Пример #1
0
//---------------------------------------------------------------------------
void TextRenderer::RenderText2D( const char* text, const float cellHeight, const Vec2f& screenPosition, const Rgba& textColor, const unsigned int shaderProgramID )
{
	Vec2f glyphMins = screenPosition;
	Vec2f glyphMaxes( screenPosition.x, screenPosition.y + cellHeight );
	static Vertex3D vertices[ 4 ];
	//vertices.reserve( 4 );
	std::vector< Texture* >& glyphSheets = m_bitmapFont->m_glyphSheets;
	std::map< int, GlyphMetaData >& glyphMetaData = m_bitmapFont->m_glyphData;
	//std::string textString( text );

// 	g_theRenderer->VennLoadIdentity();
// 	g_theRenderer->VennOrtho( 0.f, GAME_WINDOW_X, 0.f, GAME_WINDOW_Y, 0.f, 1.f );
//	g_theRenderer->ApplyOrthoProjection( 0.f, GAME_WINDOW_X, 0.f, GAME_WINDOW_Y, 0.f, 1.f );
	g_theRenderer->VennEnable( V_TEXTURE_2D );
	g_theRenderer->VennBlendFunc( V_SRC_ALPHA, V_ONE_MINUS_SRC_ALPHA );

	for( unsigned int index = 0; index < strlen( text ); ++index )
	{
		GlyphMetaData& currentGlyphData = glyphMetaData[ text[ index ] ];
		Vec2f& minTexCoords = currentGlyphData.m_minTexCoords;
		Vec2f& maxTexCoords = currentGlyphData.m_maxTexCoords;

		g_theRenderer->VennBindTexture( V_TEXTURE_2D, glyphSheets[ currentGlyphData.m_glyphSheetIndex ]->m_textureID );

		glyphMins.x += ( cellHeight * currentGlyphData.m_ttfA );
		glyphMaxes.x = glyphMins.x + ( cellHeight * currentGlyphData.m_ttfB );

		vertices[ 0 ] = Vertex3D(
			Vec3f( glyphMins.x, glyphMins.y, 0.f ),
			textColor,
			Vec2f( minTexCoords.x, maxTexCoords.y ) );

		vertices[ 1 ] = Vertex3D(
			Vec3f( glyphMaxes.x, glyphMins.y, 0.f ),
			textColor,
			Vec2f( maxTexCoords.x, maxTexCoords.y ) );

		vertices[ 2 ] =  Vertex3D(
			Vec3f( glyphMaxes.x, glyphMaxes.y, 0.f ),
			textColor,
			Vec2f( maxTexCoords.x, minTexCoords.y ) );

		vertices[ 3 ] =  Vertex3D(
			Vec3f( glyphMins.x, glyphMaxes.y, 0.f ),
			textColor,
			Vec2f( minTexCoords.x, minTexCoords.y ) );

		glyphMins.x = glyphMaxes.x;
		glyphMins.x += ( cellHeight * currentGlyphData.m_ttfC );

		// render glyph
		//RenderVertexArray( vertices.data(), vertices.size(), V_QUADS );
		RenderVertexArrayWithShader( vertices, 4, shaderProgramID, V_QUADS );
	}
// 	std::vector< Vertex3D >().swap( vertices );
// 	textString.clear();
	g_theRenderer->VennBlendFunc( V_ONE, V_ONE_MINUS_SRC_ALPHA );
	g_theRenderer->VennDisable( V_TEXTURE_2D );
}
Пример #2
0
	Skydome::Skydome() {
		VertexBuffer buff;
		int nb_segments=64;
		int i,j;
	
		const float R = 1./(float)(nb_segments-1);
		
		for(i = 0; i<nb_segments; i++) {
			for(j = 0; j<nb_segments; j++) {
				float x = cos(2*M_PI*j*R)*sin(M_PI*i*R);
				float y = sin(-M_PI_2+M_PI*i*R);
				float z = sin(2*M_PI*j*R)*sin(M_PI*i*R);
				buff.addVertex(Vertex3D(glm::vec3(x,y,z), glm::vec3(-x,-y,-z), glm::vec2(0,0), sf::Color(255,255,255,255)));

			}
		}

		for(i=0; i<nb_segments; i++){
			for(j=0; j<nb_segments; j++){
				//buff.getVertex(i*nb_segments+j).normal = glm::normalize(buff.getVertex(i*nb_segments+j).normal);
				buff.addTriangle(sf::Vector3i((i*nb_segments+j), (i*nb_segments+j+1), ((i+1)*nb_segments+j)));
				buff.addTriangle(sf::Vector3i((i*nb_segments+j+1), ((i+1)*nb_segments+j+1), ((i+1)*nb_segments+j)));
			}
		}

		loadFromMemory(buff);
	}
Пример #3
0
//---------------------------------------------------------------------------
void TextRenderer::RenderSingleCharInQuad( char glyph, const Vec2f& screenPosition, const Rgba& textColor, const unsigned int shaderProgramID )
{
	float cellHeight = 1.f;
	Vec2f glyphMins = screenPosition;
	Vec2f glyphMaxes( screenPosition.x, screenPosition.y + cellHeight );
	std::vector< Vertex3D > vertices;
	std::vector< Texture* >& glyphSheets = m_bitmapFont->m_glyphSheets;
	std::map< int, GlyphMetaData >& glyphMetaData = m_bitmapFont->m_glyphData;

	vertices.reserve( 4 );

	GlyphMetaData& currentGlyphData = glyphMetaData[ glyph ];
	Vec2f& minTexCoords = currentGlyphData.m_minTexCoords;
	Vec2f& maxTexCoords = currentGlyphData.m_maxTexCoords;

	g_theRenderer->VennBindTexture( V_TEXTURE_2D, glyphSheets[ currentGlyphData.m_glyphSheetIndex ]->m_textureID );

	glyphMins.x += ( cellHeight * currentGlyphData.m_ttfA );
	glyphMaxes.x = glyphMins.x + ( cellHeight * currentGlyphData.m_ttfB );

	vertices.push_back( Vertex3D(
		Vec3f( glyphMins.x, glyphMins.y, 0.f ),
		textColor,
		Vec2f( minTexCoords.x, maxTexCoords.y ) ) );

	vertices.push_back( Vertex3D(
		Vec3f( glyphMaxes.x, glyphMins.y, 0.f ),
		textColor,
		Vec2f( maxTexCoords.x, maxTexCoords.y ) ) );

	vertices.push_back( Vertex3D(
		Vec3f( glyphMaxes.x, glyphMaxes.y, 0.f ),
		textColor,
		Vec2f( maxTexCoords.x, minTexCoords.y ) ) );

	vertices.push_back( Vertex3D(
		Vec3f( glyphMins.x, glyphMaxes.y, 0.f ),
		textColor,
		Vec2f( minTexCoords.x, minTexCoords.y ) ) );

	RenderVertexArrayWithShader( vertices.data(), vertices.size(), shaderProgramID, V_QUADS );

	vertices.clear();
	std::vector< Vertex3D >().swap( vertices );
	g_theRenderer->VennBlendFunc( V_ONE, V_ONE_MINUS_SRC_ALPHA );
	g_theRenderer->VennDisable( V_TEXTURE_2D );
}
Vertex3D VertexBasedSegmenter::halfPoint(Vertex3D v1, Vertex3D v2){

    double coordX = (v1.getX() + v2.getX())/2;
    double coordY = (v1.getY() + v2.getY())/2;
    double coordZ = (v1.getZ() + v2.getZ())/2;

    Vertex3D v =  Vertex3D(coordX, coordY, coordZ);
    return v;
}
Пример #5
0
DeferredRender::DeferredRender() : 
	loaded(false), m_meshBox(Mesh::CreateSquare(sf::Color(0,255,0))),
	m_meshSphere(Mesh::CreateSphere(sf::Color(0,255,0)))
 {
	m_geometry = ShaderManager::getInstance().loadShaderFromFile(
		"DFnormal", "../resources/shaders/DFbase.vert", "../resources/shaders/DFgeometry.frag");
	m_clear = ShaderManager::getInstance().loadShaderFromFile(
		"DFclear",	"../resources/shaders/DFbase.vert","../resources/shaders/DFclear.frag");
	VertexBuffer buff;
	buff.addVertex(Vertex3D(glm::vec3(-1,-1,0),glm::vec3(0,0,0), glm::vec2(0,0), sf::Color(255,255,255,1)));
	buff.addVertex(Vertex3D(glm::vec3(-1,1,0),glm::vec3(0,0,0), glm::vec2(0,1), sf::Color(255,255,255,1)));
	buff.addVertex(Vertex3D(glm::vec3(1,1,0),glm::vec3(0,0,0), glm::vec2(1,1), sf::Color(255,255,255,1)));
	buff.addVertex(Vertex3D(glm::vec3(1,-1,0),glm::vec3(0,0,0), glm::vec2(1,0), sf::Color(255,255,255,1)));
	buff.addTriangle(sf::Vector3i(0,1,2));
	buff.addTriangle(sf::Vector3i(0,2,3));
	m_screen.loadFromMemory(buff);
	m_final = ShaderManager::getInstance().loadShaderFromFile(
		"DFfinal", "../resources/shaders/DFfinal.vert", "../resources/shaders/DFfinal.frag");

	m_meshBox.getMeshBuffer(0)->setDrawMode(DrawMode::Wireframe);
	m_meshBox.setShader(ShaderManager::getInstance().buildShader(&m_meshBox));
	m_meshSphere.getMeshBuffer(0)->setDrawMode(DrawMode::Wireframe);
	m_meshSphere.setShader(ShaderManager::getInstance().buildShader(&m_meshBox));
}
Пример #6
0
//---------------------------------------------------------------------------
Player::Player( float ringRadius, float degrees )
	: Actor()
	, m_currentRadius( ringRadius )
	, m_degrees( degrees )
{
	m_hitboxRadius = 5.f;
	m_vertexes.reserve( 4 );
	for ( unsigned int count = 0; count < 4; ++ count )
	{
		m_vertexes.push_back( Vertex3D() );
	}
	m_vertexes[ 0 ].m_position = Vec3f( -m_hitboxRadius, -m_hitboxRadius, 0.f );
	m_vertexes[ 1 ].m_position = Vec3f( m_hitboxRadius, -m_hitboxRadius, 0.f );
	m_vertexes[ 2 ].m_position = Vec3f( m_hitboxRadius, m_hitboxRadius, 0.f );
	m_vertexes[ 3 ].m_position = Vec3f( -m_hitboxRadius, m_hitboxRadius, 0.f );

	m_position = Vec2f( CosDegrees( m_degrees ), SinDegrees( m_degrees ) ) * m_currentRadius;
}
Пример #7
0
//---------------------------------------------------------------------------
Enemy::Enemy( float innerRadius, float outerRadius, float directionDegrees )
	: Actor()
	, m_innerRingRadius( innerRadius )
	, m_outerRingRadius( outerRadius )
	, m_directionDegrees( directionDegrees )
{
	m_speedUnitsPerSecond = s_enemySpeedUnitsPerSecond;
	m_hitboxRadius = s_enemySizeRadius;

	m_vertexes.reserve( 4 );
	for ( unsigned int count = 0; count < 4; ++ count )
	{
		m_vertexes.push_back( Vertex3D() );
	}
	m_vertexes[ 0 ].m_position = Vec3f( -1.f, -1.f, 0.f );
	m_vertexes[ 1 ].m_position = Vec3f( 1.f, -1.f, 0.f );
	m_vertexes[ 2 ].m_position = Vec3f( 1.f, 1.f, 0.f );
	m_vertexes[ 3 ].m_position = Vec3f( -1.f, 1.f, 0.f );

	m_direction = Vec2f( CosDegrees( m_directionDegrees ), SinDegrees( m_directionDegrees ) );
	m_position = m_direction * m_outerRingRadius;
}
Пример #8
0
//---------------------------------------------------------------------------
Bullet::Bullet( float innerRadius, float outerRadius, float directionDegrees )
	: Actor()
	, m_innerRingRadius( innerRadius )
	, m_outerRingRadius( outerRadius )
	, m_directionDegrees( directionDegrees )
	, m_totalDistanceTraveled( 0.f )
{
	m_speedUnitsPerSecond = s_bulletSpeedUnitsPerSecond;
	m_hitboxRadius = s_bulletHitboxRadius;

	m_vertexes.reserve( 4 );
	for ( unsigned int count = 0; count < 4; ++ count )
	{
		m_vertexes.push_back( Vertex3D() );
	}
	m_vertexes[ 0 ].m_position = Vec3f( -1.f, -1.f, 0.f );
	m_vertexes[ 1 ].m_position = Vec3f( 1.f, -1.f, 0.f );
	m_vertexes[ 2 ].m_position = Vec3f( 1.f, 1.f, 0.f );
	m_vertexes[ 3 ].m_position = Vec3f( -1.f, 1.f, 0.f );

	m_direction = Vec2f( CosDegrees( m_directionDegrees ), SinDegrees( m_directionDegrees ) );
	m_position = m_direction * innerRadius;
}
Пример #9
0
void GLMesh::Init()
{
		objLoader objData;
		std::string objFile = m_Path + m_File;
		objData.load(const_cast<char*>(objFile.c_str()));

		std::vector<Vertex3D> dataVertex;

		std::vector< std::vector<unsigned short> > dataIndex;
		dataIndex.resize(objData.materialCount);
		m_NbOfTriangles.resize(objData.materialCount);
		m_Index.resize(objData.materialCount);

		for(int i=0; i<objData.materialCount; i++)
		{
			obj_material* mat = objData.materialList[i];
			std::string s = mat->texture_filename;
			s = m_Path + s;
			s.erase(std::remove(s.begin(), s.end(), '\n'), s.end());
			m_Tex.push_back(Utils::GLUtils::LoadTexture(s));
		}

		for(size_t i=0; i<objData.faceCount; i++)
		{
			obj_face* o = objData.faceList[i];
			if(o->vertex_count > 3)
			{
				GLUtils::DebugString("************ ERREUR : LE MODELE CONTIENT UN POLYGONE (TRIANGLE SEULEMENT !) **************");
				continue;
			}

			for(int j=0; j<o->vertex_count; j++)
			{
				size_t next = dataVertex.size();
				vec3 vertex;
				vertex[0] = (float)((objData.vertexList[o->vertex_index[j]])->e[0]);
				vertex[1] = (float)((objData.vertexList[o->vertex_index[j]])->e[1]);
				vertex[2] = (float)((objData.vertexList[o->vertex_index[j]])->e[2]);

				vec3 normal(0.f, 0.f, 0.f);
				if(o->normal_index[j] != -1)
				{
					normal[0] = (float)((objData.normalList[o->normal_index[j]])->e[0]);
					normal[1] = (float)((objData.normalList[o->normal_index[j]])->e[1]);
					normal[2] = (float)((objData.normalList[o->normal_index[j]])->e[2]);
				}

				vec2 texture(0.f, 0.f);
				if(o->texture_index[j] != -1)
				{
					texture[0] = (float)((objData.textureList[o->texture_index[j]])->e[0]);
					texture[1] = (float)((objData.textureList[o->texture_index[j]])->e[1]);
				}

				dataIndex[o->material_index].push_back((unsigned short)next);
				dataVertex.push_back(Vertex3D(vertex, normal, texture));
			}
		}

		glGenBuffers(1,&m_Vertex);
		glBindBuffer(GL_ARRAY_BUFFER, m_Vertex);
		glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex3D)*dataVertex.size(), &dataVertex[0]._position, GL_STATIC_DRAW);

		for(int i=0; i<objData.materialCount; i++)
		{
			glGenBuffers(1,&m_Index[i]);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Index[i]);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*dataIndex[i].size(), &dataIndex[i][0], GL_STATIC_DRAW);
			m_NbOfTriangles[i] = dataIndex[i].size() / 3;
		}
}
Пример #10
0
bool CMSprite::LoadAImage(const char* pszName, IDirect3DDevice9 *pDevice)
{
    D3DXIMAGE_INFO info;
    D3DXGetImageInfoFromFileA(pszName, &info);

    D3DXCreateTextureFromFileExA(pDevice, pszName, info.Width, info.Height, 
        info.MipLevels, D3DUSAGE_DYNAMIC, info.Format, D3DPOOL_DEFAULT, D3DX_FILTER_TRIANGLE,  // D3DPOOL_DEFAULT才可行。。
        D3DX_FILTER_TRIANGLE, D3DCOLOR_ARGB(255,255,255,255), NULL, NULL, &m_pTexture);

    pDevice->CreateVertexBuffer(3*sizeof(Vertex3D),
        0/*D3DUSAGE_WRITEONLY*/,
        Vertex3D::FVF,
        D3DPOOL_DEFAULT/*D3DPOOL_MANAGED*/,
        &m_pVb,
        0);

    m_x = -1.0f;
    m_y = 0.0f;
    m_w = 1.0f;info.Width;
    m_h = 1.0f;info.Height;

    m_iw = 1.0f; info.Width;
    m_ih = 1.0f; info.Height;

    m_reClip.left = 0.f;
    m_reClip.top = 0.f;
    m_reClip.right = 1.0f;
    m_reClip.bottom = 1.0f;

    m_StretchX = 1.0f;
    m_StretchY = 1.0f;

    Vertex3D *pVec = NULL;
    if( FAILED(m_pVb->Lock(0, sizeof(Vertex3D)*/*6*/3, (void**)&pVec, 0) ) ) {
        MessageBoxA(NULL, "f", "f", NULL);
        return false;
    }

    float fix = /*0.0f; */  -0.5f;
    m_z = 1.0f;
    m_color = 0xffaaffff;

    // 注意坐标 
    /*
      y ^
        |
        |
        |
        ------> x
    */

     pVec[0] = Vertex3D(m_x  + fix, m_y + fix, m_z, 0xffff0000, 0.0f, 1.0f); // -1.0f, 0.0f
     pVec[1] = Vertex3D(m_x  + fix, m_y + m_h+ fix, m_z, 0xff00ff00, 0.0f, 0.0f); // -1.0f, 1.0f
     pVec[2] = Vertex3D(m_x + m_w + fix, m_y + m_h + fix, m_z, 0xffffffff, 1.0f, 0.0f); // 
//     float fixup = 1.0f;
//     pVec[0] = Vertex3D(-1.0f,-1.0f, fixup, 0xffff0000, 0.f, 0.f);
//     pVec[1] = Vertex3D(0.0f, 1.0f, fixup, 0xffffffff, 1.f, 1.f);
//     pVec[2] = Vertex3D(1.0f,-1.0f, fixup, 0xff0000ff, 0.f, 1.f);

    //pVec[3] = Vertex3D(m_x + m_w + fix, m_y + fix, m_z, m_color, 1.0f, 1.0f);

    m_pVb->Unlock();
    m_pTest = m_pVb;//test

	m_bDirty = true; //标记为脏

    return true;
}
Пример #11
0
	Model::Model(const INString& path, Material* material)
	{
		int frameCount = 0;
		FILE* file = fopen(path.c_str(), "r");
		std::vector<maths::vec3> temp_vertices;
		std::vector<maths::vec3> temp_normals;
		std::vector<maths::vec2> temp_uvs;
		int currBone = 0;
		int currWeight = 0;
		std::vector<GLuint> temp_indices;
		unsigned int indicesCount = 0;
		unsigned int verticesCount = 0;

		unsigned int vertexCount = 0;
		unsigned int indexCount = 0;

		if (file == NULL)
		{
			IN_FATAL("Coudl not load model ", path, "!");
		}
		while (true)
		{
			char lineHeader[128];
			int res = fscanf(file, "%s", lineHeader);
			if (res == EOF)
				break;

			if (strcmp(lineHeader, "v") == 0)
			{
				maths::vec3 Vertex3D;
				fscanf(file, "%f %f %f\n", &Vertex3D.x, &Vertex3D.y, &Vertex3D.z);
				temp_vertices.push_back(Vertex3D);
			}
			else if (strcmp(lineHeader, "vt") == 0)
			{
				maths::vec2 uv;
				fscanf(file, "%f %f\n", &uv.x, &uv.y);
				temp_uvs.push_back(uv);
			}
			else if (strcmp(lineHeader, "vn") == 0)
			{
				maths::vec3 normal;
				fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z);
				temp_normals.push_back(normal);
			}
			else if (strcmp(lineHeader, "f") == 0)
			{
				int index;
				fscanf(file, "%d\n", &index);
				temp_indices.push_back(index);
			}
			else if (strcmp(lineHeader, "s") == 0)
			{
				fscanf(file, "%d %d\n", &vertexCount, &indexCount);
			}
		}
		std::vector<Vertex3D> vert;
		for (int i = 0; i < temp_vertices.size(); i++)
		{
			vert.push_back(Vertex3D(temp_vertices[i], temp_normals[i], temp_uvs[i]));
		}

		const Vertex3D* vertices = &vert[0];

		const GLuint* indices = &temp_indices[0];

		buffers::Buffer* buffer = new buffers::Buffer(GL_ARRAY_BUFFER, GL_STATIC_DRAW);
		buffer->Bind();
		buffer->SetData(vert.size() * sizeof(Vertex3D), &vert[0]);

		buffer->layout.Push<maths::vec3>("position");
		buffer->layout.Push<maths::vec3>("normal");
		buffer->layout.Push<maths::vec2>("uv");

		buffers::VertexArray* va = new buffers::VertexArray();
		va->Bind();
		va->PushBuffer(buffer);
		
		buffers::IndexBuffer* ib = new buffers::IndexBuffer(&temp_indices[0], temp_indices.size());

		m_Mesh = new Mesh(va, ib);
		m_Mesh->SetMaterial(material);
	}
Пример #12
0
Vertex3D Vertex3D::Vertex3DMake( float x, float y, float z, float w ) {
    return Vertex3D(x, y, z, w);
}