1 | /**
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2 | Demo of Deferred Shading in OGRE using Multiple Render Targets and HLSL/GLSL high level
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3 | language shaders.
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4 | // W.J. :wumpus: van der Laan 2005 //
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5 |
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6 | Deferred shading renders the scene to a 'fat' texture format, using a shader that outputs colour,
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7 | normal, depth, and possible other attributes per fragment. Multi Render Target is required as we
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8 | are dealing with many outputs which get written into multiple render textures in the same pass.
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9 |
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10 | After rendering the scene in this format, the shading (lighting) can be done as a post process.
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11 | This means that lighting is done in screen space. Adding them requires nothing more than rendering
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12 | a screenful quad; thus the method allows for an enormous amount of lights without noticable
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13 | performance loss.
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14 |
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15 | Little lights affecting small area ("Minilights") can be even further optimised by rendering
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16 | their convex bounding geometry. This is also shown in this demo by 6 swarming lights.
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17 |
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18 | The paper for GDC2004 on Deferred Shading can be found here:
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19 | http://www.talula.demon.co.uk/DeferredShading.pdf
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20 |
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21 | This demo source file is in the public domain.
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22 | */
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23 |
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24 | #include "Ogre.h"
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25 | #include "ExampleApplication.h"
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26 | #include "ExampleFrameListener.h"
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27 |
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28 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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29 | #define WIN32_LEAN_AND_MEAN
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30 | #include "windows.h"
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31 | #endif
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32 |
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33 | #include "DeferredShading.h"
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34 | #include "MLight.h"
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35 | #include "CreateSphere.h"
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36 | class SharedData : public Ogre::Singleton<SharedData> {
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37 |
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38 | public:
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39 |
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40 | SharedData()
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41 | : iRoot(0),
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42 | iCamera(0),
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43 | iWindow(0),
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44 | mAnimState(0),
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45 | mMLAnimState(0),
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46 | iLight1(0), iLight2(0)
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47 | {
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48 | iActivate = false;
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49 | }
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50 |
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51 | ~SharedData() {}
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52 |
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53 | // shared data across the application
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54 | Real iLastFrameTime;
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55 | Root *iRoot;
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56 | Camera *iCamera;
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57 | RenderWindow *iWindow;
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58 |
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59 | DeferredShadingSystem *iSystem;
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60 | bool iActivate;
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61 | bool iGlobalActivate;
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62 |
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63 | // Animation state for big lights
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64 | AnimationState* mAnimState;
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65 | // Animation state for light swarm
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66 | AnimationState* mMLAnimState;
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67 |
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68 | // overlay stuff.. too lazy to do a good thing for it
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69 | SceneManager *iSceneMgr;
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70 | RenderTarget *iSceneTarget;
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71 |
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72 | MLight *iLight1, *iLight2;
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73 |
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74 | std::vector<Node*> mLightNodes;
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75 |
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76 | };
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77 | template<> SharedData* Singleton<SharedData>::ms_Singleton = 0;
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78 |
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79 | class RenderToTextureFrameListener : public ExampleFrameListener
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80 | {
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81 | protected:
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82 | Real timeoutDelay ;
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83 | Vector3 oldCamPos;
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84 | Quaternion oldCamOri;
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85 | DeferredShadingSystem::DSMode mode;
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86 | public:
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87 | RenderToTextureFrameListener(RenderWindow* window, Camera* maincam)
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88 | :ExampleFrameListener(window, maincam),
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89 | oldCamPos(0,0,0), oldCamOri(0,0,0,0)
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90 | {
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91 | timeoutDelay = 0;
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92 | mMoveSpeed = 200;
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93 | mode = (DeferredShadingSystem::DSMode)1;
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94 | }
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95 |
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96 | bool frameStarted(const FrameEvent& evt)
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97 | {
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98 | bool result = ExampleFrameListener::frameStarted(evt);
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99 | SharedData::getSingleton().iLastFrameTime = evt.timeSinceLastFrame;
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100 |
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101 | if (SharedData::getSingleton().mAnimState)
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102 | SharedData::getSingleton().mAnimState->addTime(evt.timeSinceLastFrame);
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103 | if (SharedData::getSingleton().mMLAnimState)
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104 | SharedData::getSingleton().mMLAnimState->addTime(evt.timeSinceLastFrame);
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105 |
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106 | // Only update fat buffer if something changed
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107 | bool somethingChanged = false;
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108 | if(mCamera->getPosition()!=oldCamPos || mCamera->getOrientation()!=oldCamOri)
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109 | {
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110 | somethingChanged = true;
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111 | oldCamPos = mCamera->getPosition();
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112 | oldCamOri = mCamera->getOrientation();
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113 | }
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114 |
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115 | if(somethingChanged)
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116 | SharedData::getSingleton().iSystem->update();
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117 | return result;
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118 | }
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119 |
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120 | virtual bool processUnbufferedKeyInput(const FrameEvent& evt) {
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121 |
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122 | bool retval = ExampleFrameListener::processUnbufferedKeyInput(evt);
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123 |
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124 | // "C" switch filters
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125 | if (mInputDevice->isKeyDown(KC_C) && timeoutDelay==0)
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126 | {
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127 | timeoutDelay = 0.5f;
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128 |
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129 | mode = (DeferredShadingSystem::DSMode)((int)mode+1);
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130 | if(mode == DeferredShadingSystem::DSM_COUNT)
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131 | mode = (DeferredShadingSystem::DSMode)1;
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132 |
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133 | SharedData::getSingleton().iSystem->setMode( mode );
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134 |
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135 | updateOverlays();
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136 | }
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137 |
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138 | // "B" activate/deactivate minilight rendering
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139 | if (mInputDevice->isKeyDown(KC_B) && timeoutDelay==0)
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140 | {
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141 | timeoutDelay = 0.5f;
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142 | SharedData::getSingleton().iActivate = !SharedData::getSingleton().iActivate;
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143 | // Hide/show all minilights
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144 | std::vector<Node*>::iterator i = SharedData::getSingleton().mLightNodes.begin();
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145 | std::vector<Node*>::iterator iend = SharedData::getSingleton().mLightNodes.end();
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146 | for(; i!=iend; ++i)
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147 | {
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148 | static_cast<SceneNode*>(*i)->setVisible(SharedData::getSingleton().iActivate, true);
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149 | }
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150 |
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151 | updateOverlays();
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152 | }
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153 | // "G" activate/deactivate global light rendering
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154 | if (mInputDevice->isKeyDown(KC_G) && timeoutDelay==0)
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155 | {
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156 | timeoutDelay = 0.5f;
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157 | SharedData::getSingleton().iGlobalActivate = !SharedData::getSingleton().iGlobalActivate;
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158 | SharedData::getSingleton().iLight1->setVisible(SharedData::getSingleton().iGlobalActivate);
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159 | SharedData::getSingleton().iLight2->setVisible(SharedData::getSingleton().iGlobalActivate);
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160 | updateOverlays();
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161 | }
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162 |
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163 | timeoutDelay -= evt.timeSinceLastFrame;
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164 | if (timeoutDelay <= 0) timeoutDelay = 0;
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165 |
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166 | return retval;
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167 | }
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168 |
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169 | void updateOverlays()
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170 | {
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171 |
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172 | OverlayManager::getSingleton().getOverlayElement( "Example/Shadows/ShadowTechniqueInfo" )
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173 | ->setCaption( "" );
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174 |
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175 | OverlayManager::getSingleton().getOverlayElement( "Example/Shadows/MaterialInfo" )
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176 | ->setCaption( "");
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177 |
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178 | OverlayManager::getSingleton().getOverlayElement( "Example/Shadows/ShadowTechnique" )
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179 | ->setCaption( "[B] MiniLights active: " + StringConverter::toString( SharedData::getSingleton().iActivate ) );
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180 |
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181 | std::string name;
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182 | switch(mode)
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183 | {
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184 | case DeferredShadingSystem::DSM_SINGLEPASS:
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185 | name="SinglePass"; break;
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186 | case DeferredShadingSystem::DSM_MULTIPASS:
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187 | name="MultiPass"; break;
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188 | case DeferredShadingSystem::DSM_SHOWCOLOUR:
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189 | name="ShowColour"; break;
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190 | case DeferredShadingSystem::DSM_SHOWNORMALS:
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191 | name="ShowNormals"; break;
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192 | case DeferredShadingSystem::DSM_SHOWDSP:
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193 | name="ShowDSP"; break;
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194 | }
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195 | OverlayManager::getSingleton().getOverlayElement( "Example/Shadows/Materials" )
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196 | ->setCaption( "[C] Change mode, current is \"" + name + "\"");
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197 |
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198 | OverlayManager::getSingleton().getOverlayElement( "Example/Shadows/Info" )
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199 | ->setCaption( "[G] Global lights active: " + StringConverter::toString( SharedData::getSingleton().iGlobalActivate ) );
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200 |
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201 | }
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202 | };
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203 |
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204 |
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205 | class RenderToTextureApplication : public ExampleApplication, public RenderTargetListener
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206 | {
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207 | public:
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208 | RenderToTextureApplication() : mPlane(0) {
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209 | new SharedData();
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210 | mPlane = 0;
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211 | mSystem = 0;
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212 | }
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213 |
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214 | ~RenderToTextureApplication()
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215 | {
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216 | delete ( SharedData::getSingletonPtr() );
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217 |
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218 | delete mPlane;
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219 | delete mSystem;
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220 | }
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221 |
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222 |
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223 | protected:
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224 | MovablePlane* mPlane;
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225 | Entity* mPlaneEnt;
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226 | SceneNode* mPlaneNode;
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227 | DeferredShadingSystem *mSystem;
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228 |
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229 | // Just override the mandatory create scene method
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230 | void createScene(void)
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231 | {
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232 | RenderSystem *rs = Root::getSingleton().getRenderSystem();
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233 | const RenderSystemCapabilities* caps = rs->getCapabilities();
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234 | if (!caps->hasCapability(RSC_VERTEX_PROGRAM) || !(caps->hasCapability(RSC_FRAGMENT_PROGRAM)))
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235 | {
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236 | OGRE_EXCEPT(1, "Your card does not support vertex and fragment programs (or you selected D3D7), so cannot "
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237 | "run this demo. Sorry!",
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238 | "DeferredShading::createScene");
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239 | }
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240 | if (caps->numMultiRenderTargets()<2)
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241 | {
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242 | OGRE_EXCEPT(1, "Your card does not support at least two simulataneous render targets, so cannot "
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243 | "run this demo. Sorry!",
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244 | "DeferredShading::createScene");
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245 | }
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246 | MovableObject::setDefaultVisibilityFlags(0x00000001);
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247 | mSceneMgr->setVisibilityMask(0x00000001);
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248 | // Prepare athene mesh for normalmapping
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249 | MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh",
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250 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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251 | unsigned short src, dest;
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252 | if (!pAthene->suggestTangentVectorBuildParams(src, dest))
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253 | pAthene->buildTangentVectors(src, dest);
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254 | // Prepare knot mesh for normal mapping
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255 | pAthene = MeshManager::getSingleton().load("knot.mesh",
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256 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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257 | if (!pAthene->suggestTangentVectorBuildParams(src, dest))
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258 | pAthene->buildTangentVectors(src, dest);
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259 |
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260 | // Set ambient light
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261 | mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.15));
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262 | // Skybox
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263 | mSceneMgr->setSkyBox(true, "Test13/SkyBox");
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264 |
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265 | // Create "root" node
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266 | SceneNode* rootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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267 |
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268 | // Create a prefab plane
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269 | mPlane = new MovablePlane("ReflectPlane");
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270 | mPlane->d = 0;
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271 | mPlane->normal = Vector3::UNIT_Y;
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272 | MeshManager::getSingleton().createCurvedPlane("ReflectionPlane",
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273 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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274 | *mPlane,
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275 | 2000, 2000, -1000,
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276 | 20, 20,
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277 | true, 1, 10, 10, Vector3::UNIT_Z);
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278 | mPlaneEnt = mSceneMgr->createEntity( "Plane", "ReflectionPlane" );
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279 | mPlaneNode = rootNode->createChildSceneNode();
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280 | mPlaneNode->attachObject(mPlaneEnt);
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281 | mPlaneNode->translate(-5, -30, 0);
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282 | //mPlaneNode->roll(Degree(5));
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283 | mPlaneEnt->setMaterialName("Test13/Ground");
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284 |
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285 | // Create an entity from a model (will be loaded automatically)
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286 | Entity* knotEnt = mSceneMgr->createEntity("Knot", "knot.mesh");
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287 | knotEnt->setMaterialName("Test13/RockWall");
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288 | knotEnt->setMeshLodBias(0.25f);
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289 |
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290 | // Create an entity from a model (will be loaded automatically)
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291 | Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
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292 | ogreHead->getSubEntity(0)->setMaterialName("Test13/DeferredOgre/Eyes");// eyes
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293 | ogreHead->getSubEntity(1)->setMaterialName("Test13/DeferredOgre/Skin");
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294 | ogreHead->getSubEntity(2)->setMaterialName("Test13/DeferredOgre/EarRing"); // earrings
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295 | ogreHead->getSubEntity(3)->setMaterialName("Test13/DeferredOgre/Tusks"); // tusks
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296 | rootNode->createChildSceneNode( "Head" )->attachObject( ogreHead );
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297 |
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298 | Entity* athena = mSceneMgr->createEntity("Athena", "athene.mesh");
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299 | athena->setMaterialName("Test13/DeferredAthena");
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300 | SceneNode *aNode = rootNode->createChildSceneNode();
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301 | aNode->attachObject( athena );
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302 | aNode->setPosition(-100, 40, 100);
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303 |
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304 | // Add a whole bunch of extra entities to fill the scene a bit
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305 | Entity *cloneEnt;
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306 | int N=4;
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307 | for (int n = 0; n < N; ++n)
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308 | {
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309 | float theta = 2.0f*Math::PI*(float)n/(float)N;
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310 | // Create a new node under the root
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311 | SceneNode* node = mSceneMgr->createSceneNode();
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312 | // Random translate
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313 | Vector3 nodePos;
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314 | nodePos.x = Math::SymmetricRandom() * 40.0 + Math::Sin(theta) * 500.0;
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315 | nodePos.y = Math::SymmetricRandom() * 20.0 - 40.0;
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316 | nodePos.z = Math::SymmetricRandom() * 40.0 + Math::Cos(theta) * 500.0;
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317 | node->setPosition(nodePos);
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318 | Quaternion orientation(Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom());
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319 | orientation.normalise();
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320 | node->setOrientation(orientation);
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321 | rootNode->addChild(node);
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322 | // Clone knot
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323 | char cloneName[12];
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324 | sprintf(cloneName, "Knot%d", n);
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325 | cloneEnt = knotEnt->clone(cloneName);
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326 | // Attach to new node
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327 | node->attachObject(cloneEnt);
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328 |
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329 | }
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330 |
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331 | mCamera->setPosition(-50, 100, 500);
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332 | mCamera->lookAt(0,0,0);
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333 |
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334 | // show overlay
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335 | Overlay* overlay = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");
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336 | overlay->show();
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337 |
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338 | mSystem = new DeferredShadingSystem(mWindow->getViewport(0), mSceneMgr, mCamera);
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339 |
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340 |
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341 | // Create a light
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342 | MLight* l = mSystem->createMLight();//"SunLight");
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343 | //l->setType(Light::LT_POINT);
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344 | //l->setPosition(600.0, 1000.0, 200.0);
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345 | l->setDiffuseColour(1.0f, 0.6f, 0.2f);
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346 | l->setSpecularColour(0.3f, 0.15f, 0.06f);
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347 | //l->setDiffuseColour(0.0f, 0.0f, 0.0f);
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348 | //l->setSpecularColour(0.0f, 0.0f, 0.0f);
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349 |
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350 | // Create moving light
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351 | MLight* l2 = mSystem->createMLight();//"MainLight2");
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352 | //l2->setType(Light::LT_POINT);
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353 | l2->setDiffuseColour(0.75f, 0.7f, 0.8f);
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354 | l2->setSpecularColour(0.85f, 0.9f, 1.0f);
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355 |
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356 | SceneNode *lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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357 | lightNode->attachObject(l2);
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358 |
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359 | // Create a track for the light
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360 | Animation* anim = mSceneMgr->createAnimation("LightTrack", 16);
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361 | // Spline it for nice curves
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362 | anim->setInterpolationMode(Animation::IM_SPLINE);
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363 | // Create a track to animate the camera's node
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364 | NodeAnimationTrack* track = anim->createNodeTrack(0, lightNode);
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365 | // Setup keyframes
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366 | TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
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367 | key->setTranslate(Vector3(300,300,-300));
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368 | key = track->createNodeKeyFrame(4);//B
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369 | key->setTranslate(Vector3(300,300,300));
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370 | key = track->createNodeKeyFrame(8);//C
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371 | key->setTranslate(Vector3(-300,300,300));
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372 | key = track->createNodeKeyFrame(12);//D
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373 | key->setTranslate(Vector3(-300,300,-300));
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374 | key = track->createNodeKeyFrame(16);//D
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375 | key->setTranslate(Vector3(300,300,-300));
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376 | // Create a new animation state to track this
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377 | SharedData::getSingleton().mAnimState = mSceneMgr->createAnimationState("LightTrack");
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378 | SharedData::getSingleton().mAnimState->setEnabled(true);
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379 |
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380 | // Create some happy little lights
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381 | createSampleLights();
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382 |
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383 | // safely setup application's (not postfilter!) shared data
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384 | SharedData::getSingleton().iCamera = mCamera;
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385 | SharedData::getSingleton().iRoot = mRoot;
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386 | SharedData::getSingleton().iWindow = mWindow;
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387 | SharedData::getSingleton().iActivate = true;
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388 | SharedData::getSingleton().iGlobalActivate = true;
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389 | SharedData::getSingleton().iSceneMgr = mSceneMgr;
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390 | SharedData::getSingleton().iSystem = mSystem;
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391 | SharedData::getSingleton().iLight1 = l;
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392 | SharedData::getSingleton().iLight2 = l2;
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393 | }
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394 |
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395 | void createFrameListener(void)
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396 | {
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397 | mFrameListener= new RenderToTextureFrameListener(mWindow, mCamera);
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398 | // initialize overlays
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399 | static_cast<RenderToTextureFrameListener*>(mFrameListener)->updateOverlays();
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400 | mRoot->addFrameListener(mFrameListener);
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401 | }
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402 |
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403 | void createSampleLights()
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404 | {
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405 | // Create some lights
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406 | std::vector<MLight*> lights;
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407 | SceneNode *parentNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("LightsParent");
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408 | // Create light nodes
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409 | std::vector<Node*> nodes;
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410 |
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411 | MLight *a = mSystem->createMLight();
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412 | SceneNode *an = parentNode->createChildSceneNode();
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413 | an->attachObject(a);
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414 | a->setAttenuation(1.0f, 0.001f, 0.002f);
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415 | //a->setAttenuation(1.0f, 0.000f, 0.000f);
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416 | an->setPosition(0,0,25);
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417 | a->setDiffuseColour(1,0,0);
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418 | //a->setSpecularColour(0.5,0,0);
|
---|
419 | lights.push_back(a);
|
---|
420 | nodes.push_back(an);
|
---|
421 |
|
---|
422 | MLight *b = mSystem->createMLight();
|
---|
423 | SceneNode *bn = parentNode->createChildSceneNode();
|
---|
424 | bn->attachObject(b);
|
---|
425 | b->setAttenuation(1.0f, 0.001f, 0.003f);
|
---|
426 | bn->setPosition(25,0,0);
|
---|
427 | b->setDiffuseColour(1,1,0);
|
---|
428 | //b->setSpecularColour(0.5,0.5,0);
|
---|
429 | lights.push_back(b);
|
---|
430 | nodes.push_back(bn);
|
---|
431 |
|
---|
432 | MLight *c = mSystem->createMLight();
|
---|
433 | SceneNode *cn = parentNode->createChildSceneNode();
|
---|
434 | cn->attachObject(c);
|
---|
435 | c->setAttenuation(1.0f, 0.001f, 0.004f);
|
---|
436 | cn->setPosition(0,0,-25);
|
---|
437 | c->setDiffuseColour(0,1,1);
|
---|
438 | c->setSpecularColour(0.25,1.0,1.0); // Cyan light has specular component
|
---|
439 | lights.push_back(c);
|
---|
440 | nodes.push_back(cn);
|
---|
441 |
|
---|
442 | MLight *d = mSystem->createMLight();
|
---|
443 | SceneNode *dn = parentNode->createChildSceneNode();
|
---|
444 | dn->attachObject(d);
|
---|
445 | d->setAttenuation(1.0f, 0.002f, 0.002f);
|
---|
446 | dn->setPosition(-25,0,0);
|
---|
447 | d->setDiffuseColour(1,0,1);
|
---|
448 | d->setSpecularColour(0.0,0,0.0);
|
---|
449 | lights.push_back(d);
|
---|
450 | nodes.push_back(dn);
|
---|
451 |
|
---|
452 | MLight *e = mSystem->createMLight();
|
---|
453 | SceneNode *en = parentNode->createChildSceneNode();
|
---|
454 | en->attachObject(e);
|
---|
455 | e->setAttenuation(1.0f, 0.002f, 0.0025f);
|
---|
456 | en->setPosition(25,0,25);
|
---|
457 | e->setDiffuseColour(0,0,1);
|
---|
458 | e->setSpecularColour(0,0,0);
|
---|
459 | lights.push_back(e);
|
---|
460 | nodes.push_back(en);
|
---|
461 |
|
---|
462 | MLight *f = mSystem->createMLight();
|
---|
463 | SceneNode *fn = parentNode->createChildSceneNode();
|
---|
464 | fn->attachObject(f);
|
---|
465 | f->setAttenuation(1.0f, 0.0015f, 0.0021f);
|
---|
466 | fn->setPosition(-25,0,-25);
|
---|
467 | f->setDiffuseColour(0,1,0);
|
---|
468 | f->setSpecularColour(0,0.0,0.0);
|
---|
469 | lights.push_back(f);
|
---|
470 | nodes.push_back(fn);
|
---|
471 |
|
---|
472 | // Create marker meshes to show user where the lights are
|
---|
473 | Entity *ent;
|
---|
474 | createSphere("PointLightMesh", 1.0f, 5, 5);
|
---|
475 | for(std::vector<MLight*>::iterator i=lights.begin(); i!=lights.end(); ++i)
|
---|
476 | {
|
---|
477 | ent = mSceneMgr->createEntity((*i)->getName()+"v", "PointLightMesh");
|
---|
478 | String matname = (*i)->getName()+"m";
|
---|
479 | // Create coloured material
|
---|
480 | MaterialPtr mat = MaterialManager::getSingleton().create(matname,
|
---|
481 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
482 | Pass* pass = mat->getTechnique(0)->getPass(0);
|
---|
483 | pass->setDiffuse(0.0f,0.0f,0.0f,1.0f);
|
---|
484 | pass->setAmbient(0.0f,0.0f,0.0f);
|
---|
485 | pass->setSelfIllumination((*i)->getDiffuseColour());
|
---|
486 |
|
---|
487 | ent->setMaterialName(matname);
|
---|
488 | ent->setVisibilityFlags(DeferredShadingSystem::PostVisibilityMask);
|
---|
489 | static_cast<SceneNode*>((*i)->getParentNode())->attachObject(ent);
|
---|
490 | }
|
---|
491 |
|
---|
492 | // Store nodes for hiding/showing
|
---|
493 | SharedData::getSingleton().mLightNodes = nodes;
|
---|
494 |
|
---|
495 | // Do some animation for node a-f
|
---|
496 | // Generate helix structure
|
---|
497 | float seconds_per_station = 1.0f;
|
---|
498 | float r=35;
|
---|
499 | //Vector3 base(0,-30,0);
|
---|
500 | Vector3 base(-100, -30, 85);
|
---|
501 |
|
---|
502 | float h=120;
|
---|
503 | const size_t s_to_top = 16;
|
---|
504 | const size_t stations = s_to_top*2-1;
|
---|
505 | float ascend = h/((float)s_to_top);
|
---|
506 | float stations_per_revolution = 3.5f;
|
---|
507 | size_t skip = 2; // stations between lights
|
---|
508 | Vector3 station_pos[stations];
|
---|
509 | for(int x=0; x<s_to_top; ++x)
|
---|
510 | {
|
---|
511 | float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
|
---|
512 | station_pos[x] = base+Vector3(Math::Sin(theta)*r, ascend*x, Math::Cos(theta)*r);
|
---|
513 | }
|
---|
514 | for(int x=s_to_top; x<stations; ++x)
|
---|
515 | {
|
---|
516 | float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
|
---|
517 | station_pos[x] = base+Vector3(Math::Sin(theta)*r, h-ascend*(x-s_to_top), Math::Cos(theta)*r);
|
---|
518 | }
|
---|
519 | // Create a track for the light swarm
|
---|
520 | Animation* anim = mSceneMgr->createAnimation("LightSwarmTrack", stations*seconds_per_station);
|
---|
521 | // Spline it for nice curves
|
---|
522 | anim->setInterpolationMode(Animation::IM_SPLINE);
|
---|
523 | for(unsigned int x=0; x<nodes.size(); ++x)
|
---|
524 | {
|
---|
525 | // Create a track to animate the camera's node
|
---|
526 | NodeAnimationTrack* track = anim->createNodeTrack(x, nodes[x]);
|
---|
527 | for(int y=0; y<=stations; ++y)
|
---|
528 | {
|
---|
529 | // Setup keyframes
|
---|
530 | TransformKeyFrame* key = track->createNodeKeyFrame(y*seconds_per_station); // A startposition
|
---|
531 | key->setTranslate(station_pos[(x*skip+y)%stations]);
|
---|
532 | // Make sure size of light doesn't change
|
---|
533 | key->setScale(nodes[x]->getScale());
|
---|
534 | }
|
---|
535 | }
|
---|
536 | // Create a new animation state to track this
|
---|
537 | SharedData::getSingleton().mMLAnimState = mSceneMgr->createAnimationState("LightSwarmTrack");
|
---|
538 | SharedData::getSingleton().mMLAnimState->setEnabled(true);
|
---|
539 | }
|
---|
540 |
|
---|
541 | };
|
---|
542 |
|
---|
543 |
|
---|
544 |
|
---|
545 |
|
---|
546 |
|
---|
547 | #ifdef __cplusplus
|
---|
548 | extern "C" {
|
---|
549 | #endif
|
---|
550 |
|
---|
551 | //#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
552 | // INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
|
---|
553 | //#else
|
---|
554 | int main(int argc, char *argv[])
|
---|
555 | //#endif
|
---|
556 | {
|
---|
557 | // Create application object
|
---|
558 | RenderToTextureApplication app;
|
---|
559 |
|
---|
560 | SET_TERM_HANDLER;
|
---|
561 |
|
---|
562 | try {
|
---|
563 | app.go();
|
---|
564 | } catch( Ogre::Exception& e ) {
|
---|
565 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
566 | MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
|
---|
567 | #else
|
---|
568 | std::cerr << "An exception has occured: " <<
|
---|
569 | e.getFullDescription().c_str() << std::endl;
|
---|
570 | #endif
|
---|
571 | }
|
---|
572 |
|
---|
573 | return 0;
|
---|
574 | }
|
---|
575 |
|
---|
576 | #ifdef __cplusplus
|
---|
577 | }
|
---|
578 | #endif
|
---|
579 |
|
---|
580 |
|
---|