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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 "MultipleRenderTargets.h"
#include "MRTEffect.h"
WM5_WINDOW_APPLICATION(MultipleRenderTargets);
//----------------------------------------------------------------------------
MultipleRenderTargets::MultipleRenderTargets ()
:
WindowApplication3("SampleGraphics/MultipleRenderTargets", 0, 0, 640, 480,
Float4(0.5f, 0.5f, 0.5f, 1.0f)),
mClearWhite(1.0f, 1.0f, 1.0f, 1.0f),
mClearGray(0.5f, 0.5f, 0.5f, 1.0f),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Shaders/");
}
//----------------------------------------------------------------------------
bool MultipleRenderTargets::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, 1000.0f);
AVector camDVector(0.0f, 1.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
APoint camPosition = APoint::ORIGIN - 300.0f*camDVector;
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.1f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void MultipleRenderTargets::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
mWireState = 0;
mScreenCamera = 0;
mRenderTarget = 0;
mScreenPolygon0 = 0;
mScreenPolygon1 = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void MultipleRenderTargets::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
// Draw the scene to a multiple render target.
mRenderer->Enable(mRenderTarget);
mRenderer->SetClearColor(mClearWhite);
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
mRenderer->Disable(mRenderTarget);
// Draw the scene to the main window.
mRenderer->SetClearColor(mClearGray);
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
// Draw a screen polygon in the lower-left corner of the main window.
// This polygon has render target 0 as its texture.
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mScreenPolygon0);
// Draw a screen polygon in the lower-right corner of the main window.
// This polygon has render target 1 as its texture.
mRenderer->Draw(mScreenPolygon1);
// Restore the main camera to draw the frame rate.
mRenderer->SetCamera(mCamera);
DrawFrameRate(8, 16, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool MultipleRenderTargets::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;
}
return false;
}
//----------------------------------------------------------------------------
void MultipleRenderTargets::CreateScene ()
{
// Create the root of the scene.
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// Create a screen-space camera to use with the render target.
mScreenCamera = ScreenTarget::CreateCamera();
// Create screen polygons to use with the render target.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
const int rtWidth = 256, rtHeight = 256;
mScreenPolygon0 = ScreenTarget::CreateRectangle(vformat, rtWidth,
rtHeight, 0.0f, 0.2f, 0.0f, 0.2f, 0.0f);
mScreenPolygon1 = ScreenTarget::CreateRectangle(vformat, rtWidth,
rtHeight, 0.8f, 1.0f, 0.0f, 0.2f, 0.0f);
// Create the render target manager for two targets.
Texture::Format tformat = Texture::TF_A8R8G8B8;
mRenderTarget = new0 RenderTarget(2, tformat, rtWidth, rtHeight, false,
false);
// Attach the render target 0 texture to the screen polygon 0 mesh.
mScreenPolygon0->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(
mRenderTarget->GetColorTexture(0), Shader::SF_LINEAR,
Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
// Attach the render target 1 texture to the screen polygon 1 mesh.
mScreenPolygon1->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(
mRenderTarget->GetColorTexture(1), Shader::SF_LINEAR,
Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
// Load the face model and use multitexturing.
#ifdef WM5_LITTLE_ENDIAN
std::string path = Environment::GetPathR("FacePN.wmof");
#else
std::string path = Environment::GetPathR("FacePN.be.wmof");
#endif
InStream inStream;
inStream.Load(path);
TriMeshPtr mesh = DynamicCast<TriMesh>(inStream.GetObjectAt(0));
// Create texture coordinates for the face. Based on knowledge of the
// mesh, the (x,z) values of the model-space vertices may be mapped to
// (s,t) in [0,1]^2.
VertexBufferAccessor vba0(mesh);
const int numVertices = vba0.GetNumVertices();
float xmin = Mathf::MAX_REAL, xmax = -Mathf::MAX_REAL;
float zmin = Mathf::MAX_REAL, zmax = -Mathf::MAX_REAL;
int i;
for (i = 1; i < numVertices; ++i)
{
Float3 position = vba0.Position<Float3>(i);
float x = position[0];
if (x < xmin)
{
xmin = x;
}
if (x > xmax)
{
xmax = x;
}
float z = position[2];
if (z < zmin)
{
zmin = z;
}
if (z > zmax)
{
zmax = z;
}
}
float invXRange = 1.0f/(xmax - xmin);
float invZRange = 1.0f/(zmax - zmin);
// Strip out the normal vectors, because there is no lighting in this
// sample. Add in two texture coordinate channels for a multiplicative
// texture effect.
vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 1);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
VertexBufferAccessor vba1(vformat, vbuffer);
for (i = 0; i < numVertices; ++i)
{
Float3 position = vba0.Position<Float3>(i);
Float2 tcoord(
(position[0] - xmin)*invXRange,
(position[2] - zmin)*invZRange);
vba1.Position<Float3>(i) = position;
vba1.TCoord<Float2>(0, i) = tcoord;
vba1.TCoord<Float2>(1, i) = tcoord;
}
mesh->SetVertexFormat(vformat);
mesh->SetVertexBuffer(vbuffer);
path = Environment::GetPathR("MultipleRenderTarget.wmfx");
MRTEffect* effect = new0 MRTEffect(path);
path = Environment::GetPathR("Leaf.wmtf");
Texture2D* texture0 = Texture2D::LoadWMTF(path);
path = Environment::GetPathR("Water.wmtf");
Texture2D* texture1 = Texture2D::LoadWMTF(path);
mesh->SetEffectInstance(effect->CreateInstance(texture0, texture1));
mTrnNode->AttachChild(mesh);
}
//----------------------------------------------------------------------------
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