t*5+(i+j)/2)+1)*35);
// colour doesn't work the same as the original HGE version so the following line is commented out.
// dis->SetColor(j,i,ARGB(0xFF,col,col,col));
}
}
break;
//这个变形函数没看明白
case 2:
for(i=0;i<mRows;i++)
{
for(j=0;j<mCols;j++)
{
r=sqrtf(powf(j-(float)mCols/2,2)+powf(i-(float)mRows/2,2));
a=r*cosf(t*2)*0.1f;
dx=sinf(a)*(i*mCellh-TEXTURE_HEIGHT/2)+cosf(a)*(j*mCellw-TEXTURE_WIDTH/2);
dy=cosf(a)*(i*mCellh-TEXTURE_HEIGHT/2)-sinf(a)*(j*mCellw-TEXTURE_WIDTH/2);
mDistortionMesh->SetDisplacement(j,i,dx,dy,HGEDISP_CENTER);
col=int((cos(r+t*4)+1)*40);
// colour doesn't work the same as the original HGE version so the following line is commented out.
// dis->SetColor(j,i,ARGB(0xFF, col,(col/2), 0));
}
}
break;
}
}
//-------------------------------------------------------------------------------------
// All rendering operations should be done in Render() only.
//
//-------------------------------------------------------------------------------------
void GameApp::Render()
{
// get JRenderer instance
JRenderer* renderer = JRenderer::GetInstance();
// clear screen to black
renderer->ClearScreen(ARGB(0,0,0,0));
// render the mesh
mDistortionMesh->Render(mMeshx, mMeshy);//绘制扭曲的图片
mFont->printf(5, 5, HGETEXT_LEFT, "Press\nCIRCLE!");//显示文字
}
//-------------------------------------------------------------------------------------
// This function is called when the system wants to pause the game. You can set a flag
// here to stop the update loop and audio playback.
//
//-------------------------------------------------------------------------------------
void GameApp::Pause()
{
}
//-------------------------------------------------------------------------------------
// This function is called when the game returns from the pause state.
//
//-------------------------------------------------------------------------------------
void GameApp::Resume()
{
}