コード例 #1
0
ファイル: Application67.cpp プロジェクト: ByeDream/pixellight
/**
*  @brief
*    Called when a control event has occurred
*/
void Application67::OnControl(Control &cControl)
{
	// Is it a button and was it just hit?
	if (cControl.GetType() == ControlButton && reinterpret_cast<Button&>(cControl).IsHit()) {
		// Check whether the escape key was pressed
		if (cControl.GetName() == "KeyboardEscape") {
			// Shut down the application
			Exit(0);

		// Restart the game
		} else if (cControl.GetName() == "KeyboardR") {
			Restart();

		// Toggle post processing
		} else if (cControl.GetName() == "KeyboardP") {
			// Get the camera
			const SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Loop through all available post process scene node modifiers
				bool			   bRenderToTexture = false;
				uint32			   nIndex			= 0;
				SceneNodeModifier *pModifier		= pCamera->GetModifier("PLCompositing::SNMPostProcess", nIndex);
				while (pModifier) {
					// Toggle the active state of the post process scene node modifier
					pModifier->SetActive(!pModifier->IsActive());
					if (pModifier->IsActive())
						bRenderToTexture = true;

					// Next modifier, please
					pModifier = pCamera->GetModifier("PLCompositing::SNMPostProcess", ++nIndex);
				}

				// Enable/disable render to texture for the post processing feature
				GetSceneRendererTool().SetPassAttribute("Begin", "Flags", bRenderToTexture ? "" : "Inactive");
			}
		}
	}
}
コード例 #2
0
//[-------------------------------------------------------]
//[ Private virtual PLScene::SceneRendererPass functions  ]
//[-------------------------------------------------------]
void SRPDirectionalLightingShaders::Draw(Renderer &cRenderer, const SQCull &cCullQuery)
{
	// Get the shader language to use
	String sShaderLanguage = ShaderLanguage;
	if (!sShaderLanguage.GetLength())
		sShaderLanguage = cRenderer.GetDefaultShaderLanguage();

	// Create the program generator if there's currently no instance of it
	if (!m_pProgramGenerator || m_pProgramGenerator->GetShaderLanguage() != sShaderLanguage) {
		// If not already done: Connect event handler - if it's already connected to this event, nothing happens
		cRenderer.GetRendererContext().GetMaterialManager().EventResourceRemoved.Connect(EventHandlerMaterialRemoved);

		// If there's an previous instance of the program generator, destroy it first
		if (m_pProgramGenerator) {
			delete m_pProgramGenerator;
			m_pProgramGenerator = nullptr;
		}

		// Choose the shader source codes depending on the requested shader language
		if (sShaderLanguage == "GLSL") {
			#include "SRPDirectionalLightingShaders_GLSL.h"
			if (cRenderer.GetAPI() == "OpenGL ES 2.0") {
				// Get shader source codes
				m_pProgramGenerator = new ProgramGenerator(cRenderer, sShaderLanguage, sDirectionalLighting_GLSL_VS, "100", sDirectionalLighting_GLSL_FS, "100");
			} else {
				// Remove precision qualifiers because they usually create some nasty driver issues!
				m_pProgramGenerator = new ProgramGenerator(cRenderer, sShaderLanguage, Shader::RemovePrecisionQualifiersFromGLSL(sDirectionalLighting_GLSL_VS), "120", Shader::RemovePrecisionQualifiersFromGLSL(sDirectionalLighting_GLSL_FS), "120");	// OpenGL 2.1 ("#version 120")
			}
		} else if (sShaderLanguage == "Cg") {
			#include "SRPDirectionalLightingShaders_Cg.h"
			m_pProgramGenerator = new ProgramGenerator(cRenderer, sShaderLanguage, sDirectionalLighting_Cg_VS, "arbvp1", sDirectionalLighting_Cg_FS, "arbfp1");
		}
	}

	// If there's no program generator, we don't need to continue
	if (m_pProgramGenerator) {
		// By default, glow is disabled
		m_bGlowEnabled = false;

		// Get depth of field settings from the 'SNMPostProcessDepthOfField' modifier of the used camera
		m_fDOFNearBlurDepth    = 0.0f;
		m_fDOFFocalPlaneDepth  = 0.0f;
		m_fDOFFarBlurDepth     = 0.0f;
		m_fDOFBlurrinessCutoff = 0.0f;
		bool bWriteAlpha = false;
		SNCamera *pCamera = SNCamera::GetCamera();
		if (pCamera) {
			// DOF enabled?
			if (!(GetFlags() & NoDOF)) {
				// Is there an active DOF post process modifier?
				SceneNodeModifier *pModifier = pCamera->GetModifier("PLCompositing::SNMPostProcessDepthOfField");
				if (pModifier && pModifier->IsActive()) {
					if (pModifier->GetAttribute("EffectWeight")->GetFloat() > 0.0f) {
						m_fDOFNearBlurDepth    = pModifier->GetAttribute("NearBlurDepth")   ->GetFloat();
						m_fDOFFocalPlaneDepth  = pModifier->GetAttribute("FocalPlaneDepth") ->GetFloat();
						m_fDOFFarBlurDepth     = pModifier->GetAttribute("FarBlurDepth")    ->GetFloat();
						m_fDOFBlurrinessCutoff = pModifier->GetAttribute("BlurrinessCutoff")->GetFloat();
						bWriteAlpha = (m_fDOFBlurrinessCutoff != 0.0f);
					}
				}
			}

			// Glow enabled?
			if (!m_fDOFBlurrinessCutoff && !(GetFlags() & NoGlow)) {
				// Is there an active glow post process modifier?
				SceneNodeModifier *pModifier = pCamera->GetModifier("PLCompositing::SNMPostProcessGlow");
				if (pModifier && pModifier->IsActive())
					m_bGlowEnabled = bWriteAlpha = true;
			}
		}

		// Reset all render states to default
		cRenderer.GetRendererContext().GetEffectManager().Use();

		// Is this a transparent renderer pass?
		if (GetFlags() & TransparentPass) {
			cRenderer.SetRenderState(RenderState::BlendEnable,  true);
			cRenderer.SetRenderState(RenderState::ZWriteEnable, false);
		} else {
			// Maybe the z-buffer was already filled by another scene renderer pass? Let the user decide...
			cRenderer.SetRenderState(RenderState::ZWriteEnable, !(GetFlags() & NoZWrite));
		}

		// Backup the color mask
		bool bRed, bGreen, bBlue, bAlpha;
		cRenderer.GetColorMask(bRed, bGreen, bBlue, bAlpha);

		// Setup the color mask and enable scissor test
		cRenderer.SetColorMask(true, true, true, true);
		cRenderer.SetRenderState(RenderState::ScissorTestEnable, true);

		// Search for the first (= nearest) visible directional light scene node - but only if lighting is enabled
		const VisNode *pVisNode = (GetFlags() & NoLighting) ? nullptr : GetFirstDirectionalLight(cCullQuery);
		if (pVisNode && pVisNode->GetSceneNode() && pVisNode->GetSceneNode()->IsLight()) {
			// Get the view space light direction vector and the light color
			m_vLightDirection = -pVisNode->GetWorldViewMatrix().GetZAxis().GetNormalized();
			m_cLightColor     = static_cast<SNLight*>(pVisNode->GetSceneNode())->Color.Get()*LightingIntensity;
			m_cLightNodeHandler.SetElement(pVisNode->GetSceneNode());
		} else {
			// Sorry, there's no visible directional light scene node
			m_vLightDirection = Vector3::NegativeUnitY;
			m_cLightColor     = Color3::Black;
			m_cLightNodeHandler.SetElement();
		}

		// Draw recursive from front to back
		DrawRec(cRenderer, cCullQuery);

		// Restore the color mask
		cRenderer.SetColorMask(bRed, bGreen, bBlue, bAlpha);
	}
}
コード例 #3
0
/**
*  @brief
*    Called when a control event has occurred
*/
void Application65::OnControl(Control &cControl)
{
	// Is it a button and was it just hit?
	if (cControl.GetType() == ControlButton && reinterpret_cast<Button&>(cControl).IsHit()) {
		// Check whether the escape key was pressed
		if (cControl.GetName() == "KeyboardEscape") {
			// Shut down the application
			Exit(0);

		// Show/hide the help text
		} else if (cControl.GetName() == "KeyboardF1") {
			// Get the info text scene node
			SceneNode *pSceneNode = GetRootScene() ? GetRootScene()->GetByName("InfoText") : nullptr;
			if (pSceneNode) {
				// Toggle the active state of the scene node
				pSceneNode->SetActive(!pSceneNode->IsActive());
			}

		// Toggle post processing
		} else if (cControl.GetName() == "KeyboardSpace") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Loop through all available post process scene node modifiers
				uint32			   nIndex    = 0;
				SceneNodeModifier *pModifier = pCamera->GetModifier("PLCompositing::SNMPostProcess", nIndex);
				while (pModifier) {
					// Toggle the active state of the post process scene node modifier
					pModifier->SetActive(!pModifier->IsActive());

					// Next modifier, please
					pModifier = pCamera->GetModifier("PLCompositing::SNMPostProcess", ++nIndex);
				}
			}

		// Next post process effect
		} else if (cControl.GetName() == "KeyboardPageUp") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Increase the current selected modifier index
				m_nCurrentSelectedModifier++;
				if (m_nCurrentSelectedModifier >= m_lstModifierClasses.GetNumOfElements())
					m_nCurrentSelectedModifier = 0;

				// Remove all old modifiers add the new one
				pCamera->ClearModifiers();
				pCamera->AddModifier(m_lstModifierClasses[m_nCurrentSelectedModifier]->GetClassName());
			}

		// Previous post process effect
		} else if (cControl.GetName() == "KeyboardPageDown") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Decrease the current selected modifier index
				if (m_nCurrentSelectedModifier)
					m_nCurrentSelectedModifier--;
				else
					m_nCurrentSelectedModifier = m_lstModifierClasses.GetNumOfElements()-1;

				// Remove all old modifiers add the new one
				pCamera->ClearModifiers();
				pCamera->AddModifier(m_lstModifierClasses[m_nCurrentSelectedModifier]->GetClassName());
			}

		// Custom post process effect: "Rainbow"
		} else if (cControl.GetName() == "Keyboard1") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new one
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessCrazyBars", "ColorScaleY=\"0.002\"");
			}

		// Custom post process effect: "Cartoon"
		} else if (cControl.GetName() == "Keyboard2") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new ones
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "LuminanceConvert=\"-0.2125 -0.7154 -0.0721\"");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessCombineMultiplicate");
			}

		// Custom post process effect: "Animated cartoon"
		} else if (cControl.GetName() == "Keyboard3") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new ones
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "LuminanceConvert=\"-0.2125 -0.7154 -0.0721\"");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessOldFilm");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessCombineMultiplicate");
			}

		// Custom post process effect: "Animated old cartoon"
		} else if (cControl.GetName() == "Keyboard4") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new ones
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "LuminanceConvert=\"-0.2125 -0.7154 -0.0721\"");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessCombineMultiplicate");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessOldFilm");
			}

		// Custom post process effect: "Scratch"
		} else if (cControl.GetName() == "Keyboard5") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new one
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "LuminanceConvert=\"-0.2125 -0.7154 -0.0721\"");
			}

		// Custom post process effect: "Animated old scratch"
		} else if (cControl.GetName() == "Keyboard6") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new ones
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "LuminanceConvert=\"-0.2125 -0.7154 -0.0721\"");
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessOldFilm");
			}

		// Custom post process effect: "Edge glow"
		} else if (cControl.GetName() == "Keyboard7") {
			// Get the currently used camera
			SceneNode *pCamera = reinterpret_cast<SceneNode*>(GetCamera());
			if (pCamera) {
				// Remove all old modifiers add the new one
				pCamera->ClearModifiers();
				pCamera->AddModifier("PLPostProcessEffects::SNMPostProcessEdgeDetect", "Filename=\"Data/PostProcesses/EdgeGlow.pp\"");
			}
		}
	}
}