示例#1
0
void CEditorScene::setupInitialScene()
{
	math::SAxisAlignedBox aabb;
	aabb.Center = XMFLOAT3(0, 0.0f, 0);
	aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);

	ISceneManager* smgr = mDevice->createSceneManager(aabb);
	mSceneManager = smgr;

	ISimpleMesh* planeMesh = mMeshManager->createPlaneMesh("ground_plane", 40, 40, 40, 40);
	IMeshNode* planeNode = smgr->addMeshNode(planeMesh, nullptr, nullptr, true);
	
	planeNode->setMaterialName("ground_wire_material");
	
	mCamera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 10.0f, -15.0f),
		XMFLOAT3(0, 5, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
	//mCamera->setShadowRange(300.0f);

	ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
	light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
	light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
	light->enableShadow(true);
	smgr->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));

	mCubeMesh = mMeshManager->createCubeMesh("cube_bounding");
	mSphereMesh = mMeshManager->createSphereMesh("sphere_bounding");
	mCylinderMesh = mMeshManager->createCylinderMesh("cylinder_bounding");

	mTimer = mDevice->getTimer();
	smgr->update(0);

	// init all mesh names
	std::vector<std::string> names;
	mResourceGroupManager->listResourceNames(ERFT_MESH, names);
	std::set<std::string> nameSet;
	for (u32 i = 0; i < names.size(); i++)
	{
		nameSet.insert(names[i]);
	}

	for (auto it = nameSet.begin(); it != nameSet.end(); it++)
	{
		std::string s = *it;
		mMeshNames.push_back(s);
	}

	for (u32 i = 0; i < mMeshNames.size(); i++)
	{
		mMeshNodeInfos.insert(std::make_pair(mMeshNames[i], SMeshNodeInfo()));
	}

	CXmlFileManager::Read("main.physics.xml");
	for (auto it = mMeshNodeInfos.begin(); it != mMeshNodeInfos.end(); it++)
	{
		it->second.SetVisible(false);
	}
}
示例#2
0
ISceneManager* setupScene(IDevice* device) {

	// create scene manager
	ISceneManager* smgr = device->createSceneManager();

	// get mesh manager
	IMeshManager* meshManager = IMeshManager::getInstance();

	// set up ground.
	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", 100.0f, 100.0f, 10, 10, 50, 50);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, "ground_material", nullptr, true);

	// create a sphere
	ISimpleMesh* sphereMesh = meshManager->createSphereMesh("sphere", 1.0f, 100, 100);
	IMeshNode* sphereNode = smgr->addMeshNode(sphereMesh, "sphere_material", nullptr, true, XMFLOAT3(-1.2f, 1.0f, 0));

	// create a box
	ISimpleMesh* boxMesh = meshManager->createCubeMesh("box", 1.2f, 3.0f, 1.2f);
	IMeshNode* boxNode = smgr->addMeshNode(boxMesh, "box_material", nullptr, true, XMFLOAT3(1.0f, 1.5f, 1.0f));

	// create a teapot
	IModelMesh* teapotMesh = meshManager->getModelMesh("teapot.mesh");
	IMeshNode* teapot = smgr->addModelMeshNode(teapotMesh, nullptr, true, XMFLOAT3(1.2f, 0, -1.0f));
	teapot->setMaterialName("teapot_material");

	// add 100 point light
	for (u32 i = 0; i < 100; i++) {
		XMFLOAT3 pos(math::RandomFloat(-20.0, 20.0f), math::RandomFloat(3.0, 10.0f), math::RandomFloat(-20.0, 20.0f));
		XMFLOAT4 diffuse(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 1.0f);
		XMFLOAT4 specular(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 32.0f);

		ILightNode* light = smgr->addPointLight(i, nullptr, false, pos, 20.0f);
		light->setSpecular(specular);
		light->setDiffuse(diffuse);
		light->setAttenuation(1.0f, 0.05f, 0);
	}

	sphereNode->addShadow(1);
	boxNode->addShadow(1);
	teapot->addShadow(1);

	// create a fps camera node
	IFpsCameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -6.0f),
		XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0));
	camera->setNearZ(1.0f);
	camera->setFarZ(1000.0f);

	// set ambient in the environment.
	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	return smgr;
}
示例#3
0
void EditorScene::setupInitialScene()
{
	math::SAxisAlignedBox aabb;
	aabb.Center = XMFLOAT3(0, 0.0f, 0);
	aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);

	ISceneManager* smgr = mDevice->createSceneManager(aabb);
	mSceneManager = smgr;

	ITextureCube* skyTexture = mTextureManager->loadCubeTexture("skybox1.dds");
	smgr->setSkyDome(skyTexture);
	IMeshNode* skyNode = mSceneManager->getSkyNode();
	if (skyNode)
		skyNode->setMaterialName("skydome_material");

	mTimer = mDevice->getTimer();

	ISimpleMesh* cubeMesh = mMeshManager->createCubeMesh("cube1");

	mSelectedCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false);
	mSelectedCubeNode->setMaterialName("selected_cube_material");
	mSelectedCubeNode->setVisible(false);
	mSelectedCubeNode->setTag(WIRE_NODE_TAG);

	mPickingCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false);
	mPickingCubeNode->setMaterialName("picking_cube_material");
	mPickingCubeNode->setVisible(false);
	mPickingCubeNode->setTag(WIRE_NODE_TAG);

	ISimpleMesh* sphereMesh = mMeshManager->createSphereMesh("pointlight_mesh", 1.0f, 10, 10);
	
	mPointLightCollectionNode = smgr->addInstanceCollectionNode(sphereMesh, 
		nullptr, 4000, sizeof(XMFLOAT4));
	mPointLightCollectionNode->setMaterialName("multi_wire_material");
	mPointLightCollectionNode->setTag(WIRE_NODE_TAG);
	mPointLightCollectionNode->setVisible(false);

	mSceneManager->update(0);
	

	IVideoDriver* driver = IVideoDriver::getInstance();
	mVideoDriver->setDeferredShading(true);
	driver->setDeferredShadingAlgorithm(EDSA_CS_TILE_BASED_DEFERRED_SHADING);

	IShaderManager* shaderManager = IShaderManager::getInstance();
	mTileBasedDSShader = shaderManager->load(EST_COMPUTE_SHADER, "defer_shader_cs.hlsl", "cs_main");
	smgr->setTileBasedDeferredShadingCS(mTileBasedDSShader);

	if (!CFileParser::ReadScene("main.scene"))
	{
		setupTerrain();

		ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
		light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
		light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
		light->enableShadow(true);
		mDirectionalLightNode = light;

		smgr->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));

		mCamera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f),
			XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
		mCamera->setShadowRange(300.0f);

		mVideoDriver->setDeferredShading(true);
		mDeferredShading = true;
	}

	UpdateGlobalLighting();
	
	smgr->update();
}
示例#4
0
int main()
{
	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;

	IApplication* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->createSceneManager();
	IMeshManager* meshManager = driver->getMeshManager();
	IMaterialManager* materialManager = driver->getMaterialManager();
	ITextureManager* textureManager = driver->getTextureManager();
	IPipelineManager* pipelineManager = driver->getPipelineManager();

	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");



	const f32 groundSize = 1000.0f;

	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 100, 100, 100.0f, 100.0f);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
	groundNode->setMaterialName("ground_material");
	
	// add point lights
	const u32 lightColNum = 10;
	const u32 lightRowNum = 10;
	f32 xLightSpace = groundSize / (lightColNum - 1);
	f32 zLightSpace = groundSize / (lightRowNum - 1);

	for (u32 i = 0; i < lightRowNum; i++)
	{
		for (u32 j = 0; j < lightColNum; j++)
		{
			u32 id = i * lightColNum + j;
			f32 x = -groundSize * 0.5f + xLightSpace * j;
			f32 z = groundSize * 0.5f - zLightSpace * i;
			ILightNode* light = smgr->addPointLight(id, nullptr, true, XMFLOAT3(x, 50.0f, z), 200.0f);
			light->setSpecular(XMFLOAT4(12.0f, 12.0f, 12.0f, 32.0f));
			light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
			light->setAttenuation(1.0f, 0.1f, 0);
		}
	}

	
	/*
	IModelMesh* carMesh = meshManager->getModelMesh("myfirst.mesh");
	IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
	carNode->translate(0, 0.1f, 0);
	carNode->setNeedCulling(false);
	carNode->scale(0.05f, 0.05f, 0.05f);
	carNode->pitch(XM_PIDIV2);
	*/
	
	IModelMesh* carMesh = meshManager->getModelMesh("car B red.mesh");
	IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
	carNode->translate(0, 1.0f, 0);
	//carNode->setNeedCulling(false);
	//carNode->scale(0.05f, 0.05f, 0.05f);
	//carNode->pitch(XM_PIDIV2);

	IModelMesh* wheelleftFrontMesh = meshManager->getModelMesh("wheel front left.mesh");
	IMeshNode* wheelleftFront = smgr->addModelMeshNode(wheelleftFrontMesh, carNode, false);
	//carNode->setNeedCulling(false);
	
	ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
	camera->setFarZ(3000.0f);

	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	char caption[200];

	ITimer* timer = device->getTimer();
	timer->reset();

	const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };

	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		u32 ms = timer->tick();
		float dt = ms * 0.001f;

		updateCamera(camera, dt);
		//updateCarPosition(dt, carNode, camera);

		smgr->update(ms);

		smgr->drawAll();

		driver->endScene();

		f32 fps = getFps(dt);
		sprintf_s(caption, "FPS:%f, delta:%f", fps, 1000.0f/fps);
		device->setWindowCaption(caption);
	}

	//sphereMaterial.drop();
	smgr->destroy();
	device->drop();

	return 0;
}
示例#5
0
文件: main.cpp 项目: Wu1994/GameFinal
int _tmain(int argc, _TCHAR* argv[])
{
	srand(time(0));

	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;

	IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
	IVideoDriver* driver = device->getVideoDriver();

	math::SAxisAlignedBox aabb;
	aabb.Center = XMFLOAT3(0, 10.0f, 0);
	aabb.Extents = XMFLOAT3(500.0f, 500.0f, 500.0f);
	ISceneManager* smgr = device->createSceneManager(aabb);
	IMeshManager* meshManager = driver->getMeshManager();
	IMaterialManager* materialManager = driver->getMaterialManager();
	ITextureManager* textureManager = driver->getTextureManager();
	IPipelineManager* pipelineManager = driver->getPipelineManager();
	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");

	PhysicsEngine::getInstance();

	setupPhysics(smgr);

	// create ground
	
	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 10, 10, 30.0f, 30.0f);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
	groundNode->setMaterialName("ground_material");

	createBoxes(smgr);

	// add directional light
	XMFLOAT3 light_dir(5.0f, -5.0f, -2.0f);
	f32 lightDistance = -20;
	ILightNode* light = smgr->addDirectionalLight(1, nullptr, light_dir);
	light->setSpecular(XMFLOAT4(1.0f, 1.0, 1.0f, 32.0f));
	light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
	//light->setShadowCameraOrthographicSize(10.0f, 7.0f);

	XMFLOAT4 unit_dir = light->getDirection();
	light->setPosition(XMFLOAT3(unit_dir.x * lightDistance, unit_dir.y * lightDistance, unit_dir.z * lightDistance));
	light->setShadowMapSize(SCREEN_WIDTH, SCREEN_HEIGHT);
	light->setShadowCameraOrthographicSize(100.0f, 100.0f);
	light->enableShadow(true);
	ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
	camera->setPosition(XMFLOAT3(0, 20.0f, -40.0f));
	camera->lookAt(XMFLOAT3(0, 0, 0));
	camera->setNearZ(1.0f);
	camera->setFarZ(1000.0f);
	camera->setShadowRange(200.0f);
	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	updateLightDirection(10.0f, light);

	char caption[200];

	ITimer* timer = device->getTimer();
	timer->reset();

	const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };

	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		u32 ms = timer->tick();
		float dt = ms * 0.001f;

		updatePhysics(dt);
		updateCamera(camera, dt);
		//updateLightDirection(dt, light);

		smgr->update(ms);

		smgr->drawAll();

		driver->endScene();

		sprintf_s(caption, "FPS:%f", getFps(dt));
		device->setWindowCaption(caption);

		//Sleep(10);
	}

	//sphereMaterial.drop();
	smgr->destroy();
	device->drop();

	delete g_ground;
	delete g_box;
	PhysicsEngine::deleteInstance();

	return 0;
}