Пример #1
0
  void proceed()
  {
    //update water animation
    ++_time_lapsed;
    h3dSetMaterialUniform(_water_mat_res, "wavePos",
                    ((float)(_time_lapsed % 400)) / 400.0, 0.0, 0.0, 0.0);

    Entities::update();
    
    if(_active)
    {
      FogOfWar::update();
    }
  }
Пример #2
0
bool Application::init()
{	
	// Initialize engine and open default sound device
	if( !h3dInit() || !h3dOpenDevice( 0x0 ) )
	{	
		h3dutDumpMessages();
		return false;
	}

	// Set options
	h3dSetOption( H3DOptions::LoadTextures, 1 );
	h3dSetOption( H3DOptions::TexCompression, 0 );
	h3dSetOption( H3DOptions::FastAnimation, 0 );
	h3dSetOption( H3DOptions::MaxAnisotropy, 4 );
	h3dSetOption( H3DOptions::ShadowMapSize, 2048 );

	// Add resources
	// Pipelines
	_hdrPipeRes = h3dAddResource( H3DResTypes::Pipeline, "pipelines/hdr.pipeline.xml", 0 );
	_forwardPipeRes = h3dAddResource( H3DResTypes::Pipeline, "pipelines/forward.pipeline.xml", 0 );
	// Overlays
	_fontMatRes = h3dAddResource( H3DResTypes::Material, "overlays/font.material.xml", 0 );
	_panelMatRes = h3dAddResource( H3DResTypes::Material, "overlays/panel.material.xml", 0 );
	_logoMatRes = h3dAddResource( H3DResTypes::Material, "overlays/logo.material.xml", 0 );
	// Environment
	H3DRes floorRes = h3dAddResource( H3DResTypes::SceneGraph, "models/tiles/tiles.scene.xml", 0 );
	// Knight
	H3DRes speakerRes = h3dAddResource( H3DResTypes::SceneGraph, "models/speaker/speaker.scene.xml", 0 );
	// Music
	_soundRes = h3dAddResource( RST_SoundResource, "sounds/stringed_disco.ogg", 0 );

	// Load resources
	h3dutLoadResourcesFromDisk( _contentDir.c_str() );

	// Add scene nodes
	// Add camera
	_cam = h3dAddCameraNode( H3DRootNode, "Camera", _hdrPipeRes );
	//h3dSetNodeParamI( _cam, CameraNodeParams::OcclusionCulling, 1 );
	// Add listener to the camera
	H3DNode listener = h3dAddListenerNode( _cam, "Listener" );
	h3dSetActiveListener( listener );
	// Add floor
	H3DNode floor = h3dAddNodes( H3DRootNode, floorRes );
	h3dSetNodeTransform( floor, 0, -0.125, 0, 0, 0, 0, 1, 1, 1 );
	// Add the speakers
	H3DNode speaker1 = h3dAddNodes( H3DRootNode, speakerRes );
	h3dSetNodeTransform( speaker1, -2, 0, -2, 0, 215.0f, 0, 1, 1, 1 );
	H3DNode speaker2 = h3dAddNodes( H3DRootNode, speakerRes );
	h3dSetNodeTransform( speaker2, 2, 0, -2, 0, 145.0f, 0, 1, 1, 1 );
	// Add music to the speakers
	_sound1 = h3dAddSoundNode( speaker1, "Sound1", _soundRes );
	_sound2 = h3dAddSoundNode( speaker2, "Sound2", _soundRes );
	// Add light source
	_light = h3dAddLightNode( H3DRootNode, "Light1", 0, "LIGHTING", "SHADOWMAP" );
	h3dSetNodeTransform( _light, 0, 7, 0, -90, 0, 0, 1, 1, 1 );
	h3dSetNodeParamF( _light, H3DLight::RadiusF, 0, 30 );
	h3dSetNodeParamF( _light, H3DLight::FovF, 0, 90 );
	h3dSetNodeParamI( _light, H3DLight::ShadowMapCountI, 1 );
	h3dSetNodeParamF( _light, H3DLight::ShadowMapBiasF, 0, 0.01f );

	// Set the distance model
	h3dSetDistanceModel( _distanceModel );
	// Set the timer so the light immediately gets a random color
	_lightTimer = 1.0f;

	// Customize post processing effects
	H3DRes matRes = h3dFindResource( H3DResTypes::Material, "pipelines/postHDR.material.xml" );
	// hdrParams: exposure, brightpass threshold, brightpass offset (see shader for description)
	h3dSetMaterialUniform( matRes, "hdrParams", 2.0f, 0.6f, 0.08f, 0 );

	// Play the music
	h3dPlaySound( _sound1 );
	h3dPlaySound( _sound2 );

	return true;
}
Пример #3
0
bool TentacleApplication::init()
{
  // Initialize engine
  if( !h3dInit() )
  {
    h3dutDumpMessages();
    return false;
  }

	// Set options
	h3dSetOption( H3DOptions::LoadTextures, 1 );
	h3dSetOption( H3DOptions::TexCompression, 0 );
	h3dSetOption( H3DOptions::MaxAnisotropy, 4 );
	h3dSetOption( H3DOptions::ShadowMapSize, 2048 );
	h3dSetOption( H3DOptions::FastAnimation, 1 );

  // Add resources
  // Pipelines
  _hdrPipeRes = h3dAddResource( H3DResTypes::Pipeline, "pipelines/hdr.pipeline.xml", 0 );
  _forwardPipeRes = h3dAddResource( H3DResTypes::Pipeline, "pipelines/forward.pipeline.xml", 0 );
  // Font
  _fontMatRes = h3dAddResource( H3DResTypes::Material, "overlays/font.material.xml", 0 );
  // Logo
  _logoMatRes = h3dAddResource( H3DResTypes::Material, "overlays/logo.material.xml", 0 );
  // invJacXpl
  //_invJacMatRes = h3dAddResource( H3DResTypes::Material, "materials/invJac.material.xml", 0 );
  // Environment
  H3DRes envRes = h3dAddResource( H3DResTypes::SceneGraph, "models/sphere/sphere.scene.xml", 0 );
  // Tentacle
  H3DRes tentacleRes = h3dAddResource( H3DResTypes::SceneGraph, "models/tentacle.scene.xml", 0 );
  // Fly
  H3DRes flyRes = h3dAddResource( H3DResTypes::SceneGraph, "models/fly.scene.xml", 0 );

  _dx = _dy = _dz = 0;

  // Load resources
  h3dutLoadResourcesFromDisk( _contentDir.c_str() );

  // Add scene nodes
  // Add camera
  _cam = h3dAddCameraNode( H3DRootNode, "Camera", _forwardPipeRes );
  // Add environment
  H3DNode env = h3dAddNodes( H3DRootNode, envRes );
  h3dSetNodeTransform( env, 0, -20, 0, 0, 0, 0, 20, 20, 20 );

  // Add tentacle node
  _tentacle = h3dAddNodes( H3DRootNode, tentacleRes );
  h3dSetNodeTransform( _tentacle, 0, 0, 0, 0, 0, 0.0, 1.0f, 1.0f, 1.0f );

  // Create tentacle kinematic chain
  _tentacleIK = setUpKinematikChain(_tentacle);
  //cout << _tentacleIK->getEndPosition(_tentacleIK->getNumJoints()-1);
  //_ikCCDSolver = new SmrCCDSolver(_tentacleIK);
  //_ikCCDSolver->addConstraintPtr(_ikConstraint);

  _ikGSMMSolver = new SMRGSMMSolver(_tentacleIK);
  _ikGSMMSolver->addConstraintPtr(_ikConstraint);

  _ikInvJacSolver = new SMRInvJacSolver(_tentacleIK);
  _ikInvJacSolver->addConstraintPtr(_ikConstraint);

  //delete(_tentacleIK);

  _currentSolver = _ikInvJacSolver;
  _ikMethodString = "J pseudo-inverse";

  // Add fly node
  _fly = h3dAddNodes( H3DRootNode, flyRes );
  h3dSetNodeTransform( _fly, 0, 4, 0, 0, 0, 0, 0.2f, 0.2f, 0.2f );

  // Add light source
  H3DNode light = h3dAddLightNode( H3DRootNode, "Light1", 0, "LIGHTING", "SHADOWMAP" );
  h3dSetNodeTransform( light, 0, 15, 10, -60, 0, 0, 1, 1, 1 );
  h3dSetNodeParamF( light, H3DLight::RadiusF,0, 30 );
  h3dSetNodeParamF( light, H3DLight::FovF,0, 90 );
  h3dSetNodeParamI( light, H3DLight::ShadowMapCountI, 0 );
  h3dSetNodeParamF( light, H3DLight::ShadowMapBiasF,0, 0.01f );
  h3dSetNodeParamF( light, H3DLight::ColorF3,0, 1.0f );
  h3dSetNodeParamF( light, H3DLight::ColorF3,1, 0.8f );
  h3dSetNodeParamF( light, H3DLight::ColorF3,2, 0.7f );

  // Customize post processing effects
	H3DNode matRes = h3dFindResource( H3DResTypes::Material, "pipelines/postHDR.material.xml" );

  //hdrParams: exposure, brightpass threshold, brightpass offset (see shader for description)
	h3dSetMaterialUniform( matRes, "hdrParams", 2.5f, 0.5f, 0.08f, 0 );

  return true;
}