Example #1
0
//*******************************************************************************
void CWaterEnvMap::renderTestMesh(IDriver &driver)
{
	doInit();
	CMaterial testMat;
	testMat.setLighting(false);
	testMat.texEnvOpRGB(0, CMaterial::Modulate);
	testMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
	testMat.texEnvArg0RGB(1, CMaterial::Diffuse, CMaterial::SrcColor);
	testMat.texEnvOpAlpha(0, CMaterial::Replace);
	testMat.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha);
	testMat.texConstantColor(0, CRGBA(255, 255, 255, 255));
	testMat.setDoubleSided(true);
	testMat.setZWrite(false);
	testMat.setZFunc(CMaterial::always);
	// tmp : test cubemap
	driver.activeVertexProgram(&testMeshVP);
	driver.activeVertexBuffer(_TestVB);
	driver.activeIndexBuffer(_TestIB);
	driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); // tmp
	_MaterialPassThruZTest.setTexture(0, _EnvCubic);
	driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
	driver.setConstant(4, 2.f, 1.f, 0.f, 0.f);
	//driver.renderTriangles(testMat, 0, TEST_VB_NUM_TRIS);
	driver.renderTriangles(_MaterialPassThruZTest, 0, TEST_VB_NUM_TRIS);
	driver.activeVertexProgram(NULL);
}
Example #2
0
//*******************************************************************************
void CWaterEnvMap::update(TGlobalAnimationTime time, IDriver &driver)
{
	if (_LastRenderTime == time) return;
	_LastRenderTime = time;
	// First five updates are used to render the cubemap faces (bottom face is not rendered)
	// Sixth update project the cubemap into a 2D texture
	uint numTexToRender;
	if (_UpdateTime > 0)
	{
		uint64 currRenderTick = (uint64) (time / (_UpdateTime / (NUM_FACES_TO_RENDER + 1)));
		numTexToRender = (uint) (currRenderTick - _LastRenderTick);
		_LastRenderTick = currRenderTick;
	}
	else
	{
		numTexToRender = NUM_FACES_TO_RENDER + 1;
	}
	if (!numTexToRender) return;
	if (_NumRenderedFaces == 0)
	{
		_StartRenderTime = time;
	}
	uint lastCubeFacesToRender = std::min((uint) NUM_FACES_TO_RENDER, _NumRenderedFaces + numTexToRender); // we don't render negative Z (only top hemisphere is used)
	for(uint k = _NumRenderedFaces; k < lastCubeFacesToRender; ++k)
	{
		driver.setRenderTarget(_EnvCubic, 0, 0, _EnvCubicSize, _EnvCubicSize, 0, (uint32) k);
		render((CTextureCube::TFace) k, _StartRenderTime);
	}
	_NumRenderedFaces = lastCubeFacesToRender;
	if (_NumRenderedFaces == NUM_FACES_TO_RENDER && (_NumRenderedFaces + numTexToRender) > NUM_FACES_TO_RENDER)
	{
		// render to 2D map
		driver.setRenderTarget(_Env2D, 0, 0, _Env2DSize, _Env2DSize);
		doInit();
		//
		driver.activeVertexProgram(NULL);
		driver.activeVertexBuffer(_FlattenVB);
		driver.activeIndexBuffer(_FlattenIB);
		driver.setFrustum(-1.f, 1.f, -1.f, 1.f, 0.f, 1.f, false);
		driver.setupViewMatrix(CMatrix::Identity);
		CMatrix mat;
		//mat.scale(0.8f);
		driver.setupModelMatrix(mat);
		_MaterialPassThru.setTexture(0, _EnvCubic);
		_MaterialPassThru.texConstantColor(0, CRGBA(255, 255, 255, _Alpha));
		driver.renderTriangles(_MaterialPassThru, 0, FVB_NUM_TRIS);
		_NumRenderedFaces = 0; // start to render again
	}
	driver.setRenderTarget(NULL);
}