コード例 #1
0
void AtmosphericScatteringApp::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	this->LookAt(float3(0, 0, -4.0f), float3(0, 0, 0), float3(0, 1, 0));
	this->Proj(0.01f, 500.0f);

	obj_controller_.AttachCamera(this->ActiveCamera());
	obj_controller_.Scalers(0.003f, 0.003f);

	light_ctrl_camera_.ViewParams(float3(0, 0, 0), float3(1, 0, 0), float3(0, -1, 0));
	light_controller_.AttachCamera(light_ctrl_camera_);
	light_controller_.Scalers(0.003f, 0.003f);

	RenderModelPtr model_planet = SyncLoadModel("geosphere.7z//geosphere.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<PlanetMesh>());
	planet_ = MakeSharedPtr<SceneObjectHelper>(model_planet->Subrenderable(0), SceneObjectHelper::SOA_Cullable);
	planet_->AddToSceneManager();

	RenderModelPtr model_atmosphere = SyncLoadModel("geosphere.7z//geosphere.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<AtmosphereMesh>());
	atmosphere_ = MakeSharedPtr<SceneObjectHelper>(model_atmosphere->Subrenderable(0), SceneObjectHelper::SOA_Cullable);
	atmosphere_->AddToSceneManager();

	UIManager::Instance().Load(ResLoader::Instance().Open("AtmosphericScattering.uiml"));
	dialog_param_ = UIManager::Instance().GetDialog("AtmosphericScattering");
	id_atmosphere_top_ = dialog_param_->IDFromName("atmosphere_top");
	id_density_ = dialog_param_->IDFromName("density");
	id_beta_button_ = dialog_param_->IDFromName("beta_button");
	id_absorb_button_ = dialog_param_->IDFromName("absorb_button");

	dialog_param_->Control<UISlider>(id_atmosphere_top_)->OnValueChangedEvent().connect(KlayGE::bind(&AtmosphericScatteringApp::AtmosphereTopHandler, this, KlayGE::placeholders::_1));
	this->AtmosphereTopHandler(*(dialog_param_->Control<UISlider>(id_atmosphere_top_)));

	dialog_param_->Control<UISlider>(id_density_)->OnValueChangedEvent().connect(KlayGE::bind(&AtmosphericScatteringApp::DensityHandler, this, KlayGE::placeholders::_1));
	this->DensityHandler(*(dialog_param_->Control<UISlider>(id_density_)));

	dialog_param_->Control<UITexButton>(id_beta_button_)->OnClickedEvent().connect(KlayGE::bind(&AtmosphericScatteringApp::ChangeBetaHandler, this, KlayGE::placeholders::_1));
	dialog_param_->Control<UITexButton>(id_absorb_button_)->OnClickedEvent().connect(KlayGE::bind(&AtmosphericScatteringApp::ChangeAbsorbHandler, this, KlayGE::placeholders::_1));

	this->LoadBeta(Color(38.05f, 82.36f, 214.65f, 1));
	this->LoadAbsorb(Color(0.75f, 0.85f, 1, 1));

	sun_light_ = MakeSharedPtr<DirectionalLightSource>();
	sun_light_->Attrib(0);
	sun_light_->Color(float3(1, 1, 1));
	sun_light_->AddToSceneManager();

	sun_light_src_ = MakeSharedPtr<SceneObjectLightSourceProxy>(sun_light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(sun_light_src_)->Scaling(0.1f, 0.1f, 0.1f);
	//sun_light_src_->AddToSceneManager();

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&AtmosphericScatteringApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);
}
コード例 #2
0
ファイル: JudaTexViewer.cpp プロジェクト: BobLChen/KlayGE
void JudaTexViewer::OnCreate()
{
	RenderFactory& rf = Context::Instance().RenderFactoryInstance();

	font_ = SyncLoadFont("gkai00mp.kfont");

	tile_pos_vb_ = rf.MakeVertexBuffer(BU_Dynamic, EAH_GPU_Read | EAH_CPU_Write, nullptr);

	tile_ = MakeSharedPtr<TileObject>();
	tile_->AddToSceneManager();
	checked_pointer_cast<TileObject>(tile_)->SetPosBuffer(tile_pos_vb_);

	grid_border_ = MakeSharedPtr<GridBorderObject>();
	grid_border_->AddToSceneManager();
	checked_pointer_cast<GridBorderObject>(grid_border_)->SetPosBuffer(tile_pos_vb_);

	this->OpenJudaTex("klayge_logo.jdt");

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&JudaTexViewer::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("JudaTexViewer.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_open_ = dialog_->IDFromName("Open");
	dialog_->Control<UIButton>(id_open_)->OnClickedEvent().connect(std::bind(&JudaTexViewer::OpenHandler, this, std::placeholders::_1));
}
コード例 #3
0
void RasterizationOrderApp::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	render_quad_ = MakeSharedPtr<RenderQuad>();

	RenderFactory& rf = Context::Instance().RenderFactoryInstance();

	ras_order_fb_ = rf.MakeFrameBuffer();

	copy_pp_ = SyncLoadPostProcess("Copy.ppml", "bilinear_copy");

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + std::size(actions));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&RasterizationOrderApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("RasterizationOrder.uiml"));
	dialog_params_ = UIManager::Instance().GetDialog("Parameters");
	id_color_map_ = dialog_params_->IDFromName("ColorMap");
	id_capture_ = dialog_params_->IDFromName("Capture");

	dialog_params_->Control<UICheckBox>(id_color_map_)->OnChangedEvent().connect(
		std::bind(&RasterizationOrderApp::ColorMapHandler, this, std::placeholders::_1));
	this->ColorMapHandler(*dialog_params_->Control<UICheckBox>(id_color_map_));
	dialog_params_->Control<UIButton>(id_capture_)->OnClickedEvent().connect(
		std::bind(&RasterizationOrderApp::CaptureHandler, this, std::placeholders::_1));
}
コード例 #4
0
ファイル: JudaTexViewer.cpp プロジェクト: iankona/KlayGE
void JudaTexViewer::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	tile_ = MakeSharedPtr<TileObject>();
	tile_->AddToSceneManager();

	grid_border_ = MakeSharedPtr<GridBorderObject>();
	grid_border_->AddToSceneManager();

	this->OpenJudaTex("klayge_logo.jdt");

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&JudaTexViewer::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("JudaTexViewer.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_open_ = dialog_->IDFromName("Open");
	dialog_->Control<UIButton>(id_open_)->OnClickedEvent().connect(std::bind(&JudaTexViewer::OpenHandler, this, std::placeholders::_1));
}
コード例 #5
0
ファイル: Joystick.cpp プロジェクト: BitYorkie/KlayGE
	// 实现动作映射
	//////////////////////////////////////////////////////////////////////////////////
	void InputJoystick::ActionMap(uint32_t id, InputActionMap const & actionMap)
	{
		InputActionMap& iam = actionMaps_[id];

		for (uint16_t i = JS_XPos; i <= JS_AnyButton; ++ i)
		{
			if (actionMap.HasAction(i))
			{
				iam.AddAction(InputActionDefine(actionMap.Action(i), i));
			}
		}
	}
コード例 #6
0
ファイル: Keyboard.cpp プロジェクト: BitYorkie/KlayGE
	// 实现动作映射
	//////////////////////////////////////////////////////////////////////////////////
	void InputKeyboard::ActionMap(uint32_t id, InputActionMap const & actionMap)
	{
		InputActionMap& iam = actionMaps_[id];

		for (uint16_t i = KS_Escape; i <= KS_AnyKey; ++ i)
		{
			if (actionMap.HasAction(i))
			{
				iam.AddAction(InputActionDefine(actionMap.Action(i), i));
			}
		}
	}
コード例 #7
0
void Refract::InitObjects()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	y_cube_map_ = SyncLoadTexture("uffizi_cross_y.dds", EAH_GPU_Read | EAH_Immutable);
	c_cube_map_ = SyncLoadTexture("uffizi_cross_c.dds", EAH_GPU_Read | EAH_Immutable);

	refractor_ = MakeSharedPtr<RefractorObject>(y_cube_map_, c_cube_map_);
	refractor_->AddToSceneManager();

	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>(0);
	checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube_map_, c_cube_map_);
	sky_box_->AddToSceneManager();

	RenderFactory& rf = Context::Instance().RenderFactoryInstance();
	RenderEngine& re = rf.RenderEngineInstance();

	this->LookAt(float3(0.36f, 0.11f, -0.39f), float3(0, 0.11f, 0));
	this->Proj(0.05f, 100);

	fpcController_.AttachCamera(this->ActiveCamera());
	fpcController_.Scalers(0.05f, 0.05f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&Refract::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	if (rf.RenderEngineInstance().DeviceCaps().texture_format_support(EF_D16))
	{
		depth_texture_support_ = true;
	}
	else
	{
		depth_texture_support_ = false;
	}

	backface_buffer_ = rf.MakeFrameBuffer();
	FrameBufferPtr const & screen_buffer = re.CurFrameBuffer();
	backface_buffer_->GetViewport()->camera = screen_buffer->GetViewport()->camera;
	if (!depth_texture_support_)
	{
		backface_depth_buffer_ = rf.MakeFrameBuffer();
		backface_depth_buffer_->GetViewport()->camera = screen_buffer->GetViewport()->camera;
	}

	UIManager::Instance().Load(ResLoader::Instance().Open("Refract.uiml"));
}
コード例 #8
0
ファイル: Sound.cpp プロジェクト: zsnake1209/KlayGE
void SoundApp::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	this->LookAt(float3(-0.3f, 0.4f, -0.3f), float3(0, 0, 0));
	this->Proj(0.01f, 100);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + std::size(actions));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&SoundApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	AudioDataSourceFactory& adsf = Context::Instance().AudioDataSourceFactoryInstance();
	music_1_ = adsf.MakeAudioDataSource();
	music_1_->Open(ResLoader::Instance().Open("Carl_Douglas_-_Kung_Fu_Fighting.ogg"));
	music_2_ = adsf.MakeAudioDataSource();
	music_2_->Open(ResLoader::Instance().Open("Metallica_-_Enter_Sandman.ogg"));
	sound_ = adsf.MakeAudioDataSource();
	sound_->Open(ResLoader::Instance().Open("Cash_register.ogg"));

	AudioFactory& af = Context::Instance().AudioFactoryInstance();
	AudioEngine& ae = af.AudioEngineInstance();
	ae.AddBuffer(1, af.MakeMusicBuffer(music_1_, 3));
	ae.AddBuffer(2, af.MakeMusicBuffer(music_2_, 3));
	ae.AddBuffer(3, af.MakeSoundBuffer(sound_));

	UIManager::Instance().Load(ResLoader::Instance().Open("Sound.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_music_1_ = dialog_->IDFromName("Music_1");
	id_music_2_ = dialog_->IDFromName("Music_2");
	id_sound_ = dialog_->IDFromName("Sound");
	id_volume_static_ = dialog_->IDFromName("VolumeStatic");
	id_volume_slider_ = dialog_->IDFromName("VolumeSlider");

	dialog_->Control<UICheckBox>(id_music_1_)->OnChangedEvent().connect(std::bind(&SoundApp::Music1Handler, this, std::placeholders::_1));
	this->Music1Handler(*dialog_->Control<UICheckBox>(id_music_1_));

	dialog_->Control<UICheckBox>(id_music_2_)->OnChangedEvent().connect(std::bind(&SoundApp::Music2Handler, this, std::placeholders::_1));
	this->Music2Handler(*dialog_->Control<UICheckBox>(id_music_2_));

	dialog_->Control<UIButton>(id_sound_)->OnClickedEvent().connect(std::bind(&SoundApp::SoundHandler, this, std::placeholders::_1));

	dialog_->Control<UISlider>(id_volume_slider_)->OnValueChangedEvent().connect(std::bind(&SoundApp::VolumeChangedHandler, this, std::placeholders::_1));
	this->VolumeChangedHandler(*dialog_->Control<UISlider>(id_volume_slider_));
}
コード例 #9
0
ファイル: Tessellation.cpp プロジェクト: iankona/KlayGE
void TessellationApp::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	polygon_ = MakeSharedPtr<TriangleObject>();
	polygon_->ModelMatrix(MathLib::rotation_x(-0.5f));
	polygon_->AddToSceneManager();

	this->LookAt(float3(2, 0, -2), float3(0, 0, 0));
	this->Proj(0.1f, 100);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&TessellationApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("Tessellation.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_tess_enabled_ = dialog_->IDFromName("Tessellation");
	id_edge0_static_ = dialog_->IDFromName("Edge0Static");
	id_edge0_slider_ = dialog_->IDFromName("Edge0Slider");
	id_edge1_static_ = dialog_->IDFromName("Edge1Static");
	id_edge1_slider_ = dialog_->IDFromName("Edge1Slider");
	id_edge2_static_ = dialog_->IDFromName("Edge2Static");
	id_edge2_slider_ = dialog_->IDFromName("Edge2Slider");
	id_inside_static_ = dialog_->IDFromName("InsideStatic");
	id_inside_slider_ = dialog_->IDFromName("InsideSlider");

	dialog_->Control<UICheckBox>(id_tess_enabled_)->OnChangedEvent().connect(std::bind(&TessellationApp::TessellationOnHandler, this, std::placeholders::_1));
	this->TessellationOnHandler(*dialog_->Control<UICheckBox>(id_tess_enabled_));
	dialog_->Control<UISlider>(id_edge0_slider_)->OnValueChangedEvent().connect(std::bind(&TessellationApp::Edge0ChangedHandler, this, std::placeholders::_1));
	this->Edge0ChangedHandler(*dialog_->Control<UISlider>(id_edge0_slider_));
	dialog_->Control<UISlider>(id_edge1_slider_)->OnValueChangedEvent().connect(std::bind(&TessellationApp::Edge1ChangedHandler, this, std::placeholders::_1));
	this->Edge1ChangedHandler(*dialog_->Control<UISlider>(id_edge1_slider_));
	dialog_->Control<UISlider>(id_edge2_slider_)->OnValueChangedEvent().connect(std::bind(&TessellationApp::Edge2ChangedHandler, this, std::placeholders::_1));
	this->Edge2ChangedHandler(*dialog_->Control<UISlider>(id_edge2_slider_));
	dialog_->Control<UISlider>(id_inside_slider_)->OnValueChangedEvent().connect(std::bind(&TessellationApp::InsideChangedHandler, this, std::placeholders::_1));
	this->InsideChangedHandler(*dialog_->Control<UISlider>(id_inside_slider_));

	RenderDeviceCaps const & caps = Context::Instance().RenderFactoryInstance().RenderEngineInstance().DeviceCaps();
	if (!caps.ds_support)
	{
		dialog_->Control<UICheckBox>(id_tess_enabled_)->SetEnabled(false);
	}
}
コード例 #10
0
ファイル: Fractal.cpp プロジェクト: iankona/KlayGE
void Fractal::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	renderFractal_ = MakeSharedPtr<RenderFractal>();

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&Fractal::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("Fractal.uiml"));
}
コード例 #11
0
ファイル: DistanceMapping.cpp プロジェクト: dgkae/KlayGE
void DistanceMapping::OnCreate()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	polygon_ = MakeSharedPtr<PolygonObject>();
	polygon_->ModelMatrix(MathLib::rotation_x(-0.5f));
	polygon_->AddToSceneManager();

	this->LookAt(float3(2, 0, -2), float3(0, 0, 0));
	this->Proj(0.1f, 100);

	fpcController_.RequiresLeftButtonDown(true);
	fpcController_.AttachCamera(this->ActiveCamera());
	fpcController_.Scalers(0.05f, 0.1f);

	light_ = MakeSharedPtr<PointLightSource>();
	light_->Attrib(0);
	light_->Color(float3(2, 2, 2));
	light_->Falloff(float3(1, 0, 1.0f));
	light_->Position(float3(1, 0, -1));
	light_->BindUpdateFunc(PointLightSourceUpdate());
	light_->AddToSceneManager();

	light_proxy_ = MakeSharedPtr<SceneObjectLightSourceProxy>(light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(light_proxy_)->Scaling(0.05f, 0.05f, 0.05f);
	light_proxy_->AddToSceneManager();

	checked_pointer_cast<PolygonObject>(polygon_)->LightFalloff(light_->Falloff());

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&DistanceMapping::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("DistanceMapping.uiml"));
}
コード例 #12
0
void VideoTextureApp::InitObjects()
{
	font_ = SyncLoadFont("gkai00mp.kfont");

	this->LookAt(float3(-0.2f, 0.3f, -0.2f), float3(0, 0, 0));
	this->Proj(0.01f, 100);

	fpcController_.AttachCamera(this->ActiveCamera());
	fpcController_.Scalers(0.05f, 0.1f);

	light_ = MakeSharedPtr<PointLightSource>();
	light_->Attrib(0);
	light_->Color(float3(2, 2, 2));
	light_->Falloff(float3(1, 0, 1.0f));
	light_->Position(float3(0.25f, 0.5f, -1.0f));
	light_->AddToSceneManager();

	light_proxy_ = MakeSharedPtr<SceneObjectLightSourceProxy>(light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(light_proxy_)->Scaling(0.01f, 0.01f, 0.01f);
	light_proxy_->AddToSceneManager();

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&VideoTextureApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	ground_ = MakeSharedPtr<TeapotObject>();
	ground_->AddToSceneManager();

	ShowEngine& se = Context::Instance().ShowFactoryInstance().ShowEngineInstance();
	se.Load(ResLoader::Instance().Locate("big_buck_bunny.avi"));
	se.Play();

	UIManager::Instance().Load(ResLoader::Instance().Open("VideoTexture.uiml"));
}
コード例 #13
0
ファイル: SSSSS.cpp プロジェクト: qioixiy/KlayGE
void SSSSSApp::OnCreate()
{
	KlayGE::function<RenderablePtr()> sponza_model_ml = ASyncLoadModel("ScifiRoom.7z//ScifiRoom.meshml",
		EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<RenderablePtr()> sss_model_ml = ASyncLoadModel("Infinite-Level_02.meshml",
		EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<SSSMesh>());
	KlayGE::function<TexturePtr()> c_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds",
		EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<TexturePtr()> y_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds",
		EAH_GPU_Read | EAH_Immutable);

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();
	deferred_rendering_->SSVOEnabled(0, false);
	  
	this->LookAt(float3(0.5f, 5, -0.5f), float3(0, 5, 0));
	this->Proj(0.05f, 200.0f);

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube_tl, c_cube_tl);
	ambient_light->Color(float3(0.3f, 0.3f, 0.3f));
	ambient_light->AddToSceneManager();
	
	light_ = MakeSharedPtr<SpotLightSource>();
	light_->Attrib(0);
	light_->Color(float3(5.0f, 5.0f, 5.0f));
	light_->Falloff(float3(1, 1, 0));
	light_->Position(float3(0, 0, -2));
	light_->Direction(float3(0, 0, 1));
	light_->OuterAngle(PI / 6);
	light_->InnerAngle(PI / 8);
	light_->AddToSceneManager();

	light_proxy_ = MakeSharedPtr<SceneObjectLightSourceProxy>(light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(light_proxy_)->Scaling(0.1f, 0.1f, 0.1f);
	light_proxy_->AddToSceneManager();

	RenderEngine& re = Context::Instance().RenderFactoryInstance().RenderEngineInstance();

	scene_camera_ = re.DefaultFrameBuffer()->GetViewport()->camera;

	obj_controller_.AttachCamera(*scene_camera_);
	obj_controller_.Scalers(0.01f, 0.005f);

	light_camera_ = MakeSharedPtr<Camera>();
	light_controller_.AttachCamera(*light_camera_);
	light_controller_.Scalers(0.01f, 0.005f);
	light_camera_->ViewParams(light_->SMCamera(0)->EyePos(), light_->SMCamera(0)->LookAt(), light_->SMCamera(0)->UpVec());
	light_camera_->ProjParams(light_->SMCamera(0)->FOV(), light_->SMCamera(0)->Aspect(), light_->SMCamera(0)->NearPlane(), light_->SMCamera(0)->FarPlane());

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&SSSSSApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("SSSSS.uiml"));
	dialog_params_ = UIManager::Instance().GetDialog("Parameters");
	id_sss_ = dialog_params_->IDFromName("SSS");
	id_sss_strength_static_ = dialog_params_->IDFromName("SSSStrengthStatic");
	id_sss_strength_slider_ = dialog_params_->IDFromName("SSSStrengthSlider");
	id_sss_correction_static_ = dialog_params_->IDFromName("SSSCorrectionStatic");
	id_sss_correction_slider_ = dialog_params_->IDFromName("SSSCorrectionSlider");
	id_translucency_ = dialog_params_->IDFromName("Translucency");
	id_translucency_strength_static_ = dialog_params_->IDFromName("TranslucencyStrengthStatic");
	id_translucency_strength_slider_ = dialog_params_->IDFromName("TranslucencyStrengthSlider");

	dialog_params_->Control<UICheckBox>(id_sss_)->OnChangedEvent().connect(KlayGE::bind(&SSSSSApp::SSSHandler, this, KlayGE::placeholders::_1));
	this->SSSHandler(*dialog_params_->Control<UICheckBox>(id_sss_));
	dialog_params_->Control<UISlider>(id_sss_strength_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&SSSSSApp::SSSStrengthChangedHandler, this, KlayGE::placeholders::_1));
	this->SSSStrengthChangedHandler(*dialog_params_->Control<UISlider>(id_sss_strength_slider_));
	dialog_params_->Control<UISlider>(id_sss_correction_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&SSSSSApp::SSSCorrectionChangedHandler, this, KlayGE::placeholders::_1));
	this->SSSCorrectionChangedHandler(*dialog_params_->Control<UISlider>(id_sss_correction_slider_));
	dialog_params_->Control<UICheckBox>(id_translucency_)->OnChangedEvent().connect(KlayGE::bind(&SSSSSApp::TranslucencyHandler, this, KlayGE::placeholders::_1));
	this->TranslucencyHandler(*dialog_params_->Control<UICheckBox>(id_translucency_));
	dialog_params_->Control<UISlider>(id_translucency_strength_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&SSSSSApp::TranslucencyStrengthChangedHandler, this, KlayGE::placeholders::_1));
	this->TranslucencyStrengthChangedHandler(*dialog_params_->Control<UISlider>(id_translucency_strength_slider_));

	SceneObjectPtr subsurface_obj = MakeSharedPtr<SceneObjectHelper>(sss_model_ml, SceneObject::SOA_Cullable, 0);
	subsurface_obj->ModelMatrix(MathLib::translation(0.0f, 5.0f, 0.0f));
	subsurface_obj->AddToSceneManager();

	SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(sponza_model_ml, SceneObject::SOA_Cullable, 0);
	scene_obj->AddToSceneManager();

	SceneObjectSkyBoxPtr sky_box = MakeSharedPtr<SceneObjectSkyBox>();
	sky_box->CompressedCubeMap(y_cube_tl, c_cube_tl);
	sky_box->AddToSceneManager();
}
コード例 #14
0
ファイル: GlobalIllumination.cpp プロジェクト: xdzj/KlayGE
void GlobalIlluminationApp::OnCreate()
{
    this->LookAt(float3(-14.5f, 18, -3), float3(-13.6f, 17.55f, -2.8f));
    this->Proj(0.1f, 500.0f);

    TexturePtr c_cube = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
    TexturePtr y_cube = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
    RenderablePtr scene_model = ASyncLoadModel("sponza_crytek.7z//sponza_crytek.meshml", EAH_GPU_Read | EAH_Immutable);

    font_ = SyncLoadFont("gkai00mp.kfont");

    deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();

    AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
    ambient_light->SkylightTex(y_cube, c_cube);
    ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
    ambient_light->AddToSceneManager();

    spot_light_ = MakeSharedPtr<SpotLightSource>();
    spot_light_->Attrib(LightSource::LSA_IndirectLighting);
    spot_light_->Position(float3(0, 12, -4.8f));
    spot_light_->Direction(float3(0, 0, 1));
    spot_light_->Color(float3(6.0f, 5.88f, 4.38f));
    spot_light_->Falloff(float3(1, 0.1f, 0));
    spot_light_->OuterAngle(PI / 4);
    spot_light_->InnerAngle(PI / 6);
    spot_light_->BindUpdateFunc(SpotLightSourceUpdate());
    spot_light_->AddToSceneManager();

    spot_light_src_ = MakeSharedPtr<SceneObjectLightSourceProxy>(spot_light_);
    checked_pointer_cast<SceneObjectLightSourceProxy>(spot_light_src_)->Scaling(0.1f, 0.1f, 0.1f);
    spot_light_src_->AddToSceneManager();

    SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(scene_model, SceneObject::SOA_Cullable);
    scene_obj->AddToSceneManager();

    fpcController_.Scalers(0.05f, 0.5f);

    InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
    InputActionMap actionMap;
    actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

    action_handler_t input_handler = MakeSharedPtr<input_signal>();
    input_handler->connect(std::bind(&GlobalIlluminationApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
    inputEngine.ActionMap(actionMap, input_handler);

    UIManager::Instance().Load(ResLoader::Instance().Open("GlobalIllumination.uiml"));
    dialog_ = UIManager::Instance().GetDialogs()[0];

    id_illum_combo_ = dialog_->IDFromName("IllumCombo");
    id_il_scale_static_ = dialog_->IDFromName("ILScaleStatic");
    id_il_scale_slider_ = dialog_->IDFromName("ILScaleSlider");
    id_ssgi_ = dialog_->IDFromName("SSGI");
    id_ssvo_ = dialog_->IDFromName("SSVO");
    id_hdr_ = dialog_->IDFromName("HDR");
    id_aa_ = dialog_->IDFromName("AA");
    id_cg_ = dialog_->IDFromName("CG");
    id_ctrl_camera_ = dialog_->IDFromName("CtrlCamera");

    dialog_->Control<UIComboBox>(id_illum_combo_)->OnSelectionChangedEvent().connect(std::bind(&GlobalIlluminationApp::IllumChangedHandler, this, std::placeholders::_1));
    this->IllumChangedHandler(*dialog_->Control<UIComboBox>(id_illum_combo_));

    dialog_->Control<UISlider>(id_il_scale_slider_)->SetValue(static_cast<int>(il_scale_ * 10));
    dialog_->Control<UISlider>(id_il_scale_slider_)->OnValueChangedEvent().connect(std::bind(&GlobalIlluminationApp::ILScaleChangedHandler, this, std::placeholders::_1));
    this->ILScaleChangedHandler(*dialog_->Control<UISlider>(id_il_scale_slider_));

    dialog_->Control<UICheckBox>(id_ssgi_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::SSGIHandler, this, std::placeholders::_1));
    this->SSGIHandler(*dialog_->Control<UICheckBox>(id_ssgi_));

    dialog_->Control<UICheckBox>(id_ssvo_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::SSVOHandler, this, std::placeholders::_1));
    this->SSVOHandler(*dialog_->Control<UICheckBox>(id_ssvo_));

    dialog_->Control<UICheckBox>(id_hdr_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::HDRHandler, this, std::placeholders::_1));
    this->HDRHandler(*dialog_->Control<UICheckBox>(id_hdr_));

    dialog_->Control<UICheckBox>(id_aa_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::AAHandler, this, std::placeholders::_1));
    this->AAHandler(*dialog_->Control<UICheckBox>(id_aa_));

    dialog_->Control<UICheckBox>(id_cg_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::ColorGradingHandler, this, std::placeholders::_1));
    this->ColorGradingHandler(*dialog_->Control<UICheckBox>(id_cg_));

    dialog_->Control<UICheckBox>(id_ctrl_camera_)->OnChangedEvent().connect(std::bind(&GlobalIlluminationApp::CtrlCameraHandler, this, std::placeholders::_1));

    sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
    checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube, c_cube);
    sky_box_->AddToSceneManager();
}
コード例 #15
0
ファイル: Reflection.cpp プロジェクト: iankona/KlayGE
void ScreenSpaceReflectionApp::OnCreate()
{
	RenderFactory& rf = Context::Instance().RenderFactoryInstance();

	loading_percentage_ = 0;
	c_cube_ = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
	y_cube_ = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
	teapot_model_ = ASyncLoadModel("teapot.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<ReflectMesh>());
	RenderablePtr dino_model = ASyncLoadModel("dino50.7z//dino50.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<DinoMesh>());

	this->LookAt(float3(2.0f, 2.0f, -5.0f), float3(0.0f, 1.0f, 0.0f), float3(0, 1, 0));
	this->Proj(0.1f, 500.0f);
	tb_controller_.AttachCamera(this->ActiveCamera());
	tb_controller_.Scalers(0.003f, 0.05f);

	screen_camera_path_ = LoadCameraPath(ResLoader::Instance().Open("Reflection.cam_path"));
	screen_camera_path_->AttachCamera(this->ActiveCamera());
	this->ActiveCamera().AddToSceneManager();

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube_, c_cube_);
	ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
	ambient_light->AddToSceneManager();

	point_light_ = MakeSharedPtr<PointLightSource>();
	point_light_->Attrib(LightSource::LSA_NoShadow);
	point_light_->Color(float3(1, 1, 1));
	point_light_->Position(float3(0, 3, -2));
	point_light_->Falloff(float3(1, 0, 0.3f));
	point_light_->AddToSceneManager();

	SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(dino_model, SceneObject::SOA_Cullable);
	scene_obj->ModelMatrix(MathLib::scaling(float3(2, 2, 2)) * MathLib::translation(0.0f, 1.0f, -2.5f));
	scene_obj->AddToSceneManager();

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();

	font_ = SyncLoadFont("gkai00mp.kfont");

	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	sky_box_->AddToSceneManager();

	back_refl_fb_ = rf.MakeFrameBuffer();

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&ScreenSpaceReflectionApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("Reflection.uiml"));
	parameter_dialog_ = UIManager::Instance().GetDialog("Reflection");

	id_min_sample_num_static_ = parameter_dialog_->IDFromName("min_sample_num_static");
	id_min_sample_num_slider_ = parameter_dialog_->IDFromName("min_sample_num_slider");
	parameter_dialog_->Control<UISlider>(id_min_sample_num_slider_)->OnValueChangedEvent().connect(std::bind(&ScreenSpaceReflectionApp::MinSampleNumHandler, this, std::placeholders::_1));
	this->MinSampleNumHandler(*(parameter_dialog_->Control<UISlider>(id_min_sample_num_slider_)));

	id_max_sample_num_static_ = parameter_dialog_->IDFromName("max_sample_num_static");
	id_max_sample_num_slider_ = parameter_dialog_->IDFromName("max_sample_num_slider");
	parameter_dialog_->Control<UISlider>(id_max_sample_num_slider_)->OnValueChangedEvent().connect(std::bind(&ScreenSpaceReflectionApp::MaxSampleNumHandler, this, std::placeholders::_1));
	this->MaxSampleNumHandler(*(parameter_dialog_->Control<UISlider>(id_max_sample_num_slider_)));

	id_enable_reflection_ = parameter_dialog_->IDFromName("enable_reflection");
	parameter_dialog_->Control<UICheckBox>(id_enable_reflection_)->OnChangedEvent().connect(std::bind(&ScreenSpaceReflectionApp::EnbleReflectionHandler, this, std::placeholders::_1));
	this->EnbleReflectionHandler(*(parameter_dialog_->Control<UICheckBox>(id_enable_reflection_)));
}
コード例 #16
0
ファイル: PostProcessing.cpp プロジェクト: BitYorkie/KlayGE
void PostProcessingApp::OnCreate()
{
	this->LookAt(float3(0, 0.5f, -2), float3(0, 0, 0));
	this->Proj(0.1f, 150.0f);

	TexturePtr c_cube = ASyncLoadTexture("rnl_cross_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
	TexturePtr y_cube = ASyncLoadTexture("rnl_cross_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
	RenderablePtr scene_model = ASyncLoadModel("dino50.7z//dino50.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<StaticMesh>());

	RenderFactory& rf = Context::Instance().RenderFactoryInstance();
	RenderEngine& re = rf.RenderEngineInstance();

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();
	deferred_rendering_->SSVOEnabled(0, false);
	re.HDREnabled(false);
	re.PPAAEnabled(0);
	re.ColorGradingEnabled(false);

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube, c_cube);
	ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
	ambient_light->AddToSceneManager();

	point_light_ = MakeSharedPtr<PointLightSource>();
	point_light_->Attrib(LightSource::LSA_NoShadow);
	point_light_->Color(float3(18, 18, 18));
	point_light_->Position(float3(0, 0, 0));
	point_light_->Falloff(float3(1, 0, 1));
	point_light_->BindUpdateFunc(PointLightSourceUpdate());
	point_light_->AddToSceneManager();

	SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(scene_model, SceneObject::SOA_Cullable | SceneObject::SOA_Moveable);
	scene_obj->BindMainThreadUpdateFunc(ObjectUpdate());
	scene_obj->AddToSceneManager();

	fpcController_.Scalers(0.05f, 0.1f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&PostProcessingApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	copy_ = SyncLoadPostProcess("Copy.ppml", "copy");
	ascii_arts_ = MakeSharedPtr<AsciiArtsPostProcess>();
	cartoon_ = MakeSharedPtr<CartoonPostProcess>();
	tiling_ = MakeSharedPtr<TilingPostProcess>();
	hdr_ = MakeSharedPtr<HDRPostProcess>(false);
	night_vision_ = MakeSharedPtr<NightVisionPostProcess>();
	sepia_ = SyncLoadPostProcess("Sepia.ppml", "sepia");
	cross_stitching_ = SyncLoadPostProcess("CrossStitching.ppml", "cross_stitching");
	frosted_glass_ = SyncLoadPostProcess("FrostedGlass.ppml", "frosted_glass");

	UIManager::Instance().Load(ResLoader::Instance().Open("PostProcessing.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_fps_camera_ = dialog_->IDFromName("FPSCamera");
	id_copy_ = dialog_->IDFromName("CopyPP");
	id_ascii_arts_ = dialog_->IDFromName("AsciiArtsPP");
	id_cartoon_ = dialog_->IDFromName("CartoonPP");
	id_tiling_ = dialog_->IDFromName("TilingPP");
	id_hdr_ = dialog_->IDFromName("HDRPP");
	id_night_vision_ = dialog_->IDFromName("NightVisionPP");
	id_old_fashion_ = dialog_->IDFromName("SepiaPP");
	id_cross_stitching_ = dialog_->IDFromName("CrossStitchingPP");
	id_frosted_glass_ = dialog_->IDFromName("FrostedGlassPP");

	dialog_->Control<UICheckBox>(id_fps_camera_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::FPSCameraHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_copy_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::CopyHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_ascii_arts_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::AsciiArtsHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_cartoon_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::CartoonHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_tiling_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::TilingHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_hdr_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::HDRHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_night_vision_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::NightVisionHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_old_fashion_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::SepiaHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_cross_stitching_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::CrossStitchingHandler, this, std::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_frosted_glass_)->OnChangedEvent().connect(std::bind(&PostProcessingApp::FrostedGlassHandler, this, std::placeholders::_1));
	this->CartoonHandler(*dialog_->Control<UIRadioButton>(id_cartoon_));
	
	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube, c_cube);
	sky_box_->AddToSceneManager();

	color_fb_ = rf.MakeFrameBuffer();
	color_fb_->GetViewport()->camera = re.CurFrameBuffer()->GetViewport()->camera;
}
コード例 #17
0
ファイル: DeferredRendering.cpp プロジェクト: Chenmxs/KlayGE
void DeferredRenderingApp::OnCreate()
{
	this->LookAt(float3(-14.5f, 18, -3), float3(-13.6f, 17.55f, -2.8f));
	this->Proj(0.1f, 500.0f);

	KlayGE::function<TexturePtr()> c_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<TexturePtr()> y_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<RenderablePtr()> model_ml = ASyncLoadModel("sponza_crytek.7z//sponza_crytek.meshml", EAH_GPU_Read | EAH_Immutable);

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube_tl, c_cube_tl);
	ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
	ambient_light->AddToSceneManager();
	
	spot_light_[0] = MakeSharedPtr<SpotLightSource>();
	spot_light_[0]->Attrib(0);
	spot_light_[0]->Color(float3(1.0f, 0.17f, 0.05f) * 10.0f);
	spot_light_[0]->Falloff(float3(1, 0.5f, 0));
	spot_light_[0]->Position(float3(+14.6f, 3.7f, -4.3f));
	spot_light_[0]->Direction(float3(0, 1, 0));
	spot_light_[0]->OuterAngle(PI / 2.5f);
	spot_light_[0]->InnerAngle(PI / 4);
	spot_light_[0]->BindUpdateFunc(SpotLightSourceUpdate(spot_light_[0]->Color()));
	spot_light_[0]->AddToSceneManager();

	spot_light_[1] = MakeSharedPtr<SpotLightSource>();
	spot_light_[1]->Attrib(0);
	spot_light_[1]->Color(float3(1.0f, 0.17f, 0.05f) * 10.0f);
	spot_light_[1]->Falloff(float3(1, 0.5f, 0));
	spot_light_[1]->Position(float3(-18.6f, 3.7f, +6.5f));
	spot_light_[1]->Direction(float3(0, 1, 0));
	spot_light_[1]->OuterAngle(PI / 2.5f);
	spot_light_[1]->InnerAngle(PI / 4);
	spot_light_[1]->BindUpdateFunc(SpotLightSourceUpdate(spot_light_[1]->Color()));
	spot_light_[1]->AddToSceneManager();

	spot_light_[2] = MakeSharedPtr<SpotLightSource>();
	spot_light_[2]->Attrib(LightSource::LSA_IndirectLighting);
	spot_light_[2]->Color(float3(6.0f, 5.88f, 4.38f) * 2.0f);
	spot_light_[2]->Position(float3(0.0f, 43.2f, -5.9f));
	spot_light_[2]->Direction(float3(0.0f, -1, 0.1f));
	spot_light_[2]->Falloff(float3(1, 0.1f, 0));
	spot_light_[2]->OuterAngle(PI / 8);
	spot_light_[2]->InnerAngle(PI / 12);
	spot_light_[2]->BindUpdateFunc(GISpotLightSourceUpdate());
	spot_light_[2]->AddToSceneManager();

	spot_light_src_[0] = MakeSharedPtr<SceneObjectLightSourceProxy>(spot_light_[0]);
	checked_pointer_cast<SceneObjectLightSourceProxy>(spot_light_src_[0])->Scaling(0.1f, 0.1f, 0.1f);
	spot_light_src_[1] = MakeSharedPtr<SceneObjectLightSourceProxy>(spot_light_[1]);
	checked_pointer_cast<SceneObjectLightSourceProxy>(spot_light_src_[1])->Scaling(0.1f, 0.1f, 0.1f);
	spot_light_src_[2] = MakeSharedPtr<SceneObjectLightSourceProxy>(spot_light_[2]);
	spot_light_src_[2]->AddToSceneManager();

	SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(model_ml, SceneObject::SOA_Cullable, 0);
	scene_obj->AddToSceneManager();

	fpcController_.Scalers(0.05f, 0.5f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&DeferredRenderingApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("DeferredRendering.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_buffer_combo_ = dialog_->IDFromName("BufferCombo");
	id_illum_combo_ = dialog_->IDFromName("IllumCombo");
	id_il_scale_static_ = dialog_->IDFromName("ILScaleStatic");
	id_il_scale_slider_ = dialog_->IDFromName("ILScaleSlider");
	id_ssvo_ = dialog_->IDFromName("SSVO");
	id_hdr_ = dialog_->IDFromName("HDR");
	id_aa_ = dialog_->IDFromName("AA");
	id_num_lights_static_ = dialog_->IDFromName("NumLightsStatic");
	id_num_lights_slider_ = dialog_->IDFromName("NumLightsSlider");
	id_ctrl_camera_ = dialog_->IDFromName("CtrlCamera");

#if DEFAULT_DEFERRED != TRIDITIONAL_DEFERRED
	dialog_->Control<UIComboBox>(id_buffer_combo_)->RemoveItem(10);
	dialog_->Control<UIComboBox>(id_buffer_combo_)->RemoveItem(9);
#endif

	dialog_->Control<UIComboBox>(id_buffer_combo_)->OnSelectionChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::BufferChangedHandler, this, KlayGE::placeholders::_1));
	this->BufferChangedHandler(*dialog_->Control<UIComboBox>(id_buffer_combo_));

	dialog_->Control<UIComboBox>(id_illum_combo_)->OnSelectionChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::IllumChangedHandler, this, KlayGE::placeholders::_1));
	this->IllumChangedHandler(*dialog_->Control<UIComboBox>(id_illum_combo_));

	dialog_->Control<UISlider>(id_il_scale_slider_)->SetValue(static_cast<int>(il_scale_ * 10));
	dialog_->Control<UISlider>(id_il_scale_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::ILScaleChangedHandler, this, KlayGE::placeholders::_1));
	this->ILScaleChangedHandler(*dialog_->Control<UISlider>(id_il_scale_slider_));

	dialog_->Control<UICheckBox>(id_ssvo_)->OnChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::SSVOHandler, this, KlayGE::placeholders::_1));
	this->SSVOHandler(*dialog_->Control<UICheckBox>(id_ssvo_));
	dialog_->Control<UICheckBox>(id_hdr_)->OnChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::HDRHandler, this, KlayGE::placeholders::_1));
	this->HDRHandler(*dialog_->Control<UICheckBox>(id_hdr_));
	dialog_->Control<UICheckBox>(id_aa_)->OnChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::AntiAliasHandler, this, KlayGE::placeholders::_1));
	this->AntiAliasHandler(*dialog_->Control<UICheckBox>(id_aa_));
	dialog_->Control<UISlider>(id_num_lights_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::NumLightsChangedHandler, this, KlayGE::placeholders::_1));
	this->NumLightsChangedHandler(*dialog_->Control<UISlider>(id_num_lights_slider_));

	dialog_->Control<UICheckBox>(id_ctrl_camera_)->OnChangedEvent().connect(KlayGE::bind(&DeferredRenderingApp::CtrlCameraHandler, this, KlayGE::placeholders::_1));
	this->CtrlCameraHandler(*dialog_->Control<UICheckBox>(id_ctrl_camera_));

	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube_tl, c_cube_tl);
	sky_box_->AddToSceneManager();

	ps_ = SyncLoadParticleSystem("Fire.psml");
	ps_->Gravity(0.5f);
	ps_->MediaDensity(0.5f);
	ps_->AddToSceneManager();

	float const SCALE = 3;
	ps_->ModelMatrix(MathLib::scaling(SCALE, SCALE, SCALE));

	ParticleEmitterPtr emitter0 = ps_->Emitter(0);
	emitter0->ModelMatrix(MathLib::translation(spot_light_[0]->Position() / SCALE));

	ParticleEmitterPtr emitter1 = emitter0->Clone();
	emitter1->ModelMatrix(MathLib::translation(spot_light_[1]->Position() / SCALE));
	ps_->AddEmitter(emitter1);
}
コード例 #18
0
ファイル: DetailedSurface.cpp プロジェクト: Chenmxs/KlayGE
uint32_t DetailedSurfaceApp::DoUpdate(uint32_t /*pass*/)
{
	RenderEngine& renderEngine(Context::Instance().RenderFactoryInstance().RenderEngineInstance());
	if (loading_percentage_ < 100)
	{
		UIDialogPtr const & dialog_loading = UIManager::Instance().GetDialog("Loading");
		UIStaticPtr const & msg = dialog_loading->Control<UIStatic>(dialog_loading->IDFromName("Msg"));
		UIProgressBarPtr const & progress_bar = dialog_loading->Control<UIProgressBar>(dialog_loading->IDFromName("Progress"));

		if (loading_percentage_ < 20)
		{
			dialog_ = UIManager::Instance().GetDialog("DetailedSurface");
			dialog_->SetVisible(false);

			dialog_loading->SetVisible(true);

			loading_percentage_ = 20;
			progress_bar->SetValue(loading_percentage_);
			msg->SetText(L"Loading Geometry");
		}
		else if (loading_percentage_ < 60)
		{
			polygon_ = MakeSharedPtr<PolygonObject>();
			checked_pointer_cast<PolygonObject>(polygon_)->BindJudaTexture(juda_tex_);
			juda_tex_->UpdateCache(checked_pointer_cast<PolygonObject>(polygon_)->JudaTexTileIDs(0));
			polygon_->AddToSceneManager();

			this->LookAt(float3(-0.18f, 0.24f, -0.18f), float3(0, 0.05f, 0));
			this->Proj(0.01f, 100);

			tb_controller_.AttachCamera(this->ActiveCamera());
			tb_controller_.Scalers(0.01f, 0.003f);

			loading_percentage_ = 60;
			progress_bar->SetValue(loading_percentage_);
			msg->SetText(L"Loading Light");
		}
		else if (loading_percentage_ < 80)
		{
			light_ = MakeSharedPtr<PointLightSource>();
			light_->Attrib(0);
			light_->Color(float3(2, 2, 2));
			light_->Falloff(float3(1, 0, 1.0f));
			light_->Position(float3(0.25f, 0.5f, -1.0f));
			light_->AddToSceneManager();

			light_proxy_ = MakeSharedPtr<SceneObjectLightSourceProxy>(light_);
			checked_pointer_cast<SceneObjectLightSourceProxy>(light_proxy_)->Scaling(0.01f, 0.01f, 0.01f);
			light_proxy_->AddToSceneManager();

			loading_percentage_ = 80;
			progress_bar->SetValue(loading_percentage_);
			msg->SetText(L"Initalizing Input System");
		}
		else if (loading_percentage_ < 90)
		{
			InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
			InputActionMap actionMap;
			actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

			action_handler_t input_handler = MakeSharedPtr<input_signal>();
			input_handler->connect(KlayGE::bind(&DetailedSurfaceApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
			inputEngine.ActionMap(actionMap, input_handler);

			loading_percentage_ = 90;
			progress_bar->SetValue(loading_percentage_);
			msg->SetText(L"Initalizing UI");
		}
		else
		{
			id_scale_static_ = dialog_->IDFromName("ScaleStatic");
			id_scale_slider_ = dialog_->IDFromName("ScaleSlider");
			id_detail_type_static_ = dialog_->IDFromName("DetailTypeStatic");
			id_detail_type_combo_ = dialog_->IDFromName("DetailTypeCombo");
			id_na_length_ = dialog_->IDFromName("NaLength");
			id_wireframe_ = dialog_->IDFromName("Wireframe");

			dialog_->Control<UISlider>(id_scale_slider_)->SetValue(static_cast<int>(height_scale_ * 100));
			dialog_->Control<UISlider>(id_scale_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&DetailedSurfaceApp::ScaleChangedHandler, this, KlayGE::placeholders::_1));
			this->ScaleChangedHandler(*dialog_->Control<UISlider>(id_scale_slider_));

			dialog_->Control<UIComboBox>(id_detail_type_combo_)->SetSelectedByIndex(2);
			dialog_->Control<UIComboBox>(id_detail_type_combo_)->OnSelectionChangedEvent().connect(KlayGE::bind(&DetailedSurfaceApp::DetailTypeChangedHandler, this, KlayGE::placeholders::_1));
			this->DetailTypeChangedHandler(*dialog_->Control<UIComboBox>(id_detail_type_combo_));

			dialog_->Control<UICheckBox>(id_na_length_)->OnChangedEvent().connect(KlayGE::bind(&DetailedSurfaceApp::NaLengthHandler, this, KlayGE::placeholders::_1));
			this->NaLengthHandler(*dialog_->Control<UICheckBox>(id_na_length_));
			dialog_->Control<UICheckBox>(id_wireframe_)->OnChangedEvent().connect(KlayGE::bind(&DetailedSurfaceApp::WireframeHandler, this, KlayGE::placeholders::_1));
			this->WireframeHandler(*dialog_->Control<UICheckBox>(id_wireframe_));

			loading_percentage_ = 100;
			progress_bar->SetValue(loading_percentage_);
			msg->SetText(L"DONE");

			dialog_->SetVisible(true);
			dialog_loading->SetVisible(false);
		}

		renderEngine.CurFrameBuffer()->Clear(FrameBuffer::CBM_Color | FrameBuffer::CBM_Depth, Color(0.0f, 0.0f, 0.0f, 1), 1.0f, 0);
		return App3DFramework::URV_SkipPostProcess | App3DFramework::URV_Finished;
	}
	else
	{
		Color clear_clr(0.2f, 0.4f, 0.6f, 1);
		if (Context::Instance().Config().graphics_cfg.gamma)
		{
			clear_clr.r() = 0.029f;
			clear_clr.g() = 0.133f;
			clear_clr.b() = 0.325f;
		}
		renderEngine.CurFrameBuffer()->Clear(FrameBuffer::CBM_Color | FrameBuffer::CBM_Depth, clear_clr, 1.0f, 0);

		/*float degree(std::clock() / 700.0f);
		float3 lightPos(2, 0, 1);
		float4x4 matRot(MathLib::rotation_y(degree));
		lightPos = MathLib::transform_coord(lightPos, matRot);*/

		float3 light_pos(0.25f, 0.5f, -1.0f);
		light_pos = MathLib::transform_coord(light_pos, this->ActiveCamera().InverseViewMatrix());
		light_pos = MathLib::normalize(light_pos);
		light_->Position(light_pos);

		checked_pointer_cast<PolygonObject>(polygon_)->LightPos(light_->Position());
		checked_pointer_cast<PolygonObject>(polygon_)->LightColor(light_->Color());
		checked_pointer_cast<PolygonObject>(polygon_)->LightFalloff(light_->Falloff());

		return App3DFramework::URV_NeedFlush | App3DFramework::URV_Finished;
	}
}
コード例 #19
0
void PostProcessingApp::InitObjects()
{
	this->LookAt(float3(0, 0.5f, -2), float3(0, 0, 0));
	this->Proj(0.1f, 150.0f);

	loading_percentage_ = 0;
	c_cube_tl_ = ASyncLoadTexture("rnl_cross_c.dds", EAH_GPU_Read | EAH_Immutable);
	y_cube_tl_ = ASyncLoadTexture("rnl_cross_y.dds", EAH_GPU_Read | EAH_Immutable);
	model_ml_ = ASyncLoadModel("dino50.7z//dino50.meshml", EAH_GPU_Read | EAH_Immutable);

	RenderFactory& rf = Context::Instance().RenderFactoryInstance();
	RenderEngine& re = rf.RenderEngineInstance();

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();
	deferred_rendering_->SSVOEnabled(0, false);
	re.HDREnabled(false);
	re.PPAAEnabled(0);
	re.ColorGradingEnabled(false);

	point_light_ = MakeSharedPtr<PointLightSource>();
	point_light_->Attrib(LightSource::LSA_NoShadow);
	point_light_->Color(float3(18, 18, 18));
	point_light_->Position(float3(0, 0, 0));
	point_light_->Falloff(float3(1, 0, 1));
	point_light_->BindUpdateFunc(PointLightSourceUpdate());
	point_light_->AddToSceneManager();

	fpcController_.Scalers(0.05f, 0.1f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&PostProcessingApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	copy_ = SyncLoadPostProcess("Copy.ppml", "copy");
	ascii_arts_ = MakeSharedPtr<AsciiArtsPostProcess>();
	cartoon_ = MakeSharedPtr<CartoonPostProcess>();
	tiling_ = MakeSharedPtr<TilingPostProcess>();
	hdr_ = MakeSharedPtr<HDRPostProcess>(false);
	night_vision_ = MakeSharedPtr<NightVisionPostProcess>();
	old_fashion_ = SyncLoadPostProcess("OldFashion.ppml", "old_fashion");

	UIManager::Instance().Load(ResLoader::Instance().Open("PostProcessing.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_fps_camera_ = dialog_->IDFromName("FPSCamera");
	id_copy_ = dialog_->IDFromName("CopyPP");
	id_ascii_arts_ = dialog_->IDFromName("AsciiArtsPP");
	id_cartoon_ = dialog_->IDFromName("CartoonPP");
	id_tiling_ = dialog_->IDFromName("TilingPP");
	id_hdr_ = dialog_->IDFromName("HDRPP");
	id_night_vision_ = dialog_->IDFromName("NightVisionPP");
	id_old_fashion_ = dialog_->IDFromName("OldFashionPP");

	dialog_->Control<UICheckBox>(id_fps_camera_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::FPSCameraHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_copy_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::CopyHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_ascii_arts_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::AsciiArtsHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_cartoon_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::CartoonHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_tiling_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::TilingHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_hdr_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::HDRHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_night_vision_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::NightVisionHandler, this, KlayGE::placeholders::_1));
	dialog_->Control<UIRadioButton>(id_old_fashion_)->OnChangedEvent().connect(KlayGE::bind(&PostProcessingApp::OldFashionHandler, this, KlayGE::placeholders::_1));
	this->CartoonHandler(*dialog_->Control<UIRadioButton>(id_cartoon_));
	
	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	sky_box_->AddToSceneManager();

	color_fb_ = rf.MakeFrameBuffer();
	color_fb_->GetViewport()->camera = re.CurFrameBuffer()->GetViewport()->camera;
}
コード例 #20
0
ファイル: AreaLighting.cpp プロジェクト: dgkae/KlayGE
void AreaLightingApp::OnCreate()
{
	this->LookAt(float3(-12.2f, 15.8f, -2.4f), float3(-11.5f, 15.1f, -2.2f));
	this->Proj(0.1f, 500.0f);

	KlayGE::function<TexturePtr()> c_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<TexturePtr()> y_cube_tl = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
	KlayGE::function<RenderablePtr()> model_ml = ASyncLoadModel("sponza_crytek.7z//sponza_crytek.meshml", EAH_GPU_Read | EAH_Immutable);

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube_tl, c_cube_tl);
	ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
	ambient_light->AddToSceneManager();

	point_light_ = MakeSharedPtr<PointLightSource>();
	point_light_->Attrib(0);
	point_light_->Color(float3(0.8f, 0.96f, 1.0f) * 40.0f);
	point_light_->Position(float3(0, 0, 0));
	point_light_->Falloff(float3(1, 0, 1));
	point_light_->BindUpdateFunc(PointLightSourceUpdate(1 / 1000.0f, float3(0, 10, 0)));
	point_light_->AddToSceneManager();
	point_light_->Enabled(false);

	point_light_src_ = MakeSharedPtr<SceneObjectLightSourceProxy>(point_light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(point_light_src_)->Scaling(0.1f, 0.1f, 0.1f);
	point_light_src_->AddToSceneManager();
	point_light_src_->Visible(false);

	sphere_area_light_ = MakeSharedPtr<SphereAreaLightSource>();
	sphere_area_light_->Attrib(0);
	sphere_area_light_->Color(point_light_->Color());
	sphere_area_light_->Position(point_light_->Position());
	sphere_area_light_->Falloff(point_light_->Falloff());
	sphere_area_light_->BindUpdateFunc(PointLightSourceUpdate(1 / 1000.0f, float3(0, 10, 0)));
	sphere_area_light_->AddToSceneManager();
	sphere_area_light_->Enabled(false);

	sphere_area_light_src_ = MakeSharedPtr<SceneObjectLightSourceProxy>(sphere_area_light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(sphere_area_light_src_)->Scaling(0.1f, 0.1f, 0.1f);
	sphere_area_light_src_->AddToSceneManager();
	sphere_area_light_src_->Visible(false);

	tube_area_light_ = MakeSharedPtr<TubeAreaLightSource>();
	tube_area_light_->Attrib(0);
	tube_area_light_->Color(point_light_->Color());
	tube_area_light_->Position(point_light_->Position());
	tube_area_light_->Falloff(point_light_->Falloff());
	tube_area_light_->BindUpdateFunc(PointLightSourceUpdate(1 / 1000.0f, float3(0, 10, 0)));
	tube_area_light_->AddToSceneManager();
	tube_area_light_->Enabled(false);

	tube_area_light_src_ = MakeSharedPtr<SceneObjectLightSourceProxy>(tube_area_light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(tube_area_light_src_)->Scaling(0.1f, 0.1f, 0.1f);
	tube_area_light_src_->AddToSceneManager();
	tube_area_light_src_->Visible(false);

	SceneObjectPtr scene_obj = MakeSharedPtr<SceneObjectHelper>(model_ml, SceneObject::SOA_Cullable, 0);
	scene_obj->AddToSceneManager();

	for (int i = -5; i < 5; ++ i)
	{
		RenderModelPtr sphere_mesh = SyncLoadModel("sphere_high.7z//sphere_high.meshml", EAH_GPU_Read | EAH_Immutable);
		sphere_mesh->GetMaterial(0)->specular = float3(0.4f, 0.4f, 0.4f);
		sphere_mesh->GetMaterial(0)->shininess = (i + 6) * 10.0f;
		SceneObjectPtr sphere_obj = MakeSharedPtr<SceneObjectHelper>(sphere_mesh, SceneObject::SOA_Cullable);
		sphere_obj->ModelMatrix(MathLib::scaling(10.0f, 10.0f, 10.0f) * MathLib::translation(i + 0.5f, 5.0f, 0.0f));
		sphere_obj->AddToSceneManager();
	}

	fpcController_.Scalers(0.05f, 0.5f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(KlayGE::bind(&AreaLightingApp::InputHandler, this, KlayGE::placeholders::_1, KlayGE::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("AreaLighting.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_light_type_combo_ = dialog_->IDFromName("LightTypeCombo");
	id_radius_static_ = dialog_->IDFromName("RadiusStatic");
	id_radius_slider_ = dialog_->IDFromName("RadiusSlider");
	id_length_static_ = dialog_->IDFromName("LengthStatic");
	id_length_slider_ = dialog_->IDFromName("LengthSlider");
	id_ctrl_camera_ = dialog_->IDFromName("CtrlCamera");

	dialog_->Control<UIComboBox>(id_light_type_combo_)->OnSelectionChangedEvent().connect(KlayGE::bind(&AreaLightingApp::LightTypeChangedHandler, this, KlayGE::placeholders::_1));
	this->LightTypeChangedHandler(*dialog_->Control<UIComboBox>(id_light_type_combo_));

	dialog_->Control<UISlider>(id_radius_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&AreaLightingApp::RadiusChangedHandler, this, KlayGE::placeholders::_1));
	this->RadiusChangedHandler(*dialog_->Control<UISlider>(id_radius_slider_));
	dialog_->Control<UISlider>(id_length_slider_)->OnValueChangedEvent().connect(KlayGE::bind(&AreaLightingApp::LengthChangedHandler, this, KlayGE::placeholders::_1));
	this->LengthChangedHandler(*dialog_->Control<UISlider>(id_length_slider_));

	dialog_->Control<UICheckBox>(id_ctrl_camera_)->OnChangedEvent().connect(KlayGE::bind(&AreaLightingApp::CtrlCameraHandler, this, KlayGE::placeholders::_1));
	this->CtrlCameraHandler(*dialog_->Control<UICheckBox>(id_ctrl_camera_));

	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube_tl, c_cube_tl);
	sky_box_->AddToSceneManager();
}
コード例 #21
0
ファイル: ShadowCubeMap.cpp プロジェクト: iankona/KlayGE
void ShadowCubeMap::OnCreate()
{
	loading_percentage_ = 0;
	lamp_tex_ = ASyncLoadTexture("lamp.dds", EAH_GPU_Read | EAH_Immutable);
	scene_model_ = ASyncLoadModel("ScifiRoom.7z//ScifiRoom.meshml", EAH_GPU_Read | EAH_Immutable, CreateModelFactory<RenderModel>(), CreateMeshFactory<OccluderMesh>());
	teapot_model_ = ASyncLoadModel("teapot.meshml", EAH_GPU_Read | EAH_Immutable, CreateModelFactory<RenderModel>(), CreateMeshFactory<OccluderMesh>());

	RenderFactory& rf = Context::Instance().RenderFactoryInstance();
	RenderEngine& re = rf.RenderEngineInstance();
	RenderDeviceCaps const & caps = re.DeviceCaps();

	font_ = SyncLoadFont("gkai00mp.kfont");

	this->LookAt(float3(0.0f, 10.0f, -25.0f), float3(0, 10.0f, 0));
	this->Proj(0.1f, 200);

	ElementFormat fmt;
	if (caps.rendertarget_format_support(EF_D24S8, 1, 0))
	{
		fmt = EF_D24S8;
	}
	else
	{
		BOOST_ASSERT(caps.rendertarget_format_support(EF_D16, 1, 0));

		fmt = EF_D16;
	}
	RenderViewPtr depth_view = rf.Make2DDepthStencilRenderView(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, fmt, 1, 0);
	if (caps.pack_to_rgba_required)
	{
		if (caps.texture_format_support(EF_ABGR8) && caps.rendertarget_format_support(EF_ABGR8, 1, 0))
		{
			fmt = EF_ABGR8;
		}
		else
		{
			BOOST_ASSERT(caps.texture_format_support(EF_ARGB8) && caps.rendertarget_format_support(EF_ARGB8, 1, 0));
			fmt = EF_ARGB8;
		}
	}
	else
	{
		fmt = EF_R16F;
	}
	shadow_tex_ = rf.MakeTexture2D(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1, 1, fmt, 1, 0, EAH_GPU_Read | EAH_GPU_Write, nullptr);
	shadow_cube_buffer_ = rf.MakeFrameBuffer();
	shadow_cube_buffer_->Attach(FrameBuffer::ATT_Color0, rf.Make2DRenderView(*shadow_tex_, 0, 1, 0));
	shadow_cube_buffer_->Attach(FrameBuffer::ATT_DepthStencil, depth_view);

	shadow_cube_tex_ = rf.MakeTextureCube(SHADOW_MAP_SIZE, 1, 1, shadow_tex_->Format(), 1, 0, EAH_GPU_Read | EAH_GPU_Write, nullptr);

	if (caps.render_to_texture_array_support)
	{
		shadow_cube_one_tex_ = rf.MakeTextureCube(SHADOW_MAP_SIZE, 1, 1, shadow_tex_->Format(), 1, 0, EAH_GPU_Read | EAH_GPU_Write, nullptr);
		shadow_cube_one_buffer_ = rf.MakeFrameBuffer();
		shadow_cube_one_buffer_->GetViewport()->camera->OmniDirectionalMode(true);
		shadow_cube_one_buffer_->GetViewport()->camera->ProjParams(PI / 2, 1, 0.1f, 500.0f);
		shadow_cube_one_buffer_->Attach(FrameBuffer::ATT_Color0, rf.MakeCubeRenderView(*shadow_cube_one_tex_, 0, 0));
		TexturePtr shadow_one_depth_tex = rf.MakeTextureCube(SHADOW_MAP_SIZE, 1, 1, EF_D24S8, 1, 0, EAH_GPU_Write, nullptr);
		shadow_cube_one_buffer_->Attach(FrameBuffer::ATT_DepthStencil, rf.MakeCubeDepthStencilRenderView(*shadow_one_depth_tex, 0, 0));
	}

	for (int i = 0; i < 2; ++ i)
	{
		shadow_dual_texs_[i] = rf.MakeTexture2D(SHADOW_MAP_SIZE,  SHADOW_MAP_SIZE, 1, 1, fmt, 1, 0, EAH_GPU_Read | EAH_GPU_Write, nullptr);
		shadow_dual_view_[i] = rf.Make2DRenderView(*shadow_dual_texs_[i], 0, 1, 0);

		shadow_dual_buffers_[i] = rf.MakeFrameBuffer();
		shadow_dual_buffers_[i]->GetViewport()->camera->ProjParams(PI, 1, 0.1f, 500.0f);
		shadow_dual_buffers_[i]->Attach(FrameBuffer::ATT_Color0, shadow_dual_view_[i]);
		shadow_dual_buffers_[i]->Attach(FrameBuffer::ATT_DepthStencil, depth_view);
	}
	shadow_dual_tex_ = rf.MakeTexture2D(SHADOW_MAP_SIZE * 2,  SHADOW_MAP_SIZE, 1, 1, fmt, 1, 0, EAH_GPU_Read, nullptr);

	light_ = MakeSharedPtr<PointLightSource>();
	light_->Attrib(0);
	light_->Color(float3(20, 20, 20));
	light_->Falloff(float3(1, 1, 0));
	light_->BindUpdateFunc(PointLightSourceUpdate());
	light_->AddToSceneManager();

	light_proxy_ = MakeSharedPtr<SceneObjectLightSourceProxy>(light_);
	checked_pointer_cast<SceneObjectLightSourceProxy>(light_proxy_)->Scaling(0.5f, 0.5f, 0.5f);
	light_proxy_->AddToSceneManager();

	for (int i = 0; i < 6; ++ i)
	{
		sm_filter_pps_[i] = MakeSharedPtr<LogGaussianBlurPostProcess>(3, true);
		sm_filter_pps_[i]->InputPin(0, shadow_tex_);
		sm_filter_pps_[i]->OutputPin(0, shadow_cube_tex_, 0, 0, i);
	}

	fpcController_.Scalers(0.05f, 1.0f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&ShadowCubeMap::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("ShadowCubeMap.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_scale_factor_static_ = dialog_->IDFromName("ScaleFactorStatic");
	id_scale_factor_slider_ = dialog_->IDFromName("ScaleFactorSlider");
	id_sm_type_static_ = dialog_->IDFromName("SMStatic");
	id_sm_type_combo_ = dialog_->IDFromName("SMCombo");
	id_ctrl_camera_ = dialog_->IDFromName("CtrlCamera");

	dialog_->Control<UISlider>(id_scale_factor_slider_)->OnValueChangedEvent().connect(std::bind(&ShadowCubeMap::ScaleFactorChangedHandler, this, std::placeholders::_1));
	dialog_->Control<UIComboBox>(id_sm_type_combo_)->OnSelectionChangedEvent().connect(std::bind(&ShadowCubeMap::SMTypeChangedHandler, this, std::placeholders::_1));
	dialog_->Control<UICheckBox>(id_ctrl_camera_)->OnChangedEvent().connect(std::bind(&ShadowCubeMap::CtrlCameraHandler, this, std::placeholders::_1));

	this->ScaleFactorChangedHandler(*dialog_->Control<UISlider>(id_scale_factor_slider_));
	this->SMTypeChangedHandler(*dialog_->Control<UIComboBox>(id_sm_type_combo_));

	if (caps.max_shader_model < ShaderModel(5, 0))
	{
		dialog_->Control<UIComboBox>(id_sm_type_combo_)->RemoveItem(4);
	}
	if (caps.max_shader_model < ShaderModel(4, 0))
	{
		dialog_->Control<UIComboBox>(id_sm_type_combo_)->RemoveItem(3);
		dialog_->Control<UIComboBox>(id_sm_type_combo_)->RemoveItem(2);
		dialog_->Control<UIComboBox>(id_sm_type_combo_)->RemoveItem(1);
	}
}
コード例 #22
0
void CascadedShadowMapApp::OnCreate()
{
	this->LookAt(float3(-25.72f, 29.65f, 24.57f), float3(-24.93f, 29.09f, 24.32f));
	this->Proj(0.05f, 300.0f);

	light_ctrl_camera_.ViewParams(float3(-50, 50, -50), float3(0, 0, 0), float3(0, 1, 0));
	light_controller_.AttachCamera(light_ctrl_camera_);
	light_controller_.Scalers(0.003f, 0.003f);

	TexturePtr c_cube = ASyncLoadTexture("Lake_CraterLake03_filtered_c.dds", EAH_GPU_Read | EAH_Immutable);
	TexturePtr y_cube = ASyncLoadTexture("Lake_CraterLake03_filtered_y.dds", EAH_GPU_Read | EAH_Immutable);
	RenderablePtr plane_model = ASyncLoadModel("plane.meshml", EAH_GPU_Read | EAH_Immutable,
		CreateModelFactory<RenderModel>(), CreateMeshFactory<StaticMesh>());
	RenderablePtr katapult_model = ASyncLoadModel("katapult.meshml", EAH_GPU_Read | EAH_Immutable);

	font_ = SyncLoadFont("gkai00mp.kfont");

	deferred_rendering_ = Context::Instance().DeferredRenderingLayerInstance();
	deferred_rendering_->SSVOEnabled(0, false);

	AmbientLightSourcePtr ambient_light = MakeSharedPtr<AmbientLightSource>();
	ambient_light->SkylightTex(y_cube, c_cube);
	ambient_light->Color(float3(0.1f, 0.1f, 0.1f));
	ambient_light->AddToSceneManager();
	
	sun_light_ = MakeSharedPtr<SunLightSource>();
	sun_light_->Attrib(0);
	sun_light_->Direction(MathLib::normalize(float3(50, -50, 50)));
	sun_light_->Color(float3(1, 1, 1));
	sun_light_->AddToSceneManager();

	SceneObjectPtr plane_so = MakeSharedPtr<SceneObjectHelper>(plane_model, SceneObject::SOA_Cullable);
	plane_so->ModelMatrix(MathLib::scaling(200.0f, 1.0f, 200.0f));
	plane_so->AddToSceneManager();

	SceneObjectPtr katapult_so = MakeSharedPtr<SceneObjectHelper>(katapult_model, SceneObject::SOA_Cullable);
	katapult_so->AddToSceneManager();

	fpcController_.Scalers(0.05f, 1.0f);

	InputEngine& inputEngine(Context::Instance().InputFactoryInstance().InputEngineInstance());
	InputActionMap actionMap;
	actionMap.AddActions(actions, actions + sizeof(actions) / sizeof(actions[0]));

	action_handler_t input_handler = MakeSharedPtr<input_signal>();
	input_handler->connect(std::bind(&CascadedShadowMapApp::InputHandler, this, std::placeholders::_1, std::placeholders::_2));
	inputEngine.ActionMap(actionMap, input_handler);

	UIManager::Instance().Load(ResLoader::Instance().Open("CascadedShadowMap.uiml"));
	dialog_ = UIManager::Instance().GetDialogs()[0];

	id_csm_type_combo_ = dialog_->IDFromName("TypeCombo");
	id_cascades_combo_ = dialog_->IDFromName("CascadesCombo");
	id_pssm_factor_static_ = dialog_->IDFromName("PSSMFactorStatic");
	id_pssm_factor_slider_ = dialog_->IDFromName("PSSMFactorSlider");
	id_ctrl_camera_ = dialog_->IDFromName("CtrlCamera");

	dialog_->Control<UIComboBox>(id_csm_type_combo_)->OnSelectionChangedEvent().connect(std::bind(&CascadedShadowMapApp::CSMTypeChangedHandler, this, std::placeholders::_1));
	this->CSMTypeChangedHandler(*dialog_->Control<UIComboBox>(id_csm_type_combo_));

	dialog_->Control<UIComboBox>(id_cascades_combo_)->OnSelectionChangedEvent().connect(std::bind(&CascadedShadowMapApp::CascadesChangedHandler, this, std::placeholders::_1));
	this->CascadesChangedHandler(*dialog_->Control<UIComboBox>(id_cascades_combo_));

	dialog_->Control<UISlider>(id_pssm_factor_slider_)->OnValueChangedEvent().connect(std::bind(&CascadedShadowMapApp::PSSMFactorChangedHandler, this, std::placeholders::_1));
	this->PSSMFactorChangedHandler(*dialog_->Control<UISlider>(id_pssm_factor_slider_));

	dialog_->Control<UICheckBox>(id_ctrl_camera_)->OnChangedEvent().connect(std::bind(&CascadedShadowMapApp::CtrlCameraHandler, this, std::placeholders::_1));
	this->CtrlCameraHandler(*dialog_->Control<UICheckBox>(id_ctrl_camera_));

	sky_box_ = MakeSharedPtr<SceneObjectSkyBox>();
	checked_pointer_cast<SceneObjectSkyBox>(sky_box_)->CompressedCubeMap(y_cube, c_cube);
	sky_box_->AddToSceneManager();

	RenderDeviceCaps const & caps = Context::Instance().RenderFactoryInstance().RenderEngineInstance().DeviceCaps();
	if (caps.max_shader_model < ShaderModel(5, 0))
	{
		dialog_->Control<UIComboBox>(id_csm_type_combo_)->SetSelectedByIndex(0);
		dialog_->Control<UIComboBox>(id_csm_type_combo_)->SetEnabled(false);
	}
}