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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 "ProjectedTextures.h"
#include "ProjectedTextureEffect.h"
WM5_WINDOW_APPLICATION(ProjectedTextures);
//----------------------------------------------------------------------------
ProjectedTextures::ProjectedTextures ()
:
WindowApplication3("SampleGraphics/ProjectedTextures", 0, 0, 640, 480,
Float4(1.0f, 1.0f, 1.0f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Shaders/");
}
//----------------------------------------------------------------------------
bool ProjectedTextures::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 -
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(0.1f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void ProjectedTextures::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void ProjectedTextures::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 ProjectedTextures::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
// Load the face model.
#ifdef WM5_LITTLE_ENDIAN
std::string path = Environment::GetPathR("FacePT1.wmof");
#else
std::string path = Environment::GetPathR("FacePN.be.wmof");
#endif
InStream inStream;
inStream.Load(path);
TriMesh* mesh = StaticCast<TriMesh>(inStream.GetObjectAt(0));
// Create a camera to project the texture.
Projector* projector = new0 Projector(Camera::PM_DEPTH_ZERO_TO_ONE);
projector->SetFrustum(1.0f, 10.0f, -0.4125f, 0.4125f, -0.55f, 0.55f);
AVector proDVector(0.0f, 1.0f, 0.0f);
AVector proUVector(0.0f, 0.0f, 1.0f);
AVector proRVector = proDVector.Cross(proUVector);
APoint proPosition = APoint::ORIGIN - 303.0f*proDVector;
projector->SetFrame(proPosition, proDVector, proUVector, proRVector);
// Create a directional light for the face.
Light* light = new0 Light(Light::LT_DIRECTIONAL);
light->Ambient = Float4(0.25f, 0.25f, 0.25f, 1.0f);
light->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
light->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);
light->DVector = AVector::UNIT_Y; // scene-camera direction
// Create a material for the face.
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(0.99607f, 0.83920f, 0.67059f, 1.0f);
material->Specular = Float4(0.8f, 0.8f, 0.8f, 0.0f);
// Create the effect.
std::string effectFile = Environment::GetPathR("ProjectedTexture.wmfx");
ProjectedTextureEffect* effect = new0 ProjectedTextureEffect(effectFile);
std::string projectedName = Environment::GetPathR("Magician.wmtf");
Texture2D* projectedTexture = Texture2D::LoadWMTF(projectedName);
mesh->SetEffectInstance(effect->CreateInstance(projector, light,
material, projectedTexture));
mTrnNode->AttachChild(mesh);
}
//----------------------------------------------------------------------------
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