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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 "MaterialTextures.h"
WM5_WINDOW_APPLICATION(MaterialTextures);
//----------------------------------------------------------------------------
MaterialTextures::MaterialTextures ()
:
WindowApplication3("SampleGraphics/MaterialTextures", 0, 0, 640, 480,
Float4(1.0f, 1.0f, 1.0f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool MaterialTextures::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
CreateScene();
// Center-and-fit for camera viewing.
mScene->Update();
mTrnNode->LocalTransform.SetTranslate(-mScene->WorldBound.GetCenter());
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 100.0f);
AVector camDVector(0.0f, 0.0f, 1.0f);
AVector camUVector(0.0f,1.0f,0.0f);
AVector camRVector = camDVector.Cross(camUVector);
APoint camPosition = APoint::ORIGIN -
2.0f*mScene->WorldBound.GetRadius()*camDVector;
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void MaterialTextures::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
mMaterial = 0;
mWireState = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void MaterialTextures::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool MaterialTextures::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;
case '+': // Increment the alpha value.
case '=':
mMaterial->Diffuse[3] += 0.1f;
if (mMaterial->Diffuse[3] > 1.0f)
{
mMaterial->Diffuse[3] = 1.0f;
}
return true;
case '-': // Decrement the alpha value.
case '_':
mMaterial->Diffuse[3] -= 0.1f;
if (mMaterial->Diffuse[3] < 0.0f)
{
mMaterial->Diffuse[3] = 0.0f;
}
return true;
}
return false;
}
//----------------------------------------------------------------------------
void MaterialTextures::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// Create a square object.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(-1.0f, -1.0f, 0.0f);
vba.Position<Float3>(1) = Float3(-1.0f, 1.0f, 0.0f);
vba.Position<Float3>(2) = Float3( 1.0f, 1.0f, 0.0f);
vba.Position<Float3>(3) = Float3( 1.0f, -1.0f, 0.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 3;
indices[3] = 3; indices[4] = 1; indices[5] = 2;
// Create a square with a door texture.
TriMesh* door = new0 TriMesh(vformat, vbuffer, ibuffer);
std::string path = Environment::GetPathR("Door.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
door->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mTrnNode->AttachChild(door);
// Material-texture effect shared by two objects. The material is
// semitransparent, so alpha blending must be enabled.
MaterialTextureEffect* effect =
new0 MaterialTextureEffect(Shader::SF_LINEAR);
effect->GetAlphaState(0, 0)->BlendEnabled = true;
// Create a square with a material-texture effect. The texture is combined
// with the material to produce a semitransparenteffect on the sand. You
// should be able to see the door through it.
TriMesh* sand = new0 TriMesh(vformat, vbuffer, ibuffer);
sand->LocalTransform.SetTranslate(APoint(0.25f, 0.25f, -0.25f));
mTrnNode->AttachChild(sand);
mMaterial = new0 Material();
mMaterial->Diffuse = Float4(1.0f, 0.0f, 0.0f, 0.5f);
path = Environment::GetPathR("Sand.wmtf");
texture = Texture2D::LoadWMTF(path);
VisualEffectInstance* instance =
effect->CreateInstance(mMaterial, texture);
sand->SetEffectInstance(instance);
// The material alpha is adjustable during run time, so we must enable
// the corresponding shader constant to automatically update.
instance->GetVertexConstant(0, "MaterialDiffuse")->EnableUpdater();
// Create another square with a material-texture effect.
TriMesh* water = new0 TriMesh(vformat, vbuffer, ibuffer);
water->LocalTransform.SetTranslate(APoint(0.5f, 0.5f, -0.5f));
mTrnNode->AttachChild(water);
Material* material = new0 Material();
material->Diffuse = Float4(0.0f, 0.0f, 1.0f, 0.5f);
path = Environment::GetPathR("Water.wmtf");
texture = Texture2D::LoadWMTF(path);
water->SetEffectInstance(effect->CreateInstance(material, texture));
}
//----------------------------------------------------------------------------
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