void collectDefines(const CommonVertexShaderParams& shaderParams, ShaderDefines& shaderDefines ) { shaderDefines.clear(); if( shaderParams.skinning ) { shaderDefines.addDefine("USE_SKINNING"); shaderDefines.addDefine("NUM_BONES", shaderParams.bones + 1); } if( shaderParams.instancing ) { shaderDefines.addDefine("USE_INSTANSING"); } }
void collectDefines(const CommonFragmentShaderParams& shaderParams, ShaderDefines& shaderDefines) { shaderDefines.clear(); if( shaderParams.diffuseMap ) { shaderDefines.addDefine("USE_DIFFUSE_MAP"); } if( shaderParams.detailMap ) { shaderDefines.addDefine("USE_DETAIL_MAP"); } if( shaderParams.normalMap ) { shaderDefines.addDefine("USE_NORMAL_MAP"); } if( shaderParams.specularMap ) { shaderDefines.addDefine("USE_SPECULAR_MAP"); } if( shaderParams.emissionMap ) { shaderDefines.addDefine("USE_EMISSION_MAP"); } if( shaderParams.alphaTest ) { shaderDefines.addDefine("USE_ALPHA_TEST"); } }
void RenderTest1() { RenderParticleTest(); /* SharedPtr<File> file = CreateFile(); file->open( String("D:\\test.txt"), FILE_MODE_READ, FILE_TEXT); char buffer[1024]; size_t size = file->read( 5, &buffer[0] ); file->close(); */ SharedPtr<Foo111> foo = new Foo111; SharedPtr<Asset> asset; //asset->addListe asset = new TextureAsset("Content/tree_foliage.dds"); asset->load(); asset = new TextureAsset("Content/lizard_diff.dds"); asset->load(); //asset = new TextureAsset("Content/lizard_norm.dds"); asset = new TextureAsset("Content/TerrainDiffuseArray.dds"); asset->load(); asset = new TextureAsset("Content/TerrainNormalArray.dds"); //asset = new TextureAsset("Content/Terrain.dds"); //asset = new TextureAsset("Content/Wood.dds"); asset->addListener(foo); asset->load(); asset->removeListener(foo); AssetName a1("DisciplesIII"); SharedPtr<Skeleton> skeleton = CreateTestSkeleton(); unsigned numBones = skeleton->getNumBones(); TextureInfo info; gTextureManager = CreateTextureManager(); SharedPtr<Texture> texture1 = gTextureManager->createTexture(info); SharedPtr<Texture> texture2 = gTextureManager->createTexture(AssetName("textures/fire.dds")); MaterialInfo materialInfo; SharedPtr<Material> material = GetMaterialManager()->createMaterial(materialInfo); material->setTexture(texture1, MATERIAL_TEXTURE_DEFFUSE); texture1 = NULL; texture2 = NULL; SharedPtr<Geometry> geometry = new Geometry; geometry->addItem(GeometryItem(3,0)); geometry->addItem(GeometryItem(3,3)); geometry->addItem(GeometryItem(3,6)); geometry->addItem(GeometryItem(0,6,3,4,5)); //geometry->set size_t s = sizeof(RenderProfile); Map map; for (int i = 0; i < 10000000; i++) { RenderProfile rf; rf.field = rand(); rf.surface.skinning = 2; rf.postProcess.msaa = 4; rf.postProcess.dof = 2; //map.insert(Map::value_type(rf, NULL)); } printf("Passed...\n"); SharedPtr<Logger> logger = CreateLogger(); logger->start("MyLog.log"); logger->error("Render", "Hello!"); ShaderDefines shaderDefines; shaderDefines.addDefine("USE_EMISSION_MAP"); shaderDefines.addDefine("USE_DIFFUSE_MAP"); shaderDefines.addDefine("USE_SPECULAR_MAP"); shaderDefines.addDefine("USE_NORMAL_MAP"); shaderDefines.addDefine("USE_DETAIL_MAP"); shaderDefines.addDefine("USE_FOG"); shaderDefines.addDefine("USE_3DC"); shaderDefines.addDefine("NUM_SAMPLES",8); String string = shaderDefines.getString(); String defines = shaderDefines.getDefines(); logger->info("Render", string); logger->info("Render", defines); logger->stop(); SharedPtr<MemoryBuffer> mb = CreateMemoryBuffer(0xFFFF0000); if( mb ) { int* intPtr = (int*)mb->lock(); intPtr[0] = 0xFFFF; intPtr[0] = 0xDEAD; mb->unlock(); } mb=NULL; ResourceName texture3( "textures/particles/fire.dds"); SharedPtr<RenderScene> rs = CreateRenderScene(); SharedPtr<LightRenderSceneObject> sunLight = new LightRenderSceneObject; SharedPtr<ParticleSystemRenderSceneObject> particleSystemRenderSceneObject = new ParticleSystemRenderSceneObject; SharedPtr<TerrainRenderSceneObject> ts = new TerrainRenderSceneObject; SharedPtr<TextRenderSceneObject> textSceneObject = new TextRenderSceneObject; SharedPtr<MeshRenderSceneObject> meshSceneObject = new MeshRenderSceneObject; SharedPtr<LightRenderSceneObject> omniLights1 = new LightRenderSceneObject; SharedPtr<LightRenderSceneObject> omniLights2 = new LightRenderSceneObject; SharedPtr<LightRenderSceneObject> omniLights3 = new LightRenderSceneObject; //rs-> SharedPtr<ParticleSystemManager> particleSystemManager = CreateParticleSystemManager(); SharedPtr<ParticleSystem> particleSystem1 = particleSystemManager->createParticleSystem(); SharedPtr<ParticleSystem> particleSystem2 = particleSystemManager->createParticleSystem(); particleSystem1->addStream( new ParticleStream ); particleSystem1->addStream( new ParticleStream ); particleSystemRenderSceneObject->setParticleSystem(particleSystem1); particleSystem1 = NULL; particleSystem2 = NULL; rs->addLight(sunLight); LightInfo omniLightInfo; omniLightInfo.type = LIGHT_OMNI; omniLights1->setInfo(omniLightInfo); omniLights2->setInfo(omniLightInfo); omniLights3->setInfo(omniLightInfo); omniLights1->setColor(Color::RED, LIGHT_COLOR_DIFFUSE); rs->addLight(omniLights1); rs->addLight(omniLights2); rs->addLight(omniLights3); DynamicArray<SharedPtr<LightRenderSceneObject>> lights; rs->getLights(lights); rs->addMesh(meshSceneObject); //rs->addSceneObject(ps); //rs->addSceneObject(textSceneObject); textSceneObject->setText("Hello,world!"); particleSystemRenderSceneObject->setTransform(Transform()); rs->removeMesh(meshSceneObject); sunLight->setTransform(Transform()); //light-> rs->removeLight(omniLights1); rs->removeLight(omniLights2); rs->removeLight(omniLights3); rs->removeLight(sunLight); //rs->removeSceneObject(ps); /* HardwareTexture* htexture = NULL; SharedPtr<TextureSurface> surface[10]; for(unsigned mipLevel =0; mipLevel < 10; mipLevel++) { htexture->update(mipLevel, surface[mipLevel] ); } SharedPtr<TextureVolume> volume[10]; for (unsigned mipLevel = 0; mipLevel < 10; mipLevel++) { //htexture->update(mipLevel, surface[mipLevel]); htexture->update(mipLevel, volume[mipLevel]); } */ }