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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 "CameraAndLightNodes.h"
WM5_WINDOW_APPLICATION(CameraAndLightNodes);
//----------------------------------------------------------------------------
CameraAndLightNodes::CameraAndLightNodes ()
:
WindowApplication3("SampleGraphics/CameraAndLightNodes", 0, 0, 640, 480,
Float4(0.5f, 0.5f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool CameraAndLightNodes::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// scene -+--> groundPoly
// |
// +--> cameraNode --+--> lightFixture0 +--> lightNode0
// | |
// | +--> lightTarget0
// |
// +--> lightFixture1 +--> lightNode1
// |
// +--> lightTarget0
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(0.0f, -100.0f, 5.0f);
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(0.01f, 0.001f);
return true;
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::OnTerminate ()
{
mScene = 0;
mWireState = 0;
mCNode = 0;
mScreenCamera = 0;
mSky = 0;
mAdjustableLight0 = 0;
mAdjustableLight1 = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mSky);
mRenderer->SetCamera(mCamera);
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool CameraAndLightNodes::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 '+': // increase light intensity
case '=':
mAdjustableLight0->Intensity += 0.1f;
mAdjustableLight1->Intensity += 0.1f;
return true;
case '-': // decrease light intensity
case '_':
if (mAdjustableLight0->Intensity >= 0.1f)
{
mAdjustableLight0->Intensity -= 0.1f;
}
if (mAdjustableLight1->Intensity >= 0.1f)
{
mAdjustableLight1->Intensity -= 0.1f;
}
return true;
}
return false;
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::CreateScene ()
{
CreateScreenPolygon();
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
TriMesh* ground = CreateGround();
mScene->AttachChild(ground);
mCNode = new0 CameraNode(mCamera);
mScene->AttachChild(mCNode);
Node* lightFixture0 = CreateLightFixture(mAdjustableLight0);
lightFixture0->LocalTransform.SetTranslate(APoint(25.0f, -5.75f, 6.0f));
lightFixture0->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
-Mathf::HALF_PI));
mCNode->AttachChild(lightFixture0);
Node* lightFixture1 = CreateLightFixture(mAdjustableLight1);
lightFixture1->LocalTransform.SetTranslate(APoint(25.0f, -5.75f, -6.0f));
lightFixture1->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
-Mathf::HALF_PI));
mCNode->AttachChild(lightFixture1);
}
//----------------------------------------------------------------------------
TriMesh* CameraAndLightNodes::CreateGround ()
{
VertexFormat* vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_NORMAL, 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<Vector3f>(0) = Vector3f(-100.0f, -100.0f, 0.0f);
vba.Position<Vector3f>(1) = Vector3f(+100.0f, -100.0f, 0.0f);
vba.Position<Vector3f>(2) = Vector3f(+100.0f, +100.0f, 0.0f);
vba.Position<Vector3f>(3) = Vector3f(-100.0f, +100.0f, 0.0f);
vba.Normal<Vector3f>(0) = Vector3f::UNIT_Z;
vba.Normal<Vector3f>(1) = Vector3f::UNIT_Z;
vba.Normal<Vector3f>(2) = Vector3f::UNIT_Z;
vba.Normal<Vector3f>(3) = Vector3f::UNIT_Z;
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(8.0f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(8.0f, 8.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 8.0f);
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;
TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
// Create an ambient light for the ground.
Light* light = new0 Light(Light::LT_AMBIENT);
light->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
// Create a dark material for the ground;
Material* material = new0 Material();
material->Ambient = Float4(0.2f, 0.2f, 0.2f, 1.0f);
// Load a texture for the ground.
std::string path = Environment::GetPathR("Gravel.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
texture->GenerateMipmaps();
// Create a multipass effect that multiplies the light-material color
// with the texture color. TODO: Implement a single-pass effect that
// does the same thing.
LightAmbEffect* effect0 = new0 LightAmbEffect();
VisualPass* pass0 = effect0->GetPass(0, 0);
Texture2DEffect* effect1 = new0 Texture2DEffect(Shader::SF_LINEAR_LINEAR,
Shader::SC_REPEAT, Shader::SC_REPEAT);
VisualPass* pass1 = effect1->GetPass(0, 0);
AlphaState* astate = pass1->GetAlphaState();
astate->BlendEnabled = true;
astate->SrcBlend = AlphaState::SBM_DST_COLOR;
astate->DstBlend = AlphaState::DBM_ZERO;
VisualEffect* effect = new0 VisualEffect();
VisualTechnique* technique = new0 VisualTechnique();
effect->InsertTechnique(technique);
technique->InsertPass(pass0);
technique->InsertPass(pass1);
VisualEffectInstance* instance = new0 VisualEffectInstance(effect, 0);
PVWMatrixConstant* pvwMatrixConstant = new0 PVWMatrixConstant();
instance->SetVertexConstant(0, 0, pvwMatrixConstant);
instance->SetVertexConstant(0, 1,
new0 MaterialEmissiveConstant(material));
instance->SetVertexConstant(0, 2,
new0 MaterialAmbientConstant(material));
instance->SetVertexConstant(0, 3,
new0 LightAmbientConstant(light));
instance->SetVertexConstant(0, 4,
new0 LightAttenuationConstant(light));
instance->SetVertexConstant(1, 0, pvwMatrixConstant);
instance->SetPixelTexture(1, 0, texture);
mesh->SetEffectInstance(instance);
delete0(effect0);
delete0(effect1);
return mesh;
}
//----------------------------------------------------------------------------
TriMesh* CameraAndLightNodes::CreateLightTarget (Light* light)
{
// Create a parabolic rectangle patch that is illuminated by the light.
// To hide the artifacts of vertex normal lighting on a grid, the patch
// is slightly bent so that the intersection with a plane is nearly
// circular. The patch is translated slightly below the plane of the
// ground to hide the corners and the jaggies.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0);
// Create a flat surface.
TriMesh* mesh = StandardMesh(vformat).Rectangle(64, 64, 8.0f, 8.0f);
// Adjust the heights to form a paraboloid.
VertexBufferAccessor vba(mesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
Vector3f& pos = vba.Position<Vector3f>(i);
pos[2] = 1.0f - (pos[0]*pos[0] + pos[1]*pos[1])/128.0f;
}
mesh->UpdateModelSpace(Visual::GU_NORMALS);
// Create a semitransparent material for the patch.
Material* material = new0 Material();
material->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
material->Ambient = Float4(0.5f, 0.5f, 0.5f, 1.0f);
material->Diffuse = Float4(1.0f, 0.85f, 0.75f, 0.5f);
material->Specular = Float4(0.8f, 0.8f, 0.8f, 1.0f);
// The incoming light is a point light, so use an effect that combines
// this light with the specified material.
VisualEffectInstance* instance =
LightPntPerVerEffect::CreateUniqueInstance(light, material);
instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true;
mesh->SetEffectInstance(instance);
return mesh;
}
//----------------------------------------------------------------------------
Node* CameraAndLightNodes::CreateLightFixture (LightPtr& adjustableLight)
{
Node* lightFixture = new0 Node();
// A point light illuminates the target.
Float4 cream(1.0f, 1.0f, 0.5f, 1.0f);
Light* light = new0 Light(Light::LT_POINT);
light->Ambient = cream;
light->Diffuse = cream;
light->Specular = cream;
adjustableLight = light;
// The target itself.
TriMesh* lightTarget = CreateLightTarget(light);
// Encapsulate the light in a light node. Rotate the light node so the
// light points downward.
LightNode* lightNode = new0 LightNode(light);
lightFixture->AttachChild(lightNode);
lightFixture->AttachChild(lightTarget);
return lightFixture;
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::CreateScreenPolygon ()
{
// 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].
mScreenCamera = new0 Camera(false);
mScreenCamera->SetFrustum(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
mScreenCamera->SetFrame(APoint::ORIGIN, AVector::UNIT_Z, AVector::UNIT_Y,
AVector::UNIT_X);
// Create a background screen polygon.
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(0.0f, 0.0f, 1.0f);
vba.Position<Float3>(1) = Float3(1.0f, 0.0f, 1.0f);
vba.Position<Float3>(2) = Float3(1.0f, 1.0f, 1.0f);
vba.Position<Float3>(3) = Float3(0.0f, 1.0f, 1.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 1.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 0.0f);
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;
mSky = new0 TriMesh(vformat, vbuffer, ibuffer);
std::string path = Environment::GetPathR("RedSky.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mSky->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mSky->Update();
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::MoveForward ()
{
APoint position = mCNode->LocalTransform.GetTranslate();
AVector direction;
mCNode->LocalTransform.GetRotate().GetColumn(0, direction);
position += mTrnSpeed*direction;
mCNode->LocalTransform.SetTranslate(position);
mCNode->Update();
mCuller.ComputeVisibleSet(mScene);
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::MoveBackward ()
{
APoint position = mCNode->LocalTransform.GetTranslate();
AVector direction;
mCNode->LocalTransform.GetRotate().GetColumn(0, direction);
position -= mTrnSpeed*direction;
mCNode->LocalTransform.SetTranslate(position);
mCNode->Update();
mCuller.ComputeVisibleSet(mScene);
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::TurnLeft ()
{
AVector uVector;
mCNode->LocalTransform.GetRotate().GetColumn(1, uVector);
mCNode->LocalTransform.SetRotate(
HMatrix(uVector, mRotSpeed)*mCNode->LocalTransform.GetRotate());
mCNode->Update();
mCuller.ComputeVisibleSet(mScene);
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::TurnRight ()
{
AVector uVector;
mCNode->LocalTransform.GetRotate().GetColumn(1, uVector);
mCNode->LocalTransform.SetRotate(
HMatrix(uVector, -mRotSpeed)*mCNode->LocalTransform.GetRotate());
mCNode->Update();
mCuller.ComputeVisibleSet(mScene);
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::MoveUp ()
{
// disabled
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::MoveDown ()
{
// disabled
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::LookUp ()
{
// disabled
}
//----------------------------------------------------------------------------
void CameraAndLightNodes::LookDown ()
{
// disabled
}
//----------------------------------------------------------------------------
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