//---------------------------------------------------------------------------- void Smoke2D::CreateDrawDensityEffect (VisualEffect*& effect, VisualEffectInstance*& instance) { PixelShader* pshader = new0 PixelShader("Wm5.DrawDensity2", 1, 1, 0, 3, false); pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4, Shader::VS_COLOR0); pshader->SetSampler(0, "StateSampler", Shader::ST_2D); pshader->SetSampler(1, "ColorTableSampler", Shader::ST_1D); pshader->SetSampler(2, "VortexSampler", Shader::ST_2D); pshader->SetFilter(1, Shader::SF_LINEAR); pshader->SetTextureUnits(msDrawDensityPTextureUnits); pshader->SetPrograms(msDrawDensityPPrograms); mIP->CreateEffect(pshader, effect, instance); // For pseudocoloring density. mGrayTexture = new0 Texture1D(Texture::TF_A8R8G8B8, 8, 1); unsigned char* gray = (unsigned char*)mGrayTexture->GetData(0); gray[ 0] = 0; gray[ 1] = 0; gray[ 2] = 0; gray[ 3] = 255; gray[ 4] = 32; gray[ 5] = 32; gray[ 6] = 32; gray[ 7] = 255; gray[ 8] = 64; gray[ 9] = 64; gray[10] = 64; gray[11] = 255; gray[12] = 96; gray[13] = 96; gray[14] = 96; gray[15] = 255; gray[16] = 128; gray[17] = 128; gray[18] = 128; gray[19] = 255; gray[20] = 160; gray[21] = 160; gray[22] = 160; gray[23] = 255; gray[24] = 192; gray[25] = 192; gray[26] = 192; gray[27] = 255; gray[28] = 255; gray[29] = 255; gray[30] = 255; gray[31] = 255; mColorTexture = new0 Texture1D(Texture::TF_A8R8G8B8, 8, 1); unsigned char* color = (unsigned char*)mColorTexture->GetData(0); color[ 0] = 0; color[ 1] = 0; color[ 2] = 0; color[ 3] = 255; color[ 4] = 255; color[ 5] = 0; color[ 6] = 128; color[ 7] = 255; color[ 8] = 255; color[ 9] = 0; color[10] = 0; color[11] = 255; color[12] = 0; color[13] = 255; color[14] = 0; color[15] = 255; color[16] = 0; color[17] = 255; color[18] = 255; color[19] = 255; color[20] = 0; color[21] = 128; color[22] = 255; color[23] = 255; color[24] = 0; color[25] = 0; color[26] = 255; color[27] = 255; color[28] = 255; color[29] = 255; color[30] = 255; color[31] = 255; // For vortex-center overlay. mVortexTexture = new0 Texture2D(Texture::TF_A8R8G8B8, mIMaxP1, mJMaxP1, 1); memset(mVortexTexture->GetData(0), 0, 4*mNumPixels); instance->SetPixelTexture(0, "StateSampler", mIP->GetTarget(1)->GetColorTexture(0)); instance->SetPixelTexture(0, "ColorTableSampler", mGrayTexture); instance->SetPixelTexture(0, "VortexSampler", mVortexTexture); mRenderer->Bind(mGrayTexture); mRenderer->Bind(mColorTexture); mRenderer->Bind(mVortexTexture); }
int run() { int Error(0); gli::texture Texture(gli::TARGET_1D, gli::FORMAT_RGBA8_UNORM_PACK8, gli::texture::extent_type(1), 1, 1, 1); gli::texture1d Texture1D(Texture); gli::texture1d_array Texture1DArray(Texture); gli::texture2d Texture2D(Texture); gli::texture2d_array Texture2DArray(Texture); gli::texture3d Texture3D(Texture); gli::texture_cube TextureCube(Texture); gli::texture_cube_array TextureCubeArray(Texture); Error += Texture == Texture1D ? 0 : 1; Error += Texture != Texture1DArray ? 0 : 1; Error += Texture != Texture2D ? 0 : 1; Error += Texture != Texture2DArray ? 0 : 1; Error += Texture != Texture3D ? 0 : 1; Error += Texture != TextureCube ? 0 : 1; Error += Texture != TextureCubeArray ? 0 : 1; gli::texture Texture1D_B(Texture1D); gli::texture Texture1DArray_B(Texture1DArray); gli::texture Texture2D_B(Texture2D); gli::texture Texture2DArray_B(Texture2DArray); gli::texture Texture3D_B(Texture3D); gli::texture TextureCube_B(TextureCube); gli::texture TextureCubeArray_B(TextureCubeArray); Error += Texture == Texture1D_B ? 0 : 1; Error += Texture != Texture1DArray_B ? 0 : 1; Error += Texture != Texture2D_B ? 0 : 1; Error += Texture != Texture2DArray_B ? 0 : 1; Error += Texture != Texture3D_B ? 0 : 1; Error += Texture != TextureCube_B ? 0 : 1; Error += Texture != TextureCubeArray_B ? 0 : 1; Error += Texture1D == Texture1D_B ? 0 : 1; Error += Texture1DArray == Texture1DArray_B ? 0 : 1; Error += Texture2D == Texture2D_B ? 0 : 1; Error += Texture2DArray == Texture2DArray_B ? 0 : 1; Error += Texture3D == Texture3D_B ? 0 : 1; Error += TextureCube == TextureCube_B ? 0 : 1; Error += TextureCubeArray == TextureCubeArray_B ? 0 : 1; return Error; }
int run() { int Error(0); gli::texture Texture(gli::TARGET_1D, gli::FORMAT_RGBA8_UNORM, gli::texture::texelcoord_type(1), 1, 1, 1); gli::texture1D Texture1D(Texture); gli::texture1DArray Texture1DArray(Texture); gli::texture2D Texture2D(Texture); gli::texture2DArray Texture2DArray(Texture); gli::texture3D Texture3D(Texture); gli::textureCube TextureCube(Texture); gli::textureCubeArray TextureCubeArray(Texture); Error += Texture == Texture1D ? 0 : 1; Error += Texture != Texture1DArray ? 0 : 1; Error += Texture != Texture2D ? 0 : 1; Error += Texture != Texture2DArray ? 0 : 1; Error += Texture != Texture3D ? 0 : 1; Error += Texture != TextureCube ? 0 : 1; Error += Texture != TextureCubeArray ? 0 : 1; gli::texture Texture1D_B(Texture1D); gli::texture Texture1DArray_B(Texture1DArray); gli::texture Texture2D_B(Texture2D); gli::texture Texture2DArray_B(Texture2DArray); gli::texture Texture3D_B(Texture3D); gli::texture TextureCube_B(TextureCube); gli::texture TextureCubeArray_B(TextureCubeArray); Error += Texture == Texture1D_B ? 0 : 1; Error += Texture != Texture1DArray_B ? 0 : 1; Error += Texture != Texture2D_B ? 0 : 1; Error += Texture != Texture2DArray_B ? 0 : 1; Error += Texture != Texture3D_B ? 0 : 1; Error += Texture != TextureCube_B ? 0 : 1; Error += Texture != TextureCubeArray_B ? 0 : 1; Error += Texture1D == Texture1D_B ? 0 : 1; Error += Texture1DArray == Texture1DArray_B ? 0 : 1; Error += Texture2D == Texture2D_B ? 0 : 1; Error += Texture2DArray == Texture2DArray_B ? 0 : 1; Error += Texture3D == Texture3D_B ? 0 : 1; Error += TextureCube == TextureCube_B ? 0 : 1; Error += TextureCubeArray == TextureCubeArray_B ? 0 : 1; return Error; }
LightsourceSimplePass::LightsourceSimplePass(GraphicContext &gc, const std::string &shader_path, ResourceContainer &inout) { viewport = inout.get<Rect>("Viewport"); field_of_view = inout.get<float>("FieldOfView"); world_to_eye = inout.get<Mat4f>("WorldToEye"); diffuse_color_gbuffer = inout.get<Texture2D>("DiffuseColorGBuffer"); specular_color_gbuffer = inout.get<Texture2D>("SpecularColorGBuffer"); specular_level_gbuffer = inout.get<Texture2D>("SpecularLevelGBuffer"); self_illumination_gbuffer = inout.get<Texture2D>("SelfIlluminationGBuffer"); normal_z_gbuffer = inout.get<Texture2D>("NormalZGBuffer"); shadow_maps = inout.get<Texture2DArray>("ShadowMaps"); zbuffer = inout.get<Texture2D>("ZBuffer"); final_color = inout.get<Texture2D>("FinalColor"); icosahedron_light_program = compile_and_link(gc, shader_path, "icosahedron"); rect_light_program = compile_and_link(gc, shader_path, "rect"); light_instance_texture = Texture1D(gc, max_lights * vectors_per_light, tf_rgba32f); light_instance_transfer = PixelBuffer(max_lights * vectors_per_light, 1, tf_rgba32f); icosahedron.reset(new Icosahedron(gc, true)); }
//---------------------------------------------------------------------------- bool NonlocalBlowup::OnInitialize () { if (!WindowApplication3::OnInitialize()) { return false; } #ifdef RUN_CONSOLE RunConsole(); return false; #endif mScene = new0 Node(); mScene->LocalTransform.SetRotate(HMatrix( 0.80475128f, 0.59107417f, -0.054833174f, 0.0f, -0.17529237f, 0.32487807f, 0.92936903f, 0.0f, 0.56714010f, -0.73829913f, 0.36505684f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f)); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0); TriMesh* mesh = StandardMesh(vformat).Rectangle(256, 256, 16.0f, 16.0f); mScene->AttachChild(mesh); std::string gridName = Environment::GetPathR("Grid.wmtf"); Texture2D* gridTexture = Texture2D::LoadWMTF(gridName); gridTexture->GenerateMipmaps(); Texture1D* colorTexture = new0 Texture1D(Texture::TF_A8R8G8B8, 8, 1); unsigned char* color = (unsigned char*)colorTexture->GetData(0); color[ 0] = 128; color[ 1] = 128; color[ 2] = 128; color[ 3] = 255; color[ 4] = 255; color[ 5] = 0; color[ 6] = 128; color[ 7] = 255; color[ 8] = 255; color[ 9] = 0; color[10] = 0; color[11] = 255; color[12] = 0; color[13] = 255; color[14] = 0; color[15] = 255; color[16] = 0; color[17] = 255; color[18] = 255; color[19] = 255; color[20] = 0; color[21] = 128; color[22] = 255; color[23] = 255; color[24] = 0; color[25] = 0; color[26] = 255; color[27] = 255; color[28] = 255; color[29] = 255; color[30] = 255; color[31] = 255; float dt = 0.01f, dx = 1.0f, dy = 1.0f; // Uncomment only one of these at a time. NonconvexDomain0p50(dt, dx, dy); //SquareSymmetric0p01(dt, dx, dy); //SquareSymmetric0p50(dt, dx, dy); //SquareSymmetric0p99(dt, dx, dy); //SquareGaussX0p50(dt, dx, dy); //SquareGaussXY0p50(dt, dx, dy); //SquareGaussFour0p50(dt, dx, dy); DisplacementEffect* effect = new0 DisplacementEffect(); mesh->SetEffectInstance(effect->CreateInstance(mHeightTexture, gridTexture, colorTexture, mDomainTexture)); // Set up the camera so that it looks at the graph from slightly above // the xy-plane and at a skewed angle/direction of view. mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 10000.0f); APoint camPosition(0.0f, 3.46f, 42.97f); AVector camDVector(0.0f, 0.0f, -1.0f); AVector camUVector(0.0f, 1.0f, 0.0f); AVector camRVector = camDVector.Cross(camUVector); mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector); // Initial update of objects. mScene->Update(); // Initial culling of scene. mCuller.SetCamera(mCamera); mCuller.ComputeVisibleSet(mScene); InitializeCameraMotion(0.01f, 0.01f); InitializeObjectMotion(mScene); return true; }
Texture1D Texture::to_texture_1d() const { return Texture1D(impl); }