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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\CubeMapping.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /** \file CubeMapping.h \brief Specialisation of OGRE's framework application to show the cube mapping feature where a wrap-around environment is reflected off of an object. Extended with Perlin noise to show we can. */ #include "ExampleApplication.h" #define ENTITY_NAME "CubeMappedEntity" #define MESH_NAME "CubeMappedMesh" #define MATERIAL_NAME "Examples/SceneCubeMap2" #define SKYBOX_MATERIAL "Examples/SceneSkyBox2" /* ==================================================================== */ /* Perlin Noise data and algorithms - copied from Perlin himself :) */ /* ==================================================================== */ #define lerp(t,a,b) ( (a)+(t)*((b)-(a)) ) #define fade(t) ( (t)*(t)*(t)*(t)*((t)*((t)*6-15)+10) ) double grad(int hash, double x, double y, double z) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE double u = h<8||h==12||h==13 ? x : y, // INTO 12 GRADIENT DIRECTIONS. v = h<4||h==12||h==13 ? y : z; return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); } int p[512]={ 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; double noise3(double x, double y, double z) { int X = ((int)floor(x)) & 255, // FIND UNIT CUBE THAT Y = ((int)floor(y)) & 255, // CONTAINS POINT. Z = ((int)floor(z)) & 255; x -= floor(x); // FIND RELATIVE X,Y,Z y -= floor(y); // OF POINT IN CUBE. z -= floor(z); double u = fade(x), // COMPUTE FADE CURVES v = fade(y), // FOR EACH OF X,Y,Z. w = fade(z); int A = p[X ]+Y, AA = p[A]+Z, AB = p[A+1]+Z, // HASH COORDINATES OF B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z; // THE 8 CUBE CORNERS, return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), // AND ADD grad(p[BA ], x-1, y , z )), // BLENDED lerp(u, grad(p[AB ], x , y-1, z ), // RESULTS grad(p[BB ], x-1, y-1, z ))),// FROM 8 lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ), // CORNERS grad(p[BA+1], x-1, y , z-1 )), // OF CUBE lerp(u, grad(p[AB+1], x , y-1, z-1 ), grad(p[BB+1], x-1, y-1, z-1 )))); } /* ==================================================================== */ /* Main part */ /* ==================================================================== */ class CubeMapListener : public ExampleFrameListener { private: // main variables Real tm ; Real timeoutDelay ; SceneManager *mSceneMgr ; SceneNode *objectNode ; // mesh-specific data MeshPtr originalMesh ; MeshPtr clonedMesh ; Entity *objectEntity ; std::vector
clonedMaterials ; // configuration Real displacement ; Real density ; Real timeDensity ; bool noiseOn ; size_t currentMeshIndex ; StringVector availableMeshes ; size_t currentLBXindex ; LayerBlendOperationEx currentLBX ; size_t currentCubeMapIndex ; StringVector availableCubeMaps ; MaterialPtr material ; void _updatePositionNoise(int numVertices, float *dstVertices, float *defaultVertices) { for(int i=0;i<3*numVertices;i+=3) { double n = 1 + displacement * noise3( defaultVertices[i]/density + tm, defaultVertices[i+1]/density + tm, defaultVertices[i+2]/density + tm); dstVertices[i+0] = defaultVertices[i] * n ; dstVertices[i+1] = defaultVertices[i+1] * n ; dstVertices[i+2] = defaultVertices[i+2] * n ; } } float* _normalsGetCleared(VertexData *vertexData) { const VertexElement *normVE = vertexData-> vertexDeclaration->findElementBySemantic(VES_NORMAL); HardwareVertexBufferSharedPtr normHVB = vertexData-> vertexBufferBinding->getBuffer(normVE->getSource()); float* normals = (float*) normHVB->lock(0, normHVB->getSizeInBytes(), HardwareBuffer::HBL_DISCARD); memset(normals, 0, normHVB->getSizeInBytes()); return normals; } void _normalsSaveNormalized(VertexData *vertexData, float *normals) { const VertexElement *normVE = vertexData-> vertexDeclaration->findElementBySemantic(VES_NORMAL); HardwareVertexBufferSharedPtr normHVB = vertexData-> vertexBufferBinding->getBuffer(normVE->getSource()); size_t numVertices = normHVB->getNumVertices(); for(size_t i=0;i
unlock(); } void _updateVertexDataNoiseAndNormals( VertexData *dstData, VertexData *orgData, IndexData *indexData, float *normals) { size_t i ; // Find destination vertex buffer const VertexElement *dstVEPos = dstData-> vertexDeclaration->findElementBySemantic(VES_POSITION); HardwareVertexBufferSharedPtr dstHVBPos = dstData-> vertexBufferBinding->getBuffer(dstVEPos->getSource()); // Find source vertex buffer const VertexElement *orgVEPos = orgData-> vertexDeclaration->findElementBySemantic(VES_POSITION); HardwareVertexBufferSharedPtr orgHVBPos = orgData-> vertexBufferBinding->getBuffer(orgVEPos->getSource()); // Lock these buffers float *dstDataPos = (float*) dstHVBPos->lock(0, dstHVBPos->getSizeInBytes(), HardwareBuffer::HBL_DISCARD); float *orgDataPos = (float*) orgHVBPos->lock(0, orgHVBPos->getSizeInBytes(), HardwareBuffer::HBL_READ_ONLY); // make noise size_t numVertices = orgHVBPos->getNumVertices(); for(i=0;i<3*numVertices;i+=3) { double n = 1 + displacement * noise3( orgDataPos[i]/density + tm, orgDataPos[i+1]/density + tm, orgDataPos[i+2]/density + tm); dstDataPos[i+0] = orgDataPos[i] * n ; dstDataPos[i+1] = orgDataPos[i+1] * n ; dstDataPos[i+2] = orgDataPos[i+2] * n ; } // Unlock original position buffer orgHVBPos->unlock(); // calculate normals HardwareIndexBufferSharedPtr indexHB = indexData->indexBuffer ; unsigned short * vertexIndices = (unsigned short*) indexHB->lock( 0, indexHB->getSizeInBytes(), HardwareBuffer::HBL_READ_ONLY); size_t numFaces = indexData->indexCount / 3 ; for(i=0 ; i
unlock(); // Unlock destination position buffer dstHVBPos->unlock(); } void updateNoise() { float *sharedNormals = 0 ; for(int m=0;m
getNumSubMeshes();m++) { // for each subMesh SubMesh *subMesh = clonedMesh->getSubMesh(m); SubMesh *orgSubMesh = originalMesh->getSubMesh(m); if (subMesh->useSharedVertices) { if (!sharedNormals) { // first of shared sharedNormals = _normalsGetCleared(clonedMesh->sharedVertexData); } _updateVertexDataNoiseAndNormals( clonedMesh->sharedVertexData, originalMesh->sharedVertexData, subMesh->indexData, sharedNormals); } else { float* normals = _normalsGetCleared(subMesh->vertexData); _updateVertexDataNoiseAndNormals( subMesh->vertexData, orgSubMesh->vertexData, subMesh->indexData, normals); _normalsSaveNormalized(subMesh->vertexData, normals); } } if (sharedNormals) { _normalsSaveNormalized(clonedMesh->sharedVertexData, sharedNormals); } } void clearEntity() { // delete cloned materials for(unsigned int m=0;m
getHandle()) ; } clonedMaterials.clear(); // detach and destroy entity objectNode->detachAllObjects(); mSceneMgr->destroyEntity(ENTITY_NAME); // destroy mesh as well, to reset its geometry MeshManager::getSingleton().remove(clonedMesh->getHandle()); objectEntity = 0 ; } VertexData* _prepareVertexData(VertexData *orgVD) { if (!orgVD) return 0 ; // Hacky bit: reorganise vertex buffers to a buffer-per-element // Since this demo was written a while back to assume that // Really this demo should be replaced with a vertex program noise // distortion, but left the software for now since it's nice for older // card owners VertexDeclaration* newDecl = orgVD->vertexDeclaration->clone(); const VertexDeclaration::VertexElementList& elems = newDecl->getElements(); VertexDeclaration::VertexElementList::const_iterator di; unsigned short buf = 0; for (di = elems.begin(); di != elems.end(); ++di) { newDecl->modifyElement(buf, buf, 0, di->getType(), di->getSemantic(), di->getIndex()); buf++; } orgVD->reorganiseBuffers(newDecl); VertexData* newVD = new VertexData(); // copy things that do not change newVD->vertexCount = orgVD->vertexCount ; newVD->vertexStart = orgVD->vertexStart ; // now copy vertex buffers, looking in the declarations VertexDeclaration* newVDecl = newVD->vertexDeclaration ; VertexBufferBinding* newVBind = newVD->vertexBufferBinding ; // note: I assume various semantics are not shared among buffers const VertexDeclaration::VertexElementList& orgVEL = orgVD->vertexDeclaration->getElements() ; VertexDeclaration::VertexElementList::const_iterator veli, velend; velend = orgVEL.end(); // For each declaration, prepare buffer for( veli = orgVEL.begin() ; veli != velend ; ++veli) { VertexElementSemantic ves = (*veli).getSemantic(); int source = (*veli).getSource() ; HardwareVertexBufferSharedPtr orgBuf = orgVD->vertexBufferBinding-> getBuffer( source ); // check usage for the new buffer bool dynamic = false ; switch(ves) { case VES_NORMAL : case VES_POSITION : dynamic = true ; break ; case VES_BLEND_INDICES : case VES_BLEND_WEIGHTS : case VES_DIFFUSE : case VES_SPECULAR : case VES_TEXTURE_COORDINATES : default : dynamic = false ; break ; } if (dynamic) { // create a new dynamic buffer with write access HardwareVertexBufferSharedPtr newBuf = HardwareBufferManager::getSingleton().createVertexBuffer( orgBuf->getVertexSize(), orgBuf->getNumVertices(), HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, //~ HardwareBuffer::HBU_DYNAMIC, true //~ false ); newBuf->copyData(*orgBuf, 0, 0, orgBuf->getSizeInBytes(), true); newVBind->setBinding( source, newBuf ); } else { // use the old one newVBind->setBinding( source, orgBuf ); } // add element for declaration newVDecl->addElement(source, (*veli).getOffset(), (*veli).getType(), ves, (*veli).getIndex()); } return newVD; } void prepareClonedMesh() { // we create new Mesh based on the original one, but changing // HBU flags (inside _prepareVertexData) clonedMesh = MeshManager::getSingleton().createManual(MESH_NAME, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); clonedMesh->_setBounds(originalMesh->getBounds()); clonedMesh->_setBoundingSphereRadius(originalMesh->getBoundingSphereRadius()); //~ if (originalMesh->sharedVertexData) //~ clonedMesh->sharedVertexData = originalMesh->sharedVertexData->clone(); clonedMesh->sharedVertexData = _prepareVertexData(originalMesh->sharedVertexData); for(int sm=0;sm
getNumSubMeshes();sm++) { SubMesh *orgSM = originalMesh->getSubMesh(sm); SubMesh *newSM = clonedMesh->createSubMesh(); if (orgSM->isMatInitialised()) { newSM->setMaterialName(orgSM->getMaterialName()); } newSM->useSharedVertices = orgSM->useSharedVertices ; // prepare vertex data newSM->vertexData = _prepareVertexData(orgSM->vertexData); // reuse index data newSM->indexData->indexBuffer = orgSM->indexData->indexBuffer ; newSM->indexData->indexStart = orgSM->indexData->indexStart ; newSM->indexData->indexCount = orgSM->indexData->indexCount ; } } void prepareEntity(const String& meshName) { if (objectEntity) { clearEntity(); } // load mesh if necessary - note, I assume this is the only point // Mesh can get loaded, since I want to make sure about its HBU etc. originalMesh = MeshManager::getSingleton().getByName(meshName); if (originalMesh.isNull()) { originalMesh = MeshManager::getSingleton().load(meshName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::HBU_STATIC_WRITE_ONLY, true, true); //so we can still read it if (originalMesh.isNull()) { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Can't find a mesh: '"+meshName+"'", "CubeMapListener::prepareEntity"); } } prepareClonedMesh(); // create an entity based on cloned mesh objectEntity = mSceneMgr->createEntity( ENTITY_NAME, MESH_NAME); objectEntity->setMaterialName( material->getName() ); Pass* pass = material->getTechnique(0)->getPass(0); // go through subentities and set materials as required for(int m=0;m
getNumSubMeshes();m++) { SubMesh *subMesh = clonedMesh->getSubMesh(m); SubEntity *subEntity = objectEntity->getSubEntity(m); // check if this submesh has material set if (subMesh->isMatInitialised()) { const String& matName = subMesh->getMaterialName(); MaterialPtr subMat = MaterialManager::getSingleton().getByName(matName); if (!subMat.isNull()) { // clone material, add layers from global material subMat->load(); MaterialPtr cloned = subMat->clone( "CubeMapTempMaterial#"+StringConverter::toString(m)); Pass* clonedPass = cloned->getTechnique(0)->getPass(0); // can't help it - have to do it :) if (meshName=="knot.mesh") { for(size_t tl=0;tl
getNumTextureUnitStates();tl++) { TextureUnitState *tlayer = clonedPass->getTextureUnitState(tl); tlayer->setScrollAnimation(1.0 , 0); } } // add layers for(size_t tl=0;tl
getNumTextureUnitStates();tl++) { TextureUnitState *orgTL = pass->getTextureUnitState(tl); TextureUnitState *newTL = clonedPass->createTextureUnitState( orgTL->getTextureName()); *newTL = *orgTL ; newTL->setColourOperationEx(currentLBX); } subEntity->setMaterialName(cloned->getName()); clonedMaterials.push_back(cloned); } } } objectNode->attachObject(objectEntity); // update noise to avoid one frame w/o noise if (noiseOn) updateNoise(); } void updateInfoDisplacement() { OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/Displacement") ->setCaption("[1/2] Displacement: "+StringConverter::toString(displacement)); } void updateInfoDensity() { OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/Density") ->setCaption("[3/4] Noise density: "+StringConverter::toString(density)); } void updateInfoTimeDensity() { OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/TimeDensity") ->setCaption("[5/6] Time density: "+StringConverter::toString(timeDensity)); } void setObject() { currentMeshIndex %= availableMeshes.size(); const String& meshName = availableMeshes[currentMeshIndex]; printf("Switching to object: %s\n", meshName.c_str()); prepareEntity(meshName); OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/Object") ->setCaption("[O] Object: "+meshName); } void setNoiseOn() { OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/Noise") ->setCaption(String("[N] Noise: ")+ ((noiseOn)?"on":"off") ); } void setMaterialBlending() { currentLBXindex %= 5; String lbxName ; #define _LAZYERU_(a,b,c) case a : currentLBX = b ; lbxName = c ; break ; switch (currentLBXindex) { _LAZYERU_(0, LBX_ADD, "ADD") _LAZYERU_(1, LBX_MODULATE, "MODULATE") _LAZYERU_(2, LBX_MODULATE_X2, "MODULATE X2") _LAZYERU_(3, LBX_MODULATE_X4, "MODULATE X4") _LAZYERU_(4, LBX_SOURCE1, "SOURCE1") _LAZYERU_(5, LBX_SOURCE2, "SOURCE2") // more? } #undef _LAZYERU_ // reset entities, materials and so on prepareEntity(availableMeshes[currentMeshIndex]); OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/Material") ->setCaption("[M] Material blend:"+lbxName); } void setCubeMap() { currentCubeMapIndex %= availableCubeMaps.size(); unsigned int i ; String cubeMapName = availableCubeMaps[currentCubeMapIndex]; Pass *pass = material->getTechnique(0)->getPass(0); for(i=0;i<(int)pass->getTextureUnitState(0)->getNumFrames();i++) { String oldTexName = pass->getTextureUnitState(0)-> getFrameTextureName(i); TexturePtr oldTex = TextureManager::getSingleton().getByName(oldTexName); TextureManager::getSingleton().remove(oldTexName); } pass->getTextureUnitState(0)->setCubicTextureName(cubeMapName, true); MaterialPtr mat2 = MaterialManager::getSingleton().getByName(SKYBOX_MATERIAL); Pass* pass2 = mat2->getTechnique(0)->getPass(0); for(i=0;i<(int)pass2->getTextureUnitState(0)->getNumFrames();i++) { String oldTexName = pass2->getTextureUnitState(0)-> getFrameTextureName(i); TexturePtr oldTex = TextureManager::getSingleton().getByName(oldTexName); TextureManager::getSingleton().remove(oldTexName); } pass2->getTextureUnitState(0)->setCubicTextureName(cubeMapName, false); mSceneMgr->setSkyBox(true, SKYBOX_MATERIAL ); prepareEntity(availableMeshes[currentMeshIndex]); OverlayManager::getSingleton().getOverlayElement("Example/CubeMapping/CubeMap") ->setCaption("[C] CubeMap:"+cubeMapName); } #define RANDOM_FROM(a,b) (((float)(rand() & 65535)) / 65536.0f * ((b)-(a)) + (a)) void goRandom() { displacement = RANDOM_FROM(0.0f, 1.0f); updateInfoDisplacement(); density = RANDOM_FROM(1.0f, 300.0f); updateInfoDensity(); timeDensity = RANDOM_FROM(1.0f, 10.0f); updateInfoTimeDensity(); } #define MEDIA_FILENAME "media.cfg" void readConfig() { std::string media_filename(MEDIA_FILENAME); #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE media_filename = macBundlePath() + "/Contents/Resources/" + media_filename; #endif ConfigFile cfg; cfg.load( media_filename ); availableMeshes = cfg.getMultiSetting("Mesh"); availableCubeMaps = cfg.getMultiSetting("CubeMap"); } public: CubeMapListener(RenderWindow* win, Camera* cam, SceneManager *sceneMgr, SceneNode *objectNode) : ExampleFrameListener(win, cam) { this->mSceneMgr = sceneMgr ; this->objectNode = objectNode ; tm = 0 ; timeoutDelay = 0 ; displacement = 0.1f; density = 50.0f; timeDensity = 5.0f; objectEntity = 0 ; material = MaterialManager::getSingleton().getByName(MATERIAL_NAME); if (material.isNull()) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Can't find material: "+String(MATERIAL_NAME), "CubeMapListener::CubeMapListener"); } readConfig(); currentMeshIndex = 0 ; setObject(); currentLBXindex = 0 ; setMaterialBlending(); currentCubeMapIndex = 0 ; setCubeMap(); noiseOn = true ; setNoiseOn(); updateInfoDisplacement(); updateInfoDensity(); updateInfoTimeDensity(); } virtual bool frameStarted(const FrameEvent& evt) { // Call default if( ExampleFrameListener::frameStarted(evt) == false ) return false; tm += evt.timeSinceLastFrame / timeDensity ; if (noiseOn) updateNoise(); objectNode->yaw(Degree(20*evt.timeSinceLastFrame)); return true; } virtual bool processUnbufferedKeyInput(const FrameEvent& evt) { using namespace OIS; bool retval = ExampleFrameListener::processUnbufferedKeyInput(evt); Real changeSpeed = evt.timeSinceLastFrame ; // adjust keyboard speed with SHIFT (increase) and CONTROL (decrease) if (mKeyboard->isKeyDown(KC_LSHIFT) || mKeyboard->isKeyDown(KC_RSHIFT)) { changeSpeed *= 10.0f ; } if (mKeyboard->isKeyDown(KC_LCONTROL)) { changeSpeed /= 10.0f ; } #define ADJUST_RANGE(_value,_keyPlus,_keyMinus,_minVal,_maxVal,_change,_macro) {\ if (mKeyboard->isKeyDown(_keyPlus)) \ { _value+=_change ; if (_value>=_maxVal) _value = _maxVal ; _macro ; } ; \ if (mKeyboard->isKeyDown(_keyMinus)) \ { _value-=_change; if (_value<=_minVal) _value = _minVal ; _macro ; } ; \ } ADJUST_RANGE(displacement, KC_2, KC_1, -2, 2, 0.1f*changeSpeed, updateInfoDisplacement()) ; ADJUST_RANGE(density, KC_4, KC_3, 0.1, 500, 10.0f*changeSpeed, updateInfoDensity()) ; ADJUST_RANGE(timeDensity, KC_6, KC_5, 1, 10, 1.0f*changeSpeed, updateInfoTimeDensity()) ; #define SWITCH_VALUE(_key,_timeDelay, _macro) { \ if (mKeyboard->isKeyDown(_key) && timeoutDelay==0) { \ timeoutDelay = _timeDelay ; _macro ;} } timeoutDelay-=evt.timeSinceLastFrame ; if (timeoutDelay<=0) timeoutDelay = 0; SWITCH_VALUE(KC_O, 0.5f, currentMeshIndex++ ; setObject()); SWITCH_VALUE(KC_N, 0.5f, noiseOn = !noiseOn ; setNoiseOn()); SWITCH_VALUE(KC_M, 0.5f, currentLBXindex++ ; setMaterialBlending()); SWITCH_VALUE(KC_C, 0.5f, currentCubeMapIndex++ ; setCubeMap()); SWITCH_VALUE(KC_SPACE, 0.5f, goRandom()); return retval ; } } ; class CubeMapApplication : public ExampleApplication { public: CubeMapApplication() {} protected: SceneNode *objectNode; // Just override the mandatory create scene method void createScene(void) { // First check that cube mapping is supported if (!Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_CUBEMAPPING)) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support cube mapping, so cannot " "run this demo. Sorry!", "CubeMapApplication::createScene"); } // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); // Create a skybox mSceneMgr->setSkyBox(true, SKYBOX_MATERIAL ); // Create a light Light* l = mSceneMgr->createLight("MainLight"); // Accept default settings: point light, white diffuse, just set position // NB I could attach the light to a SceneNode if I wanted it to move automatically with // other objects, but I don't l->setPosition(20,80,50); objectNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); // show overlay Overlay* overlay = OverlayManager::getSingleton().getByName("Example/CubeMappingOverlay"); overlay->show(); } void createFrameListener(void) { mFrameListener= new CubeMapListener(mWindow, mCamera, mSceneMgr, objectNode); mRoot->addFrameListener(mFrameListener); } };
CubeMapping.h
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