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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 "VolumeFog.h"
#include "VolumeFogEffect.h"
WM5_WINDOW_APPLICATION(VolumeFog);
//----------------------------------------------------------------------------
VolumeFog::VolumeFog ()
:
WindowApplication3("SampleGraphics/VolumeFog", 0, 0, 640, 480,
Float4(0.0f, 0.5f, 0.75f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Shaders/");
}
//----------------------------------------------------------------------------
bool VolumeFog::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.01f, 100.0f);
APoint camPosition(0.0f, -9.0f, 1.5f);
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(0.005f, 0.002f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void VolumeFog::OnTerminate ()
{
mScene = 0;
mMesh = 0;
mScreenCamera = 0;
mScreenPolygon = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void VolumeFog::OnIdle ()
{
MeasureTime();
bool fogNeedsUpdate = false;
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
fogNeedsUpdate = true;
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
fogNeedsUpdate = true;
}
if (fogNeedsUpdate)
{
UpdateFog();
}
if (mRenderer->PreDraw())
{
mRenderer->ClearDepthBuffer();
// Draw fogged terrain.
mRenderer->SetCamera(mCamera);
mRenderer->Draw(mCuller.GetVisibleSet());
// Draw background image.
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mScreenPolygon);
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
void VolumeFog::CreateScene ()
{
// Create a screen-space camera for the background image.
mScreenCamera = ScreenTarget::CreateCamera();
// Create a screen polygon for the background image.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
mScreenPolygon = ScreenTarget::CreateRectangle(vformat, GetWidth(),
GetHeight(), 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);
std::string skyName = Environment::GetPathR("BlueSky.wmtf");
Texture2D* skyTexture = Texture2D::LoadWMTF(skyName);
Texture2DEffect* skyEffect = new0 Texture2DEffect();
mScreenPolygon->SetEffectInstance(skyEffect->CreateInstance(skyTexture));
// Create the scene graph for the terrain.
mScene = new0 Node();
// Begin with a flat height field.
vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
mMesh = StandardMesh(vformat).Rectangle(64, 64, 8.0f, 8.0f);
mScene->AttachChild(mMesh);
// Set the heights based on a precomputed height field. Also create a
// texture image to go with the height field.
std::string heightFieldName = Environment::GetPathR("HeightField.wmtf");
Texture2D* heightTexture = Texture2D::LoadWMTF(heightFieldName);
unsigned char* data = (unsigned char*)heightTexture->GetData(0);
Float4 white(1.0f, 1.0f, 1.0f, 0.0f);
VertexBufferAccessor vba(mMesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
unsigned char value = *data;
float height = 3.0f*value/255.0f + 0.05f*Mathf::SymmetricRandom();
*data++ = (unsigned char)Mathf::IntervalRandom(32.0f, 64.0f);
*data++ = 3*(128 - value/2)/4;
*data++ = 0;
*data++ = 255;
vba.Position<Float3>(i)[2] = height;
// The fog color is white. The alpha channel is filled in by the
// function UpdateFog().
vba.Color<Float4>(0, i) = white;
}
UpdateFog();
std::string effectFile = Environment::GetPathR("VolumeFog.wmfx");
VolumeFogEffect* effect = new0 VolumeFogEffect(effectFile);
mMesh->SetEffectInstance(effect->CreateInstance(heightTexture));
}
//----------------------------------------------------------------------------
void VolumeFog::UpdateFog ()
{
// Compute the fog factors based on the intersection of a slab bounded
// by z = zbot and z = ztop with rays emanating from the camera location
// to each vertex in the height field.
const float zBot = 0.0f; // slab bottom
const float zTop = 0.5f; // slab top
const float fogConstant = 8.0f; // fog = length/(length + fogconstant)
float tBot, tTop, invDirZ, length;
// Having the camera below the height field is not natural, so we just
// leave the fog values the way they are.
APoint camPosition = mCamera->GetPosition();
if (camPosition[2] <= zBot)
{
return;
}
VertexBufferAccessor vba(mMesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
// The ray is E+t*D, where D = V-E with E the eye point and V the
// vertex. The ray reaches the vertex at t = 1.
APoint heightPosition = vba.Position<Float3>(i);
AVector direction = heightPosition - camPosition;
float tVmE = direction.Normalize();
float alpha;
if (camPosition[2] >= zTop)
{
if (direction[2] >= -Mathf::ZERO_TOLERANCE)
{
// The ray never intersects the slab, so no fog at vertex.
alpha = 0.0f;
}
else
{
// The ray intersects the slab. Compute the length of the
// intersection and map it to a fog factor.
invDirZ = 1.0f/direction[2];
tTop = (zTop - camPosition[2])*invDirZ;
if (tTop < tVmE)
{
// The eye is above the slab; the vertex is in or below.
tBot = (zBot - camPosition[2])*invDirZ;
if (tBot < tVmE)
{
// The vertex is below the slab. Clamp to bottom.
length = tBot - tTop;
alpha = length/(length + fogConstant);
}
else
{
// The vertex is inside the slab.
length = tVmE - tTop;
alpha = length/(length + fogConstant);
}
}
else
{
// The eye and vertex are above the slab, so no fog.
alpha = 0.0f;
}
}
}
else // position[2] in (z0,z1)
{
if (direction[2] >= Mathf::ZERO_TOLERANCE)
{
// The ray intersects the top of the slab.
invDirZ = 1.0f/direction[2];
tTop = (zTop - camPosition[2])*invDirZ;
if (tTop < tVmE)
{
// The vertex is above the slab.
alpha = tTop/(tTop + fogConstant);
}
else
{
// The vertex is on or inside the slab.
alpha = tVmE/(tVmE + fogConstant);
}
}
else if (direction[2] <= -Mathf::ZERO_TOLERANCE)
{
// The ray intersects the bottom of the slab.
invDirZ = 1.0f/direction[2];
tBot = (zBot - camPosition[2])*invDirZ;
if (tBot < tVmE)
{
// The vertex is below the slab.
alpha = tBot/(tBot + fogConstant);
}
else
{
// The vertex is on or inside the slab.
alpha = tVmE/(tVmE + fogConstant);
}
}
else
{
// The ray is parallel to the slab, so both eye and vertex
// are inside the slab.
alpha = tVmE/(tVmE + fogConstant);
}
}
vba.Color<Float4>(0, i)[3] = alpha;
}
mRenderer->Update(mMesh->GetVertexBuffer());
}
//----------------------------------------------------------------------------
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