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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 "GlossMaps.h"
#include "GlossMapEffect.h"
WM5_WINDOW_APPLICATION(GlossMaps);
//----------------------------------------------------------------------------
GlossMaps::GlossMaps ()
:
WindowApplication3("SampleGraphics/GlossMaps", 0, 0, 640, 480,
Float4(0.85f, 0.85f, 0.85f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Shaders/");
}
//----------------------------------------------------------------------------
bool GlossMaps::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 GlossMaps::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void GlossMaps::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 GlossMaps::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
// Create vertex and index buffers to be shared by two meshes.
VertexFormat* vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 1, // normals
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
Float3 yVector(0.0f, 1.0f, 0.0f);
vba.Position<Float3>(0) = Float3(-0.5f, 0.0f, -0.5f);
vba.Position<Float3>(1) = Float3(-0.5f, 0.0f, 0.5f);
vba.Position<Float3>(2) = Float3( 0.5f, 0.0f, 0.5f);
vba.Position<Float3>(3) = Float3( 0.5f, 0.0f, -0.5f);
vba.TCoord<Float3>(1, 0) = yVector;
vba.TCoord<Float3>(1, 1) = yVector;
vba.TCoord<Float3>(1, 2) = yVector;
vba.TCoord<Float3>(1, 3) = yVector;
vba.TCoord<Float2>(0, 0) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 2) = Float2(0.0f, 1.0f);
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] = 3;
indices[3] = 3; indices[4] = 1; indices[5] = 2;
// The light and material are used by both the gloss and non-gloss
// objects.
Light* light = new0 Light(Light::LT_DIRECTIONAL);
light->Ambient = Float4(0.1f, 0.1f, 0.1f, 1.0f);
light->Diffuse = Float4(0.6f, 0.6f, 0.6f, 1.0f);
light->Specular = Float4(1.0f, 1.0f, 1.0f, 1.0f);
light->DVector = AVector(0.0f, -1.0f, 0.0f);
Material* material = new0 Material();
material->Ambient = Float4(0.2f, 0.2f, 0.2f, 1.0f);
material->Diffuse = Float4(0.7f, 0.7f, 0.7f, 1.0f);
material->Specular = Float4(1.0f, 1.0f, 1.0f, 25.0f);
// Create a non-gloss-mapped square.
TriMesh* squareNoGloss = new0 TriMesh(vformat, vbuffer, ibuffer);
squareNoGloss->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
-0.25f*Mathf::PI));
squareNoGloss->LocalTransform.SetTranslate(APoint(1.0f, -1.0f, 0.0f));
squareNoGloss->SetEffectInstance(
LightDirPerVerEffect::CreateUniqueInstance(light, material));
mTrnNode->AttachChild(squareNoGloss);
// Create a gloss-mapped square.
TriMesh* squareGloss = new0 TriMesh(vformat, vbuffer, ibuffer);
squareGloss->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
-0.25f*Mathf::PI));
squareGloss->LocalTransform.SetTranslate(APoint(-1.0f, -1.0f, 0.0f));
mTrnNode->AttachChild(squareGloss);
std::string effectFile = Environment::GetPathR("GlossMap.wmfx");
GlossMapEffect* effect = new0 GlossMapEffect(effectFile);
std::string baseName = Environment::GetPathR("Magic.wmtf");
Texture2D* baseTexture = Texture2D::LoadWMTF(baseName);
squareGloss->SetEffectInstance(effect->CreateInstance(baseTexture,
light, material));
}
//----------------------------------------------------------------------------
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