bool TextureOverlay::CreateGeometry() { m_pGeometry = m_pRenderManager->CreateGeometryData(); if(m_pGeometry == nullptr) { return false; } struct Vertex { math::Vector3 pos; math::Vector2 uv; }; Vertex verts[] = { {math::Vector3(0, 0, 0), math::Vector2(0, 0)}, {math::Vector3(1, 0, 0), math::Vector2(1, 0)}, {math::Vector3(1, 1, 0), math::Vector2(1, 1)}, {math::Vector3(0, 1, 0), math::Vector2(0, 1)}, {math::Vector3(0, 0, 0), math::Vector2(0, 0)}, {math::Vector3(1, 1, 0), math::Vector2(1, 1)}, }; VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32_FLOAT); m_pGeometry->BeginGeometry(PT_TRIANGLE_LIST); { m_pGeometry->AllocVertexBuffer(sizeof(Vertex) * 6, verts, false, layout); } m_pGeometry->EndGeometry(); return true; }
//---------------------------------------------------------------------- bool FontManager::Initialise(const glm::ivec2& screenResolution) { this->screenResolution = screenResolution; if (!effect.Load("assets\\effects\\fonteffect.glsl", "RenderFont")) { LOG("did not load font rendering effect\n"); return false; } // Since the screen resolution does not change at runtime, set this now... effect.ScreenSize->Set(glm::vec2(screenResolution)); effect.GlyphTexture->Set(GlyphTextureSlot); sampler = boost::make_shared<Sampler2D>(); sampler->SetMagFilter(GL_LINEAR); sampler->SetMinFilter(GL_LINEAR); sampler->SetWrapS(GL_CLAMP_TO_EDGE); sampler->SetWrapT(GL_CLAMP_TO_EDGE); VertexLayout vertexLayout; vertexLayout.AddAttribute(vertexAttribute); // Initialise vertex buffers for dynamic update... for (size_t i = 0; i < bufferCount; ++i) { boost::shared_ptr<VertexBuffer> vertexBuffer(new VertexBuffer()); vertexBuffer->Initialise(vertexLayout, VerticesInBuffer, GL_DYNAMIC_DRAW); geometry[i].Initialise(vertexBuffer); } return true; }
bool Impl_SkyDome::CreateSkyDome() { std::vector<math::Vector3> vb; std::vector<uint32> ib; MeshUtil::CreateUnitIcoSphere(5, vb, ib, true); if(vb.size() == 0) { return false; } VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); m_pRD = m_pManager->alloc_object<RenderData>(); m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData(); m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST); { if(false == m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * vb.size(), vb.data(), false, layout)) { return false; } if(false == m_pRD->geometry->AllocIndexBuffer(sizeof(uint32) * ib.size(), ib.data(), false, G_FORMAT_R32_UINT)) { return false; } } m_pRD->geometry->EndGeometry(); m_pRD->base_vertex = 0; m_pRD->vertex_count = vb.size(); m_pRD->start_index = 0; m_pRD->index_count = ib.size(); m_pRD->world_matrix.MakeIdentity(); m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/atmosphere/material/skydome.material"); m_pWorldPos = m_pRD->material->GetParameterByName("world_pos"); return true; }
GeometryDataPtr EngineApp::CreateCube(float size) { struct Vertex { math::Vector3 pos; math::Vector3 normal; math::Vector2 uv; }; size = size / 2.0f; Vertex pVerts[] = { // front {math::Vector3(-size, size, -size), math::Vector3(0, 0, -1), math::Vector2(0, 0), }, {math::Vector3(size, size, -size), math::Vector3(0, 0, -1), math::Vector2(2, 0),}, {math::Vector3(size, -size, -size), math::Vector3(0, 0, -1), math::Vector2(2, 2),}, {math::Vector3(-size, -size, -size), math::Vector3(0, 0, -1), math::Vector2(0, 2),}, // back {math::Vector3(-size, size, size), math::Vector3(0, 0, 1), math::Vector2(0, 0),}, {math::Vector3(size, size, size), math::Vector3(0, 0, 1), math::Vector2(1, 0),}, {math::Vector3(size, -size, size), math::Vector3(0, 0, 1), math::Vector2(1, 1),}, {math::Vector3(-size, -size, size), math::Vector3(0, 0, 1), math::Vector2(0, 1),}, // top {math::Vector3(-size, size, size), math::Vector3(0, 1, 0), math::Vector2(0, 0),}, {math::Vector3(size, size, size), math::Vector3(0, 1, 0), math::Vector2(1, 0),}, {math::Vector3(size, size, -size), math::Vector3(0, 1, 0), math::Vector2(1, 1),}, {math::Vector3(-size, size, -size), math::Vector3(0, 1, 0), math::Vector2(0, 1),}, // bottom {math::Vector3(-size, -size, size), math::Vector3(0, -1, 0), math::Vector2(0, 0),}, {math::Vector3(size, -size, size), math::Vector3(0, -1, 0), math::Vector2(1, 0),}, {math::Vector3(size, -size, -size), math::Vector3(0, -1, 0), math::Vector2(1, 1),}, {math::Vector3(-size, -size, -size), math::Vector3(0, -1, 0), math::Vector2(0, 1),}, // left {math::Vector3(-size, size, size), math::Vector3(-1, 0, 0), math::Vector2(0, 0),}, {math::Vector3(-size, size, -size), math::Vector3(-1, 0, 0), math::Vector2(1, 0),}, {math::Vector3(-size, -size, -size), math::Vector3(-1, 0, 0), math::Vector2(1, 1),}, {math::Vector3(-size, -size, size), math::Vector3(-1, 0, 0), math::Vector2(0, 1),}, // right {math::Vector3(size, size, size), math::Vector3(1, 0, 0), math::Vector2(0, 0),}, {math::Vector3(size, size, -size), math::Vector3(1, 0, 0), math::Vector2(1, 0),}, {math::Vector3(size, -size, -size), math::Vector3(1, 0, 0), math::Vector2(1, 1),}, {math::Vector3(size, -size, size), math::Vector3(1, 0, 0), math::Vector2(0, 1),}, }; uint32 pIndice[] = { // front 0, 1, 2, 0, 2, 3, // back 4, 6, 5, 4, 7, 6, //top 8, 9, 10, 8, 10, 11, // bottom 12, 14, 13, 12, 15, 14, // left 16, 17, 18, 16, 18, 19, // right 20, 22, 21, 20, 23, 22, }; GeometryDataPtr pGeom = m_pGraphics->CreateGeometryData(); VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32_FLOAT); pGeom->BeginGeometry(PT_TRIANGLE_LIST); { pGeom->AllocIndexBuffer(sizeof(uint32) * 36, pIndice, false, G_FORMAT_R32_UINT); pGeom->AllocVertexBuffer(sizeof(Vertex) * 24, pVerts, false, layout); } pGeom->EndGeometry(); return pGeom; }
bool Impl_SkyBox::OnAttach() { m_pRD = m_pManager->alloc_object<RenderData>(); VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); float size = 1.0f; int nVerts = 36; math::Vector3 verts[] = { math::Vector3(-size, size, -size), math::Vector3(size, -size, -size), math::Vector3(size, size, -size), math::Vector3(-size, size, -size), math::Vector3(-size, -size, -size), math::Vector3(size, -size, -size), math::Vector3(-size, size, size), math::Vector3(size, size, size), math::Vector3(size, -size, size), math::Vector3(-size, size, size), math::Vector3(size, -size, size), math::Vector3(-size, -size, size), math::Vector3(-size, size, size), math::Vector3(size, size, -size), math::Vector3(size, size, size), math::Vector3(-size, size, size), math::Vector3(-size, size, -size), math::Vector3(size, size, -size), math::Vector3(-size, -size, size), math::Vector3(size, -size, size), math::Vector3(size, -size, -size), math::Vector3(-size, -size, size), math::Vector3(size, -size, -size), math::Vector3(-size, -size, -size), math::Vector3(-size, size, size), math::Vector3(-size, -size, -size), math::Vector3(-size, size, -size), math::Vector3(-size, size, size), math::Vector3(-size, -size, size), math::Vector3(-size, -size, -size), math::Vector3(size, size, size), math::Vector3(size, size, -size), math::Vector3(size, -size, -size), math::Vector3(size, size, size), math::Vector3(size, -size, -size), math::Vector3(size, -size, size), }; m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData(); m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST); { m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * 36, verts, false, layout); } m_pRD->geometry->EndGeometry(); m_pRD->base_vertex = 0; m_pRD->index_count = 0; m_pRD->start_index = 0; m_pRD->vertex_count = 36; m_pRD->world_matrix.MakeIdentity(); m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/standard/material/skybox.material"); m_hFrustumCull = m_pManager->AddEventHandler(EV_FRUSTUM_CULL, boost::bind(&Impl_SkyBox::on_event_frustum_cull, this, _1)); m_pTex = m_pManager->GetRenderManager()->CreateTextureFromFile("./assets/standard/texture/001.dds"); MaterialParameterPtr pParam = m_pRD->material->GetParameterByName("sky_map"); pParam->SetParameterTexture(m_pTex); m_pWorldPos = m_pRD->material->GetParameterByName("world_pos"); return true; }