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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: 4.10.0 (2009/11/18)
#include "VertexTextures.h"
#include "DisplacementEffect.h"
WM5_WINDOW_APPLICATION(VertexTextures);
//----------------------------------------------------------------------------
VertexTextures::VertexTextures ()
:
WindowApplication3("SampleGraphics/VertexTextures", 0, 0, 640, 480,
Float4(0.75f, 0.75f, 0.75f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Shaders/");
}
//----------------------------------------------------------------------------
bool VertexTextures::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 10000.0f);
APoint camPosition(0.0f, 0.0f, 4.0f);
AVector camDVector(0.0f, 0.0f, -1.0f);
AVector camUVector(0.0f, 1.0f, 0.0f);
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(0.01f, 0.01f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void VertexTextures::OnTerminate ()
{
mScene = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void VertexTextures::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();
}
//----------------------------------------------------------------------------
void VertexTextures::CreateScene ()
{
mScene = new0 Node();
// Create a flat mesh. The heights are computed by the vertex shader.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
TriMesh* mesh = StandardMesh(vformat).Rectangle(32, 32, 1.0f, 1.0f);
mScene->AttachChild(mesh);
std::string heightName = Environment::GetPathR("HeightField.wmtf");
Texture2D* heightTexture = Texture2D::LoadWMTF(heightName);
DisplacementEffect* effect = new0 DisplacementEffect();
mesh->SetEffectInstance(effect->CreateInstance(heightTexture));
}
//----------------------------------------------------------------------------
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