//---------------------------------------------------------------------------- void BlendedAnimations::CreateScene () { mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); mScene = new0 Node(); mScene->AttachChild(mManager.GetRoot()); // Create a floor to walk on. 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); mFloor = StandardMesh(vformat).Rectangle(2, 2, 1024.0f, 2048.0f); VertexBufferAccessor vba(mFloor); for (int i = 0; i < vba.GetNumVertices(); ++i) { Float2& tcoord = vba.TCoord<Float2>(0, i); tcoord[0] *= 64.0f; tcoord[1] *= 256.0f; } std::string textureName = Environment::GetPathR("Grating.wmtf"); Texture2D* texture = Texture2D::LoadWMTF(textureName); texture->GenerateMipmaps(); mFloor->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture, Shader::SF_LINEAR_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT)); mScene->AttachChild(mFloor); ComputeVisibleSet(mScene); }
//---------------------------------------------------------------------------- void SphereMaps::CreateScene () { mScene = new0 Node(); mTrnNode = new0 Node(); mScene->AttachChild(mTrnNode); VertexFormat* vformat = VertexFormat::Create(3, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 1); TriMesh* mesh = StandardMesh(vformat).Torus(64, 64, 1.0f, 0.5f); mTrnNode->AttachChild(mesh); std::string effectFile = Environment::GetPathR("SphereMap.wmfx"); SphereMapEffect* effect = new0 SphereMapEffect(effectFile); std::string environmentName = Environment::GetPathR("SphereMap.wmtf"); Texture2D* environmentTexture = Texture2D::LoadWMTF(environmentName); environmentTexture->GenerateMipmaps(); mesh->SetEffectInstance(effect->CreateInstance(environmentTexture)); }
//---------------------------------------------------------------------------- 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; }
//---------------------------------------------------------------------------- void Terrains::CreateScene () { // Create the root of the scene. mScene = new0 Node(); // Load and initialize the sky dome. It follows the camera. std::string skyMeshName = Environment::GetPathR("SkyDomePNT2.wmvf"); Visual::PrimitiveType type; VertexFormat* vformat; VertexBuffer* vbuffer; IndexBuffer* ibuffer; Visual::LoadWMVF(skyMeshName, type, vformat, vbuffer, ibuffer); mSkyDome = new0 TriMesh(vformat, vbuffer, ibuffer); mScene->AttachChild(mSkyDome); APoint skyPosition = mCamera->GetPosition(); skyPosition[2] = 0.0f; mSkyDome->LocalTransform.SetTranslate(skyPosition); mSkyDome->LocalTransform.SetUniformScale(mCamera->GetDMax()); Texture2DEffect* skyEffect = new0 Texture2DEffect( Shader::SF_LINEAR_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT); std::string skyTextureName = Environment::GetPathR("SkyDome.wmtf"); Texture2D* skyTexture = Texture2D::LoadWMTF(skyTextureName); skyTexture->GenerateMipmaps(); mSkyDome->SetEffectInstance(skyEffect->CreateInstance(skyTexture)); // Load the height field and create the terrain. vformat = VertexFormat::Create(3, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 1); // For lower-resolution terrain, change the paths to Height64/Color64 or // Height32/Color32. std::string heightName = ThePath + "Data/Height128/height"; std::string colorName = ThePath + "Data/Color128/color"; mTerrain = new0 Terrain(heightName, vformat, mCamera); mScene->AttachChild(mTerrain); // The effect that is shared across all pages. std::string effectFile = Environment::GetPathR("BaseMulDetailFogExpSqr.wmfx"); TerrainEffect* terrainEffect = new0 TerrainEffect(effectFile); std::string detailName = Environment::GetPathR("Detail.wmtf"); Texture2D* detailTexture = Texture2D::LoadWMTF(detailName); detailTexture->GenerateMipmaps(); ShaderFloat* fogColorDensity = new0 ShaderFloat(1); (*fogColorDensity)[0] = 0.5686f; (*fogColorDensity)[1] = 0.7255f; (*fogColorDensity)[2] = 0.8353f; (*fogColorDensity)[3] = 0.0015f; // Attach an effect to each page. Preload all resources to video memory. // This will avoid frame rate stalls when new terrain pages are // encountered as the camera moves. const int numRows = mTerrain->GetRowQuantity(); const int numCols = mTerrain->GetColQuantity(); for (int r = 0; r < numRows; ++r) { for (int c = 0; c < numCols; ++c) { TerrainPage* page = mTerrain->GetPage(r, c); char suffix[32]; sprintf(suffix, ".%d.%d.wmtf", r, c); std::string colorTextureName = colorName + std::string(suffix); Texture2D* colorTexture = Texture2D::LoadWMTF(colorTextureName); colorTexture->GenerateMipmaps(); VisualEffectInstance* instance = terrainEffect->CreateInstance( colorTexture, detailTexture, fogColorDensity); page->SetEffectInstance(instance); mRenderer->Bind(page->GetVertexBuffer()); mRenderer->Bind(page->GetVertexFormat()); mRenderer->Bind(page->GetIndexBuffer()); mRenderer->Bind(colorTexture); } } }