void Mesh::EnableSpecialFX(){ draw_sequence=MESH_SPECIAL_FX_ONLY; setEnvMap(GFXFALSE); setLighting (GFXTRUE); if (orig) { orig->draw_sequence=MESH_SPECIAL_FX_ONLY; orig->blendSrc = orig->blendDst= ONE; orig->setEnvMap( GFXFALSE); orig->setLighting (GFXTRUE); } blendSrc=ONE; blendDst=ONE; }
Box::Box( const Vector &corner1, const Vector &corner2 ) : corner_min( corner1 ) , corner_max( corner2 ) { InitUnit(); draw_sequence = 3; setEnvMap( GFXFALSE ); blendSrc = ONE; blendDst = ONE; Box *oldmesh; string hash_key = string( "@@Box" )+"#"+tostring( corner1 )+"#"+tostring( corner2 ); //cerr << "hashkey: " << hash_key << endl; if ( 0 != ( oldmesh = (Box*) meshHashTable.Get( hash_key ) ) ) { *this = *oldmesh; oldmesh->refcount++; orig = oldmesh; return; } int a = 0; GFXVertex *vertices = new GFXVertex[18]; #define VERTEX( ax, ay, az ) \ do {vertices[a].x = ax; \ vertices[a].y = ay; \ vertices[a].z = az; \ vertices[a].i = ax; \ vertices[a].j = ay; \ vertices[a].k = az; \ vertices[a].s = 0; \ vertices[a].t = 0; \ a++; \ } \ while (0) VERTEX( corner_max.i, corner_min.j, corner_max.k ); VERTEX( corner_min.i, corner_min.j, corner_max.k ); VERTEX( corner_min.i, corner_min.j, corner_min.k ); VERTEX( corner_max.i, corner_min.j, corner_min.k ); VERTEX( corner_max.i, corner_max.j, corner_min.k ); VERTEX( corner_min.i, corner_max.j, corner_min.k ); VERTEX( corner_min.i, corner_max.j, corner_max.k ); VERTEX( corner_max.i, corner_max.j, corner_max.k ); a = 8; VERTEX( corner_max.i, corner_min.j, corner_max.k ); VERTEX( corner_min.i, corner_min.j, corner_max.k ); VERTEX( corner_min.i, corner_max.j, corner_max.k ); VERTEX( corner_max.i, corner_max.j, corner_max.k ); VERTEX( corner_max.i, corner_max.j, corner_min.k ); VERTEX( corner_min.i, corner_max.j, corner_min.k ); VERTEX( corner_min.i, corner_min.j, corner_min.k ); VERTEX( corner_max.i, corner_min.j, corner_min.k ); VERTEX( corner_max.i, corner_min.j, corner_max.k ); VERTEX( corner_min.i, corner_min.j, corner_max.k ); int offsets[2]; offsets[0] = 8; offsets[1] = 10; enum POLYTYPE polys[2]; polys[0] = GFXQUAD; polys[1] = GFXQUADSTRIP; vlist = new GFXVertexList( polys, 18, vertices, 2, offsets ); //quadstrips[0] = new GFXVertexList(GFXQUADSTRIP,10,vertices); delete[] vertices; meshHashTable.Put( hash_key, this ); orig = this; refcount++; draw_queue = new vector< MeshDrawContext >[NUM_ZBUF_SEQ+1]; #undef VERTEX }
void Ex_004_ShadowMapping::run() { const string path = "/Users/saburookita/Personal Projects/Three.cpp Rev.2/examples/assets/"; ForwardRenderer renderer; renderer.init( "Ex 004: Shadow Mapping", 1600 * 2 / 4, 900 * 2 / 4 ); renderer.setCameraControl(Arcball::create(2.0f)); /* Create scene */ auto scene = Scene::create(); scene->setFog(Fog::create( 0x72645b / 2, 2.0, 15.0 )); scene->setViewport( 0.0, 0.0, renderer.getWidth(), renderer.getHeight() ); scene->setShadowMapType( SHADOW_MAP::PCF_SOFT ); /* Create camera */ auto camera = PerspectiveCamera::create( 50.0, renderer.getAspectRatio(), 0.001, 100.0 ); camera->translate(0.0, 1.5, 5.5); camera->lookAt( 0.0, 0.0, 0.0 ); /* Create our objects */ auto sphere = Mesh::create( SphereGeometry::create(30, 20, 0.66f ), PhongMaterial::create(0x777777, 0x0, 0x0, 0x999999, 30, true) ); sphere->setNormalMap( TextureUtils::loadAsNormalMap ( path, "tutorial_normals07.gif" ) ); sphere->translate(-2.0, 0.66f, 0.0); sphere->castShadow = true; sphere->receiveShadow = true; auto cube = Mesh::create( CubeGeometry::create(1.0, 10), PhongMaterial::create(0x777777, 0x0, 0x0, 0x0, 30, false) ); cube->setTexture( TextureUtils::loadAsTexture( path, "four_shapes_color.tga" ) ); cube->translate(0.0, 0.5, 0.0); cube->castShadow = true; cube->receiveShadow = true; auto cylinder = Mesh::create( CylinderGeometry::create(0.5, 0.5, 1.0, 30, 5, true), PhongMaterial::create( 0xCCCCCC, 0x0, 0x0, 0x111111, 150.0, false ) ); cylinder->getMaterial()->setSide( SIDE::DOUBLE_SIDE ); cylinder->castShadow = true; cylinder->receiveShadow = true; cylinder->setTexture ( TextureUtils::loadAsTexture ( path, "rock_color.tga" ) ); cylinder->setNormalMap( TextureUtils::loadAsNormalMap ( path, "rock_normal.tga" ) ); cylinder->translate(+2.0f, 0.5f, -2.0f); scene->add( cylinder ); scene->add( cube ); scene->add( sphere ); /* And the ground plane */ auto plane = Mesh::create( PlaneGeometry::create(20.0f), PhongMaterial::create(0x777777, 0x777777, 0x0, 0x999999, 30) ); plane->name = "plane"; plane->rotateX(-90.0f); plane->translate(0.0, 0.0, 0.0); plane->receiveShadow = true; scene->add( plane ); /* Cubemap */ auto env = Mesh::create( CubeGeometry::create(20.0f), MeshCubeMapMaterial::create() ); env->setTexture( TextureUtils::loadAsEnvMap( path + "cube/pisa", "nx.png", "ny.png", "nz.png", "px.png", "py.png", "pz.png")); sphere->setEnvMap( downcast(env->getTexture(), EnvMap) ); scene->add( env ); /* Create a (rotating) directional light */ auto dir_light = DirectionalLight::create(0x99CCFF, 1.35, glm::vec3( 3.0, 1.0, 3.0 ) ); dir_light->castShadow = true; dir_light->shadowBias = -0.0005; dir_light->shadowMapSize = glm::vec2(512); scene->add( dir_light ); /* Create a spotlight, the shadow should be casted no the left hand side */ auto spot_light = SpotLight::create(0x99CCFF, 1.0, 20.0, 50.0, 1.0 ); spot_light->position = glm::vec3(3.0, 2.0, 3.0); spot_light->castShadow = true; scene->add( spot_light ); /* Create an ambient light */ scene->add( AmbientLight::create(0x777777)); /* Create a post render callback for objects rotation */ bool rotate_objects = false; float light_rotation_1 = 0.0; renderer.setPostRenderCallbackHandler( [&](){ dir_light->position.x = ( 3.0 * cosf( light_rotation_1 ) ); dir_light->position.z = ( 3.0 * sinf( light_rotation_1 ) ); light_rotation_1 += 0.01; if( rotate_objects ) { cube->rotateX(-1.0f); cylinder->rotateX(1.0f); } }); /* Override key callback handler */ renderer.setKeyCallbackHandler([&](GLFWwindow *window, int key, int scancode, int action, int mod) { if( action == GLFW_PRESS ) { switch ( key) { case GLFW_KEY_R: /* Toggle rotation */ rotate_objects = !rotate_objects; break; default: break; } } }); renderer.setGamma( true, true ); renderer.setClearColor( scene->getFog()->getColor() ); renderer.render(scene, camera ); }
void Ex_008_FontStashIntegration::run() { // const string path = "/Users/saburookita/Personal Projects/Three.cpp Rev.2/examples/assets/"; const string path = "../examples/assets/"; ForwardRenderer renderer; renderer.init( "Ex 008: FontStash integration test", 1600 * 2 / 4, 900 * 2 / 4 ); renderer.setCameraControl(Arcball::create(2.0f)); /* First load the fonts */ renderer.addFont("droid-regular", path + "fonts/DroidSerif-Regular.ttf"); renderer.addFont("droid-italic", path + "fonts/DroidSerif-Italic.ttf"); renderer.addFont("droid-bold", path + "fonts/DroidSerif-Bold.ttf"); renderer.addFont("droid-japanese", path + "fonts/DroidSansJapanese.ttf"); /*Then write on screen*/ renderer.addText( "Test FontStash", 100, 100, "droid-regular", 0x0, 32.0f ); renderer.addText( "writing in italic", 100, 130, "droid-italic", 0x00FF00, 24.0f ); renderer.addText( "... or bold", 250, 130, "droid-bold", 0xFF0000, 24.0f ); renderer.addText( "éßüä", 400, 90, "droid-regular", 0x0000FF, 24.0f ); renderer.addText( "日本語もできます。", 400, 120, "droid-japanese", 0xFFFFFF, 24.0f ); renderer.addText( "spacing = 1.0", 100, 200, "droid-italic", 0x00FF00, 20.0f, 1.0f ); renderer.addText( "spacing = 5.0", 100, 225, "droid-italic", 0xFFFF00, 20.0f, 5.0f ); renderer.addText( "spacing = 10.0", 100, 250, "droid-italic", 0x00FFFF, 20.0f, 10.0f ); renderer.addText( "blur = 1.0", 400, 200, "droid-bold", 0x99CCFF, 30.0f, 0.0f, 1.0f ); renderer.addText( "blur = 5.0", 400, 240, "droid-bold", 0xFFCC99, 30.0f, 0.0f, 5.0f ); renderer.addText( "blur = 10.0", 400, 280, "droid-bold", 0xCCFF99, 30.0f, 0.0f, 10.0f ); int cursor_pos_text = renderer.addText( "Cursor Position: ", 80, 400, "droid-regular", 0xFFFFFF, 20.0f ); /* Create scene */ auto scene = Scene::create(); scene->setFog(Fog::create( 0x72645b, 2.0, 15.0 )); scene->setViewport( 0.0, 0.0, renderer.getWidth(), renderer.getHeight() ); scene->setShadowMapType( SHADOW_MAP::PCF ); /* Create camera */ auto camera = PerspectiveCamera::create( 50.0, renderer.getAspectRatio(), 0.001, 100.0 ); camera->translate(0.0, 1.5, 5.5); camera->lookAt( 0.0, 1.0, 0.0 ); /* Load our ply models */ float x_offset = -1.0; auto statue = Loader::loadPLY(path + "/ply models/", "happy_vrip_res3.ply", aiProcess_JoinIdenticalVertices | aiProcess_GenSmoothNormals | aiProcess_FlipWindingOrder ); statue->setMaterial(PhongMaterial::create(0x777777, 0x0, 0x777777, 0x0, 0, true)); statue->getGeometry()->setScale(10.f); statue->castShadow = true; statue->receiveShadow = true; auto bounding_box = statue->computeBoundingBox(); glm::vec3 size = bounding_box->size(); glm::vec3 center = bounding_box->center(); statue->translate(x_offset, -(center.y - size.y * 0.5), 0.0); x_offset += 2.0f; scene->add( statue ); /* A sphere, cube, and cylinder walk into a pub */ auto sphere = Mesh::create( SphereGeometry::create(30, 20, 0.66f ), PhongMaterial::create( 0xCCCCCC, 0x0, 0x0, 0x222222, 130.0, true ) ); sphere->setTexture ( TextureUtils::loadAsTexture ( path + "planets", "earth_atmos_2048.jpg") ); sphere->setNormalMap ( TextureUtils::loadAsNormalMap ( path + "planets", "earth_normal_2048.jpg" ) ); sphere->setSpecularMap ( TextureUtils::loadAsSpecularMap( path + "planets", "earth_specular_2048.jpg" ) ); sphere->receiveShadow = true; sphere->castShadow = true; sphere->translate( x_offset, 0.66f, 0.0f ); scene->add( sphere ); auto plane = Mesh::create( PlaneGeometry::create(20.0f), PhongMaterial::create(0x777777, 0x777777, 0x0, 0x999999, 30) ); plane->name = "plane"; plane->rotateX(-90.0f); plane->receiveShadow = true; scene->add( plane ); /* Cubemap */ auto env = Mesh::create( CubeGeometry::create(50.0f), MeshCubeMapMaterial::create() ); env->setTexture( TextureUtils::loadAsEnvMap( path + "cube/pisa", "nx.png", "ny.png", "nz.png", "px.png", "py.png", "pz.png")); statue->setEnvMap( env->getTexture() ); scene->add( env ); /* Create a (rotating) directional light */ auto dir_light = DirectionalLight::create(0x99CCFF, 1.35, glm::vec3( 3.0, 1.0, 3.0 ) ); dir_light->castShadow = true; dir_light->shadowBias = -0.001; dir_light->shadowCameraNear = -10.0; dir_light->shadowCameraFar = 10.0; scene->add( dir_light ); /* Create a spotlight, the shadow should be casted no the left hand side */ auto spot_light = SpotLight::create(0x99CCFF, 1.0, 20.0, 50.0, 1.0 ); spot_light->position = glm::vec3(3.0, 2.0, 3.0); spot_light->castShadow = true; scene->add( spot_light ); /* Create an ambient light */ scene->add( AmbientLight::create(0x777777)); /* Create a post render callback for objects rotation */ bool rotate_objects = false; float light_rotation_1 = 0.0; renderer.setPostRenderCallbackHandler( [&](){ dir_light->position.x = ( 3.0 * cosf( light_rotation_1 ) ); dir_light->position.z = ( 3.0 * sinf( light_rotation_1 ) ); light_rotation_1 += 0.01; if( rotate_objects ) { statue->rotateY(1.0f); sphere->rotateY(-1.0f); } }); renderer.setCursorCallbackHandler([&](GLFWwindow *, double x, double y){ stringstream ss; ss.precision(4); ss << "Cursor Position: (" << x << ", " << y << ")"; renderer.setText(cursor_pos_text, ss.str() ); }); /* Override key callback handler */ renderer.setKeyCallbackHandler([&](GLFWwindow *window, int key, int scancode, int action, int mod) { if( action == GLFW_PRESS ) { switch ( key) { case GLFW_KEY_R: /* Toggle rotation */ rotate_objects = !rotate_objects; break; default: break; } } }); renderer.setGamma( true, true ); renderer.setClearColor( scene->getFog()->getColor() ); renderer.render(scene, camera ); }