Ejemplo n.º 1
0
// which entity belongs to which actor
void Grafkit::SceneLoader::SceneLoaderHelper::BuildEntityMap(const ActorRef &actor)
{
	int k = actor->GetEntityCount();
	for (int i = 0; i < k; i++)
	{
		Entity3D *entity = actor->GetEntity(i);

		LOGGER(Log::Logger().Info("  Entity: %s %d {", entity->GetName().c_str(), m_cEntityID));

		if (m_entity_map.find(entity) == m_entity_map.end()) {
			m_entity_map[entity] = m_cEntityID;
			m_entities.push_back(entity);
			m_entities_to_actors.push_back(assoc_t(m_cEntityID, m_cActorID)); // [m_cEntityID].push_back(m_cActorID);

			// model 
			const ModelRef model = dynamic_cast<Model*>(entity);
			if (model.Valid()) {
				BuildMaterialMap(model);
				// ... ide jon, ami kell meg
			}

			// ... ide jon, ami kell meg 

			++m_cEntityID;
		}
		else {
			m_entities_to_actors.push_back(assoc_t(m_entity_map[entity], m_cActorID));
		}

		LOGGER(Log::Logger().Info("  }"));

	}

}
Ejemplo n.º 2
0
		// ==================================================================================================================
		int mainloop() {
			this->render.BeginScene();
			{		
				Matrix worldMatrix;
				worldMatrix.Identity();
				worldMatrix.RotateRPY(t, .3455*t, .7346*t);

				struct {
					matrix worldMatrix;
					matrix viewMatrix;
					matrix projectionMatrix;
				} viewMatrices;

				m_camera->Calculate(render);

				viewMatrices.worldMatrix = XMMatrixTranspose(worldMatrix.Get());
				viewMatrices.viewMatrix = XMMatrixTranspose(m_camera->GetViewMatrix().Get());
				viewMatrices.projectionMatrix = XMMatrixTranspose(m_camera->GetProjectionMatrix().Get());

				m_vertexShader->GetParam("MatrixBuffer").SetP(&viewMatrices);

				m_fragmentShader->GetBRes("diffuse").Set(m_texture->GetTextureResource());
				m_fragmentShader->GetBRes("SampleType").Set(m_textureSampler->GetSamplerState());

				m_vertexShader->Render(this->render);
				m_fragmentShader->Render(this->render);

				m_model->RenderMesh(this->render);

				this->t += 0.01;
			}

			this->render.EndScene();
			return 0;
		};
Ejemplo n.º 3
0
// Which material belongs to which entity if its a model
void Grafkit::SceneLoader::SceneLoaderHelper::BuildMaterialMap(const ModelRef &model)
{
	MaterialRef material = model->GetMaterial();
	USHORT matid = 0;

	if (material.Valid()) {
		auto matit = m_material_map.find(material);
		if (matit == m_material_map.end())
		{

			LOGGER(Log::Logger().Info("    Material: %s %d{", material->GetName().c_str(), m_cMatID));

			m_material_map[material] = m_cMatID;
			m_materials.push_back(material);

			matid = m_cMatID;

			BuildTextureMap(material);

			++m_cMatID;

			LOGGER(Log::Logger().Info("    }"));
		} // has material
		else {
			matid = matit->second;
			LOGGER(Log::Logger().Info("    Material: %s %d", material->GetName().c_str(), matid));
		}

		m_materials_to_meshes.push_back(assoc_t(matid, m_cEntityID));
	}

}
Ejemplo n.º 4
0
	int init() {
		// --- ezeket kell osszeszedni egy initwindowban
		const int screenWidth = m_window.getRealWidth(), screenHeight = m_window.getRealHeight();
		const int VSYNC_ENABLED = 1, FULL_SCREEN = 0;

		this->render.Initialize(screenWidth, screenHeight, VSYNC_ENABLED, this->m_window.getHWnd(), FULL_SCREEN);

		// init file loader
		this->m_file_loader = new FileAssetFactory("./../assets/");

		// --------------------------------------------------

		// -- camera
		CameraRef camera = new Camera;
		//camera->SetPosition(0.0f, 0.0f, -10.0f);
		//camera->SetLookTo(0, 0, -1);

		// -- texture
		TextureResRef texture = new TextureRes();

		texture = this->Load<TextureRes>(new TextureFromBitmap("normap", "textures/Normap.jpg"));

		// -- texture sampler
		m_textureSampler = new TextureSampler();
		m_textureSampler->Initialize(render);

		// -- load shader
		m_vertexShader = Load<ShaderRes>(new VertexShaderLoader("vShader", "shaders/vertex.hlsl", ""));
		m_fragmentShader = Load<ShaderRes>(new PixelShaderLoader("pShader", "shaders/textured.hlsl", ""));

		// -- load music
		music = Load<MusicRes>(new MusicBassLoader("alpha_c_-_euh.ogg"));

		// -- precalc
		this->DoPrecalc();

		// -- precalc utan egybol allitsuk be a synctrackert 
		// Setup syctracker
		timer = new Timer();
		timer->Initialize(music, music->Get()->GetLengthms(), 180, 8);
		timer->Connect();
		valTracker = new ValueTracker(timer);

		// -- model 
		ModelRef model = new Model;
		model->SetMaterial(new Material());
		model->GetMaterial()->AddTexture(texture, "diffuse");

		model = new Model(new Mesh());
		model->SetName("cube");
		model->GetMesh()->AddPointer("POSITION", GrafkitData::cubeVertexSize, GrafkitData::cubeVertices);
		model->GetMesh()->AddPointer("TEXCOORD", GrafkitData::cubeTextureUVsSize, GrafkitData::cubeTextureUVs);
		model->GetMesh()->AddPointer("NORMAL", GrafkitData::cubeVertexSize, GrafkitData::cubeNormals);
		model->GetMesh()->SetIndices(GrafkitData::cubeVertexCount, GrafkitData::cubeIndicesCount, GrafkitData::cubeIndices);
		model->GetMesh()->Build(render, m_vertexShader);

		// -- setup scene 
		scene = new Scene();
		this->cameraActor = new Actor(); cameraActor->AddEntity(camera);
		this->modelActor = new Actor(); modelActor->AddEntity(model);
		
		/*
		Alap right-handed koordinatarendszer szerint osszerakunk egy keresztet
		Ezeket adjuk hozza a belso kockahoz
		*/
		float3 cica[] = {
			{ 1, 0, 0 }, /* Jobb */{ -1, 0, 0 }, /* Bal */
			{ 0, 1, 0 }, /* fent */{ 0,-1, 0 }, /* lent */
			{ 0, 0, -1 }, /* elol */{ 0, 0, 1 }, /* hatul */
		};

		char *names[] = { "r", "l", "u", "d", "f", "b" };	/*right, left, up, down, front, back*/

		this->trk_rotate_root = valTracker->newFloat3Track("root", "r", "rpy");

		// size_t i = 5; 
		for (size_t i = 0; i < 6; i++)
		{
			ActorRef actor = new Actor();
			actor->AddEntity(model);
			modelActor->AddChild(actor);
			modelActors[i] = actor;

			float3 v = cica[i];
			v.x *= 3;
			v.y *= 3;
			v.z *= 3;

			actor->Matrix().Translate(v);

			this->trk_rotate[i] = valTracker->newFloat2Track("b", names[i], "rpy");

		}

		ActorRef rootActor = new Actor();
		cameraActor->Matrix().Translate(0,0,-10);

		rootActor->AddChild(cameraActor);
		rootActor->AddChild(modelActor);

		m_rootActor = rootActor;

		scene->BuildScene(render, m_vertexShader, m_fragmentShader);
		scene->Initialize(rootActor);

		scene->SetActiveCamera(0);
		// --- 

		this->t = 0;

		return 0;
	};
Ejemplo n.º 5
0
		int init() {
			// --- ezeket kell osszeszedni egy initwindowban
			const int screenWidth = m_window.getRealWidth(), screenHeight = m_window.getRealHeight();
			const int VSYNC_ENABLED = 1, FULL_SCREEN = 0;

			this->render.Initialize(screenWidth, screenHeight, VSYNC_ENABLED, this->m_window.getHWnd(), FULL_SCREEN);

			// init file loader
			this->m_file_loader = new FileAssetFactory("./../../assets/postfx/");

			// --------------------------------------------------

			// -- camera
			CameraRef camera = new Camera;
			camera->SetPosition(0.0f, 0.0f, -10.0f);

			// -- texture
			TextureResRef texture = new TextureRes();

			texture = this->Load<TextureRes>(new TextureFromBitmap("Normap.jpg"));

			// -- texture sampler
			m_textureSampler = new TextureSampler();
			m_textureSampler->Initialize(render);

			// -- load shader
			m_vertexShader = Load<ShaderRes>(new ShaderLoader("vShader", "texture.hlsl", "TextureVertexShader", ST_Vertex));
			m_fragmentShader = Load<ShaderRes>(new ShaderLoader("pShader", "texture.hlsl", "TexturePixelShader", ST_Pixel));

			m_fxFXAA = Load<ShaderRes>(new ShaderLoader("xFXAA", "fxaa.hlsl", "FXAA", ST_Pixel));
			m_fxFishEye = Load<ShaderRes>(new ShaderLoader("xFishEye", "fisheye.hlsl", "fisheyeProc", ST_Pixel));
			// m_fxVhs = Load<ShaderRes>(new ShaderLoader("xVhs", "vhstape.hlsl", "TextureVertexShader", ST_Pixel));

			// 
			this->DoPrecalc();

			// -- model 
			ModelRef model = new Model;
			model->SetMaterial(new MaterialBase);
			model->GetMaterial()->AddTexture(texture, "diffuse");


			SimpleMeshGenerator generator(render, m_vertexShader);
			generator["POSITION"] = (void*)GrafkitData::cubeVertices;
			generator["TEXCOORD"] = (void*)GrafkitData::cubeTextureUVs;
			
			generator(GrafkitData::cubeVertexLength, GrafkitData::cubeIndicesLength, GrafkitData::cubeIndices, model);

			// -- setup scene 
			scene = new Scene();
			ActorRef cameraActor = new Actor(); cameraActor->AddEntity(camera);
			ActorRef modelActor = new Actor(); modelActor->AddEntity(model);
			
			ActorRef modelActorL = new Actor(); modelActorL->AddEntity(model); modelActorL->Matrix().Translate(3, 0, 0); modelActor->AddChild(modelActorL);
			ActorRef modelActorR = new Actor(); modelActorR->AddEntity(model); modelActorR->Matrix().Translate(-3, 0, 0); modelActor->AddChild(modelActorR);

			ActorRef modelActorU = new Actor(); modelActorU->AddEntity(model);  modelActorU->Matrix().Translate(0, 3, 0); modelActor->AddChild(modelActorU);
			ActorRef modelActorD = new Actor(); modelActorD->AddEntity(model);  modelActorD->Matrix().Translate(0, -3, 0); modelActor->AddChild(modelActorD);

			ActorRef modelActorF = new Actor(); modelActorF->AddEntity(model); modelActorF->Matrix().Translate(0, 0, 3); modelActor->AddChild(modelActorF);
			ActorRef modelActorB = new Actor(); modelActorB->AddEntity(model); modelActorB->Matrix().Translate(0, 0, -3); modelActor->AddChild(modelActorB);
			

			// ActorRef lightActor = new Actor(); lightActor->AddEntity(light);

			ActorRef rootActor = new Actor();
			rootActor->AddChild(cameraActor);
			rootActor->AddChild(modelActor);

			m_rootActor = rootActor;

			scene->SetRootNode(rootActor);
			scene->SetCameraNode(cameraActor);
			// scene->AddLightNode(lightActor);

			scene->SetVShader(m_vertexShader);
			scene->SetFShader(m_fragmentShader);

			// -- setup postfx 
			size_t k = 0;
			m_postfx = new EffectComposer(); m_postfx->Initialize(render);
			
			k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, m_fxFXAA);
			k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, m_fxFishEye);
			// k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, m_fxVhs);
			// k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, sahder);
			// k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, sahder);
			// k = m_postfx->AddPass(new EffectPass()); m_postfx->GetEffect(k)->Initialize(render, sahder);

			// --- 

			return 0;
		};