hm
This commit is contained in:
4
Demo.h
4
Demo.h
@@ -35,6 +35,7 @@ class Demo { // : public GApp {
|
|||||||
RenderDevice* renderDevice;
|
RenderDevice* renderDevice;
|
||||||
UserInput* userInput;
|
UserInput* userInput;
|
||||||
PropertyWindow* _propWindow;
|
PropertyWindow* _propWindow;
|
||||||
|
void generateShadowMap(const CoordinateFrame& lightViewMatrix) const;
|
||||||
private:
|
private:
|
||||||
void initGUI();
|
void initGUI();
|
||||||
HWND _hWndMain;
|
HWND _hWndMain;
|
||||||
@@ -47,7 +48,8 @@ class Demo { // : public GApp {
|
|||||||
HWND _hwndToolbox;
|
HWND _hwndToolbox;
|
||||||
HWND _buttonTest;
|
HWND _buttonTest;
|
||||||
HWND _hwndRenderer;
|
HWND _hwndRenderer;
|
||||||
|
G3D::TextureRef shadowMap;
|
||||||
|
double lightProjX, lightProjY, lightProjNear, lightProjFar;
|
||||||
protected:
|
protected:
|
||||||
Stopwatch m_graphicsWatch;
|
Stopwatch m_graphicsWatch;
|
||||||
Stopwatch m_logicWatch;
|
Stopwatch m_logicWatch;
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ LevelInstance::LevelInstance(void)
|
|||||||
loseMessage = "You Lost. Try Again";
|
loseMessage = "You Lost. Try Again";
|
||||||
timer = 60.0F;
|
timer = 60.0F;
|
||||||
score = 0;
|
score = 0;
|
||||||
|
canDelete = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
LevelInstance::~LevelInstance(void)
|
LevelInstance::~LevelInstance(void)
|
||||||
|
|||||||
67
main.cpp
67
main.cpp
@@ -86,6 +86,7 @@ static const std::string PlaceholderName = "HyperCube";
|
|||||||
Demo *usableApp = NULL;
|
Demo *usableApp = NULL;
|
||||||
|
|
||||||
Demo::Demo(const GAppSettings& settings,HWND parentWindow) { //: GApp(settings,window) {
|
Demo::Demo(const GAppSettings& settings,HWND parentWindow) { //: GApp(settings,window) {
|
||||||
|
lightProjX = 17; lightProjY = 17; lightProjNear = 1; lightProjFar = 40;
|
||||||
_hWndMain = parentWindow;
|
_hWndMain = parentWindow;
|
||||||
|
|
||||||
HMODULE hThisInstance = GetModuleHandle(NULL);
|
HMODULE hThisInstance = GetModuleHandle(NULL);
|
||||||
@@ -729,7 +730,7 @@ void Demo::onInit() {
|
|||||||
test->color = Color3(0.2F,0.3F,1);
|
test->color = Color3(0.2F,0.3F,1);
|
||||||
test->setSize(Vector3(24,1,24));
|
test->setSize(Vector3(24,1,24));
|
||||||
test->setPosition(Vector3(0,0,0));
|
test->setPosition(Vector3(0,0,0));
|
||||||
test->setCFrame(test->getCFrame() * Matrix3::fromEulerAnglesXYZ(0,toRadians(0),toRadians(0)));
|
test->setCFrame(test->getCFrame() * Matrix3::fromEulerAnglesXYZ(0,toRadians(54),toRadians(0)));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1154,6 +1155,7 @@ void Demo::exitApplication()
|
|||||||
|
|
||||||
void Demo::onGraphics(RenderDevice* rd) {
|
void Demo::onGraphics(RenderDevice* rd) {
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
G3D::uint8 num = 0;
|
G3D::uint8 num = 0;
|
||||||
POINT mousepos;
|
POINT mousepos;
|
||||||
@@ -1193,6 +1195,20 @@ void Demo::onGraphics(RenderDevice* rd) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
LightingParameters lighting(G3D::toSeconds(11, 00, 00, AM));
|
LightingParameters lighting(G3D::toSeconds(11, 00, 00, AM));
|
||||||
|
|
||||||
|
Matrix4 lightProjectionMatrix(Matrix4::orthogonalProjection(-lightProjX, lightProjX, -lightProjY, lightProjY, lightProjNear, lightProjFar));
|
||||||
|
|
||||||
|
CoordinateFrame lightCFrame;
|
||||||
|
lightCFrame.lookAt(-lighting.lightDirection, Vector3::unitY());
|
||||||
|
lightCFrame.translation = lighting.lightDirection * 20;
|
||||||
|
|
||||||
|
Matrix4 lightMVP = lightProjectionMatrix * lightCFrame.inverse();
|
||||||
|
|
||||||
|
if (GLCaps::supports_GL_ARB_shadow()) {
|
||||||
|
generateShadowMap(lightCFrame);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
renderDevice->setProjectionAndCameraMatrix(*cameraController.getCamera());
|
renderDevice->setProjectionAndCameraMatrix(*cameraController.getCamera());
|
||||||
|
|
||||||
// Cyan background
|
// Cyan background
|
||||||
@@ -1224,6 +1240,16 @@ void Demo::onGraphics(RenderDevice* rd) {
|
|||||||
fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER);
|
fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER);
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
rd->setAmbientLightColor(Color3::black());
|
||||||
|
rd->setDepthTest(RenderDevice::DEPTH_LEQUAL);
|
||||||
|
rd->disableDepthWrite();
|
||||||
|
rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
|
||||||
|
|
||||||
|
rd->setBlendFunc(RenderDevice::BLEND_ONE, RenderDevice::BLEND_ONE);
|
||||||
|
if (GLCaps::supports_GL_ARB_shadow()) {
|
||||||
|
rd->configureShadowMap(1, lightMVP, shadowMap);
|
||||||
|
}
|
||||||
rd->beforePrimitive();
|
rd->beforePrimitive();
|
||||||
|
|
||||||
|
|
||||||
@@ -1622,6 +1648,37 @@ LRESULT CALLBACK G3DProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Demo::generateShadowMap(const CoordinateFrame& lightViewMatrix) const {
|
||||||
|
|
||||||
|
|
||||||
|
//debugAssert(shadowMapSize < app->renderDevice->getHeight());
|
||||||
|
//debugAssert(shadowMapSize < app->renderDevice->getWidth());
|
||||||
|
|
||||||
|
//app->renderDevice->clear(debugLightMap, true, false);
|
||||||
|
|
||||||
|
Rect2D rect = Rect2D::xywh(0, 0, 512, 512);
|
||||||
|
renderDevice->pushState();
|
||||||
|
renderDevice->setViewport(rect);
|
||||||
|
|
||||||
|
// Draw from the light's point of view
|
||||||
|
renderDevice->setProjectionMatrix(Matrix4::orthogonalProjection(-lightProjX, lightProjX, -lightProjY, lightProjY, lightProjNear, lightProjFar));
|
||||||
|
renderDevice->setCameraToWorldMatrix(lightViewMatrix);
|
||||||
|
|
||||||
|
renderDevice->disableColorWrite();
|
||||||
|
|
||||||
|
// We can choose to use a large bias or render from
|
||||||
|
// the backfaces in order to avoid front-face self
|
||||||
|
// shadowing. Here, we use a large offset.
|
||||||
|
renderDevice->setPolygonOffset(8);
|
||||||
|
|
||||||
|
dataModel->render(renderDevice);
|
||||||
|
renderDevice->popState();
|
||||||
|
|
||||||
|
shadowMap->copyFromScreen(rect);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Demo::run() {
|
void Demo::run() {
|
||||||
usableApp = this;
|
usableApp = this;
|
||||||
//setDebugMode(false);
|
//setDebugMode(false);
|
||||||
@@ -1653,6 +1710,14 @@ void Demo::run() {
|
|||||||
clickSound = GetFileInPath("/content/sounds/switch.wav");
|
clickSound = GetFileInPath("/content/sounds/switch.wav");
|
||||||
dingSound = GetFileInPath("/content/sounds/electronicpingshort.wav");
|
dingSound = GetFileInPath("/content/sounds/electronicpingshort.wav");
|
||||||
sky = Sky::create(NULL, ExePath() + "/content/sky/");
|
sky = Sky::create(NULL, ExePath() + "/content/sky/");
|
||||||
|
|
||||||
|
|
||||||
|
if (GLCaps::supports_GL_ARB_shadow()) {
|
||||||
|
shadowMap = Texture::createEmpty(512, 512, "Shadow map", TextureFormat::depth(),
|
||||||
|
Texture::CLAMP, Texture::BILINEAR_NO_MIPMAP, Texture::DIM_2D, Texture::DEPTH_LEQUAL);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
cursorid = cursor->openGLID();
|
cursorid = cursor->openGLID();
|
||||||
currentcursorid = cursorid;
|
currentcursorid = cursorid;
|
||||||
cursorOvrid = cursorOvr->openGLID();
|
cursorOvrid = cursorOvr->openGLID();
|
||||||
|
|||||||
Reference in New Issue
Block a user