📄 glossmaps.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "GlossMaps.h"
GlossMaps g_kTheApp;
//----------------------------------------------------------------------------
GlossMaps::GlossMaps ()
:
Application("GlossMaps",0,0,640,480,ColorRGB(0.5f,0.0f,1.0f))
{
m_bInitialized = false;
}
//----------------------------------------------------------------------------
TriMesh* GlossMaps::CreateSquare ()
{
Vector3f* akVertex = new Vector3f[4];
akVertex[0] = Vector3f(-0.5f,0.0f,-0.5f);
akVertex[1] = Vector3f(-0.5f,0.0f, 0.5f);
akVertex[2] = Vector3f( 0.5f,0.0f, 0.5f);
akVertex[3] = Vector3f( 0.5f,0.0f,-0.5f);
Vector3f* akNormal = new Vector3f[4];
akNormal[0] = Vector3f::UNIT_Y;
akNormal[1] = Vector3f::UNIT_Y;
akNormal[2] = Vector3f::UNIT_Y;
akNormal[3] = Vector3f::UNIT_Y;
Vector2f* akUV = new Vector2f[4];
akUV[0] = Vector2f(1.0f,0.0f);
akUV[1] = Vector2f(1.0f,1.0f);
akUV[2] = Vector2f(0.0f,1.0f);
akUV[3] = Vector2f(0.0f,0.0f);
int* aiConnect = new int[6];
aiConnect[0] = 0; aiConnect[1] = 1; aiConnect[2] = 3;
aiConnect[3] = 3; aiConnect[4] = 1; aiConnect[5] = 2;
return new TriMesh(4,akVertex,akNormal,NULL,akUV,2,aiConnect);
}
//----------------------------------------------------------------------------
bool GlossMaps::Setup ()
{
// Create two textured polygons, one with a gloss map. The gloss map
// uses the alpha channel of the texture map to indicate which parts of a
// surface have the underlying specular material. A pure gloss map
// typically only has content in the alpha channel, but since you are
// applying a texture anyway, you can fill the rgb with the texture colors
// if desired.
Image* pkImage = Image::Load("magic.mif");
if ( !pkImage )
return false;
m_spkScene = new Node(1);
m_spkTrnNode = new Node(2);
m_spkScene->AttachChild(m_spkTrnNode);
// Root node for a scene graph that contains two triangle mesh squares,
// one with regular texture and one gloss-mapped. The model has a light
// state that manages a directional light and has a material with a
// specular component.
m_spkModel = new Node(2);
MaterialState* pkMS = new MaterialState;
pkMS->Ambient() = ColorRGB(0.2f,0.2f,0.2f);
pkMS->Diffuse() = ColorRGB(0.7f,0.7f,0.7f);
pkMS->Specular() = ColorRGB::WHITE;
pkMS->Shininess() = 25.0f;
m_spkModel->SetRenderState(pkMS);
DirectionalLight* pkLight = new DirectionalLight;
pkLight->Direction() = Vector3f(0.0f,-1.5f,0.0f);
pkLight->Ambient() = ColorRGB(0.1f,0.1f,0.1f);
pkLight->Diffuse() = ColorRGB(0.6f,0.6f,0.6f);
pkLight->Specular() = ColorRGB::WHITE;
pkLight->On() = true;
LightState* pkLS = new LightState;
pkLS->Attach(pkLight);
m_spkModel->SetRenderState(pkLS);
// regular square
TriMesh* pkRSquare = CreateSquare();
pkRSquare->Rotate().FromAxisAngle(Vector3f::UNIT_X,-0.25f*Mathf::PI);
pkRSquare->Translate() = Vector3f(1.0f,-1.0f,0.0f);
m_spkModel->AttachChild(pkRSquare);
// gloss-mapped square
TriMesh* pkGSquare = CreateSquare();
pkGSquare->Rotate().FromAxisAngle(Vector3f::UNIT_X,-0.25f*Mathf::PI);
pkGSquare->Translate() = Vector3f(-1.0f,-1.0f,0.0f);
Node* pkGNode = new Node;
pkGNode->AttachChild(pkGSquare);
m_spkModel->AttachChild(pkGNode);
// Set up the gloss map texture for use as a gloss map. The GlossMap
// object will provide a texture state to manage this.
Texture* pkGTexture = new Texture;
pkGTexture->SetImage(pkImage);
pkGTexture->Filter() = Texture::FM_LINEAR;
pkGTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkGTexture->Apply() = Texture::AM_MODULATE;
// Create a gloss map. No other render effects are active in the demo,
// so use texture unit zero.
GlossMap* pkGlossMap = new GlossMap(pkGNode,pkGTexture,0);
m_spkTrnNode->AttachChild(m_spkModel);
m_spkTrnNode->AttachChild(pkGlossMap);
return true;
}
//----------------------------------------------------------------------------
bool GlossMaps::OnInitialize ()
{
if ( !Application::OnInitialize() )
return false;
if ( !Setup() )
return true;
m_spkScene->UpdateGS(0.0f);
Bound kWBound = m_spkScene->WorldBound();
m_spkTrnNode->Translate() = -kWBound.Center();
ms_spkCamera->SetFrustum(1.0f,100.0f,-0.55f,0.55f,0.4125f,-0.4125f);
Vector3f kCLeft(1.0f,0.0f,0.0f);
Vector3f kCUp(0.0f,1.0f,0.0f);
Vector3f kCDir(0.0f,0.0f,1.0f);
Vector3f kCLoc = -3.0f*kWBound.Radius()*kCDir;
ms_spkCamera->SetFrame(kCLoc,kCLeft,kCUp,kCDir);
// initial update of objects
ms_spkCamera->Update();
m_spkScene->UpdateGS(0.0f);
m_spkScene->UpdateRS();
m_spkMotionObject = m_spkScene;
m_fTrnSpeed = 0.01f;
m_fRotSpeed = 0.001f;
m_bTurretActive = true;
SetTurretAxes();
m_bInitialized = true;
return true;
}
//----------------------------------------------------------------------------
void GlossMaps::OnTerminate ()
{
m_spkScene = NULL;
m_spkTrnNode = NULL;
m_spkModel = NULL;
m_spkLightMesh = NULL;
Application::OnTerminate();
}
//----------------------------------------------------------------------------
void GlossMaps::OnIdle ()
{
MeasureTime();
MoveCamera();
if ( MoveObject() )
m_spkScene->UpdateGS(0.0f);
ms_spkRenderer->ClearBuffers();
if ( ms_spkRenderer->BeginScene() )
{
if ( m_bInitialized )
{
ms_spkRenderer->Draw(m_spkScene);
DrawFrameRate(8,GetHeight()-8,ColorRGB::WHITE);
}
else
{
ms_spkRenderer->Draw(8,16,ColorRGB::WHITE,
"Load of magic.mif failed. "
"Make sure this file is in the same directory as the "
"executable.");
}
ms_spkRenderer->EndScene();
}
ms_spkRenderer->DisplayBackBuffer();
UpdateClicks();
}
//----------------------------------------------------------------------------
void GlossMaps::OnKeyDown (unsigned char ucKey, int, int)
{
if ( ucKey == 'q' || ucKey == 'Q' || ucKey == KEY_ESCAPE )
{
RequestTermination();
return;
}
}
//----------------------------------------------------------------------------
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