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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "BillboardNodes.h"
WM5_WINDOW_APPLICATION(BillboardNodes);
//----------------------------------------------------------------------------
BillboardNodes::BillboardNodes ()
:
WindowApplication3("SampleGraphics/BillboardNodes",0, 0, 640, 480,
Float4(0.9f, 0.9f, 0.9f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool BillboardNodes::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
APoint camPosition(0.0f, -1.0f, 0.25f);
AVector camDVector(0.0f, 1.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.001f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void BillboardNodes::OnTerminate ()
{
mScene = 0;
mCullState = 0;
mWireState = 0;
mGround = 0;
mBillboard0 = 0;
mRectangle = 0;
mBillboard1 = 0;
mTorus = 0;
#ifdef DEMONSTRATE_VIEWPORT_BOUNDING_RECTANGLE
mSSCamera = 0;
mSSRectangle = 0;
#endif
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void BillboardNodes::OnIdle ()
{
MeasureTime();
// Update set of visible objects.
if (MoveCamera())
{
mBillboard0->Update();
mBillboard1->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
#ifdef DEMONSTRATE_VIEWPORT_BOUNDING_RECTANGLE
// Compute the bounding rectangle for the torus.
VertexBuffer* vbuffer = mTorus->GetVertexBuffer();
char* vertices = vbuffer->GetData();
int numVertices = vbuffer->GetNumElements();
int stride = mTorus->GetVertexFormat()->GetStride();
const HMatrix& worldMatrix = mTorus->WorldTransform.Matrix();
float xmin, xmax, ymin, ymax;
mCamera->ComputeBoundingAABB(numVertices, vertices, stride,
worldMatrix, xmin, xmax, ymin, ymax);
// Convert the normalized display coordinates to [0,1]^2 window
// coordinates.
xmin = 0.5f*(1.0f + xmin);
xmax = 0.5f*(1.0f + xmax);
ymin = 0.5f*(1.0f + ymin);
ymax = 0.5f*(1.0f + ymax);
// Update the screen rectangle.
VertexBufferAccessor vba(mSSRectangle);
vba.Position<Float3>(0) = Float3(xmin, ymin, 0.0f);
vba.Position<Float3>(1) = Float3(xmax, ymin, 0.0f);
vba.Position<Float3>(2) = Float3(xmax, ymax, 0.0f);
vba.Position<Float3>(3) = Float3(xmin, ymax, 0.0f);
mRenderer->Update(mSSRectangle->GetVertexBuffer());
#endif
// Draw the scene.
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
#ifdef DEMONSTRATE_VIEWPORT_BOUNDING_RECTANGLE
// Draw the screen rectangle.
mRenderer->SetCamera(mSSCamera);
mCullState->Enabled = false;
mRenderer->Draw(mSSRectangle);
mCullState->Enabled = true;
mRenderer->SetCamera(mCamera);
#endif
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool BillboardNodes::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
#ifdef DEMONSTRATE_POST_PROJECTION_REFLECTION
case 'p':
{
HMatrix xReflect = HMatrix::IDENTITY;
xReflect[0][0] = -1.0f;
mCamera->SetPostProjectionMatrix(xReflect);
mCullState->CCWOrder = false;
return true;
}
case 'P':
{
mCamera->SetPostProjectionMatrix(HMatrix::IDENTITY);
mCullState->CCWOrder = true;
return true;
}
#endif
}
return false;
}
//----------------------------------------------------------------------------
void BillboardNodes::CreateScene ()
{
mScene = new0 Node();
mCullState = new0 CullState();
mRenderer->SetOverrideCullState(mCullState);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// All triangle meshes have this common vertex format. Use StandardMesh
// to create these meshes.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
StandardMesh stdMesh(vformat);
// Create the ground. It covers a square with vertices (1,1,0), (1,-1,0),
// (-1,1,0), and (-1,-1,0). Multiply the texture coordinates by a factor
// to enhance the wrap-around.
mGround = stdMesh.Rectangle(2, 2, 16.0f, 16.0f);
VertexBufferAccessor vba(mGround);
int i;
for (i = 0; i < vba.GetNumVertices(); ++i)
{
Float2& tcoord = vba.TCoord<Float2>(0, i);
tcoord[0] *= 128.0f;
tcoord[1] *= 128.0f;
}
// Create a texture effect for the ground.
std::string path = Environment::GetPathR("Horizontal.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
VisualEffectInstance* instance = Texture2DEffect::CreateUniqueInstance(
texture, Shader::SF_LINEAR_LINEAR, Shader::SC_REPEAT,
Shader::SC_REPEAT);
mGround->SetEffectInstance(instance);
mScene->AttachChild(mGround);
// Create a rectangle mesh. The mesh is in the xy-plane. Do not apply
// local transformations to the mesh. Use the billboard node transforms
// to control the mesh location and orientation.
mRectangle = stdMesh.Rectangle(2, 2, 0.125f, 0.25f);
// Create a texture effect for the rectangle and for the torus.
Texture2DEffect* geomEffect = new0 Texture2DEffect(Shader::SF_LINEAR);
path = Environment::GetPathR("RedSky.wmtf");
texture = Texture2D::LoadWMTF(path);
mRectangle->SetEffectInstance(geomEffect->CreateInstance(texture));
// Create a billboard node that causes a rectangle to always be facing
// the camera. This is the type of billboard for an avatar.
mBillboard0 = new0 BillboardNode(mCamera);
mBillboard0->AttachChild(mRectangle);
mScene->AttachChild(mBillboard0);
// The billboard rotation is about its model-space up-vector (0,1,0). In
// this application, world-space up is (0,0,1). Locally rotate the
// billboard so it's up-vector matches the world's.
mBillboard0->LocalTransform.SetTranslate(APoint(-0.25f, 0.0f, 0.25f));
mBillboard0->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
Mathf::HALF_PI));
// Create a torus mesh. Do not apply local transformations to the mesh.
// Use the billboard node transforms to control the mesh location and
// orientation.
mTorus = StandardMesh(vformat, false).Torus(16, 16, 1.0f, 0.25f);
mTorus->LocalTransform.SetUniformScale(0.1f);
// Create a texture effect for the torus. It uses the RedSky image that
// the rectangle uses.
mTorus->SetEffectInstance(geomEffect->CreateInstance(texture));
// Create a billboard node that causes an object to always be oriented
// the same way relative to the camera.
mBillboard1 = new0 BillboardNode(mCamera);
mBillboard1->AttachChild(mTorus);
mScene->AttachChild(mBillboard1);
// The billboard rotation is about its model-space up-vector (0,1,0). In
// this application, world-space up is (0,0,1). Locally rotate the
// billboard so it's up-vector matches the world's.
mBillboard1->LocalTransform.SetTranslate(APoint(0.25f, 0.0f, 0.25f));
mBillboard1->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
Mathf::HALF_PI));
#ifdef DEMONSTRATE_VIEWPORT_BOUNDING_RECTANGLE
// The screen camera is designed to map (x,y,z) in [0,1]^3 to (x',y,'z')
// in [-1,1]^2 x [0,1].
mSSCamera = new0 Camera(false);
mSSCamera->SetFrustum(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
mSSCamera->SetFrame(APoint::ORIGIN, AVector::UNIT_Z, AVector::UNIT_Y,
AVector::UNIT_X);
// Create a semitransparent screen rectangle.
VertexFormat* ssVFormat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
int ssVStride = ssVFormat->GetStride();
VertexBuffer* ssVBuffer = new0 VertexBuffer(4, ssVStride);
VertexBufferAccessor ssVba(ssVFormat, ssVBuffer);
Float4 ssColor(0.0f, 0.0f, 1.0f, 0.25f);
ssVba.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.0f);
ssVba.Position<Float3>(1) = Float3(1.0f, 0.0f, 0.0f);
ssVba.Position<Float3>(2) = Float3(1.0f, 1.0f, 0.0f);
ssVba.Position<Float3>(3) = Float3(0.0f, 1.0f, 0.0f);
ssVba.Color<Float4>(0, 0) = ssColor;
ssVba.Color<Float4>(0, 1) = ssColor;
ssVba.Color<Float4>(0, 2) = ssColor;
ssVba.Color<Float4>(0, 3) = ssColor;
IndexBuffer* ssIBuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ssIBuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mSSRectangle = new0 TriMesh(ssVFormat, ssVBuffer, ssIBuffer);
mSSRectangle->Update();
// Create a vertex color effect for the screen rectangle.
VertexColor4Effect* ssEffect = new0 VertexColor4Effect();
mSSRectangle->SetEffectInstance(ssEffect->CreateInstance());
// Alpha blending must be enabled to obtain the semitransparency.
ssEffect->GetAlphaState(0, 0)->BlendEnabled = true;
#endif
}
//----------------------------------------------------------------------------
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