Beispiel #1
0
	void EngineApp::OnUpdate()
	{

		math::Matrix44 view;
		math::Matrix44 proj;
		math::Matrix44 t;
		math::Vector3 eye(20, 20, 20);
		
		static float radius = 0;
		radius += 0.001f;

		t = math::MatrixRotationAxisY(radius);
		math::TransformCoord(eye, t);

		view = math::MatrixLookAtLH(eye, math::Vector3(0, 0, 0), math::Vector3(0, 1, 0));
		proj = math::MatrixPerspectiveFovLH(0.25f * 3.14f, 4.0f / 3.0f, 0.01f, 10000);
		
		MaterialParameterPtr pParam = m_pMaterial->GetParameterByName("v");
		pParam->SetParameterMatrix(view);

		pParam = m_pMaterial->GetParameterByName("p");
		pParam->SetParameterMatrix(proj);

		pParam = m_pMaterial->GetParameterByName("base");
		pParam->SetParameterTexture(m_pTex);

		
	/*	m_pGraphics->SetRenderTarget(m_pRenderTarget);

		m_pGraphics->ClearRenderTarget(0, math::Color4(0, 0, 0.7, 1));
		m_pGraphics->ClearDepthStencil(CLEAR_ALL, 1.0f, 0);

		m_pGraphics->SetShaderProgram(m_pProgram);


		m_pGraphics->DrawIndexed(m_pGeometry, 36, 0, 0);*/



		//param = m_pProgram->FindParameterByName("base");
		//m_pProgram->SetParameterTexture(param, m_pRenderTarget->GetTexture(0));


		m_pGraphics->ClearRenderTarget(0, math::Color4(0.3f, 0.5f, 0.7f, 1));
		m_pGraphics->ClearDepthStencil(CLEAR_ALL, 1.0f, 0);

		int n = m_pMaterial->Begin();
		for(int i = 0; i < n; ++i)
		{
			m_pMaterial->ApplyPass(i);
			m_pGraphics->DrawIndexed(m_pGeometry, 36, 0, 0);
		}
		m_pMaterial->End();

		m_pGraphics->Present();

		ShowFPS();
	}
Beispiel #2
0
	bool EngineApp::OnInit()
	{
		using namespace ld3d;


		if(false == m_mod.load_sys("./ogl4graphics_x64.dll"))
		{
			return false;
		}

		m_pGraphics = m_mod.pSys;

		GraphicsSetting setting;
		setting.sysMod = "./ogl4graphics_x64.dll";
		setting.backBufferCount = 2;
		setting.depthStencilFormat = G_FORMAT_D24_UNORM_S8_UINT;
		setting.frameBufferFormat = G_FORMAT_R8G8B8A8_UNORM;
		setting.frameBufferHeight = GetClientHeight();
		setting.frameBufferWidth = GetClientWidth();
		setting.multiSampleCount = 1;
		setting.multiSampleQuality = 0;
		setting.windowed = true;
		setting.wnd = GetWnd();


		if(false == m_pGraphics->Initialize(setting))
		{
			return false;
		}

		
		m_pGeometry = CreateCube(10);

		m_pTex = m_pGraphics->CreateTextureFromFile("./assets/standard/texture/array.dds", false);
		

		DepthStencilBufferPtr pDS = m_pGraphics->CreateDepthStencilBuffer(G_FORMAT_D32_FLOAT, 800, 600);
		TexturePtr pTex = m_pGraphics->CreateTexture2D(G_FORMAT_R8G8B8A8_UNORM, 800, 600, 1, false);

		m_pRenderTarget = m_pGraphics->CreateRenderTexture();

		m_pRenderTarget->AttachTexture(pTex);
		m_pRenderTarget->AttachDepthStencilBuffer(pDS);

		material_script::Compiler cl;
		m_pMaterial = cl.CompileFromFile(m_pGraphics, "./assets/standard/material/1.material");

		MaterialParameterPtr pParam = m_pMaterial->GetParameterByName("base");
		pParam->SetParameterTexture(m_pTex);

		return true;
	}
Beispiel #3
0
	void RenderSystem_Deferred::SetMaterialGBuffer(MaterialPtr pMaterial)
	{
		MaterialParameterPtr pParam = pMaterial->GetParameterByName("_DR_G_BUFFER_0");
		pParam ? pParam->SetParameterTexture(m_pGBuffer->GetTexture(0)) : (void)0;

		pParam = pMaterial->GetParameterByName("_DR_G_BUFFER_1");

		pParam ? pParam->SetParameterTexture(m_pGBuffer->GetTexture(1)) : (void)0;

		pParam = pMaterial->GetParameterByName("_DR_G_BUFFER_2");
		pParam ? pParam->SetParameterTexture(m_pGBuffer->GetTexture(2)) : (void)0;

	}
Beispiel #4
0
	void SkyLight::RenderLight(RenderManagerPtr pRenderer)
	{
		if(GetEnabled() == false)
		{
			return;
		}

		const math::Matrix44& view = pRenderer->GetViewMatrix();
		const math::Matrix44& proj = pRenderer->GetProjMatrix();

		pRenderer->SetMatrixBlock(m_pMaterial, math::MatrixIdentity());
		
		const math::Matrix44& tm = GetWorldTM();

		math::Vector3 d = tm.GetRow3(2);

		struct DirLightParam
		{
			math::Vector3 d;
			float i;
			math::Vector3 c;
		};

		DirLightParam l;
		l.d = d;
		l.i = GetIntensity();
		const math::Color4& diffClr = GetDiffuseColor();

		l.c = math::Vector3(diffClr.r, diffClr.g, diffClr.b);

		MaterialParameterPtr pParam = m_pMaterial->GetParameterByName("light");
		pParam->SetParameterBlock(&l, sizeof(DirLightParam));

		pRenderer->SetGBuffer(m_pMaterial);

		if(m_bCastShadow)
		{
			pParam = m_pMaterial->GetParameterByName("shadow_map");
		
			pParam->SetParameterTexture(m_pShadowMap->GetTexture(0));
			pParam = m_pMaterial->GetParameterByName("light_tm");
			pParam->SetParameterMatrix(m_lightTM);
		}

		pRenderer->DrawFullScreenQuad(m_pMaterial);
	}
	bool VoxelWorldMaterialManager::Initialize(RenderManagerPtr pRenderManager)
	{
		MaterialParameterPtr		pParam;

		TexturePtr					pTex;
		MaterialPtr					pMat;


		// soil
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/dirt.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_SOIL].pTex		= pTex;
		m_materials[VT_SOIL].pMaterial	= pMat;

		// rock
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/rock.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_STONE].pTex		= pTex;
		m_materials[VT_STONE].pMaterial	= pMat;

		// iron
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/rock.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_IRON].pTex		= pTex;
		m_materials[VT_IRON].pMaterial	= pMat;


		// silver
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/rock.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_SILVER].pTex		= pTex;
		m_materials[VT_SILVER].pMaterial	= pMat;
					
					

		// gold
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/rock.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_GOLD].pTex		= pTex;
		m_materials[VT_GOLD].pMaterial	= pMat;

		// water
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/dirt.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_WATER].pTex		= pTex;
		m_materials[VT_WATER].pMaterial	= pMat;
							
					
		// grass
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/dirt.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_GRASS].pTex		= pTex;
		m_materials[VT_GRASS].pMaterial	= pMat;

		// sand
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/sand.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_BEACH].pTex		= pTex;
		m_materials[VT_BEACH].pMaterial	= pMat;

		// tree leaf
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/sand.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_TREE_LEAF].pTex		= pTex;
		m_materials[VT_TREE_LEAF].pMaterial	= pMat;


		// tree trunk
		pTex = pRenderManager->CreateTextureFromFile("assets/voxel/texture/sand.dds");
		pMat = pRenderManager->CreateMaterialFromFile("assets/voxel/material/voxel_world.material");

		pParam = pMat->GetParameterByName("diffuse_map");
		pParam->SetParameterTexture(pTex);

		m_materials[VT_TREE_TRUNK].pTex		= pTex;
		m_materials[VT_TREE_TRUNK].pMaterial	= pMat;

		return true;
	}
Beispiel #6
0
	void RenderSystem_Deferred::SetMaterialABuffer(MaterialPtr pMaterial)
	{
		MaterialParameterPtr pParam = pMaterial->GetParameterByName("_DR_A_BUFFER");
		pParam ? pParam->SetParameterTexture(m_pABuffer->GetTexture(0)) : (void)0 ;
	}
Beispiel #7
0
	bool Impl_SkyBox::OnAttach()
	{
		m_pRD = m_pManager->alloc_object<RenderData>();

		
		VertexLayout layout;
		layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT);
		
		float size = 1.0f;
		int nVerts = 36;

		math::Vector3 verts[] = 
		{
			math::Vector3(-size, size, -size),
			math::Vector3(size, -size, -size),
			math::Vector3(size, size, -size),

			math::Vector3(-size, size, -size),
			math::Vector3(-size, -size, -size),
			math::Vector3(size, -size, -size),

			math::Vector3(-size, size, size),
			math::Vector3(size, size, size),
			math::Vector3(size, -size, size),

			math::Vector3(-size, size, size),
			math::Vector3(size, -size, size),
			math::Vector3(-size, -size, size),


			math::Vector3(-size, size, size),
			math::Vector3(size, size, -size),
			math::Vector3(size, size, size),

			math::Vector3(-size, size, size),
			math::Vector3(-size, size, -size),
			math::Vector3(size, size, -size),


			math::Vector3(-size, -size, size),
			math::Vector3(size, -size, size),
			math::Vector3(size, -size, -size),

			math::Vector3(-size, -size, size),
			math::Vector3(size, -size, -size),
			math::Vector3(-size, -size, -size),


			math::Vector3(-size, size, size),
			math::Vector3(-size, -size, -size),
			math::Vector3(-size, size, -size),

			math::Vector3(-size, size, size),
			math::Vector3(-size, -size, size),
			math::Vector3(-size, -size, -size),


			math::Vector3(size, size, size),
			math::Vector3(size, size, -size),
			math::Vector3(size, -size, -size),

			math::Vector3(size, size, size),
			math::Vector3(size, -size, -size),
			math::Vector3(size, -size, size),

		};

		m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData();

		m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST);
		{
			m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * 36, verts, false, layout);
		}
		m_pRD->geometry->EndGeometry();

		m_pRD->base_vertex = 0;
		m_pRD->index_count = 0;
		m_pRD->start_index = 0;
		m_pRD->vertex_count = 36;
		m_pRD->world_matrix.MakeIdentity();

		m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/standard/material/skybox.material");

		m_hFrustumCull = m_pManager->AddEventHandler(EV_FRUSTUM_CULL, boost::bind(&Impl_SkyBox::on_event_frustum_cull, this, _1));


		m_pTex = m_pManager->GetRenderManager()->CreateTextureFromFile("./assets/standard/texture/001.dds");

		MaterialParameterPtr pParam = m_pRD->material->GetParameterByName("sky_map");
		
		pParam->SetParameterTexture(m_pTex);
		
		m_pWorldPos = m_pRD->material->GetParameterByName("world_pos");
		return true;
	}