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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 "RenderToTexture.h"
WM5_WINDOW_APPLICATION(RenderToTexture);
//----------------------------------------------------------------------------
RenderToTexture::RenderToTexture ()
:
WindowApplication3("SampleGraphics/RenderToTexture", 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)
{
}
//----------------------------------------------------------------------------
bool RenderToTexture::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 RenderToTexture::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
mWireState = 0;
mScreenCamera = 0;
mRenderTarget = 0;
mScreenPolygon = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void RenderToTexture::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
// Draw the scene to a render target.
mRenderer->Enable(mRenderTarget);
mRenderer->SetClearColor(mClearWhite);
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
mRenderer->Disable(mRenderTarget);
// Draw the scene to the main window and also to a regular screen
// polygon, placed in the lower-left corner of the main window.
mRenderer->SetClearColor(mClearGray);
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mScreenPolygon);
mRenderer->SetCamera(mCamera);
DrawFrameRate(8, 16, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool RenderToTexture::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 RenderToTexture::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 a screen polygon 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;
mScreenPolygon = ScreenTarget::CreateRectangle(vformat, rtWidth, rtHeight,
0.0f, 0.2f, 0.0f, 0.2f, 0.0f);
// Create the render target.
//Texture::Format tformat = Texture::TF_A8B8G8R8; // DX9 fails
Texture::Format tformat = Texture::TF_A8R8G8B8;
//Texture::Format tformat = Texture::TF_A16B16G16R16;
//Texture::Format tformat = Texture::TF_A16B16G16R16F;
//Texture::Format tformat = Texture::TF_A32B32G32R32F;
mRenderTarget = new0 RenderTarget(1, tformat, rtWidth, rtHeight, false,
false);
// Attach the render target texture to the screen polygon mesh.
mScreenPolygon->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(
mRenderTarget->GetColorTexture(0), 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("Leaf.wmtf");
Texture2D* texture0 = Texture2D::LoadWMTF(path);
path = Environment::GetPathR("Water.wmtf");
Texture2D* texture1 = Texture2D::LoadWMTF(path);
VisualEffectInstance* instance = Texture2AddEffect::CreateUniqueInstance(
texture0, Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE,
Shader::SC_CLAMP_EDGE, texture1, Shader::SF_LINEAR,
Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE);
mesh->SetEffectInstance(instance);
mTrnNode->AttachChild(mesh);
}
//----------------------------------------------------------------------------
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