#include <Wm5WindowApplication3.h>
#include <Wm5VisualEffectInstance.h>
using namespace Wm5; class MyFrame : public WindowApplication3
{
WM5_DECLARE_INITIALIZE;
WM5_DECLARE_TERMINATE;
public:
MyFrame();
virtual bool OnInitialize();
virtual void OnTerminate();
virtual void OnIdle();
private:
NodePtr mScene;
Culler mCuller;
};
WM5_REGISTER_INITIALIZE(MyFrame);
WM5_REGISTER_TERMINATE(MyFrame); WM5_WINDOW_APPLICATION(MyFrame) MyFrame::MyFrame()
:WindowApplication3("Ocean", , , , , Float4(0.0, 0.0, 1.0, 1.0))
{ } bool MyFrame::OnInitialize()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 1000.0f);
APoint camPosition(16.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
mScene = new0 Node;
VertexFormat * vFormat = VertexFormat::Create(,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, ,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, );
TriMesh * mesh = StandardMesh(vFormat).Rectangle(, , 16.0f, 16.0f);
VisualEffectInstance * instance = VertexColor3Effect::CreateUniqueInstance();
mesh->SetEffectInstance(instance);
mScene->AttachChild(mesh);
mScene->Update();
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
} void MyFrame::OnTerminate()
{
WindowApplication3::OnTerminate();
} void MyFrame::OnIdle()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(, GetHeight() - , Float4(0.0, 1.0, 0.0, 1.0));
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
05-02 02:37