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📁 2D游戏引擎hge的代码
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<h1 style="margin-top:0px">Tutorial 05 - Using distortion mesh</h1>
<p>
<b>I</b>n this tutorial we will learn how to use distortion mesh,
a technique allowing you to create effects like water, lenses, page wraps,
various twists and even real-time morphing. In this tutorial we use static
texture, but you could render your whole game scene onto a texture using
render targets functionality and then put it on the screen via distortion
mesh to achieve some cool real-time effects.
<br><br>
First, we include the required headers and declare the variables to handle
our texture and distortion mesh:
</p>
<pre>
#include &lt;hge.h&gt;
#include &lt;hgedistort.h&gt;
#include &lt;math.h&gt;

HGE *hge = 0;
HTEXTURE tex;
hgeDistortionMesh *dis;
</pre>
<p>
Then we declare some constants we will use.
Here we define the mesh resolution and on-screen position:
</p>
<pre>
const int nRows=16;
const int nCols=16;

const float meshx=144;
const float meshy=44;
</pre>
<p>
In the <b>FrameFunc</b> (frame function) we need some variables too.
A couple of them for timing and the rest are used for displacements calculation:
</p>
<pre>
  float dt;
  static float t=0.0f;
  int i, j, col;
</pre>
<p>
Well, here's the tricky part. To animate our mesh we calculate
it's displacements and coloring based on time elapsed:
</p>
<pre>
  dt=hge->Timer_GetDelta();
  t+=dt;

  for(i=0; i&lt;nRows; i++)
    for(j=1; j&lt;nCols-1; j++)
    {
      dis->SetDisplacement(j, i, cosf(t*5+j/2)*15,0,HGEDISP_NODE);
      col=int((cosf(t*5+(i+j)/2)+1)*35);
      dis->SetColor(j, i, 0xFF<<24 | col<<16 | col<<8 | col);
    }
</pre>
<p>
And finally we render the mesh to the screen:
</p>
<pre>
  hge->Gfx_BeginScene();
  hge->Gfx_Clear(0);
  dis->Render(meshx, meshy);
  hge->Gfx_EndScene();
</pre>
<p>
In the <b>WinMain</b> function we should load a texture and initialize the mesh:
</p>
<pre>
  tex=hge->Texture_Load("texture.jpg");
  dis=new hgeDistortionMesh(nCols, nRows);
  dis->SetTexture(tex);
  dis->SetTextureRect(0, 0, 512, 512);
  dis->SetBlendMode(BLEND_COLORADD|BLEND_ALPHABLEND|BLEND_ZWRITE);
  dis->Clear(0xFF000000);
</pre>
<p>
And during shutdown we should delete the texture and the mesh from memory:
</p>
<pre>
  delete dis;
  hge->Texture_Free(tex);
</pre>
<p>
Voila! It's that simple.
<br><br>
The complete source code with detailed comments for this tutorial you may find in the folder
<b>tutorials\tutorial05</b>. The required media files you'll find in the folder <b>tutorials\precompiled</b>.
</p>
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