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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: 5.0.1 (2013/07/14)
#include "ReflectionsAndShadows.h"
WM5_WINDOW_APPLICATION(ReflectionsAndShadows);
//----------------------------------------------------------------------------
ReflectionsAndShadows::ReflectionsAndShadows ()
:
WindowApplication3("SampleGraphics/ReflectionsAndShadows", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
mUpdateTime = 0.0;
}
//----------------------------------------------------------------------------
bool ReflectionsAndShadows::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(180.0f, 0.0f, 23.0f);
AVector camDVector(-1.0f, 0.0f, 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();
mBiped->Update(mUpdateTime);
CopyNormalToTCoord1(mBiped);
// Initial culling of scene,
mSceneCuller.SetCamera(mCamera);
mSceneCuller.ComputeVisibleSet(mScene);
mBipedCuller.SetCamera(mCamera);
mBipedCuller.ComputeVisibleSet(mBiped);
InitializeCameraMotion(0.1f, 0.01f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::OnTerminate ()
{
mScene = 0;
mBiped = 0;
mPlane0 = 0;
mPlane1 = 0;
mWireState = 0;
mPSEffect = 0;
mPREffect = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mSceneCuller.ComputeVisibleSet(mScene);
mBipedCuller.ComputeVisibleSet(mBiped);
}
if (MoveObject())
{
mScene->Update();
mBiped->Update(mUpdateTime);
CopyNormalToTCoord1(mBiped);
mSceneCuller.ComputeVisibleSet(mScene);
mBipedCuller.ComputeVisibleSet(mBiped);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mSceneCuller.GetVisibleSet());
mRenderer->Draw(mBipedCuller.GetVisibleSet(), mPSEffect);
mRenderer->Draw(mBipedCuller.GetVisibleSet(), mPREffect);
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool ReflectionsAndShadows::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 'g':
mUpdateTime += 0.01;
mBiped->Update(mUpdateTime);
CopyNormalToTCoord1(mBiped);
return true;
case 'G':
mUpdateTime = 0.0;
mBiped->Update(mUpdateTime);
CopyNormalToTCoord1(mBiped);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CreateScene ()
{
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
LoadBiped();
CreatePlanes();
CreatePlanarShadow();
CreatePlanarReflection();
mScene->LocalTransform.SetRotate(HMatrix(AVector::UNIT_Z, 0.75f));
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::LoadBiped ()
{
#ifdef WM5_LITTLE_ENDIAN
std::string path = Environment::GetPathR("SkinnedBipedPNTC1.wmof");
#else
std::string path = Environment::GetPathR("SkinnedBipedPN.be.wmof");
#endif
InStream source;
source.Load(path);
mBiped = (Node*)source.GetObjectAt(0);
// This guarantees that the reflection is drawn, even when the biped is
// not visible to the camera.
mBiped->Culling = Spatial::CULL_NEVER;
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CreatePlanes ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
// Create the floor mesh.
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor floor(vformat, vbuffer);
float xValue = 128.0f;
float yValue = 256.0f;
float zValue = 0.0f;
floor.Position<Float3>(0) = Float3(-xValue, -yValue, zValue);
floor.Position<Float3>(1) = Float3(+xValue, -yValue, zValue);
floor.Position<Float3>(2) = Float3(+xValue, +yValue, zValue);
floor.Position<Float3>(3) = Float3(-xValue, +yValue, zValue);
floor.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
floor.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
floor.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
floor.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] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mPlane0 = new0 TriMesh(vformat, vbuffer, ibuffer);
Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR_LINEAR,
Shader::SC_REPEAT, Shader::SC_REPEAT);
std::string path = Environment::GetPathR("Sand.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mPlane0->SetEffectInstance(effect->CreateInstance(texture));
mScene->AttachChild(mPlane0);
// Create the wall mesh.
vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor wall(vformat, vbuffer);
xValue = -128.0f;
yValue = 256.0f;
zValue = 128.0f;
wall.Position<Float3>(0) = Float3(xValue, -yValue, 0.0f);
wall.Position<Float3>(1) = Float3(xValue, +yValue, 0.0f);
wall.Position<Float3>(2) = Float3(xValue, +yValue, zValue);
wall.Position<Float3>(3) = Float3(xValue, -yValue, zValue);
wall.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
wall.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
wall.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
wall.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);
mPlane1 = new0 TriMesh(vformat, vbuffer, ibuffer);
path = Environment::GetPathR("Stone.wmtf");
texture = Texture2D::LoadWMTF(path);
mPlane1->SetEffectInstance(effect->CreateInstance(texture));
mScene->AttachChild(mPlane1);
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CreatePlanarShadow ()
{
Light* projector = new0 Light(Light::LT_POINT);
projector->Position = APoint(30.0f, -50.0f, 80.0f);
LightNode* projectorNode = new0 LightNode(projector);
mScene->AttachChild(projectorNode);
mPSEffect = new0 PlanarShadowEffect(1, mBiped);
Float4 shadowColor(0.0f, 0.0f, 0.0f, 0.5f);
mPSEffect->SetPlane(0, mPlane0);
mPSEffect->SetProjector(0, projector);
mPSEffect->SetShadowColor(0, shadowColor);
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CreatePlanarReflection ()
{
Light* projector = new0 Light(Light::LT_DIRECTIONAL);
projector->DVector = -AVector::UNIT_X;
LightNode* projectorNode = new0 LightNode(projector);
mScene->AttachChild(projectorNode);
mPREffect = new0 PlanarReflectionEffect(1);
mPREffect->SetPlane(0, mPlane1);
mPREffect->SetReflectance(0, 0.25f);
}
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CopyNormalToTCoord1 (Object* object)
{
TriMesh* mesh = DynamicCast<TriMesh>(object);
if (mesh)
{
VertexBufferAccessor vba(mesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
vba.TCoord<Vector3f>(1, i) = vba.Normal<Vector3f>(i);
}
mRenderer->Update(mesh->GetVertexBuffer());
}
Node* node = DynamicCast<Node>(object);
if (node)
{
for (int i = 0; i < node->GetNumChildren(); ++i)
{
Spatial* child = node->GetChild(i);
if (child)
{
CopyNormalToTCoord1(child);
}
}
}
}
//----------------------------------------------------------------------------
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