Exemplo n.º 1
0
void ModelViewer::DrawBackground()
{
	m_renderer->SetDepthWrite(false);
	m_renderer->SetBlendMode(Graphics::BLEND_SOLID);
	m_renderer->SetOrthographicProjection(0.f, 1.f, 0.f, 1.f, -1.f, 1.f);
	m_renderer->SetTransform(matrix4x4f::Identity());

	static Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_DIFFUSE);
	va.Clear();
	const Color4f top = Color::BLACK;
	const Color4f bottom = Color4f(0.3f);
	va.Add(vector3f(0.f, 0.f, 0.f), bottom);
	va.Add(vector3f(1.f, 0.f, 0.f), bottom);
	va.Add(vector3f(1.f, 1.f, 0.f), top);

	va.Add(vector3f(0.f, 0.f, 0.f), bottom);
	va.Add(vector3f(1.f, 1.f, 0.f), top);
	va.Add(vector3f(0.f, 1.f, 0.f), top);

	m_renderer->DrawTriangles(&va, Graphics::vtxColorMaterial);
}
Exemplo n.º 2
0
Graphics::VertexArray *Thruster::CreateGlowGeometry()
{
	Graphics::VertexArray *verts =
		new Graphics::VertexArray(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);

	//create glow billboard for linear thrusters
	const float w = 0.2;

	vector3f one(-w, -w, 0.f); //top left
	vector3f two(-w,  w, 0.f); //top right
	vector3f three(w, w, 0.f); //bottom right
	vector3f four(w, -w, 0.f); //bottom left

	//uv coords
	const vector2f topLeft(0.f, 1.f);
	const vector2f topRight(1.f, 1.f);
	const vector2f botLeft(0.f, 0.f);
	const vector2f botRight(1.f, 0.f);

	for (int i = 0; i < 5; i++) {
		verts->Add(one, topLeft);
		verts->Add(two, topRight);
		verts->Add(three, botRight);

		verts->Add(three, botRight);
		verts->Add(four, botLeft);
		verts->Add(one, topLeft);

		one.z += .1f;
		two.z = three.z = four.z = one.z;
	}

	return verts;
}
Exemplo n.º 3
0
void DistanceFieldFont::AddGlyph(Graphics::VertexArray &va, const vector2f &pos, const Glyph& g, vector2f &bounds)
{
	vector3f norm(0.f, 0.f, 1.f);
	const vector2f &uv = g.uv; //uv offset
	const float uWidth = g.uvSize.x;
	const float vHeight = g.uvSize.y;
	const float w = g.size.x;
	const float h = g.size.y;
	va.Add(vector3f(pos.x, pos.y, 0.f), norm, vector2f(uv.x, uv.y+vHeight));
	va.Add(vector3f(pos.x + w, pos.y, 0.f), norm, vector2f(uv.x+uWidth, uv.y+vHeight));
	va.Add(vector3f(pos.x, pos.y + h, 0.f), norm, vector2f(uv.x, uv.y));

	va.Add(vector3f(pos.x, pos.y + h, 0.f), norm, vector2f(uv.x, uv.y));
	va.Add(vector3f(pos.x + w, pos.y, 0.f), norm, vector2f(uv.x+uWidth, uv.y+vHeight));
	va.Add(vector3f(pos.x + w, pos.y + h, 0.f), norm, vector2f(uv.x+uWidth, uv.y));

	bounds.x = std::max(bounds.x, pos.x + w);
	bounds.y = std::max(bounds.y, pos.y + h);
}
Exemplo n.º 4
0
Graphics::VertexArray *Thruster::CreateThrusterGeometry()
{
	Graphics::VertexArray *verts =
		new Graphics::VertexArray(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);

	//zero at thruster center
	//+x down
	//+y right
	//+z backwards (or thrust direction)
	const float w = 0.5f;

	vector3f one(0.f, -w, 0.f); //top left
	vector3f two(0.f,  w, 0.f); //top right
	vector3f three(0.f,  w, 1.f); //bottom right
	vector3f four(0.f, -w, 1.f); //bottom left

	//uv coords
	const vector2f topLeft(0.f, 1.f);
	const vector2f topRight(1.f, 1.f);
	const vector2f botLeft(0.f, 0.f);
	const vector2f botRight(1.f, 0.f);

	//add four intersecting planes to create a volumetric effect
	for (int i=0; i < 4; i++) {
		verts->Add(one, topLeft);
		verts->Add(two, topRight);
		verts->Add(three, botRight);

		verts->Add(three, botRight);
		verts->Add(four, botLeft);
		verts->Add(one, topLeft);

		one.ArbRotate(vector3f(0.f, 0.f, 1.f), DEG2RAD(45.f));
		two.ArbRotate(vector3f(0.f, 0.f, 1.f), DEG2RAD(45.f));
		three.ArbRotate(vector3f(0.f, 0.f, 1.f), DEG2RAD(45.f));
		four.ArbRotate(vector3f(0.f, 0.f, 1.f), DEG2RAD(45.f));
	}

	return verts;
}
Exemplo n.º 5
0
void StaticGeometry::DrawBoundingBox(Graphics::Renderer *r, const Aabb &bb)
{
	vector3f min(bb.min.x, bb.min.y, bb.min.z);
	vector3f max(bb.max.x, bb.max.y, bb.max.z);
	vector3f fbl(min.x, min.y, min.z); //front bottom left
	vector3f fbr(max.x, min.y, min.z); //front bottom right
	vector3f ftl(min.x, max.y, min.z); //front top left
	vector3f ftr(max.x, max.y, min.z); //front top right
	vector3f rtl(min.x, max.y, max.z); //rear top left
	vector3f rtr(max.x, max.y, max.z); //rear top right
	vector3f rbl(min.x, min.y, max.z); //rear bottom left
	vector3f rbr(max.x, min.y, max.z); //rear bottom right

	Graphics::VertexArray *vts = new Graphics::VertexArray(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_DIFFUSE);
	Color c(Color::WHITE);
	//vertices
	vts->Add(fbl, c); //0
	vts->Add(fbr, c); //1
	vts->Add(ftl, c); //2
	vts->Add(ftr, c); //3

	vts->Add(rtl, c); //4
	vts->Add(rtr, c); //5
	vts->Add(rbl, c); //6
	vts->Add(rbr, c); //7

	RefCountedPtr<Graphics::Material> mat(Graphics::vtxColorMaterial);
	Graphics::Surface surf(Graphics::TRIANGLES, vts, mat);

	//indices
	std::vector<unsigned short> &ind = surf.GetIndices();
	//Front face
	ind.push_back(3);
	ind.push_back(1);
	ind.push_back(0);

	ind.push_back(0);
	ind.push_back(2);
	ind.push_back(3);

	//Rear face
	ind.push_back(7);
	ind.push_back(5);
	ind.push_back(6);

	ind.push_back(6);
	ind.push_back(5);
	ind.push_back(4);

	//Top face
	ind.push_back(4);
	ind.push_back(5);
	ind.push_back(3);

	ind.push_back(3);
	ind.push_back(2);
	ind.push_back(4);

	//bottom face
	ind.push_back(1);
	ind.push_back(7);
	ind.push_back(6);

	ind.push_back(6);
	ind.push_back(0);
	ind.push_back(1);

	//left face
	ind.push_back(0);
	ind.push_back(6);
	ind.push_back(4);

	ind.push_back(4);
	ind.push_back(2);
	ind.push_back(0);

	//right face
	ind.push_back(5);
	ind.push_back(7);
	ind.push_back(1);

	ind.push_back(1);
	ind.push_back(3);
	ind.push_back(5);

	r->SetWireFrameMode(true);
	r->DrawSurface(&surf);
	r->SetWireFrameMode(false);
}