Exemplo n.º 1
0
BillboardObject::BillboardObject( const String& textureName,
                    const float initialSize,
                    const Vector3& position,
                    SceneNode* rootNode,
                    const std::string& material)
{
    SceneManager* sceneMgr = rootNode->getCreator();

    Vector3 finalPosition = position.normalisedCopy() * 1000.f;

    static unsigned int bodyCount=0;

    /// \todo These billboards are not 100% correct, might want to revisit them later
    mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
    mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
    mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
    mBBSet->setCommonDirection( -position.normalisedCopy() );
    mBBSet->setVisibilityFlags(RV_Sky);
    mNode = rootNode->createChildSceneNode();
    mNode->setPosition(finalPosition);
    mNode->attachObject(mBBSet);
    mBBSet->createBillboard(0,0,0);
    mBBSet->setCastShadows(false);

    mMaterial = sh::Factory::getInstance().createMaterialInstance ("BillboardMaterial"+StringConverter::toString(bodyCount), material);
    mMaterial->setProperty("texture", sh::makeProperty<sh::StringValue>(new sh::StringValue(textureName)));

    sh::Factory::getInstance().getMaterialInstance ("BillboardMaterial"+StringConverter::toString(bodyCount))->setListener(this);

    mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));

    bodyCount++;
}
Exemplo n.º 2
0
void BillboardObject::init(const String& textureName,
                    const float initialSize,
                    const Vector3& position,
                    SceneNode* rootNode)
{
    SceneManager* sceneMgr = rootNode->getCreator();

    Vector3 finalPosition = position.normalisedCopy() * 1000.f;

    static unsigned int bodyCount=0;

    /// \todo These billboards are not 100% correct, might want to revisit them later
    mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
    mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
    mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
    mBBSet->setCommonDirection( -position.normalisedCopy() );
    mBBSet->setVisibilityFlags(RV_Sky);
    mNode = rootNode->createChildSceneNode();
    mNode->setPosition(finalPosition);
    mNode->attachObject(mBBSet);
    mBBSet->createBillboard(0,0,0);
    mBBSet->setCastShadows(false);

    mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    mMaterial->removeAllTechniques();
    Pass* p = mMaterial->createTechnique()->createPass();
    p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
    p->setDepthCheckEnabled(false);
    p->setDepthWriteEnabled(false);
    p->setSelfIllumination(1.0,1.0,1.0);
    p->setDiffuse(0.0,0.0,0.0,1.0);
    p->setAmbient(0.0,0.0,0.0);
    p->setPolygonModeOverrideable(false);
    p->createTextureUnitState(textureName);
    mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));

    HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
    HighLevelGpuProgramPtr vshader;
    if (mgr.resourceExists("BBO_VP"))
        vshader = mgr.getByName("BBO_VP");
    else
        vshader = mgr.createProgram("BBO_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM);
    vshader->setParameter("profiles", "vs_2_x arbvp1");
    vshader->setParameter("entry_point", "main_vp");
    StringUtil::StrStreamType outStream;
    outStream <<
    "void main_vp(	\n"
    "	float4 position : POSITION,	\n"
    "   in float2 uv : TEXCOORD0, \n"
    "   out float2 oUV : TEXCOORD0, \n"
    "	out float4 oPosition : POSITION,	\n"
    "	uniform float4x4 worldViewProj	\n"
    ")	\n"
    "{	\n"
    "   oUV = uv; \n"
    "	oPosition = mul( worldViewProj, position );  \n"
    "}";
    vshader->setSource(outStream.str());
    vshader->load();
    vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
    mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());

    HighLevelGpuProgramPtr fshader;
    if (mgr.resourceExists("BBO_FP"))
        fshader = mgr.getByName("BBO_FP");
    else
        fshader = mgr.createProgram("BBO_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM);

    fshader->setParameter("profiles", "ps_2_x arbfp1");
    fshader->setParameter("entry_point", "main_fp");
    StringUtil::StrStreamType outStream2;
    outStream2 <<
    "void main_fp(	\n"
    "   in float2 uv : TEXCOORD0, \n"
    "	out float4 oColor    : COLOR, \n";
    if (RenderingManager::useMRT()) outStream2 <<
        "   out float4 oColor1 : COLOR1, \n";
    outStream2 <<
    "   uniform sampler2D texture : TEXUNIT0, \n"
    "   uniform float4 diffuse, \n"
    "   uniform float4 emissive \n"
    ")	\n"
    "{	\n"
    "   float4 tex = tex2D(texture, uv); \n"
    "   oColor = float4(emissive.xyz,1) * tex * float4(1,1,1,diffuse.a); \n";
    if (RenderingManager::useMRT()) outStream2 <<
        "   oColor1 = float4(1, 0, 0, 1); \n";
    outStream2 <<
    "}";
    fshader->setSource(outStream2.str());
    fshader->load();
    fshader->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
    fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
    mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());

    bodyCount++;
}