void PostEffectVis::_setDefaultCaption( VisWindow &vis, U32 texIndex ) { PostEffect *pfx = vis.pfx; GuiWindowCtrl *winCtrl = vis.window[texIndex]; if ( texIndex == Target ) { char caption[256]; char name[256]; if ( pfx->getName() == NULL || dStrlen( pfx->getName() ) == 0 ) dSprintf( name, 256, "(none)" ); else dSprintf( name, 256, "%s", pfx->getName() ); dSprintf( caption, 256, "%s[%i] target [NOT ENABLED]", name, pfx->getId() ); winCtrl->setDataField( StringTable->insert("text"), NULL, caption ); } else { char caption[256]; char name[256]; if ( pfx->getName() == NULL || dStrlen( pfx->getName() ) == 0 ) dSprintf( name, 256, "(none)" ); else dSprintf( name, 256, "%s", pfx->getName() ); dSprintf( caption, 256, "%s[%i] input%i - %s [NOT ENABLED]", name, pfx->getId(), texIndex-1, pfx->mTexFilename[texIndex-1].c_str() ); winCtrl->setDataField( StringTable->insert("text"), NULL, caption ); } }
void setup_graphics(Device *device, int w, int h) { device->render_state().SetWinSize(w, h); depth_fbo.Init(w, h); LOGI("Version : %s", RendererEnv::Version().c_str()); LOGI("Vendor : %s", RendererEnv::Vender().c_str()); LOGI("Renderer : %s", RendererEnv::Renderer().c_str()); LOGI("Extensions List"); auto ext_list = RendererEnv::ExtensionList(); auto ext_it = ext_list.begin(); auto ext_endit = ext_list.end(); for( ; ext_it != ext_endit ; ++ext_it) { LOGI("%s", ext_it->c_str()); } { //create shader string simple_vs_path = Filesystem::GetAppPath("shader/simple.vs"); string simple_fs_path = Filesystem::GetAppPath("shader/simple.fs"); simple_shader.LoadFromFile(simple_vs_path, simple_fs_path); string color_vs_path = Filesystem::GetAppPath("shader/const_color.vs"); string color_fs_path = Filesystem::GetAppPath("shader/const_color.fs"); color_shader.LoadFromFile(color_vs_path, color_fs_path); } { //post effect string vs_path = Filesystem::GetAppPath("posteffect/shared.vs"); string to_grayscale_fs_path = Filesystem::GetAppPath("posteffect/to_grayscale.fs"); string null_fs_path = Filesystem::GetAppPath("posteffect/null.fs"); grayscale_post_effect.InitFromFile(vs_path, to_grayscale_fs_path); null_post_effect.InitFromFile(vs_path, null_fs_path); } //lodepng const char *texture_table[][2] = { { "sora", "texture/sora.png" }, { "sora2", "texture/sora2.png" }, }; int tex_count = sizeof(texture_table) / sizeof(texture_table[0]); for(int i = 0 ; i < tex_count ; i++) { std::string tex_path = sora::Filesystem::GetAppPath(texture_table[i][1]); sora::MemoryFile tex_file(tex_path); tex_file.Open(); Texture tex(texture_table[i][0]); tex.Init(); Image img; img.LoadPNG(tex_file.start, tex_file.end - tex_file.start); tex.LoadTexture(img); device->tex_mgr()->Add(tex); } }
void WaterObject::onRemove() { Con::NotifyDelegate clbk( this, &WaterObject::_onDisableTrueRelfections ); Con::removeVariableNotify( "$pref::Water::disableTrueReflections", clbk ); if ( isClientObject() ) { mPlaneReflector.unregisterReflector(); cleanupMaterials(); PostEffect *underWaterEffect = getUnderwaterEffect( ); if( underWaterEffect ) underWaterEffect->disable( ); } Parent::onRemove(); }
void VPostEffectNetEvent::process( NetConnection *pConnection ) { PostEffect *postEffect; if ( !Sim::findObject( mPostEffect, postEffect ) ) { Con::warnf( "VPostEffectNetEvent::process() - Unable to find PostEffect Object '%s'", mPostEffect ); return; } if ( mEnabled ) { // Enable Effect. postEffect->enable(); } else { // Disable Effect. postEffect->disable(); } }
void WaterObject::updateUnderwaterEffect( SceneRenderState *state ) { AssertFatal( isClientObject(), "uWaterObject::updateUnderwaterEffect() called on the server" ); PostEffect *effect = getUnderwaterEffect(); if ( !effect ) return; // Never use underwater postFx with Basic Lighting, we don't have depth. if ( mBasicLighting ) { effect->disable(); return; } GameConnection *conn = GameConnection::getConnectionToServer(); if ( !conn ) return; GameBase *control = conn->getControlObject(); if ( !control ) return; WaterObject *water = control->getCurrentWaterObject(); if ( water == NULL ) effect->disable(); else if ( water == this ) { MatrixF mat; conn->getControlCameraTransform( 0, &mat ); if ( mUnderwater ) { effect->enable(); effect->setOnThisFrame( true ); mWaterFogData.depthGradMax = mDepthGradientMax; state->getSceneManager()->setWaterFogData( mWaterFogData ); // Register our depthGradient texture with a name so it can // be fetched by the effect when it renders. if ( !mNamedDepthGradTex.isRegistered() ) mNamedDepthGradTex.registerWithName( "waterDepthGradMap" ); mNamedDepthGradTex.setTexture( mDepthGradientTex ); } else effect->disable(); } }
namespace posteffect { Shader simple_shader; Shader color_shader; PostEffect null_post_effect; PostEffect grayscale_post_effect; VertexBufferObject vbo; IndexBufferObject wire_ibo; FrameBuffer depth_fbo; void setup_graphics(Device *device, int w, int h) { device->render_state().SetWinSize(w, h); depth_fbo.Init(w, h); LOGI("Version : %s", RendererEnv::Version().c_str()); LOGI("Vendor : %s", RendererEnv::Vender().c_str()); LOGI("Renderer : %s", RendererEnv::Renderer().c_str()); LOGI("Extensions List"); auto ext_list = RendererEnv::ExtensionList(); auto ext_it = ext_list.begin(); auto ext_endit = ext_list.end(); for( ; ext_it != ext_endit ; ++ext_it) { LOGI("%s", ext_it->c_str()); } { //create shader string simple_vs_path = Filesystem::GetAppPath("shader/simple.vs"); string simple_fs_path = Filesystem::GetAppPath("shader/simple.fs"); simple_shader.LoadFromFile(simple_vs_path, simple_fs_path); string color_vs_path = Filesystem::GetAppPath("shader/const_color.vs"); string color_fs_path = Filesystem::GetAppPath("shader/const_color.fs"); color_shader.LoadFromFile(color_vs_path, color_fs_path); } { //post effect string vs_path = Filesystem::GetAppPath("posteffect/shared.vs"); string to_grayscale_fs_path = Filesystem::GetAppPath("posteffect/to_grayscale.fs"); string null_fs_path = Filesystem::GetAppPath("posteffect/null.fs"); grayscale_post_effect.InitFromFile(vs_path, to_grayscale_fs_path); null_post_effect.InitFromFile(vs_path, null_fs_path); } //lodepng const char *texture_table[][2] = { { "sora", "texture/sora.png" }, { "sora2", "texture/sora2.png" }, }; int tex_count = sizeof(texture_table) / sizeof(texture_table[0]); for(int i = 0 ; i < tex_count ; i++) { std::string tex_path = sora::Filesystem::GetAppPath(texture_table[i][1]); sora::MemoryFile tex_file(tex_path); tex_file.Open(); Texture tex(texture_table[i][0]); tex.Init(); Image img; img.LoadPNG(tex_file.start, tex_file.end - tex_file.start); tex.LoadTexture(img); device->tex_mgr()->Add(tex); } } float aptitude = 10; //위도. -90~90. 세로 위치 표현 float latitude = 10; //경도 void draw_frame(Device *device) { SR_CHECK_ERROR("Begin RenderFrame"); RenderState &render_state = device->render_state(); vec4ub color(77, 77, 77, 255); render_state.ClearBuffer(true, true, false, color); //3d device->render_state().Set3D(); depth_fbo.Bind(); //fbo로 그리기. deferred같은거 구현하기 위해서 임시로 시도함 device->render_state().Set3D(); render_state.ClearBuffer(true, true, false, color); VertexList vert_list; vert_list.push_back(CreateVertex(vec3(-0.5, -0.5, 0), vec2(0, 0))); vert_list.push_back(CreateVertex(vec3(0.5, -0.5, 0), vec2(1, 0))); vert_list.push_back(CreateVertex(vec3(0, 0.5, 0), vec2(0.5, 1))); //vbo, ibo 적절히 만들기 if(vbo.Loaded() == false) { vbo.Init(vert_list); } if(wire_ibo.Loaded() == false) { IndexList index_list; index_list.push_back(0); index_list.push_back(1); index_list.push_back(1); index_list.push_back(2); index_list.push_back(2); index_list.push_back(0); wire_ibo.Init(index_list); } { //shader사용 선언이 가장 먼저 device->render_state().UseShader(color_shader); SR_CHECK_ERROR("UseShader"); mat4 mvp(1.0f); ShaderVariable mvp_var = color_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); vec4 color(1.0f); ShaderVariable const_color_var = color_shader.uniform_var(kConstColorHandleName); SetUniformVector(const_color_var, color); SR_CHECK_ERROR("SetVector"); color_shader.SetVertexList(vert_list); color_shader.DrawArrays(kDrawTriangles, vert_list.size()); color_shader.DrawArrays(kDrawTriangles, vbo); color_shader.DrawElements(kDrawLines, vbo, wire_ibo); } { //shader사용 선언이 가장 먼저 device->render_state().UseShader(simple_shader); TexturePtr tex = device->tex_mgr()->Get("sora"); device->render_state().UseTexture(*tex, 0); SR_CHECK_ERROR("UseShader"); mat4 mvp(1.0f); mvp = glm::rotate(mvp, 10.0f, vec3(0, 0, 1)); ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); SR_CHECK_ERROR("SetMatrix"); simple_shader.SetVertexList(vert_list); simple_shader.DrawArrays(kDrawTriangles, vert_list.size()); } //일반 3d객체 그리기+카메라 회전 장착 { //set camera + projection float win_width = (float)device->render_state().win_width(); float win_height = (float)device->render_state().win_height(); glm::mat4 projection = glm::perspective(45.0f, win_width / win_height, 0.1f, 100.0f); float radius = 4; float cam_x = radius * cos(SR_DEG_2_RAD(aptitude)) * sin(SR_DEG_2_RAD(latitude)); float cam_y = radius * sin(SR_DEG_2_RAD(aptitude)); float cam_z = radius * cos(SR_DEG_2_RAD(aptitude)) * cos(SR_DEG_2_RAD(latitude)); vec3 eye(cam_x, cam_y, cam_z); vec3 center(0); vec3 up(0, 1, 0); glm::mat4 view = glm::lookAt(eye, center, up); glm::mat4 mvp(1.0f); mvp = projection * view; ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); SR_CHECK_ERROR("SetMatrix"); GeometricObject<Vertex> mesh; //mesh.PointTeapot(0.05f); //mesh.WireTeapot(0.05f); //mesh.SolidTeapot(0.05f); //mesh.WireShpere(1, 16, 16); //mesh.PointShpere(1, 16, 16); //mesh.SolidSphere(1, 16, 16); //mesh.SolidCube(1, 1, 1); //mesh.WireCube(1, 1, 1); mesh.PointCube(1, 1, 1); //mesh.PointCylinder(1, 1, 2, 8, 8); //mesh.WireCylinder(1, 1, 2, 8, 8); mesh.SolidCylinder(1, 1, 2, 8, 8); //mesh.WireAxis(5); //mesh.SolidPlane(3); //mesh.WirePlane(3, 0.1f); //mesh.SolidTorus(1, 0.1); //mesh.SolidCone(2, 2); auto it = mesh.Begin(); auto endit = mesh.End(); for( ; it != endit ; ++it) { const DrawCmdData<Vertex> &cmd = *it; //앞면 뒷면 그리기를 허용/불가능 정보까지 내장해야 //뚜껑없는 원통 그리기가 편하다 if(cmd.disable_cull_face == true) { glDisable(GL_CULL_FACE); } simple_shader.SetVertexList(cmd.vertex_list); if(cmd.index_list.empty()) { simple_shader.DrawArrays(cmd.draw_mode, cmd.vertex_list.size()); } else { simple_shader.DrawElements(cmd.draw_mode, cmd.index_list); } if(cmd.disable_cull_face == true) { glEnable(GL_CULL_FACE); } } } depth_fbo.Unbind(); /* //fbo에 있는 내용을 적절히 그리기 { device->render_state().Set2D(); device->render_state().UseShader(simple_shader); ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); mat4 world_mat(1.0f); SetUniformMatrix(mvp_var, world_mat); //device->render_state().UseTexture(depth_fbo.color_tex()); device->render_state().UseTexture(depth_fbo.depth_tex()); Vertex2DList vert_list; vert_list.push_back(CreateVertex2D(-1, -1, 0, 0)); vert_list.push_back(CreateVertex2D(1, -1, 1, 0)); vert_list.push_back(CreateVertex2D(1, 1, 1, 1)); vert_list.push_back(CreateVertex2D(-1, 1, 0, 1)); simple_shader.SetVertexList(vert_list); simple_shader.DrawArrays(kDrawTriangleFan, vert_list.size()); } */ null_post_effect.DrawScissor(depth_fbo.color_tex(), 0, 0, 320, 480); grayscale_post_effect.DrawScissor(depth_fbo.color_tex(), 320, 0, 320, 480); grayscale_post_effect.Draw(depth_fbo.color_tex(), 100, 100, 100, 100); SR_CHECK_ERROR("End RenderFrame"); } void update_frame(sora::Device *def, float dt) { } } //namespace posteffect
void draw_frame(Device *device) { SR_CHECK_ERROR("Begin RenderFrame"); RenderState &render_state = device->render_state(); vec4ub color(77, 77, 77, 255); render_state.ClearBuffer(true, true, false, color); //3d device->render_state().Set3D(); depth_fbo.Bind(); //fbo로 그리기. deferred같은거 구현하기 위해서 임시로 시도함 device->render_state().Set3D(); render_state.ClearBuffer(true, true, false, color); VertexList vert_list; vert_list.push_back(CreateVertex(vec3(-0.5, -0.5, 0), vec2(0, 0))); vert_list.push_back(CreateVertex(vec3(0.5, -0.5, 0), vec2(1, 0))); vert_list.push_back(CreateVertex(vec3(0, 0.5, 0), vec2(0.5, 1))); //vbo, ibo 적절히 만들기 if(vbo.Loaded() == false) { vbo.Init(vert_list); } if(wire_ibo.Loaded() == false) { IndexList index_list; index_list.push_back(0); index_list.push_back(1); index_list.push_back(1); index_list.push_back(2); index_list.push_back(2); index_list.push_back(0); wire_ibo.Init(index_list); } { //shader사용 선언이 가장 먼저 device->render_state().UseShader(color_shader); SR_CHECK_ERROR("UseShader"); mat4 mvp(1.0f); ShaderVariable mvp_var = color_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); vec4 color(1.0f); ShaderVariable const_color_var = color_shader.uniform_var(kConstColorHandleName); SetUniformVector(const_color_var, color); SR_CHECK_ERROR("SetVector"); color_shader.SetVertexList(vert_list); color_shader.DrawArrays(kDrawTriangles, vert_list.size()); color_shader.DrawArrays(kDrawTriangles, vbo); color_shader.DrawElements(kDrawLines, vbo, wire_ibo); } { //shader사용 선언이 가장 먼저 device->render_state().UseShader(simple_shader); TexturePtr tex = device->tex_mgr()->Get("sora"); device->render_state().UseTexture(*tex, 0); SR_CHECK_ERROR("UseShader"); mat4 mvp(1.0f); mvp = glm::rotate(mvp, 10.0f, vec3(0, 0, 1)); ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); SR_CHECK_ERROR("SetMatrix"); simple_shader.SetVertexList(vert_list); simple_shader.DrawArrays(kDrawTriangles, vert_list.size()); } //일반 3d객체 그리기+카메라 회전 장착 { //set camera + projection float win_width = (float)device->render_state().win_width(); float win_height = (float)device->render_state().win_height(); glm::mat4 projection = glm::perspective(45.0f, win_width / win_height, 0.1f, 100.0f); float radius = 4; float cam_x = radius * cos(SR_DEG_2_RAD(aptitude)) * sin(SR_DEG_2_RAD(latitude)); float cam_y = radius * sin(SR_DEG_2_RAD(aptitude)); float cam_z = radius * cos(SR_DEG_2_RAD(aptitude)) * cos(SR_DEG_2_RAD(latitude)); vec3 eye(cam_x, cam_y, cam_z); vec3 center(0); vec3 up(0, 1, 0); glm::mat4 view = glm::lookAt(eye, center, up); glm::mat4 mvp(1.0f); mvp = projection * view; ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); SetUniformMatrix(mvp_var, mvp); SR_CHECK_ERROR("SetMatrix"); GeometricObject<Vertex> mesh; //mesh.PointTeapot(0.05f); //mesh.WireTeapot(0.05f); //mesh.SolidTeapot(0.05f); //mesh.WireShpere(1, 16, 16); //mesh.PointShpere(1, 16, 16); //mesh.SolidSphere(1, 16, 16); //mesh.SolidCube(1, 1, 1); //mesh.WireCube(1, 1, 1); mesh.PointCube(1, 1, 1); //mesh.PointCylinder(1, 1, 2, 8, 8); //mesh.WireCylinder(1, 1, 2, 8, 8); mesh.SolidCylinder(1, 1, 2, 8, 8); //mesh.WireAxis(5); //mesh.SolidPlane(3); //mesh.WirePlane(3, 0.1f); //mesh.SolidTorus(1, 0.1); //mesh.SolidCone(2, 2); auto it = mesh.Begin(); auto endit = mesh.End(); for( ; it != endit ; ++it) { const DrawCmdData<Vertex> &cmd = *it; //앞면 뒷면 그리기를 허용/불가능 정보까지 내장해야 //뚜껑없는 원통 그리기가 편하다 if(cmd.disable_cull_face == true) { glDisable(GL_CULL_FACE); } simple_shader.SetVertexList(cmd.vertex_list); if(cmd.index_list.empty()) { simple_shader.DrawArrays(cmd.draw_mode, cmd.vertex_list.size()); } else { simple_shader.DrawElements(cmd.draw_mode, cmd.index_list); } if(cmd.disable_cull_face == true) { glEnable(GL_CULL_FACE); } } } depth_fbo.Unbind(); /* //fbo에 있는 내용을 적절히 그리기 { device->render_state().Set2D(); device->render_state().UseShader(simple_shader); ShaderVariable mvp_var = simple_shader.uniform_var(kMVPHandleName); mat4 world_mat(1.0f); SetUniformMatrix(mvp_var, world_mat); //device->render_state().UseTexture(depth_fbo.color_tex()); device->render_state().UseTexture(depth_fbo.depth_tex()); Vertex2DList vert_list; vert_list.push_back(CreateVertex2D(-1, -1, 0, 0)); vert_list.push_back(CreateVertex2D(1, -1, 1, 0)); vert_list.push_back(CreateVertex2D(1, 1, 1, 1)); vert_list.push_back(CreateVertex2D(-1, 1, 0, 1)); simple_shader.SetVertexList(vert_list); simple_shader.DrawArrays(kDrawTriangleFan, vert_list.size()); } */ null_post_effect.DrawScissor(depth_fbo.color_tex(), 0, 0, 320, 480); grayscale_post_effect.DrawScissor(depth_fbo.color_tex(), 320, 0, 320, 480); grayscale_post_effect.Draw(depth_fbo.color_tex(), 100, 100, 100, 100); SR_CHECK_ERROR("End RenderFrame"); }