예제 #1
0
void Menu_FaceMapping::LoadFace(const std::string &filename)
{
	mObjFilename = filename;
	mFaceModel.LoadObjFilename(filename);

	CPUTTexture *texture;
	mFaceCPUTModel = mFaceModel.LoadCPUTModel(&texture);

	CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary();
	pAssetLibrary->SetRootRelativeMediaDirectory("MyAssets");
	std::string matName = pAssetLibrary->GetMaterialDirectoryName();
	CPUTFileSystem::CombinePath(matName, "displace_map_render.mtl", &matName);

	CPUTMaterial *material = CPUTMaterial::Create(matName);
	material->OverridePSTexture(0, texture);
	mFaceCPUTModel->SetMaterial(0, &material, 1);
}
예제 #2
0
void SampleUtil_Init()
{
	std::string dir;
	CPUTFileSystem::GetExecutableDirectory(&dir);
	CPUTFileSystem::StripDirectoriesFromPath(&dir, 4);
	CPUTFileSystem::CombinePath(dir, "Media\\MyAssets", &gUtilGlob.myAssetsDirectory);
	CPUTFileSystem::CombinePath(dir, "userdata", &gUtilGlob.userDataDirectory);

	CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary();
	for (int i = 0; i < CODE_TEXTURE_COUNT; i++)
	{
		char textureName[64];
		snprintf(textureName, sizeof(textureName), "$CODETEXTURE%d", i);
		std::string textureNameString = std::string(textureName);
		gUtilGlob.codeTextures[i] = (CPUTTextureDX11*)CPUTTextureDX11::Create(textureNameString, NULL, NULL);
		pAssetLibrary->AddTexture(textureName, "", "", gUtilGlob.codeTextures[i]);
	}
	gUtilGlob.codeMaterial = pAssetLibrary->GetMaterial("MyAssets/codesprite");

	pAssetLibrary->SetMediaDirectoryName(GetMyAssetsDirectory() + "\\");
	gUtilGlob.meshPreviewMaterial = pAssetLibrary->GetMaterial("meshpreview");


	// Load cube and sphere
	pAssetLibrary->SetRootRelativeMediaDirectory("");

	std::string filename;
	CPUTFileSystem::GetMediaDirectory(&filename);
	CPUTFileSystem::CombinePath(filename, "common.scene", &filename);
	gUtilGlob.boxScene = CPUTScene::Create();
	gUtilGlob.boxScene->LoadScene(filename.c_str());
	gUtilGlob.boxModel = pAssetLibrary->FindModel("pCube1", true);

 
	pAssetLibrary->SetMediaDirectoryName(GetMyAssetsDirectory() + "\\");
	CPUTMaterial *quadSpriteMat = pAssetLibrary->GetMaterial("debugQuad");
	gUtilGlob.QuadSprite = CPUTSprite::Create(0.0f, 0.0f, 1.0f, 1.0f, quadSpriteMat);
	SAFE_RELEASE(quadSpriteMat);

}
예제 #3
0
void Menu_FaceMapping::Init()
{
	MenuBase::Init();

	SetDefaultTweaks(&mTweaks);

	CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary();

	mpFaceMapRTColor = CPUTRenderTargetColor::Create();
	mpFaceMapRTColor->CreateRenderTarget("$FaceColor", FACE_DISPLACEMENT_WIDTH_HEIGHT, FACE_DISPLACEMENT_WIDTH_HEIGHT, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);

	mpFaceMapRTDepth = CPUTRenderTargetColor::Create();
	mpFaceMapRTDepth->CreateRenderTarget("$FaceDisplacement", FACE_DISPLACEMENT_WIDTH_HEIGHT, FACE_DISPLACEMENT_WIDTH_HEIGHT, DXGI_FORMAT_R32_FLOAT);

	mpFaceMapDepthBuffer = CPUTRenderTargetDepth::Create();
	mpFaceMapDepthBuffer->CreateRenderTarget("$FaceDisplacementDepth", FACE_DISPLACEMENT_WIDTH_HEIGHT, FACE_DISPLACEMENT_WIDTH_HEIGHT, DXGI_FORMAT_D32_FLOAT);

	mDisplacementCamera = CPUTCamera::Create(CPUT_ORTHOGRAPHIC);
	mDisplacementCamera->SetPosition(0.0f, 0.0f, -10.0f);
	mDisplacementCamera->LookAt( 0.0f, 0.0f, 0.0f );
	
	mDisplacementCamera->SetFarPlaneDistance(20);
	mDisplacementCamera->SetNearPlaneDistance(1.0f);
	mDisplacementCamera->SetAspectRatio(1.0f);
	mDisplacementCamera->SetWidth(10);
	mDisplacementCamera->SetHeight(10);
	mDisplacementCamera->Update();
	
	pAssetLibrary->SetRootRelativeMediaDirectory("MyAssets");
	CPUTMaterial* mat = pAssetLibrary->GetMaterial("render_map_diffuse");
	mMapSprites[FaceMapTexture_Color] = CPUTSprite::Create(-1.0f, -1.0f, 0.5f, 0.5f, mat);
	SAFE_RELEASE(mat);
	mat = pAssetLibrary->GetMaterial("render_map_depth");
	mMapSprites[FaceMapTexture_Depth] = CPUTSprite::Create(-1.0f, -0.4f, 0.5f, 0.5f, mat);
	SAFE_RELEASE(mat);

	// load the head model
	std::string mediaFilename;
	CPUTFileSystem::GetMediaDirectory(&mediaFilename);
	pAssetLibrary->SetMediaDirectoryName(mediaFilename+"\\");
	CPUTFileSystem::CombinePath(mediaFilename, "basicHead_03.scene", &mediaFilename);
	mScene = CPUTScene::Create();
	mScene->LoadScene(mediaFilename);
	mHeadModel = pAssetLibrary->FindModel("head4", true);

	CPUTAssetSet *hairSetMale = pAssetLibrary->FindAssetByNameNoPath("hairMale_01.set", CPUTAssetLibrary::mpAssetSetList);
	CPUTAssetSet *hairSetMale_Black = pAssetLibrary->FindAssetByNameNoPath("hairMale_01_black.set", CPUTAssetLibrary::mpAssetSetList);
	CPUTAssetSet *hairSetFemale = pAssetLibrary->FindAssetByNameNoPath("hairGeekGirl.set", CPUTAssetLibrary::mpAssetSetList);
	CPUTAssetSet *hairSetFemale_Blonde = pAssetLibrary->FindAssetByNameNoPath("hairGeekGirl_blonde.set", CPUTAssetLibrary::mpAssetSetList);
	CPUTAssetSet *hairSetFemale_Black = pAssetLibrary->FindAssetByNameNoPath("hairGeekGirl_black.set", CPUTAssetLibrary::mpAssetSetList);
	CPUTAssetSet *hairSetCrazy = pAssetLibrary->FindAssetByNameNoPath("hair_01.set", CPUTAssetLibrary::mpAssetSetList);

	HairInfo info;
	info.name = "Hair Short";
	info.set = hairSetMale;
	mHairList.push_back(info);

	info.name = "Hair Short Black";
	info.set = hairSetMale_Black;
	mHairList.push_back(info);

	info.name = "Hair Long";
	info.set = hairSetFemale;
	mHairList.push_back(info);

	info.name = "Hair Long Blonde";
	info.set = hairSetFemale_Blonde;
	mHairList.push_back(info);

	info.name = "Hair Long Black";
	info.set = hairSetFemale_Black;
	mHairList.push_back(info);

	info.name = "Madness";
	info.set = hairSetCrazy;
	mHairList.push_back(info);


	GetCPUTLandmark( std::string( "LANDMARK_EYE_LEFT_CENTER" ), &mHeadLandmark_LeftEyeCenter);
	GetCPUTLandmark( std::string( "LANDMARK_EYE_RIGHT_CENTER" ), &mHeadLandmark_RightEyeCenter);
	GetCPUTLandmark(std::string("LANDMARK_NOSE_TIP"), &mHeadLandmark_NoseTip);

	mCameraController = new CPUTCameraModelViewer();
	mCameraController->SetTarget(float3(0, 0, 0));
	mCameraController->SetDistance( 20, 10, 40);
	mCameraController->SetViewAngles(0, 0);

	mMapProjectionCamera = CPUTCamera::Create(CPUT_ORTHOGRAPHIC);
	float y = 5.0f;
	mMapProjectionCamera->SetPosition(0.0f, y, -10.0f );
	mMapProjectionCamera->LookAt(0.0f, y, 0.0f);

	mMapProjectionCamera->SetFarPlaneDistance(100);
	mMapProjectionCamera->SetNearPlaneDistance(0.1f);
	mMapProjectionCamera->SetAspectRatio(1.0f);
	mMapProjectionCamera->SetWidth(15);
	mMapProjectionCamera->SetHeight(15);
	mMapProjectionCamera->Update();

    mSaveSculptedObj = false;
}