예제 #1
0
파일: App.cpp 프로젝트: Mx7f/substep
void App::onGraphics3D(RenderDevice* rd, Array<shared_ptr<Surface> >& allSurfaces) {
    // This implementation is equivalent to the default GApp's. It is repeated here to make it
    // easy to modify rendering. If you don't require custom rendering, just delete this
    // method from your application and rely on the base class.

    if (! scene()) {
        return;
    }

    // Debug visualizations and post-process effects
    rd->pushState(m_framebuffer); {
        // Call to make the App show the output of debugDraw(...)
        rd->setProjectionAndCameraMatrix(activeCamera()->projection(), activeCamera()->frame());
	
	    rd->setColorClearValue(Color3::black());
	    rd->clear();
        const Ray& mouseRay = scene()->eyeRay(activeCamera(), userInput->mouseXY() + Vector2(0.5f, 0.5f), rd->viewport(), Vector2int16(0, 0));
	    m_automata.draw(rd, mouseRay, m_gridColor);
        if (m_showHelp) {
            renderGUI(rd);
        }
        

    } rd->popState();

    if ((submitToDisplayMode() == SubmitToDisplayMode::MAXIMIZE_THROUGHPUT) && (!renderDevice->swapBuffersAutomatically())) {
        // We're about to render to the actual back buffer, so swap the buffers now.
        // This call also allows the screenshot and video recording to capture the
        // previous frame just before it is displayed.
        swapBuffers();
    }

	// Clear the entire screen (needed even though we'll render over it, since
    // AFR uses clear() to detect that the buffer is not re-used.)
    rd->clear();

    // Perform gamma correction, bloom, and SSAA, and write to the native window frame buffer
    m_film->exposeAndRender(rd, activeCamera()->filmSettings(), m_framebuffer->texture(0));
}
예제 #2
0
파일: App.cpp 프로젝트: elfprince13/G3D10
void App::onGraphics3D(RenderDevice* rd, Array<shared_ptr<Surface> >& allSurfaces) {
    // This implementation is equivalent to the default GApp's. It is repeated here to make it
    // easy to modify rendering. If you don't require custom rendering, just delete this
    // method from your application and rely on the base class.

    if (! scene()) {
        return;
    }
	
    m_gbuffer->setSpecification(m_gbufferSpecification);
    m_gbuffer->resize(m_framebuffer->width(), m_framebuffer->height());
    m_gbuffer->prepare(rd, activeCamera(), 0, -(float)previousSimTimeStep(), m_settings.hdrFramebuffer.depthGuardBandThickness, m_settings.hdrFramebuffer.colorGuardBandThickness);

	
	m_renderer->render(rd, m_framebuffer, m_depthPeelFramebuffer, scene()->lightingEnvironment(), m_gbuffer, allSurfaces);
	

    // Debug visualizations and post-process effects
    rd->pushState(m_framebuffer); {

		if (m_enableSVO) {
			rd->clear();
			//rd->setProjectionAndCameraMatrix(activeCamera()->projection(), activeCamera()->frame());

			rd->push2D();
			const Vector2int32 guardBand(m_settings.hdrFramebuffer.depthGuardBandThickness - m_settings.hdrFramebuffer.colorGuardBandThickness);
			const Vector2int32 colorRegionExtent = Vector2int32(m_framebuffer->vector2Bounds()) - guardBand * 2;

			Args args;
			rd->setGuardBandClip2D(Vector2int16(guardBand));
			args.setRect(rd->viewport());

			Matrix4 proj;
			activeCamera()->getProjectUnitMatrix(m_framebuffer->rect2DBounds(), proj);
			float focalLength = proj[0][0];

			m_svo->setCurSvoId(0);
			args.setUniform("guardBand", guardBand);

			args.setUniform("focalLength", focalLength);
			args.setUniform("renderRes", Vector2(colorRegionExtent));
			args.setUniform("renderResI", colorRegionExtent);
			args.setUniform("screenRatio", float(colorRegionExtent.y) / float(colorRegionExtent.x));

			m_svo->connectToShader(args, Access::READ, m_svo->maxDepth(), m_svo->maxDepth());

			rd->setColorWrite(true);
			rd->setDepthWrite(false);
			
			const Matrix4& cameraToVoxelMatrix = Matrix4(m_svo->svoToWorldMatrix()).inverse() * activeCamera()->frame();

			args.setUniform("cameraToVoxelMatrix", cameraToVoxelMatrix);
			args.setUniform("voxelToWorldMatrix", m_svo->svoToWorldMatrix());
			args.setUniform("worldToVoxelMatrix", m_svo->worldToSVOMatrix());
			args.setUniform("wsCameraPos", activeCamera()->frame().translation);
			scene()->lightingEnvironment().setShaderArgs(args);
			args.setUniform("raycastingConeFactor", m_voxelConeAperture);
			

			rd->setDepthTest(RenderDevice::DEPTH_ALWAYS_PASS); // TODO: write gl_FragDepth and use a regular depth test here
			m_gbuffer->texture(GBuffer::Field::DEPTH_AND_STENCIL)->setShaderArgs(args, "depth_", Sampler::buffer());
			//rd->setBlendFunc(RenderDevice::BLEND_ONE, RenderDevice::BLEND_ONE_MINUS_SRC_ALPHA);
			
			LAUNCH_SHADER("raycast.pix", args);
			rd->pop2D();
		}

		// Call to make the App show the output of debugDraw(...)
		rd->setProjectionAndCameraMatrix(activeCamera()->projection(), activeCamera()->frame());
		drawDebugShapes();
		const shared_ptr<Entity>& selectedEntity = (notNull(developerWindow) && notNull(developerWindow->sceneEditorWindow)) ? developerWindow->sceneEditorWindow->selectedEntity() : shared_ptr<Entity>();
        scene()->visualize(rd, selectedEntity, allSurfaces, sceneVisualizationSettings(), activeCamera());		

		rd->setPolygonOffset(-0.2f);
		if (m_debugSVONodes) {
			m_svo->visualizeNodes(rd, m_debugSVONodeLevel);
		}
		if (m_debugSVOFragments) {
			m_svo->visualizeFragments(rd);
		}
		rd->setPolygonOffset(0.0f);

        // Post-process special effects
        m_depthOfField->apply(rd, m_framebuffer->texture(0), m_framebuffer->texture(Framebuffer::DEPTH), activeCamera(), m_settings.hdrFramebuffer.depthGuardBandThickness - m_settings.hdrFramebuffer.colorGuardBandThickness);
        
        m_motionBlur->apply(rd, m_framebuffer->texture(0), m_gbuffer->texture(GBuffer::Field::SS_EXPRESSIVE_MOTION), 
                            m_framebuffer->texture(Framebuffer::DEPTH), activeCamera(), 
                            m_settings.hdrFramebuffer.depthGuardBandThickness - m_settings.hdrFramebuffer.colorGuardBandThickness);



    } rd->popState();

    if ((submitToDisplayMode() == SubmitToDisplayMode::MAXIMIZE_THROUGHPUT) && (!renderDevice->swapBuffersAutomatically())) {
        // We're about to render to the actual back buffer, so swap the buffers now.
        // This call also allows the screenshot and video recording to capture the
        // previous frame just before it is displayed.
        swapBuffers();
    }

	// Clear the entire screen (needed even though we'll render over it, since
    // AFR uses clear() to detect that the buffer is not re-used.)
    rd->clear();

    // Perform gamma correction, bloom, and SSAA, and write to the native window frame buffer
    m_film->exposeAndRender(rd, activeCamera()->filmSettings(), m_framebuffer->texture(0));
}
예제 #3
0
void App::onGraphics3D(RenderDevice* rd, Array<shared_ptr<Surface> >& allSurfaces) {
    // This implementation is equivalent to the default GApp's. It is repeated here to make it
    // easy to modify rendering. If you don't require custom rendering, just delete this
    // method from your application and rely on the base class.

    if (!scene()) {
        if ((submitToDisplayMode() == SubmitToDisplayMode::MAXIMIZE_THROUGHPUT) && (!rd->swapBuffersAutomatically())) {
            swapBuffers();
        }
        rd->clear();
        rd->pushState(); {
            rd->setProjectionAndCameraMatrix(activeCamera()->projection(), activeCamera()->frame());
            drawDebugShapes();
        } rd->popState();
        return;
    }

    updateAudioData();

    if (System::time() - m_lastInterestingEventTime > 10.0) {
        if (Random::common().uniform() < 0.001f) {
            if (m_sonicSculpturePieces.size() > 0) {
                int index = Random::common().integer(0, m_sonicSculpturePieces.size() - 1);
                generatePlayPulse(m_sonicSculpturePieces[index]);
                m_lastInterestingEventTime = System::time();
            }
        }
    }
    handlePlayPulses();

    GBuffer::Specification gbufferSpec = m_gbufferSpecification;
    extendGBufferSpecification(gbufferSpec);
    m_gbuffer->setSpecification(gbufferSpec);
    m_gbuffer->resize(m_framebuffer->width(), m_framebuffer->height());
    m_gbuffer->prepare(rd, activeCamera(), 0, -(float)previousSimTimeStep(), m_settings.depthGuardBandThickness, m_settings.colorGuardBandThickness);

    m_renderer->render(rd, m_framebuffer, m_depthPeelFramebuffer, scene()->lightingEnvironment(), m_gbuffer, allSurfaces);

    // Debug visualizations and post-process effects
    rd->pushState(m_framebuffer); {
        // Call to make the App show the output of debugDraw(...)
        rd->setProjectionAndCameraMatrix(activeCamera()->projection(), activeCamera()->frame());

        for (auto& piece : m_sonicSculpturePieces) {
            piece->render(rd, scene()->lightingEnvironment());
        }
        if (notNull(m_currentSonicSculpturePiece)) {
            m_currentSonicSculpturePiece->render(rd, scene()->lightingEnvironment());
        }
        for (int i = m_playPlanes.size() - 1; i >= 0; --i) {
	        const PlayPlane& pp = m_playPlanes[i];
	        if (pp.endWindowIndex < g_sampleWindowIndex) {
	            m_playPlanes.remove(i);
	        }

	        Point3 point = pp.origin + (pp.direction * METERS_PER_SAMPLE_WINDOW * (g_sampleWindowIndex-pp.beginWindowIndex));

	        Color4 solidColor(1.0f, .02f, .03f, .15f);
	        //	  Plane plane(point, pp.direction);
	        //	  Draw::plane(plane, rd, solidColor, Color4::clear());

	        CFrame planeFrame = pp.frame;
	        planeFrame.translation = point;
            Vector3 minP(finf(), finf(), finf());
            Vector3 maxP(-finf(), -finf(), -finf());
            for (auto& piece : m_sonicSculpturePieces) {
                piece->minMaxValue(planeFrame, minP, maxP);
            }
            Box b(Vector3(minP.xy()-Vector2(3,3), 0.0f), Vector3(maxP.xy() + Vector2(3, 3), 0.1f), planeFrame);

            Draw::box(b, rd, solidColor, Color4::clear());
        }


        drawDebugShapes();
        const shared_ptr<Entity>& selectedEntity = (notNull(developerWindow) && notNull(developerWindow->sceneEditorWindow)) ? developerWindow->sceneEditorWindow->selectedEntity() : shared_ptr<Entity>();
        scene()->visualize(rd, selectedEntity, allSurfaces, sceneVisualizationSettings(), activeCamera());

        // Post-process special effects
        m_depthOfField->apply(rd, m_framebuffer->texture(0), m_framebuffer->texture(Framebuffer::DEPTH), activeCamera(), m_settings.depthGuardBandThickness - m_settings.colorGuardBandThickness);

        m_motionBlur->apply(rd, m_framebuffer->texture(0), m_gbuffer->texture(GBuffer::Field::SS_EXPRESSIVE_MOTION),
            m_framebuffer->texture(Framebuffer::DEPTH), activeCamera(),
            m_settings.depthGuardBandThickness - m_settings.colorGuardBandThickness);
    } rd->popState();

    rd->push2D(m_framebuffer); {
        rd->setBlendFunc(RenderDevice::BLEND_SRC_ALPHA, RenderDevice::BLEND_ONE_MINUS_SRC_ALPHA);
        Array<SoundInstance> soundInstances;
        Synthesizer::global->getSoundInstances(soundInstances);
        int xOffset = 10;
        Vector2 dim(256,100);
        for (int i = 0; i < soundInstances.size(); ++i) {
            int yOffset = rd->height() - 120 - (120 * i);
            Draw::rect2D(Rect2D::xywh(Point2(xOffset, yOffset), dim), rd, Color3::white(), soundInstances[i].displayTexture());
            float playheadAlpha = ((float)soundInstances[i].currentPosition) / soundInstances[i].audioSample->buffer.size();
            float playheadX = xOffset + (playheadAlpha * dim.x);
            Draw::rect2D(Rect2D::xywh(Point2(playheadX, yOffset), Vector2(1, dim.y)), rd, Color3::yellow());
        }


	
	static shared_ptr<GFont> font = GFont::fromFile(System::findDataFile("arial.fnt"));
	float time = System::time() - m_initialTime;
	if (time < 10.0f) {
	  float fontAlpha = time < 9.0f ? 1.0f : 10.0f - time;
	  font->draw2D(rd, "Press Space to Sculpt", Vector2(rd->width()/2, rd->height()-100.0f), 30.0f, Color4(Color3::black(), fontAlpha), Color4(Color3::white()*0.6f, fontAlpha), GFont::XALIGN_CENTER);
	}
    } rd->pop2D();

    if ((submitToDisplayMode() == SubmitToDisplayMode::MAXIMIZE_THROUGHPUT) && (!renderDevice->swapBuffersAutomatically())) {
        // We're about to render to the actual back buffer, so swap the buffers now.
        // This call also allows the screenshot and video recording to capture the
        // previous frame just before it is displayed.
        swapBuffers();
    }

    // Clear the entire screen (needed even though we'll render over it, since
    // AFR uses clear() to detect that the buffer is not re-used.)
    rd->clear();

    // Perform gamma correction, bloom, and SSAA, and write to the native window frame buffer
    m_film->exposeAndRender(rd, activeCamera()->filmSettings(), m_framebuffer->texture(0));
}