コード例 #1
0
  int main(int argc, char *argv[])
#endif
{
  /* C90 requires all vars to be declared at top of function */

  CoiHandle entity;
  CoiHandle node;
  CoiHandle light;
  CoiHandle rendersystem;
  CoiHandle renderwindow;
  CoiHandle viewport;

  CoiHandle plane;
  CoiHandle plane_entity;
  CoiHandle plane_node;

  CoiHandle terrain_group;
  CoiHandle terrain_iterator;
  CoiHandle import_data;
  CoiHandle image;

  float direction[3];
  float colour[4];

#if defined(LLCOI_TEST_USE_OPENINPUT)
  // Openinput
  oi_event evt;
  char openinput_window_params[100];
  unsigned int windowHnd = 0;

#if defined(PLATFORM_LINUX)
  Display *disp;
  Window win;
  unsigned int scrn;
#endif
#endif //LLCOI_TEST_USE_OPENINPUT

  keep_going = 1;
  long loop_x = 0;
  long loop_y = 0;

  // setup
  create_root("plugins.cfg", "ogre.cfg", "ogre.log");

  if (!(restore_config() || show_config_dialog()))
    {
      return 1;
    }

	setup_resources("resources.cfg");

  renderwindow = root_initialise(1, "Ogre Renderwindow");

  set_default_num_mipmaps(5);

  initialise_all_resource_groups();

  create_scene_manager("OctreeSceneManager", "The SceneManager");

  myCamera = create_camera(get_scene_manager(), "mycam");

  camera_set_position(myCamera, 1683, 50, 2116);

  camera_lookat(myCamera, 1963, -50, 1660);

  camera_set_near_clip_distance(myCamera, 1);
  camera_set_far_clip_distance(myCamera, 50000);

  viewport = add_viewport(myCamera);

  viewport_set_background_colour(viewport, 0, 0, 0);

  camera_set_aspect_ratio(myCamera, 800, 600);


  // entities

  plane = create_plane_from_normal(0, 1, 0, 0);
  mesh_manager_create_plane("ground", "General", plane, 1500, 1500, 20, 20, 1, 1, 5, 5, 0, 0, 1);
  plane_entity = create_entity(get_scene_manager(), "plane", "ground");
  entity_set_material_name(plane_entity, "Dev/Red");
  plane_node = create_child_scene_node(get_scene_manager(), "planenode");
  scene_node_attach_entity(plane_node, plane_entity);

  entity = create_entity(get_scene_manager(), "OgreHead", "ogrehead.mesh");

  node = create_child_scene_node(get_scene_manager(), "headNode");

  scene_node_attach_entity(node, entity);

  scene_manager_set_ambient_light_rgb(get_scene_manager(), 0.5f, 0.5f, 0.5f);

  light = create_light(get_scene_manager(), "mainLight");

  light_set_position(light, 20, 80, 50);


  // terrain
  create_terrain_global_options();
  terrain_group = create_terrain_group(get_scene_manager(), ALIGN_X_Z, 513, 12000.0f);
  terrain_group_set_filename_convention(terrain_group, "BasicTutorial3Terrain", "dat");
  terrain_group_set_origin(terrain_group, 0, 0, 0);

  // terrain defaults
  terrain_global_options_set_max_pixel_error(8);
  terrain_global_options_set_composite_map_distance(3000);

  terrain_global_options_set_light_map_direction_vector3(light_get_derived_direction(light));

  terrain_global_options_set_composite_map_ambient_colour(scene_manager_get_ambient_light(get_scene_manager()));// sm

  terrain_global_options_set_composite_map_diffuse_colour(light_get_diffuse_colour(light));// light

  import_data = terrain_group_get_default_import_settings(terrain_group);
  terrain_group_import_data_set_terrain_size(import_data, 513);
  terrain_group_import_data_set_world_size(import_data, 12000.0f);
  terrain_group_import_data_set_input_scale(import_data, 600);
  terrain_group_import_data_set_min_batch_size(import_data, 33);
  terrain_group_import_data_set_max_batch_size(import_data, 65);

  terrain_group_import_data_resize_layers(import_data, 3);
  terrain_group_import_data_set_layer(import_data, 0, 100, "nvidia/dirt_grayrocky_diffusespecular.dds", "nvidia/dirt_grayrocky_normalheight.dds");
  terrain_group_import_data_set_layer(import_data, 1, 30, "nvidia/grass_green-01_diffusespecular.dds", "nvidia/grass_green-01_normalheight.dds");
  terrain_group_import_data_set_layer(import_data, 2, 200, "nvidia/growth_weirdfungus-03_diffusespecular.dds", "nvidia/growth_weirdfungus-03_normalheight.dds");


  // define terrains
  for (loop_x; loop_x <= 0; ++loop_x)
    {
      for (loop_y; loop_y <= 0; ++loop_y)
        {
          if (resource_exists(terrain_group_get_resource_group(terrain_group), terrain_group_generate_filename(terrain_group, loop_x, loop_y)))
            {
              terrain_group_define_terrain(terrain_group, loop_x, loop_y);
            }
          else
            {
              image = create_image();
              image_load(image, "terrain.png");
              if (loop_x % 2 != 0)
                {
                  image_flip_around_y(image);
                }
              if (loop_y % 2 != 0)
                {
                  image_flip_around_x(image);
                }

              terrain_group_define_terrain_image(terrain_group, loop_x, loop_y, image);
              image_delete(image);
              image = NULL;
            }

        }
    }


  terrain_group_load_all_terrains(terrain_group, 1);

  // blend maps
  /*
  terrain_iterator = terrain_group_get_terrain_iterator(terrain_group);
  while(terrain_iterator_has_more_elements(terrain_iterator))
    {
      CoiHandle terrain = terrain_iterator_get_next(terrain_iterator);

      int blend_map_size = terrain_get_layer_blend_map_size(terrain);
      CoiHandle blend_map_0 = terrain_get_layer_blend_map(terrain, 1);
      CoiHandle blend_map_1 = terrain_get_layer_blend_map(terrain, 2);

      float min_height_0 = 70;
      float fade_dist_0 = 40;
      float min_height_1 = 70;
      float fade_dist_1 = 15;

      float* blend_1 = terrain_layer_blend_map_get_blend_pointer(blend_map_1);

      for(unsigned int y = 0; y < blend_map_size; ++y)
        {
          for(unsigned int x = 0; x < blend_map_size; ++x)
            {
              float tx, ty;
              terrain_layer_blend_map_convert_image_to_terrain_space(x, y, &tx, &ty);
              float height = terrain_get_height_at_terrain_position(tx, ty);
              float val = (height - min_height_0) / fade_dist_0;
              val = math_clamp_f(val, 0.0f, 1.0f);
              val = (height - min_height_1) / fade_dist_1;
              val = math_clamp_f(val, 0.0f, 1.0f);

              *blend_1++ = val;
            }
        }

      terrain_layer_blend_map_dirty(blend_map_0);
      terrain_layer_blend_map_dirty(blend_map_1);
      terrain_layer_blend_map_update(blend_map_0);
      terrain_layer_blend_map_update(blend_map_1);
    }
  */

  terrain_group_free_temporary_resources(terrain_group);
  // listeners

  add_frame_listener(frame_listener_test,EVENT_FRAME_RENDERING_QUEUED|EVENT_FRAME_STARTED);

	add_window_listener(renderwindow, window_event_listener_test);

  input_manager = create_input_system(render_window_get_hwnd(renderwindow));
  input_listener = create_input_listener();

  keyboard = create_keyboard_object(input_manager, 1);
  mouse = create_mouse_object(input_manager, 1);

  attach_keyboard_listener(keyboard, input_listener);
  attach_mouse_listener(mouse, input_listener);
  add_key_pressed_listener(input_listener, key_pressed_test);

  while(keep_going)
    {
      keyboard_capture(keyboard);
      mouse_capture(mouse);

      // Pump window messages for nice behaviour
      pump_messages();
      // Render a frame
      render_one_frame();

      if (render_window_closed(renderwindow))
        {
          keep_going = 0;
        }

    }

#if defined(LLCOI_TEST_USE_OPENINPUT)
  windowHnd = render_window_get_hwnd(renderwindow);

#if defined(PLATFORM_LINUX)
  disp = XOpenDisplay( NULL );
  scrn = DefaultScreen(disp);
  sprintf(openinput_window_params, "c:%u s:%u w:%u", (unsigned int)disp, (unsigned int)scrn, windowHnd);
#else
  sprintf(openinput_window_params, "c:%u s:%u w:%u", 0, 0, windowHnd);
#endif

  oi_init(openinput_window_params, 0);

  log_message("***************************");
  log_message("*** All Systems online! ***");
  log_message("***************************");

  //render_loop();
  while (keep_going)
    {
      // ask oi to wait for events
      oi_events_poll(&evt);
      switch(evt.type)
        {
        case OI_QUIT:
          // Quit
          keep_going = 0;
          break;

        case OI_KEYDOWN:
          // Keyboard button down
          //WTF?? Better way to check this, please..
          if(evt.key.keysym.sym == OIK_ESC)
            keep_going = 0;
          break;

        default:
          break;
        }
      // Pump window messages for nice behaviour
      pump_messages();
      // Render a frame
      render_one_frame();

      if (render_window_closed())
        {
          keep_going = 0;
        }
    }

  oi_close();
#endif //LLCOI_TEST_USE_OPENINPUT

	remove_window_listener(renderwindow);

  destroy_keyboard_object(input_manager, keyboard);
  destroy_mouse_object(input_manager, mouse);
  destroy_input_system(input_manager);
  release_engine();

  return 0;
}
コード例 #2
0
static void display() {

	totalVerts = 0;
    
	glLoadIdentity();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glPushMatrix();
    glRotatef(angle, 0, 0, 1);
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, specLight);	// Make sphere glow (emissive)
    glLightfv(GL_LIGHT0, GL_POSITION, dirI );
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Noemit);
    glPopMatrix();
    
	// set camera viewpoint
	camera_lookat();
    
    center[0] = sphereCenter[0];
    center[1] = sphereCenter[1];
    center[2] = sphereCenter[2];
    
    glColor3f(1.0, 1.0, 1.0);
    
    draw_verts(center, 0, false, 0);//draw sphere
    
    center[0] = 0;
    center[1] = 0;
    center[2] = 10.0;
    draw_verts(center, 1, true, 3);//draw arena
    
    center[0] = -18.5;
    center[1] = 0;
    center[2] = 0;
    
    for(int i = 0; i < numOfBars; i++){//draw bars
        barHeight = get_bar_height(center);
        glColor3f(0.5, 0.1, barHeight/5);
        draw_cube(center, 30/barHeight, 3, false);
        center[0] += 4;
    }
    
    center[0] = actionCenter[0];
    center[1] = actionCenter[1];
    center[2] = actionCenter[2];
    
    glColor3f(1.0, 1.0, 1.0);
    draw_cube(center, .7, .7, true);//draw action block
    
    center[0] = 18.5;
    center[1] = 0.1;
    center[2] = 3.0;
    glColor3f(1.0, 1.0, 1.0);
    draw_verts(center, 2, false, 0);//draw end 1
    center[0] = -18.5;
    draw_verts(center, 3, false, 0);//draw end 2
    
    center[0] = 0;
    center[1] = sphereCenter[1];
    draw_verts(center, 5, false, 0);//draw bar
    
    
    grid_terrain_draw(num_adj_levels);//draw terrain
    
    glColor3f(0.5, 0.5, 0.5);
    center[0] = -40;
    glRotatef(rotation, 0, 1, 0);
    draw_verts(center, 4, false, 0);//draw stands
    glRotatef(90, 0, 1, 0);
    draw_verts(center, 4, false, 0);//draw stands
    glRotatef(90, 0, 1, 0);
    draw_verts(center, 4, false, 0);
    glRotatef(90, 0, 1, 0);
    draw_verts(center, 4, false, 0);
    
    center[1] = 15;
    glColor3f(.4, .4, 1.0);
    glutSolidSphere(50, 20, 10);
    
    draw_diagnostics(fps_vertices);//draw text
    
    if(display_help){    
		set_ortho_projection();
		glparams_draw();
		set_projection();
    }
    
	glFlush();
    
	// increment frame count for framerate code
	++frame_count;
}
コード例 #3
0
ファイル: itemdef.cpp プロジェクト: Jeija/BlockPlanet
	virtual void updateTexturesAndMeshes(IGameDef *gamedef)
	{
#ifndef SERVER
		infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
				<<"textures and meshes in item definitions"<<std::endl;

		ITextureSource *tsrc = gamedef->getTextureSource();
		INodeDefManager *nodedef = gamedef->getNodeDefManager();
		IrrlichtDevice *device = tsrc->getDevice();
		video::IVideoDriver *driver = device->getVideoDriver();

		for(std::map<std::string, ItemDefinition*>::iterator
				i = m_item_definitions.begin();
				i != m_item_definitions.end(); i++)
		{
			ItemDefinition *def = i->second;

			bool need_node_mesh = false;

			// Create an inventory texture
			def->inventory_texture = NULL;
			if(def->inventory_image != "")
			{
				def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
			}
			else if(def->type == ITEM_NODE)
			{
				need_node_mesh = true;
			}

			// Create a wield mesh
			if(def->wield_mesh != NULL)
			{
				def->wield_mesh->drop();
				def->wield_mesh = NULL;
			}
			if(def->type == ITEM_NODE && def->wield_image == "")
			{
				need_node_mesh = true;
			}
			else if(def->wield_image != "" || def->inventory_image != "")
			{
				// Extrude the wield image into a mesh

				std::string imagename;
				if(def->wield_image != "")
					imagename = def->wield_image;
				else
					imagename = def->inventory_image;

				def->wield_mesh = createExtrudedMesh(
						tsrc->getTextureRaw(imagename),
						driver,
						def->wield_scale * v3f(40.0, 40.0, 4.0));
				if(def->wield_mesh == NULL)
				{
					infostream<<"ItemDefManager: WARNING: "
						<<"updateTexturesAndMeshes(): "
						<<"Unable to create extruded mesh for item "
						<<def->name<<std::endl;
				}
			}

			if(need_node_mesh)
			{
				/*
					Get node properties
				*/
				content_t id = nodedef->getId(def->name);
				const ContentFeatures &f = nodedef->get(id);

				u8 param1 = 0;
				if(f.param_type == CPT_LIGHT)
					param1 = 0xee;

				/*
				 	Make a mesh from the node
				*/
				MeshMakeData mesh_make_data(gamedef);
				MapNode mesh_make_node(id, param1, 0);
				mesh_make_data.fillSingleNode(&mesh_make_node);
				MapBlockMesh mapblock_mesh(&mesh_make_data);

				scene::IMesh *node_mesh = mapblock_mesh.getMesh();
				assert(node_mesh);
				setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));

				/*
					Scale and translate the mesh so it's a unit cube
					centered on the origin
				*/
				scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
				translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));

				/*
					Draw node mesh into a render target texture
				*/
				if(def->inventory_texture == NULL)
				{
					core::dimension2d<u32> dim(64,64);
					std::string rtt_texture_name = "INVENTORY_"
						+ def->name + "_RTT";
					v3f camera_position(0, 1.0, -1.5);
					camera_position.rotateXZBy(45);
					v3f camera_lookat(0, 0, 0);
					core::CMatrix4<f32> camera_projection_matrix;
					// Set orthogonal projection
					camera_projection_matrix.buildProjectionMatrixOrthoLH(
							1.65, 1.65, 0, 100);

					video::SColorf ambient_light(0.2,0.2,0.2);
					v3f light_position(10, 100, -50);
					video::SColorf light_color(0.5,0.5,0.5);
					f32 light_radius = 1000;

					def->inventory_texture = generateTextureFromMesh(
						node_mesh, device, dim, rtt_texture_name,
						camera_position,
						camera_lookat,
						camera_projection_matrix,
						ambient_light,
						light_position,
						light_color,
						light_radius);

					// render-to-target didn't work
					if(def->inventory_texture == NULL)
					{
						def->inventory_texture =
							tsrc->getTextureRaw(f.tname_tiles[0]);
					}
				}

				/*
					Use the node mesh as the wield mesh
				*/
				if(def->wield_mesh == NULL)
				{
					// Scale to proper wield mesh proportions
					scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
							* def->wield_scale);
					def->wield_mesh = node_mesh;
					def->wield_mesh->grab();
				}

				// falling outside of here deletes node_mesh
			}
		}
#endif
	}
コード例 #4
0
ファイル: tile.cpp プロジェクト: fusionlightcat/minetest
bool generate_image(std::string part_of_name, video::IImage *& baseimg,
		IrrlichtDevice *device, SourceImageCache *sourcecache)
{
	video::IVideoDriver* driver = device->getVideoDriver();
	assert(driver);

	// Stuff starting with [ are special commands
	if(part_of_name.size() == 0 || part_of_name[0] != '[')
	{
		video::IImage *image = sourcecache->getOrLoad(part_of_name, device);

		if(image == NULL)
		{
			if(part_of_name != ""){
				errorstream<<"generate_image(): Could not load image \""
						<<part_of_name<<"\""<<" while building texture"<<std::endl;
				errorstream<<"generate_image(): Creating a dummy"
						<<" image for \""<<part_of_name<<"\""<<std::endl;
			}

			// Just create a dummy image
			//core::dimension2d<u32> dim(2,2);
			core::dimension2d<u32> dim(1,1);
			image = driver->createImage(video::ECF_A8R8G8B8, dim);
			assert(image);
			/*image->setPixel(0,0, video::SColor(255,255,0,0));
			image->setPixel(1,0, video::SColor(255,0,255,0));
			image->setPixel(0,1, video::SColor(255,0,0,255));
			image->setPixel(1,1, video::SColor(255,255,0,255));*/
			image->setPixel(0,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			/*image->setPixel(1,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(0,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(1,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));*/
		}

		// If base image is NULL, load as base.
		if(baseimg == NULL)
		{
			//infostream<<"Setting "<<part_of_name<<" as base"<<std::endl;
			/*
				Copy it this way to get an alpha channel.
				Otherwise images with alpha cannot be blitted on 
				images that don't have alpha in the original file.
			*/
			core::dimension2d<u32> dim = image->getDimension();
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			image->copyTo(baseimg);
			image->drop();
		}
		// Else blit on base.
		else
		{
			//infostream<<"Blitting "<<part_of_name<<" on base"<<std::endl;
			// Size of the copied area
			core::dimension2d<u32> dim = image->getDimension();
			//core::dimension2d<u32> dim(16,16);
			// Position to copy the blitted to in the base image
			core::position2d<s32> pos_to(0,0);
			// Position to copy the blitted from in the blitted image
			core::position2d<s32> pos_from(0,0);
			// Blit
			image->copyToWithAlpha(baseimg, pos_to,
					core::rect<s32>(pos_from, dim),
					video::SColor(255,255,255,255),
					NULL);
			// Drop image
			image->drop();
		}
	}
	else
	{
		// A special texture modification

		/*infostream<<"generate_image(): generating special "
				<<"modification \""<<part_of_name<<"\""
				<<std::endl;*/
		
		/*
			This is the simplest of all; it just adds stuff to the
			name so that a separate texture is created.

			It is used to make textures for stuff that doesn't want
			to implement getting the texture from a bigger texture
			atlas.
		*/
		if(part_of_name == "[forcesingle")
		{
			// If base image is NULL, create a random color
			if(baseimg == NULL)
			{
				core::dimension2d<u32> dim(1,1);
				baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
				assert(baseimg);
				baseimg->setPixel(0,0, video::SColor(255,myrand()%256,
						myrand()%256,myrand()%256));
			}
		}
		/*
			[crackN
			Adds a cracking texture
		*/
		else if(part_of_name.substr(0,6) == "[crack")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}
			
			// Crack image number and overlay option
			s32 progression = 0;
			bool use_overlay = false;
			if(part_of_name.substr(6,1) == "o")
			{
				progression = stoi(part_of_name.substr(7));
				use_overlay = true;
			}
			else
			{
				progression = stoi(part_of_name.substr(6));
				use_overlay = false;
			}

			// Size of the base image
			core::dimension2d<u32> dim_base = baseimg->getDimension();
			
			/*
				Load crack image.

				It is an image with a number of cracking stages
				horizontally tiled.
			*/
			video::IImage *img_crack = sourcecache->getOrLoad("crack.png", device);
		
			if(img_crack && progression >= 0)
			{
				// Dimension of original image
				core::dimension2d<u32> dim_crack
						= img_crack->getDimension();
				// Count of crack stages
				s32 crack_count = dim_crack.Height / dim_crack.Width;
				// Limit progression
				if(progression > crack_count-1)
					progression = crack_count-1;
				// Dimension of a single crack stage
				core::dimension2d<u32> dim_crack_cropped(
					dim_crack.Width,
					dim_crack.Width
				);
				// Create cropped and scaled crack images
				video::IImage *img_crack_cropped = driver->createImage(
						video::ECF_A8R8G8B8, dim_crack_cropped);
				video::IImage *img_crack_scaled = driver->createImage(
						video::ECF_A8R8G8B8, dim_base);

				if(img_crack_cropped && img_crack_scaled)
				{
					// Crop crack image
					v2s32 pos_crack(0, progression*dim_crack.Width);
					img_crack->copyTo(img_crack_cropped,
							v2s32(0,0),
							core::rect<s32>(pos_crack, dim_crack_cropped));
					// Scale crack image by copying
					img_crack_cropped->copyToScaling(img_crack_scaled);
					// Copy or overlay crack image
					if(use_overlay)
					{
						overlay(baseimg, img_crack_scaled);
					}
					else
					{
						img_crack_scaled->copyToWithAlpha(
								baseimg,
								v2s32(0,0),
								core::rect<s32>(v2s32(0,0), dim_base),
								video::SColor(255,255,255,255));
					}
				}

				if(img_crack_scaled)
					img_crack_scaled->drop();

				if(img_crack_cropped)
					img_crack_cropped->drop();
				
				img_crack->drop();
			}
		}
		/*
			[combine:WxH:X,Y=filename:X,Y=filename2
			Creates a bigger texture from an amount of smaller ones
		*/
		else if(part_of_name.substr(0,8) == "[combine")
		{
			Strfnd sf(part_of_name);
			sf.next(":");
			u32 w0 = stoi(sf.next("x"));
			u32 h0 = stoi(sf.next(":"));
			infostream<<"combined w="<<w0<<" h="<<h0<<std::endl;
			core::dimension2d<u32> dim(w0,h0);
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			while(sf.atend() == false)
			{
				u32 x = stoi(sf.next(","));
				u32 y = stoi(sf.next("="));
				std::string filename = sf.next(":");
				infostream<<"Adding \""<<filename
						<<"\" to combined ("<<x<<","<<y<<")"
						<<std::endl;
				video::IImage *img = sourcecache->getOrLoad(filename, device);
				if(img)
				{
					core::dimension2d<u32> dim = img->getDimension();
					infostream<<"Size "<<dim.Width
							<<"x"<<dim.Height<<std::endl;
					core::position2d<s32> pos_base(x, y);
					video::IImage *img2 =
							driver->createImage(video::ECF_A8R8G8B8, dim);
					img->copyTo(img2);
					img->drop();
					img2->copyToWithAlpha(baseimg, pos_base,
							core::rect<s32>(v2s32(0,0), dim),
							video::SColor(255,255,255,255),
							NULL);
					img2->drop();
				}
				else
				{
					infostream<<"img==NULL"<<std::endl;
				}
			}
		}
		/*
			"[brighten"
		*/
		else if(part_of_name.substr(0,9) == "[brighten")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			brighten(baseimg);
		}
		/*
			"[noalpha"
			Make image completely opaque.
			Used for the leaves texture when in old leaves mode, so
			that the transparent parts don't look completely black 
			when simple alpha channel is used for rendering.
		*/
		else if(part_of_name.substr(0,8) == "[noalpha")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			core::dimension2d<u32> dim = baseimg->getDimension();
			
			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				c.setAlpha(255);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			"[makealpha:R,G,B"
			Convert one color to transparent.
		*/
		else if(part_of_name.substr(0,11) == "[makealpha:")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			Strfnd sf(part_of_name.substr(11));
			u32 r1 = stoi(sf.next(","));
			u32 g1 = stoi(sf.next(","));
			u32 b1 = stoi(sf.next(""));
			std::string filename = sf.next("");

			core::dimension2d<u32> dim = baseimg->getDimension();
			
			/*video::IImage *oldbaseimg = baseimg;
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			oldbaseimg->copyTo(baseimg);
			oldbaseimg->drop();*/

			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				u32 r = c.getRed();
				u32 g = c.getGreen();
				u32 b = c.getBlue();
				if(!(r == r1 && g == g1 && b == b1))
					continue;
				c.setAlpha(0);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			[inventorycube{topimage{leftimage{rightimage
			In every subimage, replace ^ with &.
			Create an "inventory cube".
			NOTE: This should be used only on its own.
			Example (a grass block (not actually used in game):
			"[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png"
		*/
		else if(part_of_name.substr(0,14) == "[inventorycube")
		{
			if(baseimg != NULL)
			{
				errorstream<<"generate_image(): baseimg!=NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			str_replace_char(part_of_name, '&', '^');
			Strfnd sf(part_of_name);
			sf.next("{");
			std::string imagename_top = sf.next("{");
			std::string imagename_left = sf.next("{");
			std::string imagename_right = sf.next("{");

			// Generate images for the faces of the cube
			video::IImage *img_top = generate_image_from_scratch(
					imagename_top, device, sourcecache);
			video::IImage *img_left = generate_image_from_scratch(
					imagename_left, device, sourcecache);
			video::IImage *img_right = generate_image_from_scratch(
					imagename_right, device, sourcecache);
			assert(img_top && img_left && img_right);

			// Create textures from images
			video::ITexture *texture_top = driver->addTexture(
					(imagename_top + "__temp__").c_str(), img_top);
			video::ITexture *texture_left = driver->addTexture(
					(imagename_left + "__temp__").c_str(), img_left);
			video::ITexture *texture_right = driver->addTexture(
					(imagename_right + "__temp__").c_str(), img_right);
			assert(texture_top && texture_left && texture_right);

			// Drop images
			img_top->drop();
			img_left->drop();
			img_right->drop();
			
			/*
				Draw a cube mesh into a render target texture
			*/
			scene::IMesh* cube = createCubeMesh(v3f(1, 1, 1));
			setMeshColor(cube, video::SColor(255, 255, 255, 255));
			cube->getMeshBuffer(0)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(1)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(2)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(3)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(4)->getMaterial().setTexture(0, texture_left);
			cube->getMeshBuffer(5)->getMaterial().setTexture(0, texture_left);

			core::dimension2d<u32> dim(64,64);
			std::string rtt_texture_name = part_of_name + "_RTT";

			v3f camera_position(0, 1.0, -1.5);
			camera_position.rotateXZBy(45);
			v3f camera_lookat(0, 0, 0);
			core::CMatrix4<f32> camera_projection_matrix;
			// Set orthogonal projection
			camera_projection_matrix.buildProjectionMatrixOrthoLH(
					1.65, 1.65, 0, 100);

			video::SColorf ambient_light(0.2,0.2,0.2);
			v3f light_position(10, 100, -50);
			video::SColorf light_color(0.5,0.5,0.5);
			f32 light_radius = 1000;

			video::ITexture *rtt = generateTextureFromMesh(
					cube, device, dim, rtt_texture_name,
					camera_position,
					camera_lookat,
					camera_projection_matrix,
					ambient_light,
					light_position,
					light_color,
					light_radius);
			
			// Drop mesh
			cube->drop();

			// Free textures of images
			driver->removeTexture(texture_top);
			driver->removeTexture(texture_left);
			driver->removeTexture(texture_right);
			
			if(rtt == NULL)
			{
				baseimg = generate_image_from_scratch(
						imagename_top, device, sourcecache);
				return true;
			}

			// Create image of render target
			video::IImage *image = driver->createImage(rtt, v2s32(0,0), dim);
			assert(image);

			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);

			if(image)
			{
				image->copyTo(baseimg);
				image->drop();
			}
		}
		else
		{
			errorstream<<"generate_image(): Invalid "
					" modification: \""<<part_of_name<<"\""<<std::endl;
		}
	}

	return true;
}
コード例 #5
0
ファイル: render_dx10.cpp プロジェクト: as2120/ZNginx
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.4f, 0.4f, 0.4f, 1.0f);

	// frame buffer
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
	// depth/stencil buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 

	// `清除顏色`
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// `清除`Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);

	Vector4 camera_lookat(0.0f, 0.0f, 0.0f);
	int w, h;
	GutGetWindowSize(w, h);

	Matrix4x4 view_matrix;
	Matrix4x4 ortho_proj = GutMatrixOrthoRH_DirectX(20.0f, 20.0f, 0.1f, 100.0f);

	// `前視圖`
	{
		D3D10_VIEWPORT vp = {0, 0, w/2, h/2, 0.0f, 1.0f};
		g_pDevice->RSSetViewports(1, &vp);
		// view matrix
		Vector4 camera_pos(0.0f, -20.0f, 0.0f);
		Vector4 camera_up(0.0f, 0.0f, 1.0f);
		view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// render objects
		RenderSolarSystemDX10(view_matrix, ortho_proj);
	}
	// `上視圖`
	{
		D3D10_VIEWPORT vp = {w/2, 0, w/2, h/2, 0.0f, 1.0f};
		g_pDevice->RSSetViewports(1, &vp);
		// view matrix
		Vector4 camera_pos(0.0f, 0.0f, 20.0f);
		Vector4 camera_up(0.0f, 1.0f, 0.0f);
		view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// render objects
		RenderSolarSystemDX10(view_matrix, ortho_proj);
	}
	// `右視圖`
	{
		D3D10_VIEWPORT vp = {0, h/2, w/2, h/2, 0.0f, 1.0f};
		g_pDevice->RSSetViewports(1, &vp);
		// view matrix
		Vector4 camera_pos(20.0f, 0.0f, 0.0f);
		Vector4 camera_up(0.0f, 0.0f, 1.0f);
		view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// render objects
		RenderSolarSystemDX10(view_matrix, ortho_proj);
	}
	// `使用者視角`
	{
		D3D10_VIEWPORT vp = {w/2, h/2, w/2, h/2, 0.0f, 1.0f};
		g_pDevice->RSSetViewports(1, &vp);
		// view matrix
		Matrix4x4 view_matrix = g_Control.GetViewMatrix();
		Matrix4x4 object_matrix = g_Control.GetObjectMatrix();
		view_matrix = object_matrix * view_matrix;
		// render objects
		RenderSolarSystemDX10(view_matrix, g_proj_matrix);
	}
	// `畫邊線`
	{
		UINT stride = sizeof(Vertex_VC);
		UINT offset = 0;

		D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f};
		g_pDevice->RSSetViewports(1, &vp);

		// `設定`vertex shader
		g_pDevice->VSSetShader(g_pVertexShader);
		// `設定`pixel shader
		g_pDevice->PSSetShader(g_pPixelShader);
		// `設定vertex shader讀取參數的記憶體位置`
		g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);

		Matrix4x4 *pConstData;
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->Identity();
		g_pConstantBuffer->Unmap();

		g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINELIST);
		g_pDevice->IASetVertexBuffers(0, 1, &g_pBorderVertexBuffer, &stride, &offset);
		g_pDevice->Draw(4, 0);
	}
	// `等待硬體掃結束, 然後才更新畫面.`
	pSwapChain->Present(1, 0);
}
コード例 #6
0
ファイル: itemdef.cpp プロジェクト: AngelCry/minetest
    ClientCached* createClientCachedDirect(const std::string &name,
                                           IGameDef *gamedef) const
    {
        infostream<<"Lazily creating item texture and mesh for \""
                  <<name<<"\""<<std::endl;

        // This is not thread-safe
        assert(get_current_thread_id() == m_main_thread);

        // Skip if already in cache
        ClientCached *cc = NULL;
        m_clientcached.get(name, &cc);
        if(cc)
            return cc;

        ITextureSource *tsrc = gamedef->getTextureSource();
        INodeDefManager *nodedef = gamedef->getNodeDefManager();
        IrrlichtDevice *device = tsrc->getDevice();
        video::IVideoDriver *driver = device->getVideoDriver();
        const ItemDefinition *def = &get(name);

        // Create new ClientCached
        cc = new ClientCached();

        bool need_node_mesh = false;

        // Create an inventory texture
        cc->inventory_texture = NULL;
        if(def->inventory_image != "")
        {
            cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
        }
        else if(def->type == ITEM_NODE)
        {
            need_node_mesh = true;
        }

        // Create a wield mesh
        assert(cc->wield_mesh == NULL);
        if(def->type == ITEM_NODE && def->wield_image == "")
        {
            need_node_mesh = true;
        }
        else if(def->wield_image != "" || def->inventory_image != "")
        {
            // Extrude the wield image into a mesh

            std::string imagename;
            if(def->wield_image != "")
                imagename = def->wield_image;
            else
                imagename = def->inventory_image;

            cc->wield_mesh = createExtrudedMesh(
                                 tsrc->getTextureRaw(imagename),
                                 driver,
                                 def->wield_scale * v3f(40.0, 40.0, 4.0));
            if(cc->wield_mesh == NULL)
            {
                infostream<<"ItemDefManager: WARNING: "
                          <<"updateTexturesAndMeshes(): "
                          <<"Unable to create extruded mesh for item "
                          <<def->name<<std::endl;
            }
        }

        if(need_node_mesh)
        {
            /*
            	Get node properties
            */
            content_t id = nodedef->getId(def->name);
            const ContentFeatures &f = nodedef->get(id);

            u8 param1 = 0;
            if(f.param_type == CPT_LIGHT)
                param1 = 0xee;

            /*
            	Make a mesh from the node
            */
            MeshMakeData mesh_make_data(gamedef);
            MapNode mesh_make_node(id, param1, 0);
            mesh_make_data.fillSingleNode(&mesh_make_node);
            MapBlockMesh mapblock_mesh(&mesh_make_data);

            scene::IMesh *node_mesh = mapblock_mesh.getMesh();
            assert(node_mesh);
            video::SColor c(255, 255, 255, 255);
            if(g_settings->getS32("enable_shaders") != 0)
                c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
            setMeshColor(node_mesh, c);

            /*
            	Scale and translate the mesh so it's a unit cube
            	centered on the origin
            */
            scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
            translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));

            /*
            	Draw node mesh into a render target texture
            */
            if(cc->inventory_texture == NULL)
            {
                core::dimension2d<u32> dim(64,64);
                std::string rtt_texture_name = "INVENTORY_"
                                               + def->name + "_RTT";
                v3f camera_position(0, 1.0, -1.5);
                camera_position.rotateXZBy(45);
                v3f camera_lookat(0, 0, 0);
                core::CMatrix4<f32> camera_projection_matrix;
                // Set orthogonal projection
                camera_projection_matrix.buildProjectionMatrixOrthoLH(
                    1.65, 1.65, 0, 100);

                video::SColorf ambient_light(0.2,0.2,0.2);
                v3f light_position(10, 100, -50);
                video::SColorf light_color(0.5,0.5,0.5);
                f32 light_radius = 1000;

                cc->inventory_texture = generateTextureFromMesh(
                                            node_mesh, device, dim, rtt_texture_name,
                                            camera_position,
                                            camera_lookat,
                                            camera_projection_matrix,
                                            ambient_light,
                                            light_position,
                                            light_color,
                                            light_radius);

                // render-to-target didn't work
                if(cc->inventory_texture == NULL)
                {
                    cc->inventory_texture =
                        tsrc->getTextureRaw(f.tiledef[0].name);
                }
            }
            else
            {
                if (m_driver == 0)
                    m_driver = driver;

                m_extruded_textures.push_back(cc->inventory_texture);
            }

            /*
            	Use the node mesh as the wield mesh
            */

            // Scale to proper wield mesh proportions
            scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
                      * def->wield_scale);

            cc->wield_mesh = node_mesh;
            cc->wield_mesh->grab();

            //no way reference count can be smaller than 2 in this place!
            assert(cc->wield_mesh->getReferenceCount() >= 2);
        }

        // Put in cache
        m_clientcached.set(name, cc);

        return cc;
    }
コード例 #7
0
ファイル: render_opengl.cpp プロジェクト: chenbk85/3dlearn
// 使用OpenGL來繪圖
void RenderFrameOpenGL(void)
{
	// `取得視窗大小`
	int w, h;
	GutGetWindowSize(w, h);
	// `清除畫面`
	glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	Vector4 camera_lookat(0.0f, 0.0f, 0.0f);
	Matrix4x4 ortho_proj = GutMatrixOrthoRH_OpenGL(20.0f, 20.0f, 0.1f, 100.0f);

	{
		// `前視圖`
		glViewport(0, h/2, w/2, h/2);
		// view matrix
		Vector4 camera_pos(0.0f, -20.0f, 0.0f);
		Vector4 camera_up(0.0f, 0.0f, 1.0f);
		g_view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// projection matrix
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf(&ortho_proj[0][0]);
		// render objects
		RenderSolarSystemOpenGL();
	}
	{
		// `上視圖`
		glViewport(w/2, h/2, w/2, h/2);
		// view matrix
		Vector4 camera_pos(0.0f, 0.0f, 20.0f);
		Vector4 camera_up(0.0f, 1.0f, 0.0f);
		g_view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// projection matrix
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf(&ortho_proj[0][0]);
		// render objects
		RenderSolarSystemOpenGL();
	}
	{
		// `右視圖`
		glViewport(0, 0, w/2, h/2);
		// view matrix
		Vector4 camera_pos(20.0f, 0.0f, 0.0f);
		Vector4 camera_up(0.0f, 0.0f, 1.0f);
		g_view_matrix = GutMatrixLookAtRH(camera_pos, camera_lookat, camera_up);
		// projection matrix
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf(&ortho_proj[0][0]);
		// render objects
		RenderSolarSystemOpenGL();
	}
	{
		// `使用者視角`
		glViewport(w/2, 0, w/2, h/2);
		// object * view matrix
		Matrix4x4 object_matrix = g_Control.GetObjectMatrix();
		Matrix4x4 view_matrix = g_Control.GetViewMatrix();
		g_view_matrix = object_matrix * view_matrix;
		// projection matrix
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf(&g_projection_matrix[0][0]);
		// render objects
		RenderSolarSystemOpenGL();
	}
	{
		// `畫出viewport的邊界`
		glViewport(0, 0, w, h);

		glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

		glEnableClientState(GL_VERTEX_ARRAY);
		// projection matrix
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		// worldview matrix
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		// `畫邊界`
		glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
		glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VC), g_Border);
		glDrawArrays(GL_LINES, 0, 4);

		glPopClientAttrib();
	}
	// `把背景backbuffer的畫面呈現出來`
	GutSwapBuffersOpenGL();
}