Пример #1
0
void MyApplication::useSimpleArray()
{
    const SceneManagerPtr& scene = BaseApplication::getSceneManager();
    scene->clear();

    for (s32 col = -2; col < 3; ++col)
    {
        for (s32 row = -2; row < 3; ++row)
        {
            for (s32 width = 0; width < 1; ++width)
            {
                CShape* model = scene->addCube(0, Vector3D((f32)row, (f32)col, -5));
                if (model)
                {
                    model->setName("cube_" + std::to_string(col) + "_" + std::to_string(row));
                    model->setScale(Vector3D(0.5f));
                    model->setRenderTechnique("shaders/default.xml");
                    model->getMaterial()->setTexture(0, "textures/box.jpg");
                }
            }
        }
    }

    CNode* fpsCamera = scene->addFPSCamera(0, Vector3D(0, 0, 0), Vector3D(0.7f, 0, 0.7f));
    fpsCamera->setName("fpsCamera");
    CNode* camera = scene->addCamera(0, Vector3D(0, 0, 0), Vector3D(0.0f, 0, -5.0f));
    camera->setName("camera");

    scene->init();
}
Пример #2
0
void MyApplication::useInstancedObject()
{
    const SceneManagerPtr& scene = BaseApplication::getSceneManager();
    scene->clear();

    CShape* model = scene->addCube(0, Vector3D(0, 0, -5));
    if (model)
    {
        model->setName("cube");
        model->setScale(Vector3D(0.5f));
        model->setRenderTechnique("shaders/default_instancing.xml");
        model->getMaterial()->setTexture(0, "textures/box.jpg");
        const RenderPassPtr& pass = model->getRenderTechique()->getRenderPass(0);
        u32 index = 0;
        for (s32 col = -2; col < 3; ++col)
        {
            for (s32 row = -2; row < 3; ++row)
            {
                for (s32 width = 0; width < 1; ++width)
                {
                    pass->getUserShaderData()->setUniform("offsets[" + std::to_string(index) + "]", Vector3D((f32)col, (f32)row, f32(- 5 - width)));
                    ++index;
                }
            }
        }
        
    }

    CNode* fpsCamera = scene->addFPSCamera(0, Vector3D(0, 0, 0), Vector3D(0.7f, 0, 0.7f));
    fpsCamera->setName("fpsCamera");
    CNode* camera = scene->addCamera(0, Vector3D(0, 0, 0), Vector3D(0.0f, 0, -5.0f));
    camera->setName("camera");

    scene->init();
}
Пример #3
0
void MyApplication::useInstancedAttrObject()
{
    const SceneManagerPtr& scene = BaseApplication::getSceneManager();
    scene->clear();

    CShape* model = scene->addCube(0, Vector3D(0, 0, 0));
    if (model)
    {
        model->setName("cube");
        model->setScale(Vector3D(0.5f));
        model->setRenderTechnique("shaders/default_instancing_attr.xml");
        model->getMaterial()->setTexture(0, "textures/box.jpg");
        const RenderPassPtr& pass = model->getRenderTechique()->getRenderPass(0);
        
        std::vector<Vector3D> offset;
        for (s32 col = -2; col < 3; ++col)
        {
            for (s32 row = -2; row < 3; ++row)
            {
                for (s32 width = 0; width < 1; ++width)
                {
                    offset.push_back(Vector3D((f32)col, (f32)row, f32(-5 - width)));
                }
            }
        }

        pass->getUserShaderData()->setAttribute("offsets", 1, offset);
    }

    CNode* fpsCamera = scene->addFPSCamera(0, Vector3D(0, 0, 0), Vector3D(0.7f, 0, 0.7f));
    fpsCamera->setName("fpsCamera");
    CNode* camera = scene->addCamera(0, Vector3D(0, 0, 0), Vector3D(0.0f, 0, -5.0f));
    camera->setName("camera");

    scene->init();
}