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() { }