Example #1
0
RenderViewer::RenderViewer()
{
	mLayout = new MGUI::Layout(NULL, NULL);
	mTextBox = new MGUI::TextBox(NULL, mLayout);
	mTextBox->SetAlign(MGUI::eAlign::LEFT | MGUI::eAlign::BOTTOM);

	// create grid mesh
	mGridMesh = new Mesh();
	SubMesh * pMeshBuffer = mGridMesh->NewSubMesh();

	pMeshBuffer->GetRenderOp()->vertexDeclarations[0].AddElement(eVertexSemantic::POSITION, eVertexType::FLOAT2);

	pMeshBuffer->GetRenderOp()->vertexBuffers[0] = HWBufferManager::Instance()->NewVertexBuffer(2 * sizeof(float), (GRID_SIZE + 1) * 2 * 2);

	int index = 0;
	float * data = (float *)pMeshBuffer->GetRenderOp()->vertexBuffers[0]->Lock(eLockFlag::WRITE);
	{
		float _s = -GRID_SIZE / 2 * METER_LEN;
		float _e = GRID_SIZE / 2 * METER_LEN;

		float y = _s;
		float dy = METER_LEN;
		for (int i = 0; i < GRID_SIZE + 1; ++i)
		{
			data[index++] = _s; data[index++] = y;
			data[index++] = _e; data[index++] = y;

			y += dy;
		}

		float x = _s;
		float dx = METER_LEN;
		for (int i = 0; i < GRID_SIZE + 1; ++i)
		{
			data[index++] = x; data[index++] = _s;
			data[index++] = x; data[index++] = _e;

			x += dx;
		}
	}
	pMeshBuffer->GetRenderOp()->vertexBuffers[0]->Unlock();

	pMeshBuffer->GetRenderOp()->primCount = (GRID_SIZE + 1) * 2;
	pMeshBuffer->GetRenderOp()->primType = ePrimType::LINE_LIST;

	ShaderFX * pShaderFX = ShaderFXManager::Instance()->Load("Grid", "Grid.mfx");
	d_assert(pShaderFX != NULL);
	pMeshBuffer->SetShaderFX(pShaderFX);

	mGridMesh->SetLocalAabb(Aabb::Infinite);

	Layout();

	World::Instance()->E_RenderEnd += new cListener0<RenderViewer>(this, &RenderViewer::OnUpdate);
}
Example #2
0
	void PS_Mesh::_update(Particle * p)
	{
		Float3 Position = p->Position;
		if (mParent->IsLocalSpace())
			Position.TransformA(mParent->GetParent()->GetWorldTM());

		mMesh->SetPosition(Position);
		mMesh->SetOpacity(p->Color.a);
		mMesh->SetRotationEx(p->Rotation);
		mMesh->SetScale(p->Size);
		mMesh->_updateTM();

		int blendMode = mParent->GetBlendMode();

		for (int i = 0; i < mMesh->GetSubMeshCount(); ++i)
		{
			SubMesh * submesh = mMesh->GetSubMesh(i);
			Material * mtl = submesh->GetMaterial();
			
			mtl->diffuse = Float3(p->Color.r, p->Color.g, p->Color.b);
			if (mParent->_getTexture() != NULL)
			{
				mtl->maps[eMapType::DIFFUSE] = mParent->_getTexture();
			}

			if (mParent->GetShaderEnable())
			{
				mtl->depthMode = eDepthMode::N_LESS_EQUAL;

				if (blendMode == PS_BlendMode::ADD)
				{
					mtl->blendMode = eBlendMode::ADD;
				}
				else if (blendMode == PS_BlendMode::ALPHA_BLEND)
				{
					mtl->blendMode = eBlendMode::ALPHA_BLEND;
				}
				else if (blendMode == PS_BlendMode::COLOR_BLEND)
				{
					mtl->blendMode = eBlendMode::COLOR_BLEND;
				}
				else
				{
					mtl->blendMode = eBlendMode::OPACITY;
					mtl->depthMode = eDepthMode::LESS_EQUAL;
				}

				submesh->SetShaderFX(mParent->_getShaderFX());
				submesh->SetRenderCallBack(eRenderCallBack::SHADER, mParent->GetShader().c_ptr());
			}
		}
	}