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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 "ScreenPolygons.h"
WM5_WINDOW_APPLICATION(ScreenPolygons);
//----------------------------------------------------------------------------
ScreenPolygons::ScreenPolygons ()
:
WindowApplication3("SampleGraphics/ScreenPolygons", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
mAnimTime = 0.0;
mAnimTimeDelta = 0.01;
}
//----------------------------------------------------------------------------
bool ScreenPolygons::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
CreateScene();
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(80.0f, 0.0f, 23.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Initial update of objects.
mScene->Update();
CopyNormalToTCoord1(mScene);
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.01f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void ScreenPolygons::OnTerminate ()
{
mScene = 0;
mScreenCamera = 0;
mBackPoly = 0;
mMidPoly = 0;
mForePoly = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void ScreenPolygons::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
CopyNormalToTCoord1(mScene);
mCuller.ComputeVisibleSet(mScene);
}
mRenderer->ClearDepthBuffer();
mRenderer->ClearColorBuffer();
if (mRenderer->PreDraw())
{
// Draw the background and middle polygons.
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mBackPoly);
mRenderer->Draw(mMidPoly);
// Draw the biped.
mRenderer->SetCamera(mCamera);
mRenderer->Draw(mCuller.GetVisibleSet());
// Draw the foreground polygon last since it has transparency.
mRenderer->SetCamera(mScreenCamera);
mRenderer->Draw(mForePoly);
// Text goes on top of foreground polygon.
mRenderer->SetCamera(mCamera);
DrawFrameRate(8, GetHeight()-8, mTextColor);
char message[128];
sprintf(message, "linear z = %f , perspective z = %f", mLinearZ,
mDepthZ);
mRenderer->Draw(8, 16, mTextColor, message);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool ScreenPolygons::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
const float delta = 0.00001f;
float dMin, dMax, frustumZ;
APoint trn;
switch (key)
{
case 'g':
mAnimTime += mAnimTimeDelta;
mScene->Update(mAnimTime);
CopyNormalToTCoord1(mScene);
mCuller.ComputeVisibleSet(mScene);
return true;
case 'G':
mAnimTime = 0.0;
mScene->Update(mAnimTime);
CopyNormalToTCoord1(mScene);
mCuller.ComputeVisibleSet(mScene);
return true;
case '+':
case '=':
mDepthZ += delta;
if (mDepthZ > 1.0f)
{
mDepthZ = 1.0f;
}
dMin = mCamera->GetDMin();
dMax = mCamera->GetDMax();
frustumZ = dMin*dMax/(dMax - (dMax - dMin)*mDepthZ);
mLinearZ = (frustumZ - dMin)/(dMax - dMin);
mMidPoly->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, mLinearZ));
mMidPoly->Update();
return true;
case '-':
case '_':
mDepthZ -= delta;
if (mDepthZ < 0.0f)
{
mDepthZ = 0.0f;
}
dMin = mCamera->GetDMin();
dMax = mCamera->GetDMax();
frustumZ = dMin*dMax/(dMax - (dMax - dMin)*mDepthZ);
mLinearZ = (frustumZ - dMin)/(dMax - dMin);
mMidPoly->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, mLinearZ));
mMidPoly->Update();
return true;
}
return false;
}
//----------------------------------------------------------------------------
void ScreenPolygons::CreateScene ()
{
// 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);
// Load the biped just for some model to display.
#ifdef WM5_LITTLE_ENDIAN
std::string path = Environment::GetPathR("SkinnedBipedPNTC1.wmof");
#else
std::string path = Environment::GetPathR("SkinnedBipedPN.be.wmof");
#endif
InStream source;
source.Load(path);
mScene = DynamicCast<Node>(source.GetObjectAt(0));
assertion(mScene != 0, "Error in biped stream.\n");
// The background is a textured screen polygon (z = 1).
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, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);
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;
mBackPoly = new0 TriMesh(vformat, vbuffer, ibuffer);
path = Environment::GetPathR("RedSky.wmtf");
Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);
Texture2D* texture = Texture2D::LoadWMTF(path);
mBackPoly->SetEffectInstance(effect->CreateInstance(texture));
// The middle polygon, which may be translated via '+' or '-'.
vbuffer = new0 VertexBuffer(4, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(0.0f, 0.3f, 0.0f);
vba.Position<Float3>(1) = Float3(1.0f, 0.3f, 0.0f);
vba.Position<Float3>(2) = Float3(1.0f, 0.7f, 0.0f);
vba.Position<Float3>(3) = Float3(0.0f, 0.7f, 0.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.3f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.3f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 0.7f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 0.7f);
mMidPoly = new0 TriMesh(vformat, vbuffer, ibuffer);
path = Environment::GetPathR("BallTexture.wmtf");
texture = Texture2D::LoadWMTF(path);
mMidPoly->SetEffectInstance(effect->CreateInstance(texture));
mLinearZ = 1.0f;
mDepthZ = 1.0f;
mMidPoly->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, mLinearZ));
// A portion of the foreground is a textured screen polygon (z = 0).
vbuffer = new0 VertexBuffer(5, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.0f);
vba.Position<Float3>(1) = Float3(0.5f, 0.0f, 0.0f);
vba.Position<Float3>(2) = Float3(0.75f, 0.5f, 0.0f);
vba.Position<Float3>(3) = Float3(0.5f, 0.75f, 0.0f);
vba.Position<Float3>(4) = Float3(0.0f, 0.5f, 0.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(0.67f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 0.67f);
vba.TCoord<Float2>(0, 3) = Float2(0.67f, 1.0f);
vba.TCoord<Float2>(0, 4) = Float2(0.0f, 0.67f);
ibuffer = new0 IndexBuffer(9, sizeof(int));
indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
indices[6] = 0; indices[7] = 3; indices[8] = 4;
mForePoly = new0 TriMesh(vformat, vbuffer, ibuffer);
path = Environment::GetPathR("Flower.wmtf");
Texture2DEffect* foreEffect = new0 Texture2DEffect(Shader::SF_LINEAR);
texture = Texture2D::LoadWMTF(path);
mForePoly->SetEffectInstance(foreEffect->CreateInstance(texture));
// Make the foreground semitransparent.
foreEffect->GetAlphaState(0, 0)->BlendEnabled = true;
}
//----------------------------------------------------------------------------
void ScreenPolygons::CopyNormalToTCoord1 (Object* object)
{
TriMesh* mesh = DynamicCast<TriMesh>(object);
if (mesh)
{
VertexBufferAccessor vba(mesh);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
vba.TCoord<Vector3f>(1, i) = vba.Normal<Vector3f>(i);
}
mRenderer->Update(mesh->GetVertexBuffer());
}
Node* node = DynamicCast<Node>(object);
if (node)
{
for (int i = 0; i < node->GetNumChildren(); ++i)
{
Spatial* child = node->GetChild(i);
if (child)
{
CopyNormalToTCoord1(child);
}
}
}
}
//----------------------------------------------------------------------------
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