Ejemplo n.º 1
0
static int Seek(flv* p, tick_t Time, filepos_t FilePos,bool_t PrevKey)
{
	int	i=0;
	tick_t preIndexNum = -1;
	if(Time>=0)
	{
		for( i = 0; i < p->IndexNum; i++)
		{			
			tick_t RefTime = Scale(((flvindex*)IndexBuffer(p,i))->times, TICKSPERSEC, 1);
			if(Time<=RefTime)
				break;	
			preIndexNum = i;
		}
	}
	if(PrevKey&&preIndexNum!=-1)
		i = preIndexNum;

	if(p->IndexNum == 0)
	{
		if(Time>=0 && p->Format.Duration > 0)
			return SeekNoIndex(p,Time,FilePos,PrevKey);
		return ERR_NOT_SUPPORTED;
	}
	else if(i >= 0 && i < p->IndexNum)
	{
		FilePos = ((flvindex*)IndexBuffer(p,i))->pos-4;
	}
	else
	{
		FilePos = p->StartOffset;
	}

	return Format_Seek(&p->Format,FilePos,SEEK_SET);
}
Ejemplo n.º 2
0
//----------------------------------------------------------------------------
TriMesh* PolyhedronDistance::CreatePlane ()
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    float size = 16.0f;
    vba.Position<Float3>(0) = Float3(-size, -size, -0.1f);
    vba.Position<Float3>(1) = Float3(+size, -size, -0.1f);
    vba.Position<Float3>(2) = Float3(+size, +size, -0.1f);
    vba.Position<Float3>(3) = Float3(-size, +size, -0.1f);
    vba.Color<Float3>(0, 0) = Float3(0.0f, 0.50f, 0.00f);
    vba.Color<Float3>(0, 1) = Float3(0.0f, 0.25f, 0.00f);
    vba.Color<Float3>(0, 2) = Float3(0.0f, 0.75f, 0.00f);
    vba.Color<Float3>(0, 3) = Float3(0.0f, 1.00f, 0.00f);

    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;

    TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
    mesh->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

    return mesh;
}
Ejemplo n.º 3
0
//----------------------------------------------------------------------------
void BouncingBall::CreateFloor ()
{
    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);

    const float xExtent = 8.0f;
    const float yExtent = 16.0f;
    const float zValue = 0.0f;
    vba.Position<Float3>(0) = Float3(-xExtent, -yExtent, zValue);
    vba.Position<Float3>(1) = Float3(+xExtent, -yExtent, zValue);
    vba.Position<Float3>(2) = Float3(+xExtent, +yExtent, zValue);
    vba.Position<Float3>(3) = Float3(-xExtent, +yExtent, zValue);
    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;

    mFloor = new0 TriMesh(vformat, vbuffer, ibuffer);

    std::string path = Environment::GetPathR("Floor.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    mFloor->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
        Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));
}
Ejemplo n.º 4
0
//----------------------------------------------------------------------------
void BouncingSpheres::CreateBackWall ()
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    Float3 backWallColor(209.0f/255.0f, 204.0f/255.0f, 180.0f/255.0f);

    VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(1.0f,  1.0f,  1.0f);
    vba.Position<Float3>(1) = Float3(1.0f, 20.0f,  1.0f);
    vba.Position<Float3>(2) = Float3(1.0f, 20.0f, 17.0f);
    vba.Position<Float3>(3) = Float3(1.0f,  1.0f, 17.0f);
    vba.Color<Float3>(0, 0) = backWallColor;
    vba.Color<Float3>(0, 1) = backWallColor;
    vba.Color<Float3>(0, 2) = backWallColor;
    vba.Color<Float3>(0, 3) = backWallColor;

    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;

    mBackWall = new0 TriMesh(vformat, vbuffer, ibuffer);
    mBackWall->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
}
Ejemplo n.º 5
0
void CModelSurface::OnRenderInstances( const CHull &bounds ){
	if( !_triangles.size() ) return;
	
	if( !_instances.size() ) return;
	
//	glPolygonMode( GL_FRONT_AND_BACK,GL_LINE );
//	glLineWidth( 2 );
	
	App.Graphics()->SetVertexBuffer( VertexBuffer() );
	App.Graphics()->SetIndexBuffer( IndexBuffer() );
	
	const int MAXINSTS=48;
	CParam *bb_mm=CParam::ForName( "bb_ModelMatrices" );
	
	if( bounds.Empty() ){
		RenderInstances( 0,_instances.size() );
	}else{
		int n=0;
		for( int i=0;i<_instances.size();++i ){
			if( bounds.Intersects( _instances[i] * Bounds() ) ){
				++n;
			}else if( n ){
				RenderInstances( i-n,n );
				n=0;
			}
		}
		if( n ){
			RenderInstances( _instances.size()-n,n );
		}
	}

//	glPolygonMode( GL_FRONT_AND_BACK,GL_FILL );
}
Ejemplo n.º 6
0
GLBuffers createTextGeometryBuffers(
    const std::vector<CharPosition>& textGeom,
    const IFont* font)
{
    std::vector<float> vertices;
    vertices.reserve(textGeom.size() * 16);
    std::vector<uint16_t> indices;
    indices.reserve(textGeom.size() * 6);
    short offset = 0;
    for (const auto& ch : textGeom) {
        const auto& pos = ch.position;
        auto texBox = font->glyphTextureRect(ch.glyphIndex);

        vertices.push_back(pos.bottomLeft.x); vertices.push_back(pos.bottomLeft.y);
        vertices.push_back(texBox.bottomLeft.x); vertices.push_back(texBox.topRight.y);
        
        vertices.push_back(pos.bottomLeft.x); vertices.push_back(pos.topRight.y);
        vertices.push_back(texBox.bottomLeft.x); vertices.push_back(texBox.bottomLeft.y);
        
        vertices.push_back(pos.topRight.x); vertices.push_back(pos.bottomLeft.y);
        vertices.push_back(texBox.topRight.x); vertices.push_back(texBox.topRight.y);
        
        vertices.push_back(pos.topRight.x); vertices.push_back(pos.topRight.y);
        vertices.push_back(texBox.topRight.x); vertices.push_back(texBox.bottomLeft.y);

        indices.push_back(offset + 0); indices.push_back(offset + 1); indices.push_back(offset + 2);
        indices.push_back(offset + 1); indices.push_back(offset + 2); indices.push_back(offset + 3);

        offset += 4;
    }
    return GLBuffers(VertexBuffer(vertices), IndexBuffer(indices));
}
Ejemplo n.º 7
0
SimpleRenderer2D::SimpleRenderer2D(){
    vao_ = new VertexArray();
    GLushort indices[] = {0, 1, 2, 2, 3, 0};
    ibo_ = IndexBuffer(indices, 6);


}
Ejemplo n.º 8
0
 bool MeshGeometry::CreateBuffers()
 {
     m_pVertexBuffer = ZN_NEW VertexBuffer();
     m_pIndexBuffer = ZN_NEW IndexBuffer();
     shared_ptr< Renderer > pRenderer = g_pGame->GetRenderer();
     if( pRenderer->CreateVertexBuffer( m_pVertexBuffer, sizeof( Vertex ) * m_vertices.size(), &m_vertices.at( 0 ) ) )
         if( pRenderer->CreateIndexBuffer( m_pIndexBuffer, sizeof( Index ) * m_indices.size(), &m_indices.at( 0 ) ) )
             return true;
     return false;
 }
Ejemplo n.º 9
0
//----------------------------------------------------------------------------
void ClipMesh::Update ()
{
    // Transform the model-space vertices to world space.
    int numVertices = (int)mTorusVerticesMS.size();
    int i;
    for (i = 0; i < numVertices; ++i)
    {
        mTorusVerticesWS[i] = mTorus->LocalTransform*mTorusVerticesMS[i];
    }

    // Partition the torus mesh.
    std::vector<APoint> clipVertices;
    std::vector<int> negIndices, posIndices;
    PartitionMesh(mTorusVerticesWS, mTorusIndices, mPlane, clipVertices,
        negIndices, posIndices);

    // Replace the torus vertex buffer.
    numVertices = (int)clipVertices.size();
    int stride = mTorus->GetVertexFormat()->GetStride();
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, stride,
        Buffer::BU_STATIC);
    mTorus->SetVertexBuffer(vbuffer);
    VertexBufferAccessor vba(mTorus);
    Float3 black(0.0f, 0.0f, 0.0f);
    for (i = 0; i < numVertices; ++i)
    {
        // Transform the world-space vertex to model space.
        vba.Position<Float3>(i) =
            mTorus->LocalTransform.Inverse()*clipVertices[i];

        vba.Color<Float3>(0, i) = black;
    }

    // Modify the vertex color based on which mesh the vertices lie.
    int negQuantity = (int)negIndices.size();
    for (i = 0; i < negQuantity; ++i)
    {
        vba.Color<Float3>(0, negIndices[i])[2] = 1.0f;
    }
    int posQuantity = (int)posIndices.size();
    for (i = 0; i < posQuantity; ++i)
    {
        vba.Color<Float3>(0, posIndices[i])[0] = 1.0f;
    }

    // To display the triangles generated by the split.
    int numIndices = negQuantity + posQuantity;
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    mTorus->SetIndexBuffer(ibuffer);
    int* indices = (int*)ibuffer->GetData();
    memcpy(indices, &negIndices[0], negQuantity*sizeof(int));
    memcpy(indices + negQuantity, &posIndices[0], posQuantity*sizeof(int));
}
Ejemplo n.º 10
0
//----------------------------------------------------------------------------
Node* ExtremalQuery::CreateVisualConvexPolyhedron ()
{
    const Vector3f* vertices = mConvexPolyhedron->GetVertices();
    int numTriangles = mConvexPolyhedron->GetNumTriangles();
    int numIndices = 3*numTriangles;
    const int* polyIndices = mConvexPolyhedron->GetIndices();

    // Visualize the convex polyhedron as a collection of face-colored
    // triangles.
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(numIndices, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    int* indices = (int*)ibuffer->GetData();

    int i;
    for (i = 0; i < numIndices; ++i)
    {
        vba.Position<Vector3f>(i) = vertices[polyIndices[i]];
        indices[i] = i;
    }

    TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);

    // Use randomly generated vertex colors.
    for (i = 0; i < numTriangles; ++i)
    {
        Float3 color;
        for (int j = 0; j < 3; ++j)
        {
            color[j] = Mathf::UnitRandom();
        }

        vba.Color<Float3>(0, 3*i  ) = color;
        vba.Color<Float3>(0, 3*i+1) = color;
        vba.Color<Float3>(0, 3*i+2) = color;
    }

    mesh->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

    Node* root = new0 Node();
    root->AttachChild(mesh);
    return root;
}
Ejemplo n.º 11
0
    // merge with TermBufferSet for index_to
    void merge(std::string &index_to, TermBufferSet &term_buffer_set)
    {
        IBIterator ib_itr = ib_set_.find(IndexBuffer(index_to));
        TBIterator tb_itr_end = term_buffer_set.end();
        for (TBIterator tb_itr = term_buffer_set.begin();
                tb_itr != tb_itr_end; ++tb_itr) {

            std::cout << "DEBUG: [" << tb_itr->term << "]" << std::endl;

            TBIterator tb_itr2 = const_cast<TermBufferSet&>(ib_itr->term_buffer_set).find(*tb_itr);
            if (tb_itr2 == ib_itr->term_buffer_set.end()) {
                std::cout << "end!" << std::endl;
            }
        }
    }
Ejemplo n.º 12
0
//----------------------------------------------------------------------------
void IntersectTriangleCylinder::CreateScene ()
{
    mScene = new0 Node();
    mCullState = new0 CullState();
    mCullState->Enabled = false;
    mRenderer->SetOverrideCullState(mCullState);
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    VertexFormat* vformat = VertexFormat::Create(2,
                            VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
                            VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(3, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    vba.Position<Vector3f>(0) = (const Vector3f&)mTriangleMVertex0;
    vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 1.0f);
    vba.Position<Vector3f>(1) = (const Vector3f&)mTriangleMVertex1;
    vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 1.0f);
    vba.Position<Vector3f>(2) = (const Vector3f&)mTriangleMVertex2;
    vba.Color<Float3>(0, 2) = Float3(0.0f, 0.0f, 1.0f);

    IndexBuffer* ibuffer = new0 IndexBuffer(3, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[0] = 0;
    indices[1] = 1;
    indices[2] = 2;
    mTMesh = new0 TriMesh(vformat, vbuffer, ibuffer);
    mTMesh->SetEffectInstance(
        VertexColor3Effect::CreateUniqueInstance());
    mTMesh->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));

    mCMesh = StandardMesh(vformat).Cylinder(8, 16, mCylinderRadius,
                                            mCylinderHeight, false);
    vba.ApplyTo(mCMesh);
    for (int i = 0; i < vba.GetNumVertices(); ++i)
    {
        vba.Color<Float3>(0, i) = Float3(1.0f, 0.0f, 0.0f);
    }
    mCMesh->SetEffectInstance(
        VertexColor3Effect::CreateUniqueInstance());

    mScene->AttachChild(mTMesh);
    mScene->AttachChild(mCMesh);
}
Ejemplo n.º 13
0
//----------------------------------------------------------------------------
TriMesh* PolyhedronDistance::CreateTetra (float size, bool isBlack)
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    vba.Position<Vector3f>(0) = -(size/3.0f)*Vector3f(1.0f, 1.0f, 1.0f);
    vba.Position<Vector3f>(1) = Vector3f(size, 0.0f, 0.0f);
    vba.Position<Vector3f>(2) = Vector3f(0.0f, size, 0.0f);
    vba.Position<Vector3f>(3) = Vector3f(0.0f, 0.0f, size);

    if (isBlack)
    {
        // Black tetrahedra for the small ones used as points.
        Float3 black(0.0f, 0.0f, 0.0f);
        vba.Color<Float3>(0, 0) = black;
        vba.Color<Float3>(0, 1) = black;
        vba.Color<Float3>(0, 2) = black;
        vba.Color<Float3>(0, 3) = black;
    }
    else
    {
        // Colorful colors for the tetrahedra under study.
        vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 1.0f);
        vba.Color<Float3>(0, 1) = Float3(0.0f, 1.0f, 0.0f);
        vba.Color<Float3>(0, 2) = Float3(1.0f, 0.0f, 0.0f);
        vba.Color<Float3>(0, 3) = Float3(1.0f, 1.0f, 1.0f);
    }

    IndexBuffer* ibuffer = new0 IndexBuffer(12, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[ 0] = 0; indices[ 1] = 2; indices[ 2] = 1;
    indices[ 3] = 0; indices[ 4] = 3; indices[ 5] = 2;
    indices[ 6] = 0; indices[ 7] = 1; indices[ 8] = 3;
    indices[ 9] = 1; indices[10] = 2; indices[11] = 3;

    TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
    mesh->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

    return mesh;
}
Ejemplo n.º 14
0
//----------------------------------------------------------------------------
TriMesh* RoughPlaneSolidBox::CreateRamp ()
{
    float x = 8.0f;
    float y = 8.0f;
    float z = y*Mathf::Tan((float)mModule.Angle);

    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(6, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    vba.Position<Float3>(0) = Float3(-x, 0.0f, 0.0f);
    vba.Position<Float3>(1) = Float3(+x, 0.0f, 0.0f);
    vba.Position<Float3>(2) = Float3(-x, y, 0.0f);
    vba.Position<Float3>(3) = Float3(+x, y, 0.0f);
    vba.Position<Float3>(4) = Float3(-x, y, z);
    vba.Position<Float3>(5) = Float3(+x, y, z);
    vba.TCoord<Float2>(0, 0) = Float2(0.25f, 0.0f);
    vba.TCoord<Float2>(0, 1) = Float2(0.75f, 0.0f);
    vba.TCoord<Float2>(0, 2) = Float2(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    vba.TCoord<Float2>(0, 4) = Float2(0.25f, 1.0f);
    vba.TCoord<Float2>(0, 5) = Float2(0.75f, 1.0f);

    IndexBuffer* ibuffer = new0 IndexBuffer(18, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[ 0] = 0;  indices[ 1] = 1;  indices[ 2] = 4;
    indices[ 3] = 1;  indices[ 4] = 5;  indices[ 5] = 4;
    indices[ 6] = 0;  indices[ 7] = 4;  indices[ 8] = 2;
    indices[ 9] = 1;  indices[10] = 3;  indices[11] = 5;
    indices[12] = 3;  indices[13] = 2;  indices[14] = 4;
    indices[15] = 3;  indices[16] = 4;  indices[17] = 5;

    TriMesh* ramp = new0 TriMesh(vformat, vbuffer, ibuffer);

    std::string path = Environment::GetPathR("Metal.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    ramp->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
        Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));

    return ramp;
}
Ejemplo n.º 15
0
//----------------------------------------------------------------------------
TriMesh* Delaunay3D::CreateTetra (int index) const
{
    const Vector3f* dvertices = mDelaunay->GetVertices();
    const int* dindices = mDelaunay->GetIndices();

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    vba.Position<Vector3f>(0) = dvertices[dindices[4*index    ]];
    vba.Position<Vector3f>(1) = dvertices[dindices[4*index + 1]];
    vba.Position<Vector3f>(2) = dvertices[dindices[4*index + 2]];
    vba.Position<Vector3f>(3) = dvertices[dindices[4*index + 3]];
    Float4 lightGray(0.75f, 0.75f, 0.75f, 1.0f);
    vba.Color<Float4>(0, 0) = lightGray;
    vba.Color<Float4>(0, 1) = lightGray;
    vba.Color<Float4>(0, 2) = lightGray;
    vba.Color<Float4>(0, 3) = lightGray;

    IndexBuffer* ibuffer = new0 IndexBuffer(12, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[ 0] = 0;  indices[ 1] = 1;  indices[ 2] = 2;
    indices[ 3] = 0;  indices[ 4] = 3;  indices[ 5] = 1;
    indices[ 6] = 0;  indices[ 7] = 2;  indices[ 8] = 3;
    indices[ 9] = 3;  indices[10] = 2;  indices[11] = 1;

    TriMesh* tetra = new0 TriMesh(vformat, vbuffer, ibuffer);
    VisualEffectInstance* instance =
        VertexColor4Effect::CreateUniqueInstance();
    instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true;
    instance->GetEffect()->GetWireState(0, 0)->Enabled = true;
    tetra->SetEffectInstance(instance);

    return tetra;
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::ComputeIntersection ()
{
    // Transform the model-space vertices to world space.
    VertexBufferAccessor vba(mMeshPoly0);
    int i;
    for (i = 0; i < vba.GetNumVertices(); ++i)
    {
        APoint modPos = vba.Position<Float3>(i);
        APoint locPos = mMeshPoly0->LocalTransform*modPos;
        mWorldPoly0.Point(i) = Vector3f(locPos[0], locPos[1], locPos[2]);
    }
    mWorldPoly0.UpdatePlanes();

    vba.ApplyTo(mMeshPoly1);
    for (i = 0; i < vba.GetNumVertices(); ++i)
    {
        APoint modPos = vba.Position<Float3>(i);
        APoint locPos = mMeshPoly1->LocalTransform*modPos;
        mWorldPoly1.Point(i) = Vector3f(locPos[0], locPos[1], locPos[2]);
    }
    mWorldPoly1.UpdatePlanes();

    // Compute the intersection (if any) in world space.
    bool hasIntersection = mWorldPoly0.FindIntersection(mWorldPoly1,
        mIntersection);

    if (hasIntersection)
    {
        // Build the corresponding mesh.
        int numVertices = mIntersection.GetNumVertices();
        int numTriangles = mIntersection.GetNumTriangles();
        int numIndices = 3*numTriangles;
        VertexFormat* vformat = mMeshPoly0->GetVertexFormat();
        int vstride = vformat->GetStride();
        VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
        IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
        Float3 green(0.0f, 1.0f, 0.0f);
        vba.ApplyTo(vformat, vbuffer);
        for (i = 0; i < numVertices; ++i)
        {
            vba.Position<Vector3f>(i) = mIntersection.Point(i);
            vba.Color<Float3>(0, i) = green;
        }
        int* indices = (int*)ibuffer->GetData();
        for (i = 0; i < numTriangles; ++i)
        {
            const MTTriangle& triangle = mIntersection.GetTriangle(i);
            for (int j = 0; j < 3; ++j)
            {
                indices[3*i + j] =
                    mIntersection.GetVLabel(triangle.GetVertex(j));
            }
        }

        mMeshIntersection = new0 TriMesh(vformat, vbuffer, ibuffer);
        mMeshIntersection->SetEffectInstance(
            VertexColor3Effect::CreateUniqueInstance());
        mScene->SetChild(0, mMeshIntersection);

        mMeshIntersection->Culling = Spatial::CULL_DYNAMIC;
    }
    else
    {
        mMeshIntersection->Culling = Spatial::CULL_ALWAYS;
    }
}
Ejemplo n.º 17
0
//----------------------------------------------------------------------------
void ReflectionsAndShadows::CreatePlanes ()
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
    int vstride = vformat->GetStride();

    // Create the floor mesh.
    VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor floor(vformat, vbuffer);

    float xValue = 128.0f;
    float yValue = 256.0f;
    float zValue = 0.0f;
    floor.Position<Float3>(0) = Float3(-xValue, -yValue, zValue);
    floor.Position<Float3>(1) = Float3(+xValue, -yValue, zValue);
    floor.Position<Float3>(2) = Float3(+xValue, +yValue, zValue);
    floor.Position<Float3>(3) = Float3(-xValue, +yValue, zValue);
    floor.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
    floor.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
    floor.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
    floor.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;

    mPlane0 = new0 TriMesh(vformat, vbuffer, ibuffer);

    Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR_LINEAR,
        Shader::SC_REPEAT, Shader::SC_REPEAT);
    std::string path = Environment::GetPathR("Sand.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    mPlane0->SetEffectInstance(effect->CreateInstance(texture));

    mScene->AttachChild(mPlane0);

    // Create the wall mesh.
    vbuffer = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor wall(vformat, vbuffer);

    xValue = -128.0f;
    yValue = 256.0f;
    zValue = 128.0f;
    wall.Position<Float3>(0) = Float3(xValue, -yValue, 0.0f);
    wall.Position<Float3>(1) = Float3(xValue, +yValue, 0.0f);
    wall.Position<Float3>(2) = Float3(xValue, +yValue, zValue);
    wall.Position<Float3>(3) = Float3(xValue, -yValue, zValue);
    wall.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
    wall.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
    wall.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
    wall.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);

    mPlane1 = new0 TriMesh(vformat, vbuffer, ibuffer);

    path = Environment::GetPathR("Stone.wmtf");
    texture = Texture2D::LoadWMTF(path);
    mPlane1->SetEffectInstance(effect->CreateInstance(texture));

    mScene->AttachChild(mPlane1);
}
Ejemplo n.º 18
0
//----------------------------------------------------------------------------
void ConvexHull3D::CreateHull ()
{
    int numVertices = mLimitedQuantity;

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    int i;
    for (i = 0; i < numVertices; ++i)
    {
        vba.Position<Vector3f>(i) = mVertices[i];
        vba.Color<Float3>(0, i) = mColors[i];
    }

    RegenerateHull();

    int numTriangles = 0;
    TriMesh* mesh = 0;

    switch (mHull->GetDimension())
    {
    case 0:
        sprintf(mFooter, "point: v = %d, t = %d", numVertices, numTriangles);
        return;
    case 1:
        sprintf(mFooter, "linear: v = %d, t = %d", numVertices, numTriangles);
        return;
    case 2:
    {
        numTriangles = mHull->GetNumSimplices() - 2;
        const int* hullIndices = mHull->GetIndices();
        IndexBuffer* ibuffer = new0 IndexBuffer(3*numTriangles, sizeof(int));
        int* indices = (int*)ibuffer->GetData();
        for (int t = 0, i0 = 1, i1 = 2; t < numTriangles; ++t, ++i0, ++i1)
        {
            *indices++ = hullIndices[0];
            *indices++ = hullIndices[i0];
            *indices++ = hullIndices[i1];
        }
        mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
        mesh->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

        sprintf(mFooter, "planar: v = %d, t = %d", numVertices, numTriangles);
        break;
    }
    case 3:
        numTriangles = mHull->GetNumSimplices();
        const int* hullIndices = mHull->GetIndices();
        IndexBuffer* ibuffer = new0 IndexBuffer(3*numTriangles, sizeof(int));
        int* indices = (int*)ibuffer->GetData();
        memcpy(indices, hullIndices, 3*numTriangles*sizeof(int));
        mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
        mesh->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

        sprintf(mFooter, "spatial: v = %d, t = %d", numVertices,
            numTriangles);
        break;
    }

    // Translate to center of mass.
    Vector3f center = mVertices[0];
    for (i = 1; i < mLimitedQuantity; ++i)
    {
        center += mVertices[i];
    }
    center /= (float)mLimitedQuantity;
    mesh->LocalTransform.SetTranslate(-center);
    mTrnNode->SetChild(0, mesh);

    for (i = 2; i < mLimitedQuantity + 2; ++i)
    {
        mTrnNode->SetChild(i, CreateSphere());
    }

    TriMesh* sphere = StaticCast<TriMesh>(mTrnNode->GetChild(1));
    sphere->LocalTransform.SetTranslate(
        mVertices[mLimitedQuantity - 1] - center);

    // Update the scene, center-and-fit to frustum.
    mScene->Update();
    mTrnNode->LocalTransform.SetTranslate(-mScene->WorldBound.GetCenter());
    APoint camPosition = APoint::ORIGIN -
        2.5f*mScene->WorldBound.GetRadius()*mCamera->GetDVector();
    mCamera->SetPosition(camPosition);

    mCuller.ComputeVisibleSet(mScene);
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::CreateScene ()
{
    mScene = new0 Node();
    mMotionObject = mScene;

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    // Attach a dummy intersection mesh.  If the intersection is nonempty,
    // the Culling flag will be modified to CULL_DYNAMIC.  The intersection
    // is drawn as a solid.
    mMeshIntersection = StandardMesh(vformat).Tetrahedron();
    VertexBufferAccessor vba(mMeshIntersection);
    Float3 green(0.0f, 1.0f, 0.0f);
    int i, j;
    for (i = 0; i < vba.GetNumVertices(); ++i)
    {
        vba.Color<Float3>(0, i) = green;
    }
    mMeshIntersection->SetEffectInstance(
        VertexColor3Effect::CreateUniqueInstance());
    mMeshIntersection->Culling = Spatial::CULL_ALWAYS;
    mScene->AttachChild(mMeshIntersection);

    // The first polyhedron is an ellipsoid.
    ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 1.0f, 1.0f, 2.0f, 2.0f,
        4.0f, 4.0f, 3, mWorldPoly0);

    // Build the corresponding mesh.
    int numVertices = mWorldPoly0.GetNumVertices();
    int numTriangles = mWorldPoly0.GetNumTriangles();
    int numIndices = 3*numTriangles;
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    Float3 red(1.0f, 0.0f, 0.0f);
    vba.ApplyTo(vformat, vbuffer);
    for (i = 0; i < numVertices; ++i)
    {
        vba.Position<Vector3f>(i) = mWorldPoly0.Point(i);
        vba.Color<Float3>(0,i) = red;
    }
    int* indices = (int*)ibuffer->GetData();
    for (i = 0; i < numTriangles; ++i)
    {
        const MTTriangle& triangle = mWorldPoly0.GetTriangle(i);
        for (j = 0; j < 3; ++j)
        {
            indices[3*i + j] = mWorldPoly0.GetVLabel(triangle.GetVertex(j));
        }
    }

    mMeshPoly0 = new0 TriMesh(vformat, vbuffer, ibuffer);
    VisualEffectInstance* instance =
        VertexColor3Effect::CreateUniqueInstance();
    instance->GetEffect()->GetWireState(0, 0)->Enabled = true;
    mMeshPoly0->SetEffectInstance(instance);
    mMeshPoly0->LocalTransform.SetTranslate(APoint(0.0f, 2.0f, 0.0f));
    mScene->AttachChild(mMeshPoly0);

    // The second polyhedron is egg shaped.
    ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 2.0f, 2.0f, 4.0f, 4.0f,
        5.0f, 3.0f, 4, mWorldPoly1);

    // Build the corresponding mesh.
    numVertices = mWorldPoly1.GetNumVertices();
    numTriangles = mWorldPoly1.GetNumTriangles();
    numIndices = 3*numTriangles;
    vbuffer = new0 VertexBuffer(numVertices, vstride);
    ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    Float3 blue(0.0f, 0.0f, 1.0f);
    vba.ApplyTo(vformat, vbuffer);
    for (i = 0; i < numVertices; ++i)
    {
        vba.Position<Vector3f>(i) = mWorldPoly1.Point(i);
        vba.Color<Float3>(0, i) = blue;
    }
    indices = (int*)ibuffer->GetData();
    for (i = 0; i < numTriangles; ++i)
    {
        const MTTriangle& triangle = mWorldPoly1.GetTriangle(i);
        for (j = 0; j < 3; ++j)
        {
            indices[3*i + j] = mWorldPoly1.GetVLabel(triangle.GetVertex(j));
        }
    }

    mMeshPoly1 = new0 TriMesh(vformat, vbuffer, ibuffer);
    instance = VertexColor3Effect::CreateUniqueInstance();
    instance->GetEffect()->GetWireState(0, 0)->Enabled = true;
    mMeshPoly1->SetEffectInstance(instance);
    mMeshPoly1->LocalTransform.SetTranslate(APoint(0.0f, -2.0f, 0.0f));
    mScene->AttachChild(mMeshPoly1);

    ComputeIntersection();
}
Ejemplo n.º 20
0
//----------------------------------------------------------------------------
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("SkinnedBipedPN.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;
}
Ejemplo n.º 21
0
//----------------------------------------------------------------------------
void Skinning::CreateScene ()
{
    mScene = new0 Node();
    mTrnNode = new0 Node();
    mScene->AttachChild(mTrnNode);

    // The skinned object is a cylinder.
    const int radialSamples = 10;
    const int axisSamples = 7;
    const float radius = 10.0f;
    const float height = 80.0f;
    const float invRS = 1.0f/(float)radialSamples;
    const float invASm1 = 1.0f/(float)(axisSamples - 1);
    const float halfHeight = 0.5f*height;
    const APoint center(0.0f, 0.0f, 100.0f);
    const AVector u(0.0f,0.0f,-1.0f);
    const AVector v(0.0f,1.0f,0.0f);
    const AVector axis(1.0f,0.0f,0.0f);

    // Generate geometry.
    VertexFormat* vformat = VertexFormat::Create(3,
                            VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
                            VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0,
                            VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT4, 0);
    int vstride = vformat->GetStride();
    const int numVertices = axisSamples*(radialSamples + 1);
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    // Generate points on the unit circle to be used in computing the mesh
    // points on a cylinder slice.
    int r, a, aStart, i;
    float* sn = new1<float>(radialSamples + 1);
    float* cs = new1<float>(radialSamples + 1);
    for (r = 0; r < radialSamples; ++r)
    {
        float angle = Mathf::TWO_PI*invRS*r;
        cs[r] = Mathf::Cos(angle);
        sn[r] = Mathf::Sin(angle);
    }
    sn[radialSamples] = sn[0];
    cs[radialSamples] = cs[0];

    // Generate the cylinder itself.
    for (a = 0, i = 0; a < axisSamples; ++a, ++i)
    {
        float axisFraction = a*invASm1;  // in [0,1]
        float z = -halfHeight + height*axisFraction;

        // Compute center of slice.
        APoint sliceCenter = center + z*axis;

        // Compute slice vertices with duplication at end point.
        Float3 color(axisFraction, 1.0f - axisFraction, 0.3f);
        Float4 tcoord;
        int save = i;
        for (r = 0; r < radialSamples; ++r, ++i)
        {
            AVector normal = cs[r]*u + sn[r]*v;
            vba.Position<Float3>(i) = sliceCenter + radius*normal;
            vba.Color<Float3>(0,i) = color;
            vba.TCoord<Float4>(0, i) = ComputeWeights(a);
        }

        vba.Position<Float3>(i) = vba.Position<Float3>(save);
        vba.Color<Float3>(0, i) = color;
        vba.TCoord<Float4>(0, i) = ComputeWeights(a);
    }

    // Generate connectivity.
    int numTriangles = 2*(axisSamples - 1)*radialSamples;
    int numIndices = 3*numTriangles;
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    for (a = 0, aStart = 0; a < axisSamples - 1; ++a)
    {
        int i0 = aStart;
        int i1 = i0 + 1;
        aStart += radialSamples + 1;
        int i2 = aStart;
        int i3 = i2 + 1;
        for (i = 0; i < radialSamples; ++i, indices += 6)
        {
            indices[0] = i0++;
            indices[1] = i1;
            indices[2] = i2;
            indices[3] = i1++;
            indices[4] = i3++;
            indices[5] = i2++;
        }
    }

    delete1(cs);
    delete1(sn);

    TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
    mTrnNode->AttachChild(mesh);

    std::string effectFile = Environment::GetPathR("Skinning.wmfx");
    SkinningEffect* effect = new0 SkinningEffect(effectFile);

    ShaderFloat* skinningMatrix[4] =
    {
        new0 ShaderFloat(4),
        new0 ShaderFloat(4),
        new0 ShaderFloat(4),
        new0 ShaderFloat(4)
    };

    for (i = 0; i < 4; ++i)
    {
        mSkinningMatrix[i] = skinningMatrix[i]->GetData();
    }

    mesh->SetEffectInstance(effect->CreateInstance(skinningMatrix));
}
Ejemplo n.º 22
0
//----------------------------------------------------------------------------
void CubeMaps::CreateScene ()
{
    // Create the root of the scene.
    mScene = new0 Node();
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    // Create the walls of the cube room.  Each of the six texture images is
    // RGBA 64-by-64.
    Node* room = new0 Node();
    mScene->AttachChild(room);

    // Index buffer shared by the room walls.
    IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[0] = 0;  indices[1] = 1;  indices[2] = 3;
    indices[3] = 0;  indices[4] = 3;  indices[5] = 2;

    // The vertex format shared by the room walls.
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
    int vstride = vformat->GetStride();
    VertexBufferAccessor vba;

    // The texture effect shared by the room walls.
    Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);

    VertexBuffer* vbuffer;
    TriMesh* wall;
    std::string textureName;

    // +x wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(+1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(+1.0f, -1.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, +1.0f, -1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, +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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("XpFace.wmtf");
    Texture2D* xpTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(xpTexture));

    // -x wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(-1.0f, -1.0f, +1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(2) = Float3(-1.0f, +1.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(-1.0f, +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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("XmFace.wmtf");
    Texture2D* xmTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(xmTexture));

    // +y wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(+1.0f, +1.0f, +1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, +1.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, +1.0f, -1.0f);
    vba.Position<Float3>(3) = Float3(-1.0f, +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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("YpFace.wmtf");
    Texture2D* ypTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(ypTexture));

    // -y wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(+1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, -1.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(-1.0f, -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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("YmFace.wmtf");
    Texture2D* ymTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(ymTexture));

    // +z wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(+1.0f, -1.0f, +1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, -1.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, +1.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(-1.0f, +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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("ZpFace.wmtf");
    Texture2D* zpTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(zpTexture));

    // -z wall
    vbuffer = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer);
    vba.Position<Float3>(0) = Float3(-1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(+1.0f, -1.0f, -1.0f);
    vba.Position<Float3>(2) = Float3(-1.0f, +1.0f, -1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, +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(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    wall = new0 TriMesh(vformat, vbuffer, ibuffer);
    room->AttachChild(wall);
    textureName = Environment::GetPathR("ZmFace.wmtf");
    Texture2D* zmTexture = Texture2D::LoadWMTF(textureName);
    wall->SetEffectInstance(effect->CreateInstance(zmTexture));

    // A sphere to reflect the environment via a cube map.  The colors will
    // be used to modulate the cube map texture.
    vformat = VertexFormat::Create(3,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    vstride = vformat->GetStride();

    mSphere = StandardMesh(vformat).Sphere(64, 64, 0.125f);
    room->AttachChild(mSphere);

    // Generate random vertex colors for the sphere.  The StandardMesh class
    // produces a sphere with duplicated vertices along a longitude line.
    // This allows texture coordinates to be assigned in a manner that treats
    // the sphere as if it were a rectangle mesh.  For vertex colors, we want
    // the duplicated vertices to have the same color, so a hash table is used
    // to look up vertex colors for the duplicates.
    vba.ApplyTo(mSphere);
    std::map<Float3,Float3> dataMap;
    for (int i = 0; i < vba.GetNumVertices(); ++i)
    {
        Float3& position = vba.Position<Float3>(i);
        Float3& color = vba.Color<Float3>(0, i);
        std::map<Float3,Float3>::iterator iter = dataMap.find(position);
        if (iter != dataMap.end())
        {
            color = iter->second;
        }
        else
        {
            color[0] = 0.0f;
            color[1] = Mathf::IntervalRandom(0.5f, 0.75f);
            color[2] = Mathf::IntervalRandom(0.75f, 1.0f);
            dataMap.insert(std::make_pair(position, color));
        }
    }

    // Create the cube map and attach it to the sphere.
    std::string effectFile = Environment::GetPathR("CubeMap.wmfx");
    CubeMapEffect* cubeMapEffect = new0 CubeMapEffect(effectFile);

    ShaderFloat* reflectivity = new0 ShaderFloat(1);
    (*reflectivity)[0] = 0.5f;

    std::string cubeName = Environment::GetPathR("CubeMap.wmtf");
    TextureCube* cubeTexture = TextureCube::LoadWMTF(cubeName);
    cubeTexture->GenerateMipmaps();
    mCubeMapInstance = cubeMapEffect->CreateInstance(cubeTexture,
        reflectivity, false);

    mSphere->SetEffectInstance(mCubeMapInstance);

    // Allow culling to be disabled on the sphere so when you move inside
    // the sphere, you can see the previously hidden facets and verify that
    // the cube image for those facets is correctly oriented.
    mSphereCullState = cubeMapEffect->GetCullState(0, 0);
}
Ejemplo n.º 23
0
   MO_CHECK(pRenderable, return ENull);
   //............................................................
   // 计算模型矩阵
   SMatrix3d modelMatrix;
   pRenderable->CalculateModelMatrix(modelMatrix);
   modelMatrix.Append(pRenderable->Matrix());
   BindConstMatrix4x4(EEffectParameter_VertexModelMatrix, &modelMatrix);
   BindConstMatrix4x4(EEffectParameter_VertexModelViewProjectionMatrix, &modelMatrix);
   //............................................................
   // 设定属性集合
   BindAttributeDescriptors(pRenderable);
   // 设置纹理集合
   BindSamplerDescriptors(pRenderable);
   //............................................................
   // 设置索引流,绘制三角形
   FRenderIndexBuffer* pIndexBuffer = pRenderable->IndexBuffer();
   _renderDevice->DrawTriangles(pIndexBuffer, 0, pIndexBuffer->Count());
   return ESuccess;
}

//============================================================
TResult FColorAutomaticEffect::DrawInstanceRenderable(FRenderRegion* pRegion, FInstanceRenderable* pInstanceRenderable, TInt offset, TInt count){
   MO_CHECK(pRegion, return ENull);
   MO_CHECK(pInstanceRenderable, return ENull);
   FRenderableCollection* pRenderables = pRegion->Renderables();
   for(TInt n = 0; n < count; n++){
      FRenderable* pRenderable = pRenderables->Get(offset + n);
      SFloatMatrix3d& renderableMatrix = pRenderable->Matrix();
      _modelMatrixs[n].Assign(renderableMatrix);
   }
   BindConstMatrix4x4(EEffectParameter_VertexModelMatrix, _modelMatrixs, count);
Ejemplo n.º 24
0
//----------------------------------------------------------------------------
void MaterialTextures::CreateScene ()
{
    mScene = new0 Node();
    mTrnNode = new0 Node();
    mScene->AttachChild(mTrnNode);
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    // Create a square object.
    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(-1.0f, -1.0f, 0.0f);
    vba.Position<Float3>(1) = Float3(-1.0f,  1.0f, 0.0f);
    vba.Position<Float3>(2) = Float3( 1.0f,  1.0f, 0.0f);
    vba.Position<Float3>(3) = Float3( 1.0f, -1.0f, 0.0f);
    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] = 3;
    indices[3] = 3;
    indices[4] = 1;
    indices[5] = 2;

    // Create a square with a door texture.
    TriMesh* door = new0 TriMesh(vformat, vbuffer, ibuffer);
    std::string path = Environment::GetPathR("Door.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    door->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
                            Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
    mTrnNode->AttachChild(door);

    // Material-texture effect shared by two objects.  The material is
    // semitransparent, so alpha blending must be enabled.
    MaterialTextureEffect* effect =
        new0 MaterialTextureEffect(Shader::SF_LINEAR);
    effect->GetAlphaState(0, 0)->BlendEnabled = true;

    // Create a square with a material-texture effect. The texture is combined
    // with the material to produce a semitransparenteffect on the sand.  You
    // should be able to see the door through it.
    TriMesh* sand = new0 TriMesh(vformat, vbuffer, ibuffer);
    sand->LocalTransform.SetTranslate(APoint(0.25f, 0.25f, -0.25f));
    mTrnNode->AttachChild(sand);

    mMaterial = new0 Material();
    mMaterial->Diffuse = Float4(1.0f, 0.0f, 0.0f, 0.5f);
    path = Environment::GetPathR("Sand.wmtf");
    texture = Texture2D::LoadWMTF(path);
    VisualEffectInstance* instance =
        effect->CreateInstance(mMaterial, texture);
    sand->SetEffectInstance(instance);

    // The material alpha is adjustable during run time, so we must enable
    // the corresponding shader constant to automatically update.
    instance->GetVertexConstant(0, "MaterialDiffuse")->EnableUpdater();

    // Create another square with a material-texture effect.
    TriMesh* water = new0 TriMesh(vformat, vbuffer, ibuffer);
    water->LocalTransform.SetTranslate(APoint(0.5f, 0.5f, -0.5f));
    mTrnNode->AttachChild(water);

    Material* material = new0 Material();
    material->Diffuse = Float4(0.0f, 0.0f, 1.0f, 0.5f);
    path = Environment::GetPathR("Water.wmtf");
    texture = Texture2D::LoadWMTF(path);
    water->SetEffectInstance(effect->CreateInstance(material, texture));
}
Ejemplo n.º 25
0
//----------------------------------------------------------------------------
void GlossMaps::CreateScene ()
{
    mScene = new0 Node();
    mTrnNode = new0 Node();
    mScene->AttachChild(mTrnNode);

    // Create vertex and index buffers to be shared by two meshes.
    VertexFormat* vformat = VertexFormat::Create(3,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_NORMAL, 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);
    Float3 yVector(0.0f, 1.0f, 0.0f);
    vba.Position<Float3>(0) = Float3(-0.5f, 0.0f, -0.5f);
    vba.Position<Float3>(1) = Float3(-0.5f, 0.0f,  0.5f);
    vba.Position<Float3>(2) = Float3( 0.5f, 0.0f,  0.5f);
    vba.Position<Float3>(3) = Float3( 0.5f, 0.0f, -0.5f);
    vba.Normal<Float3>(0) = yVector;
    vba.Normal<Float3>(1) = yVector;
    vba.Normal<Float3>(2) = yVector;
    vba.Normal<Float3>(3) = yVector;
    vba.TCoord<Float2>(0, 0) = Float2(1.0f, 0.0f);
    vba.TCoord<Float2>(0, 1) = Float2(1.0f, 1.0f);
    vba.TCoord<Float2>(0, 2) = Float2(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(0.0f, 0.0f);

    IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[0] = 0;  indices[1] = 1;  indices[2] = 3;
    indices[3] = 3;  indices[4] = 1;  indices[5] = 2;

    // The light and material are used by both the gloss and non-gloss
    // objects.
    Light* light = new0 Light(Light::LT_DIRECTIONAL);
    light->Ambient = Float4(0.1f, 0.1f, 0.1f, 1.0f);
    light->Diffuse = Float4(0.6f, 0.6f, 0.6f, 1.0f);
    light->Specular = Float4(1.0f, 1.0f, 1.0f, 1.0f);
    light->DVector = AVector(0.0f, -1.0f, 0.0f);

    Material* material = new0 Material();
    material->Ambient = Float4(0.2f, 0.2f, 0.2f, 1.0f);
    material->Diffuse = Float4(0.7f, 0.7f, 0.7f, 1.0f);
    material->Specular = Float4(1.0f, 1.0f, 1.0f, 25.0f);

    // Create a non-gloss-mapped square.
    TriMesh* squareNoGloss = new0 TriMesh(vformat, vbuffer, ibuffer);
    squareNoGloss->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
        -0.25f*Mathf::PI));
    squareNoGloss->LocalTransform.SetTranslate(APoint(1.0f, -1.0f, 0.0f));
    squareNoGloss->SetEffectInstance(
        LightDirPerVerEffect::CreateUniqueInstance(light, material));
    mTrnNode->AttachChild(squareNoGloss);

    // Create a gloss-mapped square.
    TriMesh* squareGloss = new0 TriMesh(vformat, vbuffer, ibuffer);
    squareGloss->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
        -0.25f*Mathf::PI));
    squareGloss->LocalTransform.SetTranslate(APoint(-1.0f, -1.0f, 0.0f));
    mTrnNode->AttachChild(squareGloss);

    std::string effectFile = Environment::GetPathR("GlossMap.wmfx");
    GlossMapEffect* effect = new0 GlossMapEffect(effectFile);

    std::string baseName = Environment::GetPathR("Magic.wmtf");
    Texture2D* baseTexture = Texture2D::LoadWMTF(baseName);
    squareGloss->SetEffectInstance(effect->CreateInstance(baseTexture,
        light, material));
}
Ejemplo n.º 26
0
//----------------------------------------------------------------------------
TriMesh* Castle::LoadMeshPNT2 (const std::string& name)
{
    // Get the vertex format.
    VertexFormat* vformat = VertexFormat::Create(4,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 1);
    int vstride = vformat->GetStride();

    // Get the positions.
    std::string filename = Environment::GetPathR(name);
    std::ifstream inFile(filename.c_str());
    int numPositions;
    Float3* positions;
    GetFloat3(inFile, numPositions, positions);

    // Get the normals.
    int numNormals;
    Float3* normals;
    GetFloat3(inFile, numNormals, normals);

    // Get the texture coordinates for unit 0.
    int numTCoords0;
    Float2* tcoords0;
    GetFloat2(inFile, numTCoords0, tcoords0);

    // Get the texture coordinates for unit 1.
    int numTCoords1;
    Float2* tcoords1;
    GetFloat2(inFile, numTCoords1, tcoords1);

    // Get the vertices and indices.
    int numTriangles;
    inFile >> numTriangles;
    VertexPNT2* vertices = new1<VertexPNT2>(3*numTriangles);
    std::vector<VertexPNT2> PNT2Array;
    std::map<VertexPNT2,int> PNT2Map;
    std::vector<int> indices;
    for (int t = 0; t < numTriangles; ++t)
    {
        for (int j = 0, k = 3*t; j < 3; ++j, ++k)
        {
            VertexPNT2& vertex = vertices[k];
            inFile >> vertex.PIndex;
            inFile >> vertex.NIndex;
            inFile >> vertex.T0Index;
            inFile >> vertex.T1Index;

            std::map<VertexPNT2,int>::iterator miter = PNT2Map.find(vertex);
            int index;
            if (miter != PNT2Map.end())
            {
                // Second or later time the vertex is encountered.
                index = miter->second;
            }
            else
            {
                // First time the vertex is encountered.
                index = (int)PNT2Array.size();
                PNT2Map.insert(std::make_pair(vertex, index));
                PNT2Array.push_back(vertex);
            }
            indices.push_back(index);
        }
    }
    inFile.close();

    // Build the mesh.
    int numVertices = (int)PNT2Array.size();
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    for (int i = 0; i < numVertices; ++i)
    {
        VertexPNT2& vertex = PNT2Array[i];
        vba.Position<Float3>(i) = positions[vertex.PIndex];
        vba.Normal<Float3>(i) = normals[vertex.NIndex];
        vba.TCoord<Float2>(0, i) = tcoords0[vertex.T0Index];
        vba.TCoord<Float2>(1, i) = tcoords1[vertex.T1Index];
    }

    int numIndices = (int)indices.size();
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    memcpy(ibuffer->GetData(), &indices[0], numIndices*sizeof(int));

    delete1(vertices);
    delete1(tcoords1);
    delete1(tcoords0);
    delete1(normals);
    delete1(positions);

    return new0 TriMesh(vformat, vbuffer, ibuffer);
}
Ejemplo n.º 27
0
//----------------------------------------------------------------------------
void WrigglingSnake::CreateSnakeHead ()
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    // Create the snake head as a paraboloid that is attached to the last
    // ring of vertices on the snake body.  These vertices are generated
    // for t = 1.
    int numSliceSamples = mSnakeBody->GetNumSliceSamples();
    mSlice = new1<Vector3f>(numSliceSamples + 1);

    // Number of rays (determined by slice samples of tube surface).
    int numRays = numSliceSamples - 1;

    // Number of shells less one (your choice, specified in application
    // constructor).
    int numShellsM1 = mNumShells - 1;

    // Generate vertices (positions to be filled in by UpdateSnakeHead).
    int numVertices = 1 + numRays*numShellsM1;
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    Float3 darkGreen(0.0f, 0.25f, 0.0f);
    for (int i = 0; i < numVertices; ++i)
    {
        vba.Color<Float3>(0, i) = darkGreen;
    }

    // Generate triangles.
    int numTriangles = numRays*(2*numShellsM1 - 1);
    int numIndices = 3*numTriangles;
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    for (int r0 = numRays - 1, r1 = 0, t = 0; r1 < numRays; r0 = r1++)
    {
        *indices++ = 0;
        *indices++ = 1 + numShellsM1*r0;
        *indices++ = 1 + numShellsM1*r1;
        ++t;
        for (int s = 1; s < numShellsM1; ++s)
        {
            int i00 = s + numShellsM1*r0;
            int i01 = s + numShellsM1*r1;
            int i10 = i00 + 1;
            int i11 = i01 + 1;
            *indices++ = i00;
            *indices++ = i10;
            *indices++ = i11;
            *indices++ = i00;
            *indices++ = i11;
            *indices++ = i01;
            t += 2;
        }
    }

    mSnakeHead = new0 TriMesh(vformat, vbuffer, ibuffer);
    mSnakeHead->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
    mSnakeRoot->AttachChild(mSnakeHead);
    UpdateSnake();
}
Ejemplo n.º 28
0
//----------------------------------------------------------------------------
void PolygonOffsets::CreateScene ()
{
    mScene = new0 Node();
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    // Vertices to be shared by rectangles 1 and 3.
    VertexBuffer* vbuffer0 = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer0);
    vba.Position<Float3>(0) = Float3(-1.0f, 0.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, 0.0f, -1.0f);
    vba.Color<Float3>(0, 0) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 1) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 2) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 3) = Float3(1.0f, 0.0f, 0.0f);

    // Vertices to be shared by rectangles 2 and 4.
    VertexBuffer* vbuffer1 = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer1);
    vba.Position<Float3>(0) = Float3(-1.0f, 0.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, 0.0f, -1.0f);
    vba.Color<Float3>(0, 0) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 1) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 2) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 3) = Float3(0.0f, 1.0f, 0.0f);

    // Indices to be shared by all rectangles.
    IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[0] = 0;  indices[1] = 1;  indices[2] = 3;
    indices[3] = 3;  indices[4] = 1;  indices[5] = 2;

    // Effect to be shared by the first three rectangles.
    VertexColor3Effect* effect = new0 VertexColor3Effect();

    // rectangle 1
    TriMesh* mesh = new0 TriMesh(vformat, vbuffer0, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(+2.0f, -4.0f, 0.0f));
    mScene->AttachChild(mesh);

    // rectangle 2
    mesh = new0 TriMesh(vformat, vbuffer1, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(+2.0f, -4.0f, 0.0f));
    mesh->LocalTransform.SetUniformScale(0.5f);
    mScene->AttachChild(mesh);

    // rectangle 3
    mesh = new0 TriMesh(vformat, vbuffer0, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(-2.0f, -4.0f, 0.0f));
    mScene->AttachChild(mesh);

    // rectangle 4
    mesh = new0 TriMesh(vformat, vbuffer1, ibuffer);
    mesh->LocalTransform.SetTranslate(APoint(-2.0f, -4.0f, 0.0f));
    mesh->LocalTransform.SetUniformScale(0.5f);
    mScene->AttachChild(mesh);

    // Set up the polygon offset for rectangle 4.
    effect = new0 VertexColor3Effect();
    OffsetState* ostate = effect->GetOffsetState(0, 0);
    ostate->FillEnabled = true;
    ostate->Scale = -1.0f;
    ostate->Bias = -2.0f;
    mesh->SetEffectInstance(effect->CreateInstance());
}
Ejemplo n.º 29
0
//----------------------------------------------------------------------------
void VolumeTextures::CreateScene ()
{
	mScene = new0 Node();
	mAlphaState = new0 AlphaState();
	mAlphaState->BlendEnabled = true;
	mRenderer->SetOverrideAlphaState(mAlphaState);
	mCullState = new0 CullState();
	mCullState->Enabled = false;
	mRenderer->SetOverrideCullState(mCullState);

	// Create the grid of square meshes.
	const int numSlices = 64;
	const int numSamples = 32;

	// The vertex format that is shared by all square meshes.
	VertexFormat* vformat = VertexFormat::Create(2,
	                        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
	                        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 0);
	int vstride = vformat->GetStride();

	// The index buffer that is shared by all square meshes.
	int numIndices = 6*(numSamples-1)*(numSamples-1);
	IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
	int* indices = (int*)ibuffer->GetData();
	for (int i1 = 0; i1 < numSamples - 1; ++i1)
	{
		for (int i0 = 0; i0 < numSamples - 1; ++i0)
		{
			int v0 = i0 + numSamples * i1;
			int v1 = v0 + 1;
			int v2 = v1 + numSamples;
			int v3 = v0 + numSamples;
			*indices++ = v0;
			*indices++ = v1;
			*indices++ = v2;
			*indices++ = v0;
			*indices++ = v2;
			*indices++ = v3;
		}
	}

	// Create the volume texture.  Three Gaussian distributions are used for
	// the RGB color channels.  The alpha channel is constant.
	const int bound = 64;
	Texture3D* texture = new0 Texture3D(Texture::TF_A8R8G8B8, bound, bound,
	                                    bound, 1);
	unsigned char* data = (unsigned char*)texture->GetData(0);
	const float mult = 1.0f/(bound - 1.0f);
	const float rParam = 0.01f;
	const float gParam = 0.01f;
	const float bParam = 0.01f;
	const float extreme = 8.0f;
	APoint rCenter( 0.5f*extreme,  0.0f,         0.0f);
	APoint gCenter(-0.5f*extreme, -0.5f*extreme, 0.0f);
	APoint bCenter(-0.5f*extreme, +0.5f*extreme, 0.0f);
	unsigned char commonAlpha = 12;
	APoint point;
	for (int z = 0; z < bound; ++z)
	{
		point[2] = -extreme + 2.0f*extreme*mult*z;
		for (int y = 0; y < bound; ++y)
		{
			point[1] = -extreme + 2.0f*extreme*mult*y;
			for (int x = 0; x < bound; ++x)
			{
				point[0] = -extreme + 2.0f*extreme*mult*x;

				AVector diff = point - rCenter;
				float sqrLength = diff.SquaredLength();
				float rGauss = 1.0f - rParam*sqrLength;
				if (rGauss < 0.0f)
				{
					rGauss = 0.0f;
				}

				diff = point - gCenter;
				sqrLength = diff.SquaredLength();
				float gGauss = 1.0f - gParam*sqrLength;
				if (gGauss < 0.0f)
				{
					gGauss = 0.0f;
				}

				diff = point - bCenter;
				sqrLength = diff.SquaredLength();
				float bGauss = 1.0f - bParam*sqrLength;
				if (bGauss < 0.0f)
				{
					bGauss = 0.0f;
				}

				*data++ = (unsigned char)(255.0f*bGauss);
				*data++ = (unsigned char)(255.0f*gGauss);
				*data++ = (unsigned char)(255.0f*rGauss);
				*data++ = commonAlpha;
			}
		}
	}

	// The volume texture effect that is shared by all square meshes.
	std::string effectFile = Environment::GetPathR("VolumeTextures.wmfx");
	VolumeTextureEffect* effect = new0 VolumeTextureEffect(effectFile);
	VisualEffectInstance* instance = effect->CreateInstance(texture);

	// The grid of squares.
	const int numVertices = numSamples*numSamples;
	float inv = 1.0f/(numSamples - 1.0f);
	VertexBufferAccessor vba;
	for (int slice = 0; slice < numSlices; ++slice)
	{
		VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
		vba.ApplyTo(vformat, vbuffer);

		float w = slice/(numSlices - 1.0f);
		float z = 2.0f*w - 1.0f;
		for (int i1 = 0, i = 0; i1 < numSamples; ++i1)
		{
			float v = i1*inv;
			float y = 2.0f*v - 1.0f;
			for (int i0 = 0; i0 < numSamples; ++i0, ++i)
			{
				float u = i0*inv;
				float x = 2.0f*u - 1.0f;
				vba.Position<Float3>(i) = Float3(x, y, z);
				vba.TCoord<Float3>(0, i) = Float3(u, v, w);
			}
		}

		TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
		mesh->SetEffectInstance(instance);
		mScene->AttachChild(mesh);
	}
}
Ejemplo n.º 30
0
//----------------------------------------------------------------------------
void Fluids3D::CreateScene ()
{
    // Get fluid solver parameters.
    const int bound0M1 = mSmoke->GetIMax();
    const int bound1M1 = mSmoke->GetJMax();
    const int bound2M1 = mSmoke->GetKMax();
    const int bound0 = bound0M1 + 1;
    const int bound1 = bound1M1 + 1;
    const int bound2 = bound2M1 + 1;
    const int quantity = bound0*bound1*bound2;
    const float* x = mSmoke->GetX();
    const float* y = mSmoke->GetY();
    const float* z = mSmoke->GetZ();

#ifdef USE_PARTICLES
    // Create the vertex format.
    VertexFormat* vformat = VertexFormat::Create(3,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
#else
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0);
#endif

    // Create the vertex buffer for the cube.
#ifdef USE_PARTICLES
    const int numVertices = 4*quantity;
#else
    const int numVertices = quantity;
#endif

    int vstride = vformat->GetStride();
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);

    int i0, i1, i2, index;

#ifdef USE_PARTICLES
    const float delta = mSmoke->GetDx();
    Float4* posSize = new1<Float4>(quantity);
    for (i2 = 0, index = 0; i2 < bound2; ++i2)
    {
        for (i1 = 0; i1 < bound1; ++i1)
        {
            for (i0 = 0; i0 < bound0; ++i0, ++index)
            {
                posSize[index] = Float4(x[i0], y[i1], z[i2], delta);
            }
        }
    }

    mCube = new0 Particles(vformat, vbuffer, 4, posSize, 1.0f);
    UpdateVertexBuffer();

    IndexBuffer* ibuffer = mCube->GetIndexBuffer();
#else
    VertexBufferAccessor vba(vformat, vbuffer);
    for (i2 = 0, index = 0; i2 < bound2; ++i2)
    {
        for (i1 = 0; i1 < bound1; ++i1)
        {
            for (i0 = 0; i0 < bound0; ++i0, ++index)
            {
                vba.Position<Float3>(index) = Float3(x[i0], y[i1], z[i2]);
            }
        }
    }

    // Create the index buffer for the cube.
    const int numIndices =
        6*bound0M1*bound1M1*bound2 +
        6*bound0M1*bound1*bound2M1 +
        6*bound0*bound1M1*bound2M1;

    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    int* indices = (int*)ibuffer->GetData();

    const int bound01 = bound0*bound1;
    int j0, j1, j2, j3;
    for (i2 = 0; i2 < bound2; ++i2)
    {
        for (i1 = 0; i1 < bound1M1; ++i1)
        {
            for (i0 = 0; i0 < bound0M1; ++i0)
            {
                j0 = i0 + bound0*(i1 + bound1*i2);
                j1 = j0 + 1;
                j2 = j1 + bound0;
                j3 = j2 - 1;
                *indices++ = j0;
                *indices++ = j1;
                *indices++ = j2;
                *indices++ = j0;
                *indices++ = j2;
                *indices++ = j3;
            }
        }
    }

    for (i1 = 0; i1 < bound1; ++i1)
    {
        for (i2 = 0; i2 < bound2M1; ++i2)
        {
            for (i0 = 0; i0 < bound0M1; ++i0)
            {
                j0 = i0 + bound0*(i1 + bound1*i2);
                j1 = j0 + 1;
                j2 = j1 + bound01;
                j3 = j2 - 1;
                *indices++ = j0;
                *indices++ = j1;
                *indices++ = j2;
                *indices++ = j0;
                *indices++ = j2;
                *indices++ = j3;
            }
        }
    }

    for (i0 = 0; i0 < bound0; ++i0)
    {
        for (i1 = 0; i1 < bound1M1; ++i1)
        {
            for (i2 = 0; i2 < bound2M1; ++i2)
            {
                j0 = i0 + bound0*(i1 + bound1*i2);
                j1 = j0 + bound0;
                j2 = j1 + bound01;
                j3 = j2 - bound0;
                *indices++ = j0;
                *indices++ = j1;
                *indices++ = j2;
                *indices++ = j0;
                *indices++ = j2;
                *indices++ = j3;
            }
        }
    }

    mCube = new0 TriMesh(vformat, vbuffer, ibuffer);
    UpdateVertexBuffer();
#endif

    mNumIndices = ibuffer->GetNumElements();
    mIndices = new1<int>(mNumIndices);
    memcpy(mIndices, ibuffer->GetData(), mNumIndices*sizeof(int));

    // Create the cube effect.
#ifdef USE_PARTICLES
    std::string path = Environment::GetPathR("Disk.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    VisualEffectInstance* instance =
        VertexColor4TextureEffect::CreateUniqueInstance(texture,
        Shader::SF_NEAREST, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE);
#else
    VertexColor4Effect* effect = new0 VertexColor4Effect();
    VisualEffectInstance* instance = effect->CreateInstance();
#endif

    const VisualPass* pass = instance->GetPass(0);
    AlphaState* astate = pass->GetAlphaState();
    astate->BlendEnabled = true;

    CullState* cstate = pass->GetCullState();
    cstate->Enabled = false;

    DepthState* dstate = pass->GetDepthState();
    dstate->Enabled = false;
    dstate->Writable = false;

    mCube->SetEffectInstance(instance);

    mScene = new0 Node();
    mScene->AttachChild(mCube);
}