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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\Lighting.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 Lighting.h \brief Shows lighting support in OGRE. Also demonstrates the use of billboards and controllers for automatic time-relative behaviour. */ #include "ExampleApplication.h" /** This class turns lights & billboards linked to them on & off */ class LightFlasher : public ControllerValue
{ protected: Light* mLight; Billboard* mBillboard; ColourValue mMaxColour; Real intensity; public: LightFlasher(Light* light, Billboard* billboard, ColourValue maxColour) { mLight = light; mBillboard = billboard; mMaxColour = maxColour; } virtual Real getValue (void) const { return intensity; } virtual void setValue (Real value) { intensity = value; ColourValue newColour; // Attenuate the brightness of the light newColour.r = mMaxColour.r * intensity; newColour.g = mMaxColour.g * intensity; newColour.b = mMaxColour.b * intensity; mLight->setDiffuseColour(newColour); mBillboard->setColour(newColour); } }; /** Controller function mapping waveform to light intensity */ class LightFlasherControllerFunction : public WaveformControllerFunction { public: LightFlasherControllerFunction(WaveformType wavetype, Real frequency, Real phase) : WaveformControllerFunction(wavetype, 0, frequency, phase, 1, true) { } }; // Some global node data SceneNode* mRedYellowLightsNode; SceneNode* mGreenBlueLightsNode; std::vector
mAnimStateList; // Listener class for frame updates class LightingListener : public ExampleFrameListener { protected: public: LightingListener(RenderWindow* win, Camera* cam) : ExampleFrameListener(win, cam) { } bool frameStarted(const FrameEvent& evt) { if( ExampleFrameListener::frameStarted(evt) == false ) return false; std::vector
::iterator animi; for (animi = mAnimStateList.begin(); animi != mAnimStateList.end(); ++animi) { (*animi)->addTime(evt.timeSinceLastFrame); } return true; } }; /** Application class */ class LightingApplication : public ExampleApplication { protected: // The set of all the billboards used for the lights // 2 sets because we'll rotate them differently BillboardSet* mRedYellowLights; BillboardSet* mGreenBlueLights; // Billboards Billboard* mRedLightBoard; Billboard* mBlueLightBoard; Billboard* mYellowLightBoard; Billboard* mGreenLightBoard; // Lights Light* mRedLight; Light* mBlueLight; Light* mYellowLight; Light* mGreenLight; // Light flashers ControllerValueRealPtr mRedLightFlasher; ControllerValueRealPtr mBlueLightFlasher; ControllerValueRealPtr mYellowLightFlasher; ControllerValueRealPtr mGreenLightFlasher; // Light controller functions ControllerFunctionRealPtr mRedLightControllerFunc; ControllerFunctionRealPtr mBlueLightControllerFunc; ControllerFunctionRealPtr mYellowLightControllerFunc; ControllerFunctionRealPtr mGreenLightControllerFunc; // Light controllers Controller
* mRedLightController; Controller
* mBlueLightController; Controller
* mYellowLightController; Controller
* mGreenLightController; void createScene(void) { // Set a very low level of ambient lighting mSceneMgr->setAmbientLight(ColourValue(0.1, 0.1, 0.1)); // Use the "Space" skybox mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox"); // Load ogre head Entity* head = mSceneMgr->createEntity("head", "ogrehead.mesh"); // Attach the head to the scene mSceneMgr->getRootSceneNode()->attachObject(head); /* // Create nodes for the lights to be rotated with mRedYellowLightsNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); mGreenBlueLightsNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); // First create the BillboardSets. This will define the materials for the billboards // in its set to use mRedYellowLights = mSceneMgr->createBillboardSet("RedYellowLights"); mRedYellowLights->setMaterialName("Examples/Flare"); mRedYellowLightsNode->attachObject(mRedYellowLights); mGreenBlueLights = mSceneMgr->createBillboardSet("GreenBlueLights"); mGreenBlueLights->setMaterialName("Examples/Flare"); mGreenBlueLightsNode->attachObject(mGreenBlueLights); // Red light billboard, in "off" state Vector3 redLightPosition(78, -8, -70); mRedLightBoard = mRedYellowLights->createBillboard(redLightPosition); mRedLightBoard->setColour(ColourValue::Black); // Blue light billboard, in "off" state Vector3 blueLightPosition(-90, -8, -70); mBlueLightBoard = mGreenBlueLights->createBillboard(blueLightPosition); mBlueLightBoard->setColour(ColourValue::Black); // Yellow light billboard, in "off" state Vector3 yellowLightPosition(-4.5, 30, -80); mYellowLightBoard = mRedYellowLights->createBillboard(yellowLightPosition); mYellowLightBoard->setColour(ColourValue::Black); // Green light billboard, in "off" state Vector3 greenLightPosition(50, 70, 80); mGreenLightBoard = mGreenBlueLights->createBillboard(greenLightPosition); mGreenLightBoard->setColour(ColourValue::Black); // Red light, in "off" state mRedLight = mSceneMgr->createLight("RedFlyingLight"); mRedLight->setType(Light::LT_POINT); mRedLight->setPosition(redLightPosition); mRedLight->setDiffuseColour(ColourValue::Black); mRedYellowLightsNode->attachObject(mRedLight); // Blue light, in "off" state mBlueLight = mSceneMgr->createLight("BlueFlyingLight"); mBlueLight->setType(Light::LT_POINT); mBlueLight->setPosition(blueLightPosition); mBlueLight->setDiffuseColour(ColourValue::Black); mGreenBlueLightsNode->attachObject(mBlueLight); // Yellow light in "off" state mYellowLight = mSceneMgr->createLight("YellowFlyingLight"); mYellowLight->setType(Light::LT_POINT); mYellowLight->setPosition(yellowLightPosition); mYellowLight->setDiffuseColour(ColourValue::Black); mRedYellowLightsNode->attachObject(mYellowLight); // Yellow light in "off" state mGreenLight = mSceneMgr->createLight("GreenFlyingLight"); mGreenLight->setType(Light::LT_POINT); mGreenLight->setPosition(greenLightPosition); mGreenLight->setDiffuseColour(ColourValue::Black); mGreenBlueLightsNode->attachObject(mGreenLight); // Light flashers mRedLightFlasher = ControllerValueRealPtr( new LightFlasher(mRedLight, mRedLightBoard, ColourValue::Red)); mBlueLightFlasher = ControllerValueRealPtr( new LightFlasher(mBlueLight, mBlueLightBoard, ColourValue::Blue)); mYellowLightFlasher = ControllerValueRealPtr( new LightFlasher(mYellowLight, mYellowLightBoard, ColourValue(1.0, 1.0, 0.0))); mGreenLightFlasher = ControllerValueRealPtr( new LightFlasher(mGreenLight, mGreenLightBoard, ColourValue::Green)); // Light controller functions mRedLightControllerFunc = ControllerFunctionRealPtr( new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.5, 0.0)); mBlueLightControllerFunc = ControllerFunctionRealPtr( new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.75, 0.5)); mYellowLightControllerFunc = ControllerFunctionRealPtr( new LightFlasherControllerFunction(Ogre::WFT_TRIANGLE, 0.25, 0.0)); mGreenLightControllerFunc = ControllerFunctionRealPtr( new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.25, 0.5)); // Light controllers ControllerManager* mControllerManager = &ControllerManager::getSingleton(); mRedLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mRedLightFlasher, mRedLightControllerFunc); mBlueLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mBlueLightFlasher, mBlueLightControllerFunc); mYellowLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mYellowLightFlasher, mYellowLightControllerFunc); mGreenLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mGreenLightFlasher, mGreenLightControllerFunc); */ setupTrailLights(); } void setupTrailLights(void) { mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); Vector3 dir(-1, -1, 0.5); dir.normalise(); Light* l = mSceneMgr->createLight("light1"); l->setType(Light::LT_DIRECTIONAL); l->setDirection(dir); NameValuePairList pairList; pairList["numberOfChains"] = "2"; pairList["maxElements"] = "80"; RibbonTrail* trail = static_cast
( mSceneMgr->createMovableObject("1", "RibbonTrail", &pairList)); trail->setMaterialName("Examples/LightRibbonTrail"); trail->setTrailLength(400); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(trail); // Create 3 nodes for trail to follow SceneNode* animNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); animNode->setPosition(50,30,0); Animation* anim = mSceneMgr->createAnimation("an1", 14); anim->setInterpolationMode(Animation::IM_SPLINE); NodeAnimationTrack* track = anim->createNodeTrack(1, animNode); TransformKeyFrame* kf = track->createNodeKeyFrame(0); kf->setTranslate(Vector3(50,30,0)); kf = track->createNodeKeyFrame(2); kf->setTranslate(Vector3(100, -30, 0)); kf = track->createNodeKeyFrame(4); kf->setTranslate(Vector3(120, -100, 150)); kf = track->createNodeKeyFrame(6); kf->setTranslate(Vector3(30, -100, 50)); kf = track->createNodeKeyFrame(8); kf->setTranslate(Vector3(-50, 30, -50)); kf = track->createNodeKeyFrame(10); kf->setTranslate(Vector3(-150, -20, -100)); kf = track->createNodeKeyFrame(12); kf->setTranslate(Vector3(-50, -30, 0)); kf = track->createNodeKeyFrame(14); kf->setTranslate(Vector3(50,30,0)); AnimationState* animState = mSceneMgr->createAnimationState("an1"); animState->setEnabled(true); mAnimStateList.push_back(animState); trail->setInitialColour(0, 1.0, 0.8, 0); trail->setColourChange(0, 0.5, 0.5, 0.5, 0.5); trail->setInitialWidth(0, 5); trail->addNode(animNode); // Add light Light* l2 = mSceneMgr->createLight("l2"); l2->setDiffuseColour(trail->getInitialColour(0)); animNode->attachObject(l2); // Add billboard BillboardSet* bbs = mSceneMgr->createBillboardSet("bb", 1); bbs->createBillboard(Vector3::ZERO, trail->getInitialColour(0)); bbs->setMaterialName("Examples/Flare"); animNode->attachObject(bbs); animNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); animNode->setPosition(-50,100,0); anim = mSceneMgr->createAnimation("an2", 10); anim->setInterpolationMode(Animation::IM_SPLINE); track = anim->createNodeTrack(1, animNode); kf = track->createNodeKeyFrame(0); kf->setTranslate(Vector3(-50,100,0)); kf = track->createNodeKeyFrame(2); kf->setTranslate(Vector3(-100, 150, -30)); kf = track->createNodeKeyFrame(4); kf->setTranslate(Vector3(-200, 0, 40)); kf = track->createNodeKeyFrame(6); kf->setTranslate(Vector3(0, -150, 70)); kf = track->createNodeKeyFrame(8); kf->setTranslate(Vector3(50, 0, 30)); kf = track->createNodeKeyFrame(10); kf->setTranslate(Vector3(-50,100,0)); animState = mSceneMgr->createAnimationState("an2"); animState->setEnabled(true); mAnimStateList.push_back(animState); trail->setInitialColour(1, 0.0, 1.0, 0.4); trail->setColourChange(1, 0.5, 0.5, 0.5, 0.5); trail->setInitialWidth(1, 5); trail->addNode(animNode); // Add light l2 = mSceneMgr->createLight("l3"); l2->setDiffuseColour(trail->getInitialColour(1)); animNode->attachObject(l2); // Add billboard bbs = mSceneMgr->createBillboardSet("bb2", 1); bbs->createBillboard(Vector3::ZERO, trail->getInitialColour(1)); bbs->setMaterialName("Examples/Flare"); animNode->attachObject(bbs); } void createFrameListener(void) { // This is where we instantiate our own frame listener mFrameListener= new LightingListener(mWindow, mCamera); mRoot->addFrameListener(mFrameListener); } };
Lighting.h
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