예제 #1
0
파일: Sample9.cpp 프로젝트: rrath/Wire3D
//----------------------------------------------------------------------------
void OnIdle()
{
	// the render loop
	Transformation transformation;
	Matrix3F rotate(Vector3F(0.2F, 0.7F, 0.1F), MathF::FMod(
		static_cast<Float>(System::GetTime()), MathF::TWO_PI));
	transformation.SetRotate(rotate);

	gpRenderer->ClearBuffers();
	gpRenderer->PreDraw(gspCamera);
	gpRenderer->Draw(gspCube, transformation);
	gpRenderer->PostDraw();
	gpRenderer->DisplayBackBuffer();
}
예제 #2
0
//----------------------------------------------------------------------------
void Sample0::OnIdle()
{
	// The render loop. Called by the main loop.

	// Rotate the cube and render it.
	Transformation transformation;
	Matrix3F rotate(Vector3F(0.2F, 0.7F, 0.1F),
		MathF::FMod(static_cast<Float>(System::GetTime()), MathF::TWO_PI));
	transformation.SetRotate(rotate);

	GetRenderer()->ClearBuffers();
	GetRenderer()->PreDraw(mspCamera);
	GetRenderer()->Draw(mspCube, transformation);
	GetRenderer()->PostDraw();
	GetRenderer()->DisplayBackBuffer();
}
예제 #3
0
//----------------------------------------------------------------------------
Int main(Int argc, Char** argv)
{
    Main::Initialize();

    PdrRendererInput input;
    const Bool useVSync = true;

    // window width/height and windowed mode not supported on the Wii
    Renderer* pRenderer = WIRE_NEW Renderer(input, 0, 0, true, useVSync);

    // Renderer must be created before calling PADInit
    PADInit();

    RenderObjectPtr spCube = StandardMesh::CreateCube8(/* RGB(A) channels */ 4);
    Vector3F cameraLocation(0.0F, 0.0F, 10.0F);
    Vector3F viewDirection(0.0F, 0.0F, -1.0F);
    Vector3F up(0.0F, 1.0F, 0.0F);
    CameraPtr spCamera = WIRE_NEW Camera(cameraLocation, viewDirection, up);

    do
    {
        Transformation transformation;
        Matrix34F rotate(Vector3F(0.2F, 0.7F, 0.1F), MathF::FMod(
                             static_cast<Float>(System::GetTime()), MathF::TWO_PI));
        transformation.SetRotate(rotate);

        pRenderer->ClearBuffers();
        pRenderer->PreDraw(spCamera);
        pRenderer->Draw(spCube, transformation);
        pRenderer->PostDraw();
        pRenderer->DisplayBackBuffer();

        WPAD_ScanPads();
    } while (!(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME));


    // dereference (i.e. destroy) before destroying the renderer
    spCamera = NULL;
    spCube = NULL;

    WIRE_DELETE pRenderer;
    Main::Terminate();

    return 0;
}
예제 #4
0
//----------------------------------------------------------------------------
void Sample5::OnIdle()
{
	Double time = System::GetTime();
	Double elapsedTime = time - mLastTime;
	mLastTime = time;
	mAngle += static_cast<Float>(elapsedTime);
	mAngle = MathF::FMod(mAngle, MathF::TWO_PI * 2);

	// scene graph transformations
	//
	Node* pLitGroup = DynamicCast<Node>(mspRoot->GetChild(0));
	WIRE_ASSERT(pLitGroup);

	// rotate the 2 cubes
	Matrix3F rotate1(Vector3F(0.75F, 0.25F, 0.5F), -mAngle * 0.5F);
	Spatial* pCube1 = pLitGroup->GetChild(0);
	pCube1->Local.SetRotate(rotate1);

	Matrix3F rotate2(Vector3F(-0.75F, -0.25F, -0.5F), -mAngle * 0.5F);
	Spatial* pCube2 = pLitGroup->GetChild(1);
	pCube2->Local.SetRotate(rotate2);

	// move the green light up and down
	Float y = MathF::FMod(static_cast<Float>(time), MathF::TWO_PI);
	Vector3F lightPos1(0, MathF::Sin(y*2) * 1.5F, 2);
	Node* pLightNode1 = DynamicCast<Node>(mspRoot->GetChild(1));
	WIRE_ASSERT(pLightNode1);
	pLightNode1->Local.SetTranslate(lightPos1);

	// rotate the red light about the y axis
	Node* pLightNode2 = DynamicCast<Node>(mspRoot->GetChild(2));
	WIRE_ASSERT(pLightNode2);
	Matrix34F rotateLight2(Vector3F::UNIT_Y, -mAngle);
	Vector3F lightPos2 = rotateLight2 * Vector3F(5, 0, 0);
	pLightNode2->Local.SetTranslate(lightPos2);

	mspRoot->UpdateGS(time);
	mCuller.ComputeVisibleSet(mspRoot);

	// manual transformation from local to world space of 
	// the non-scene graph part
	Transformation transformation;
	Float angle = MathF::Sin(mAngle*2);
	angle = angle * MathF::HALF_PI*0.3F + MathF::PI;
	Matrix34F rotateLocalLight3(Vector3F(0, 1, 0), angle);
	Matrix34F rotateWorldLight3(Vector3F(1, 0, 0), -0.5F);
	transformation.SetTranslate(Vector3F(0.5F, -1.0F, 4+MathF::Sin(y*1.0F)*2));
	transformation.SetRotate(rotateWorldLight3 * rotateLocalLight3);
	transformation.SetUniformScale(0.15F);
	mspSpotLight->Position = transformation.GetTranslate();
	mspSpotLight->Direction = transformation.GetMatrix().GetColumn(2);

	GetRenderer()->ClearBuffers();
	GetRenderer()->PreDraw(mspCamera);

	// render the scene graph
	GetRenderer()->Draw(mCuller.GetVisibleSets());

	// before we start drawing objects in 'manual' mode, release all resources
	// cached by the Renderer to return the renderer to its default state.
	// This is necessary when identical resources (mspTexture in this case)
	// are used by the scene graph and other objects that are being draw
	// manually.
	GetRenderer()->ReleaseResources();

	// render the white cube representing the spot light
	GetRenderer()->Draw(mspWhiteCube, transformation);

	Matrix34F matrix(Vector3F(1.0F, 0, 0), -1.0F, Vector3F(0, -2.5F, 0));
	transformation.SetMatrix(matrix, false);
	transformation.SetUniformScale(1);

	// render the bottom plane which is being lit by the spot light
	GetRenderer()->SetLight(mspSpotLight);
	GetRenderer()->EnableLighting(mspSpotLight->Ambient);
	GetRenderer()->Draw(mspPlane, transformation);
	GetRenderer()->DisableLighting();

	GetRenderer()->PostDraw();
	GetRenderer()->DisplayBackBuffer();
}