Beispiel #1
0
void RendererCommon::ApplySamplerState(const uint SamplerStage,
                                       const SSamplerState& SamplerState) {
  SetTexture(SamplerStage, SamplerState.m_Texture);
  SetAddressing(SamplerStage, SamplerState.m_AddressU, SamplerState.m_AddressV);
  SetMinMipFilters(SamplerStage, SamplerState.m_MinFilter,
                   SamplerState.m_MipFilter);
  SetMagFilter(SamplerStage, SamplerState.m_MagFilter);
}
Beispiel #2
0
void SetupWater(DiSceneManager* sm)
{
    // Render targets
    auto reflectMap = DiAssetManager::GetInstance().CreateOrReplaceAsset<DiTexture>("reflect_rt");
    reflectMap->SetDimensions(512, 512);
    reflectMap->SetFormat(PF_A8R8G8B8);
    reflectMap->SetUsage(TU_RENDER_TARGET);
    reflectMap->SetAutoMipmap(false);
    reflectMap->SetAddressing(AM_CLAMP);
    reflectMap->CreateTexture();
    auto reflectRT = reflectMap->GetRenderTarget();

    auto refractMap = DiAssetManager::GetInstance().CreateOrReplaceAsset<DiTexture>("refract_rt");
    refractMap->SetDimensions(512, 512);
    refractMap->SetFormat(PF_A8R8G8B8);
    refractMap->SetUsage(TU_RENDER_TARGET);
    refractMap->SetAutoMipmap(false);
    refractMap->SetAddressing(AM_CLAMP);
    refractMap->CreateTexture();
    auto refractRT = refractMap->GetRenderTarget();
    
    // Water plane 
    DiCullNode* nodePlane = sm->GetRootNode()->CreateChild();
    DiSimpleShapePtr model = make_shared<DiSimpleShape>();
    model->CreatePlane(100);

    auto waterMat = DiMaterial::QuickCreate("pool_fresnel_v", "pool_fresnel_p");
    auto shaderParam = waterMat->GetShaderParameter();

    shaderParam->WriteFloat("scale", 1.0f);
    shaderParam->WriteFloat("scroll", 0.05f);
    shaderParam->WriteFloat("fresnelBias", -0.1f);
    shaderParam->WriteFloat("fresnelScale", 1.8f);
    shaderParam->WriteFloat("fresnelPower", 8.0f);
    shaderParam->WriteFloat("noiseScale", 0.05f);
    shaderParam->WriteFloat4("tintColour", DiVec4(0, 0.05f, 0.05f, 1));
    shaderParam->WriteTexture2D("noiseMap", "waves2.dds");
    shaderParam->WriteTexture2D("reflectMap", "reflect_rt");
    shaderParam->WriteTexture2D("refractMap", "refract_rt");

    model->SetMaterial(waterMat);
    nodePlane->AttachObject(model);
    nodePlane->SetScale(7, 1, 13);

    // Add to scene manager with the callbacks
    DiCamera* cam = sm->GetCamera();
    cam->MoveRelative(DiVec3(0, 0, 700));
    
    sm->AddExtraRenderTarget(refractRT, cam,
        [nodePlane](DiRenderTarget*) {
            nodePlane->SetVisible(false);
        },
        [nodePlane](DiRenderTarget*) {
            nodePlane->SetVisible(true);
        }
    );

    sm->AddExtraRenderTarget(reflectRT, cam,
        [nodePlane, cam](DiRenderTarget*) {
            nodePlane->SetVisible(false);
            cam->EnableReflection(DiPlane(DiVec3::UNIT_Y, 0));
        },
        [nodePlane, cam](DiRenderTarget*) {
            nodePlane->SetVisible(true);
            cam->DisableReflection();
        }
    );
    
    DiPostEffectManager* peMgr = DiBase::Driver->GetMainRenderWindow()->GetPostEffectManager();
	DiPostEffect* bloom = peMgr->GetEffect("Bloom");
    if (bloom)
		bloom->SetEnable(false);
}
Beispiel #3
0
    void InitFx_Repeater01()
    {
        // effect
        auto _ps = DiEffectManager::GetInstance().CreateParticleSystemTemplate("Fx_repeater1");
        std::shared_ptr<DiTransformUnit> ps(_ps);

        _ps->Start();
        {
            DiParticleElement* element = _ps->CreateElement();
            element->SetRenderer("Billboard");
            auto emitter = element->CreateEmitter("Box");
            
            auto mat = DiMaterial::QuickCreate("basic_v", "basic_p", SHADER_FLAG_USE_COLOR | SHADER_FLAG_USE_MAP);
            mat->GetShaderParameter()->WriteTexture2D("map", "glow_01.dds");
            mat->SetBlendMode(BLEND_ADD);
            mat->SetDepthWrite(false);
            element->SetMaterialName(mat->GetName());
            
            ((DiBoxEmitter*)emitter)->SetWidth(50);
            ((DiBoxEmitter*)emitter)->SetHeight(70);
            ((DiBoxEmitter*)emitter)->SetDepth(50);
            emitter->position = DiVec3(0, 165, 5);
            
            auto rt = DI_NEW DiAttributeFixed();
            rt->SetValue(30);
            emitter->SetDynEmissionRate(rt);
            
            auto spd = DI_NEW DiAttributeFixed();
            spd->SetValue(20);
            emitter->SetDynVelocity(spd);
            
            auto ttl = DI_NEW DiAttributeRandom();
            ttl->SetMinMax(1, 2);
            emitter->SetDynTotalTimeToLive(ttl);
            
            auto sz = DI_NEW DiAttributeRandom();
            sz->SetMinMax(20, 40);
            emitter->SetDynParticleAllDimensions(sz);
            
            DiColorController* colorCtrl = (DiColorController*)element->CreateController("Color");
            colorCtrl->AddColour(0, DiColor::Black);
            colorCtrl->AddColour(0.5f, DiColor(0.25f, 1, 0.5f));
            colorCtrl->AddColour(1, DiColor::Black);
        }
        {
            DiParticleElement* element = _ps->CreateElement();
            element->SetRenderer("Billboard");
            auto emitter = element->CreateEmitter("Box");
            
            auto mat = DiMaterial::QuickCreate("basic_v", "basic_p", SHADER_FLAG_USE_COLOR | SHADER_FLAG_USE_MAP);
            auto texture = mat->GetShaderParameter()->WriteTexture2D("map", "mysticenergy2.dds");
            mat->SetBlendMode(BLEND_ADD);
            mat->SetDepthWrite(false);
            element->SetMaterialName(mat->GetName());
            texture->SetAddressing(AM_CLAMP);
            
            ((DiBoxEmitter*)emitter)->SetWidth(50);
            ((DiBoxEmitter*)emitter)->SetHeight(70);
            ((DiBoxEmitter*)emitter)->SetDepth(50);
            emitter->position = DiVec3(0, 165, 5);
            
            auto rt = DI_NEW DiAttributeFixed();
            rt->SetValue(6);
            emitter->SetDynEmissionRate(rt);
            
            auto spd = DI_NEW DiAttributeFixed();
            spd->SetValue(20);
            emitter->SetDynVelocity(spd);
            
            auto ttl = DI_NEW DiAttributeRandom();
            ttl->SetMinMax(1, 2);
            emitter->SetDynTotalTimeToLive(ttl);
            
            auto sz = DI_NEW DiAttributeRandom();
            sz->SetMinMax(20, 40);
            emitter->SetDynParticleAllDimensions(sz);
            
            DiColorController* colorCtrl = (DiColorController*)element->CreateController("Color");
            colorCtrl->AddColour(0, DiColor::Black);
            colorCtrl->AddColour(0.5f, DiColor(0.25f, 1, 0.5f));
            colorCtrl->AddColour(1, DiColor::Black);
            
            DiTextureRotatorController* texrotCtrl = (DiTextureRotatorController*)element->CreateController("TextureRotator");
            texrotCtrl->SetUseOwnRotationSpeed(true);
            auto rotspeed = DI_NEW DiAttributeRandom();
            rotspeed->SetMinMax(-100, 100);
            texrotCtrl->SetRotationSpeed(rotspeed);
            auto rot = DI_NEW DiAttributeRandom();
            rot->SetMinMax(0, 300);
            texrotCtrl->SetRotation(rot);
        }
        
        // create the editor object from the particle system
        DiEditorManager::Get()->LoadParticleSystem(_ps);
    }