190 lines
6.6 KiB
C++
190 lines
6.6 KiB
C++
///////////////////////////////////////////////////////////////////////
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// SpeedTreeRTExample Class
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//
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// (c) 2003 IDV, Inc.
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//
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// This class is provided to illustrate one way to incorporate
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// SpeedTreeRT into an OpenGL application. All of the SpeedTreeRT
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// calls that must be made on a per tree basis are done by this class.
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// Calls that apply to all trees (i.e. static SpeedTreeRT functions)
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// are made in the functions in main.cpp.
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//
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//
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// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
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//
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// This software is supplied under the terms of a license agreement or
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// nondisclosure agreement with Interactive Data Visualization and may
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// not be copied or disclosed except in accordance with the terms of
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// that agreement.
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//
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// Copyright (c) 2001-2003 IDV, Inc.
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// All Rights Reserved.
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//
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// IDV, Inc.
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// 1233 Washington St. Suite 610
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// Columbia, SC 29201
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// Voice: (803) 799-1699
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// Fax: (803) 931-0320
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// Web: http://www.idvinc.com
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//
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#pragma once
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///////////////////////////////////////////////////////////////////////
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// Include files
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#include "SpeedTreeMaterial.h"
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#include <speedtree/SpeedTreeRT.h>
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#include <d3d9.h>
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#include <d3d9types.h>
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#include <directxsdk/d3dx9.h>
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#include <vector>
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#include "../eterLib/GrpObjectInstance.h"
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#include "../eterLib/GrpImageInstance.h"
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#ifndef SAFE_DELETE
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#define SAFE_DELETE(p) { if (p) { delete (p); (p) = NULL; } }
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#endif
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#ifndef SAFE_DELETE_ARRAY
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#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p) = NULL; } }
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#endif
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#ifndef SAFE_RELEASE
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#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p) = NULL; } }
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#endif
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///////////////////////////////////////////////////////////////////////
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// class CSpeedTreeWrapper declaration
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class CSpeedTreeWrapper : public CGraphicObjectInstance
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{
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public:
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enum
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{
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ID = TREE_OBJECT
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};
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int GetType() const { return ID; }
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// Collision Data
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protected:
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UINT GetCollisionObjectCount();
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void GetCollisionObject(UINT nIndex, CSpeedTreeRT::ECollisionObjectType& eType, float* pPosition, float* pDimensions);
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virtual void OnUpdateCollisionData(const CStaticCollisionDataVector* pscdVector);
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virtual void OnUpdateHeighInstance(CAttributeInstance* pAttributeInstance) {}
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virtual bool OnGetObjectHeight(float fX, float fY, float* pfHeight) { return false; }
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// Bounding Sphere
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public:
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virtual bool GetBoundingSphere(D3DXVECTOR3 & v3Center, float & fRadius);
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public:
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static bool ms_bSelfShadowOn;
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public:
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// methods from CGraphicObjectInstance
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virtual void SetPosition(float x, float y, float z);
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virtual void CalculateBBox();
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virtual void OnRender();
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virtual void OnRenderPCBlocker();
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virtual void OnBlendRender() {}
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virtual void OnRenderToShadowMap() {}
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virtual void OnRenderShadow() {}
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public:
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CSpeedTreeWrapper();
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virtual ~CSpeedTreeWrapper();
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// geometry
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bool LoadTree(const char* pszSptFile, const BYTE* c_pbBlock, unsigned int uiBlockSize, unsigned int nSeed = 1, float fSize = -1.0f, float fSizeVariance = -1.0f);
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const float* GetBoundingBox(void) const { return m_afBoundingBox; }
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// rendering
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void SetupBranchForTreeType(void) const;
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void SetupFrondForTreeType(void) const;
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void SetupLeafForTreeType(void) const;
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void EndLeafForTreeType(void);
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void RenderBranches(void) const;
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void RenderFronds(void) const;
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void RenderLeaves(void) const;
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void RenderBillboards(void) const;
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// instancing
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CSpeedTreeWrapper** GetInstances(unsigned int& nCount);
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CSpeedTreeWrapper* InstanceOf(void) const { return m_pInstanceOf; }
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CSpeedTreeWrapper* MakeInstance(void);
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void DeleteInstance(CSpeedTreeWrapper* pInstance);
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CSpeedTreeRT* GetSpeedTree(void) const { return m_pSpeedTree; }
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// lighting
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const CSpeedTreeMaterial & GetBranchMaterial(void) const { return m_cBranchMaterial; }
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const CSpeedTreeMaterial & GetFrondMaterial(void) const { return m_cFrondMaterial; }
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const CSpeedTreeMaterial & GetLeafMaterial(void) const { return m_cLeafMaterial; }
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float GetLeafLightingAdjustment(void) const { return m_pSpeedTree->GetLeafLightingAdjustment( ); }
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// wind
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void Advance(void);
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// utility
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void CleanUpMemory(void);
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private:
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void SetupBuffers(void);
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void SetupBranchBuffers(void);
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void SetupFrondBuffers(void);
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void SetupLeafBuffers(void);
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void PositionTree(void) const;
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static bool LoadTexture(const char* pFilename, CGraphicImageInstance & rImage);
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void SetShaderConstants(const float* pMaterial) const;
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private:
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// SpeedTreeRT data
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CSpeedTreeRT* m_pSpeedTree; // the SpeedTree object
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CSpeedTreeRT::STextures* m_pTextureInfo; // texture info cache
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bool m_bIsInstance; // is this an instance?
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std::vector<CSpeedTreeWrapper*> m_vInstances; // what is an instance of us
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CSpeedTreeWrapper* m_pInstanceOf; // which tree is this an instance of
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// geometry cache
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CSpeedTreeRT::SGeometry* m_pGeometryCache; // cache for pulling geometry from SpeedTree avoids lots of reallocation
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// branch buffers
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LPDIRECT3DVERTEXBUFFER9 m_pBranchVertexBuffer; // branch vertex buffer
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unsigned int m_unBranchVertexCount; // number of vertices in branches
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LPDIRECT3DINDEXBUFFER9 m_pBranchIndexBuffer; // branch index buffer
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unsigned short* m_pBranchIndexCounts; // number of indexes per branch LOD level
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// frond buffers
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LPDIRECT3DVERTEXBUFFER9 m_pFrondVertexBuffer; // frond vertex buffer
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unsigned int m_unFrondVertexCount; // number of vertices in frond
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unsigned int m_unNumFrondLods;
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LPDIRECT3DINDEXBUFFER9* m_pFrondIndexBuffers;
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unsigned short* m_pFrondIndexCounts;
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// leaf buffers
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unsigned short m_usNumLeafLods; // the number of leaf LODs
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LPDIRECT3DVERTEXBUFFER9* m_pLeafVertexBuffer; // leaf vertex buffer
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bool* m_pLeavesUpdatedByCpu; // stores which LOD's have been updated already per frame
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// tree properties
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float m_afPos[3]; // tree position
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float m_afBoundingBox[6]; // tree bounding box
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// materials
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CSpeedTreeMaterial m_cBranchMaterial; // branch material
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CSpeedTreeMaterial m_cLeafMaterial; // leaf material
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CSpeedTreeMaterial m_cFrondMaterial; // frond material
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// branch texture
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CGraphicImageInstance m_BranchImageInstance;
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CGraphicImageInstance m_ShadowImageInstance; // shadow texture object (used if shadows are enabled)
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CGraphicImageInstance m_CompositeImageInstance;
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static unsigned int m_unNumWrappersActive;
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static LPDIRECT3DVERTEXSHADER9 ms_lpBranchVertexShader;
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static LPDIRECT3DVERTEXSHADER9 ms_lpLeafVertexShader;
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};
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