📄 bumpmaps.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 "BumpMaps.h"
BumpMaps g_kTheApp;
//----------------------------------------------------------------------------
BumpMaps::BumpMaps ()
:
Application("BumpMaps",0,0,640,480,ColorRGB(0.5f,0.0f,1.0f))
{
m_bInitialized = false;
}
//----------------------------------------------------------------------------
TriMesh* BumpMaps::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* akUV0 = new Vector2f[4];
akUV0[0] = Vector2f(1.0f,0.0f);
akUV0[1] = Vector2f(1.0f,1.0f);
akUV0[2] = Vector2f(0.0f,1.0f);
akUV0[3] = Vector2f(0.0f,0.0f);
Vector2f* akUV1 = new Vector2f[4];
akUV1[0] = Vector2f(1.0f,0.0f);
akUV1[1] = Vector2f(1.0f,1.0f);
akUV1[2] = Vector2f(0.0f,1.0f);
akUV1[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,akUV0,2,aiConnect,NULL,NULL,
NULL,akUV1);
}
//----------------------------------------------------------------------------
bool BumpMaps::Setup ()
{
Image* pkSunfire = Image::Load("sunfire.mif");
if ( !pkSunfire )
return false;
Image* pkNormalmap = Image::Load("normalmap.mif");
if ( !pkNormalmap )
return false;
m_spkScene = new Node(1);
m_spkTrnNode = new Node(1);
m_spkScene->AttachChild(m_spkTrnNode);
// Root node for a scene graph that contains a bump-mapped triangle mesh
// square.
m_spkModel = new Node(1);
// create and attach a material with no specular component
MaterialState* pkMS = new MaterialState;
pkMS->Ambient() = ColorRGB(0.8f,0.8f,0.8f);
pkMS->Diffuse() = ColorRGB(0.9f,0.9f,0.9f);
m_spkModel->SetRenderState(pkMS);
// Set up the base texture for the surface that gets bump mapped. The
// apply mode must be decal or replace, otherwise you will lose the bump
// map effect since it is being blended in. The bump map takes care of
// the ambient and diffuse lighting.
Texture* pkBumpTexture = new Texture;
pkBumpTexture->SetImage(pkSunfire);
pkBumpTexture->Filter() = Texture::FM_LINEAR;
pkBumpTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkBumpTexture->Apply() = Texture::AM_REPLACE;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkBumpTexture);
// The normal map texture. The BumpMap object will set the apply mode.
Texture* pkNormalMap = new Texture;
pkNormalMap->SetImage(pkNormalmap);
pkNormalMap->Filter() = Texture::FM_LINEAR;
pkNormalMap->Mipmap() = Texture::MM_LINEAR;
// create a light for the bump map object
PointLight* pkLight = new PointLight;
pkLight->Location() = Vector3f(0.0f,1.5f,0.0f);
pkLight->Ambient() = ColorRGB(0.2f,0.2f,0.2f);
pkLight->Diffuse() = ColorRGB(0.8f,0.8f,0.8f);
pkLight->On() = true;
// create the triangle mesh surface that will be bump mapped
TriMesh* pkBSquare = CreateSquare();
pkBSquare->Rotate().FromAxisAngle(Vector3f::UNIT_X,-0.25f*Mathf::PI);
pkBSquare->Translate() = Vector3f(0.0f,-1.0f,0.0f);
pkBSquare->SetRenderState(pkTS);
m_spkModel->AttachChild(pkBSquare);
// create the bump map object
BumpMap* pkBumpMap = new BumpMap(m_spkModel,pkNormalMap,pkLight,true);
m_spkTrnNode->AttachChild(pkBumpMap);
m_spkTrnNode->AttachChild(m_spkModel);
return true;
}
//----------------------------------------------------------------------------
bool BumpMaps::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 = -2.0f*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 BumpMaps::OnTerminate ()
{
m_spkScene = NULL;
m_spkTrnNode = NULL;
m_spkModel = NULL;
Application::OnTerminate();
}
//----------------------------------------------------------------------------
void BumpMaps::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 sunfire.mif or normalmap.mif failed. ");
ms_spkRenderer->Draw(8,32,ColorRGB::WHITE,
"Make sure these files are in the same directory as the "
"executable.");
}
ms_spkRenderer->EndScene();
}
ms_spkRenderer->DisplayBackBuffer();
UpdateClicks();
}
//----------------------------------------------------------------------------
void BumpMaps::OnKeyDown (unsigned char ucKey, int, int)
{
if ( ucKey == 'q' || ucKey == 'Q' || ucKey == KEY_ESCAPE )
{
RequestTermination();
return;
}
}
//----------------------------------------------------------------------------
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