Esempio n. 1
0
int main()
{
	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 1;
	settings.MultiSamplingQuality = 0;
	IApplication* device = createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->createSceneManager();
	IMeshManager* meshManager = driver->getMeshManager();
	IPipelineManager* pipelineManager = driver->getPipelineManager();

	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");

	ISimpleMesh* mesh = createWaterMesh(meshManager, "waterwave", 1000.0f, 1000.0f, 30, 30);
	IMeshNode* meshNode = smgr->addMeshNode(mesh, nullptr, nullptr);
	meshNode->setMaterialName("test/wave_material");
	meshNode->setNeedCulling(false);

	IPipeline* pipeline = pipelineManager->get("test/wave_pipeline");

	ILightNode* light = smgr->addPointLight(1, nullptr, false, XMFLOAT3(10.0f, 50.0f, -10.0f), 1000.0f);
	light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f));
	light->setDiffuse(XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f));
	light->setAttenuation(1.0f, 0.0f, 0.0f);

	// gTangentWorldMatrix
	XMVECTOR normal = XMVectorSet(0, 1.0f, 0, 0);
	XMVECTOR tangent = XMVectorSet(1.0f, 0, 0, 0);
	XMVECTOR B = XMVector3Cross(normal, tangent);

	XMMATRIX TBN = XMMATRIX(tangent, B, normal, XMVectorSet(0, 0, 0, 1.0f));
	pipeline->setMatrix("gTangentWorldMatrix", TBN);

	ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 40.0f, -4.0f), XMFLOAT3(0, 40.0f, 0.0f));
	camera->setFarZ(10000.0f);
	char caption[200];

	ITimer* timer = device->getTimer();
	timer->reset();

	static float t1 = 0.0f;
	static float t2 = 0.0f;
	
	E_FILL_MODE fillMode = E_FILL_SOLID;

	/*
	SCompositorCreateParam param;
	param.Bloom.BlurPassCount = 3;
	param.Bloom.BrightnessThreshold = 0.85f;
	param.Bloom.BlurTexelDistance = 1.0f;
	param.Bloom.BlurTextureWidth = 400;
	param.Bloom.BlurTextureHeight = 300;
	
	ICompositor* bloom = smgr->createCompositor(ECT_BLOOM, param);
	smgr->addCompositor(bloom);

	*/

	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		float dt = timer->tick() * 0.001f;
		t1 += dt * 0.032f;
		t2 += dt * 0.02f;
		if (t1 > 1.0f)
			t1 -= 1.0f;
		if (t2 > 1.0f)
			t2 -= 1.0f;

		XMMATRIX texTransform1 = XMMatrixTranslation(t1, 0, 0);
		XMMATRIX texTransform2 = XMMatrixTranslation(0, t2, 0);

		pipeline->setMatrix("gTexTransform1", texTransform1);
		pipeline->setMatrix("gTexTransform2", texTransform2);

		updateCamera(camera, dt);

		smgr->update(dt);
		smgr->drawAll();

		driver->endScene();

		sprintf(caption, "FPS:%f", getFps(dt));
		device->setWindowCaption(caption);
	}

	device->drop();

	return 0;
}
Esempio n. 2
0
int main()
{

	int d = 1;
	GF_PRINT_CONSOLE_INFO("Hello:%d\n", d);

	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;

	IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);
	IVideoDriver* driver = device->getVideoDriver();
	IShaderManager* shaderManager = driver->getShaderManager();
	IInputLayoutManager* inputlayoutManager = driver->getInputLayoutManager();
	IPipelineManager* pipelineMgr = driver->getPipelineManager();

	IShader* vs = shaderManager->load(EST_VERTEX_SHADER, "color.hlsl", "ColorVertexShader");
	IShader* ps = shaderManager->load(EST_PIXEL_SHADER, "PixelShader.hlsl", "ColorPixelShader");

	std::vector<SInputLayoutElement> elements;
	elements.resize(2);
	elements[0].SemanticName = "POSITION";
	elements[0].SemanticIndex = 0;
	elements[0].Format = EGF_R32G32B32_FLOAT;
	elements[0].Offset = 0;
	elements[1].SemanticName = "COLOR";
	elements[1].SemanticIndex = 0;
	elements[1].Format = EGF_R32G32B32A32_FLOAT;
	elements[1].Offset = 12;

	IInputLayout* layout = inputlayoutManager->create(elements, vs);


	IShader* shaders[2] = { vs, ps };
	IPipeline* pipeline = pipelineMgr->create("color", shaders, 2, layout, EPT_TRIANGLELIST);

	ISceneManager* smgr = device->getSceneManager();
	
	Vertex vertices[3];
	vertices[0] = Vertex(XMFLOAT3(-1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f));
	vertices[1] = Vertex(XMFLOAT3(0.0f,   0.6f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f));
	vertices[2] = Vertex(XMFLOAT3(1.0f,  -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f));
	//IMesh* mesh = smgr->createSimpleMesh(&vertices, 3, sizeof(Vertex), nullptr, 0, 0);
	IMesh* mesh = smgr->createCubeMesh();
	IMeshNode* meshNode = smgr->addMeshNode(mesh, pipeline);

	//CD3D11ShaderManager* s = new CD3D11ShaderManager(nullptr);

	XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f);
	XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMVECTOR at = XMVectorZero();

	XMMATRIX view = XMMatrixLookAtLH(eye, at, up);

	XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f * 3.14f,
		static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
		1.0f, 1000.0f);


	meshNode->translate(0, 0, 5.0f);
	XMMATRIX world = meshNode->getAbsoluteTransformation();
	//XMMATRIX world = XMMatrixIdentity();

	
	pipeline->setMatrix("viewMatrix", reinterpret_cast<f32*>(&view));
	pipeline->setMatrix("projectionMatrix", reinterpret_cast<f32*>(&proj));

	SShaderAutoVariable var;
	var.Type = ESAVT_WORLD_MATRIX;
	var.ShaderType = EST_VERTEX_SHADER;
	var.VariableName = "worldMatrix";

	pipeline->addShaderAutoVariable(var);

	std::cout << "Hello World" << std::endl;

	ITimer* timer = device->createTimer();
	timer->reset();
	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		f32 dt = timer->tick();
		//std::cout << dt << std::endl;

		meshNode->setPosition(0, 0, -2.0f);
		meshNode->yaw(1.0f * dt);

		smgr->drawAll();

		//XMMATRIX world = meshNode->getAbsoluteTransformation();
		//pipeline->setMatrix("worldMatrix", reinterpret_cast<f32*>(&world));

		driver->endScene();
	}

	return 0;
}