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  1. //
  2. // Lol Engine - EasyMesh tutorial
  3. //
  4. // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  6. // This program is free software; you can redistribute it and/or
  7. // modify it under the terms of the Do What The Fuck You Want To
  8. // Public License, Version 2, as published by Sam Hocevar. See
  9. // http://www.wtfpl.net/ for more details.
  10. //
  11. #if defined HAVE_CONFIG_H
  12. # include "config.h"
  13. #endif
  14. #include <cfloat> /* for FLT_MAX */
  15. #include "core.h"
  16. #include "scenesetup.h"
  17. using namespace std;
  18. using namespace lol;
  19. static int const TEXTURE_WIDTH = 256;
  20. #define R_M 1.f
  21. #define DEFAULT_WIDTH (770.f * R_M)
  22. #define DEFAULT_HEIGHT (200.f * R_M)
  23. #define WIDTH ((float)Video::GetSize().x)
  24. #define HEIGHT ((float)Video::GetSize().y)
  25. #define SCREEN_W (10.f / WIDTH)
  26. #define SCREEN_LIMIT 1.1f
  27. #define RATIO_HW (HEIGHT / WIDTH)
  28. #define RATIO_WH (WIDTH / HEIGHT)
  29. #define RESET_TIMER .2f
  30. #define ROT_SPEED vec2(50.f)
  31. #define ROT_CLAMP 89.f
  32. #define POS_SPEED vec2(1.2f)
  33. #define POS_CLAMP 1.f
  34. #define FOV_SPEED 20.f
  35. #define FOV_CLAMP 120.f
  36. #define ZOM_SPEED 3.f
  37. #define ZOM_CLAMP 20.f
  38. #define HST_SPEED .5f
  39. #define HST_CLAMP 1.f
  40. #define WITH_TEXTURE 0
  41. #define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN)
  42. #define NACL_EM (__native_client__ || EMSCRIPTEN)
  43. #define HAS_KBOARD (m_input_usage & (1<<IPT_MV_KBOARD))
  44. #define HAS_MOUSE (m_input_usage & (1<<IPT_MV_MOUSE))
  45. LOLFX_RESOURCE_DECLARE(shinyfur);
  46. LOLFX_RESOURCE_DECLARE(shinymvtexture);
  47. enum
  48. {
  49. IPT_MV_KBOARD = 0,
  50. IPT_MV_MOUSE,
  51. INPUT_MAX
  52. };
  53. enum MVKeyboardList
  54. {
  55. KEY_CAM_RESET = 0,
  56. KEY_CAM_POS,
  57. KEY_CAM_FOV,
  58. KEY_CAM_UP,
  59. KEY_CAM_DOWN,
  60. KEY_CAM_LEFT,
  61. KEY_CAM_RIGHT,
  62. KEY_MESH_NEXT,
  63. KEY_MESH_PREV,
  64. KEY_F1,
  65. KEY_F2,
  66. KEY_F3,
  67. KEY_F4,
  68. KEY_F5,
  69. KEY_ESC,
  70. KEY_MAX
  71. };
  72. enum MVMouseKeyList
  73. {
  74. MSE_CAM_ROT = KEY_MAX,
  75. MSE_CAM_POS,
  76. MSE_CAM_FOV,
  77. MSE_MAX
  78. };
  79. enum MVMouseAxisList
  80. {
  81. MSEX_CAM_Y = 0,
  82. MSEX_CAM_X,
  83. MSEX_MAX
  84. };
  85. #define MAX_KEYS MSE_MAX
  86. #define MAX_AXIS MSEX_MAX
  87. #define ALL_FEATURES 1
  88. #define NO_SC_SETUP 0
  89. enum MessageType
  90. {
  91. MSG_IN,
  92. MSG_OUT,
  93. MSG_MAX
  94. };
  95. class MeshViewer : public WorldEntity
  96. {
  97. public:
  98. MeshViewer(char const *file_name = "data/mesh-buffer.txt")
  99. : m_file_name(file_name)
  100. {
  101. m_init = false;
  102. m_first_tick = false;
  103. // Message Service
  104. MessageService::Setup();
  105. m_ssetup = nullptr;
  106. m_camera = nullptr;
  107. m_controller = nullptr;
  108. // Mesh Setup
  109. m_render_max = vec2(-.9f, 6.1f);
  110. m_mesh_id = 0;
  111. m_mesh_id1 = 0.f;
  112. m_default_texture = nullptr;
  113. m_texture_shader = nullptr;
  114. m_texture = nullptr;
  115. //Camera Setup
  116. m_reset_timer = -1.f;
  117. m_fov = -100.f;
  118. m_fov_mesh = 0.f;
  119. m_fov_speed = 0.f;
  120. m_zoom = -100.f;
  121. m_zoom_mesh = 0.f;
  122. m_zoom_speed = 0.f;
  123. m_rot = vec2(45.f);
  124. m_rot_mesh = vec2::zero;
  125. m_rot_speed = vec2::zero;
  126. m_pos = vec2::zero;
  127. m_pos_mesh = vec2::zero;
  128. m_pos_speed = vec2::zero;
  129. m_screen_offset = vec2::zero;
  130. m_hist_scale = vec2(.13f, .03f);
  131. m_hist_scale_mesh = vec2(.0f);
  132. m_hist_scale_speed = vec2(.0f);
  133. m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
  134. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  135. //stream update
  136. m_stream_update_time = 2.0f;
  137. m_stream_update_timer = 1.0f;
  138. }
  139. ~MeshViewer()
  140. {
  141. if (m_camera)
  142. g_scene->PopCamera(m_camera);
  143. if (m_ssetup)
  144. delete(m_ssetup);
  145. MessageService::Destroy();
  146. m_controller = nullptr;
  147. m_camera = nullptr;
  148. m_ssetup = nullptr;
  149. }
  150. #if NO_NACL_EM
  151. bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsReleased()); }
  152. bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsPressed()); }
  153. bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsDown()); }
  154. bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsReleased()); }
  155. bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsPressed()); }
  156. bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsDown()); }
  157. float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE)?(m_controller->GetAxis(index).GetValue()):(0.f); }
  158. #endif //NO_NACL_EM
  159. void Init()
  160. {
  161. m_init = true;
  162. m_input_usage = 0;
  163. #if NO_NACL_EM
  164. /* Register an input controller for the keyboard */
  165. m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS);
  166. if (InputDevice::Get("Mouse"))
  167. {
  168. m_input_usage |= (1<<IPT_MV_MOUSE);
  169. m_controller->GetKey(MSE_CAM_ROT).Bind("Mouse", "Left");
  170. m_controller->GetKey(MSE_CAM_POS).Bind("Mouse", "Right");
  171. m_controller->GetKey(MSE_CAM_FOV).Bind("Mouse", "Middle");
  172. m_controller->GetAxis(MSEX_CAM_Y).Bind("Mouse", "Y");
  173. m_controller->GetAxis(MSEX_CAM_X).Bind("Mouse", "X");
  174. }
  175. if (InputDevice::Get("Keyboard"))
  176. {
  177. m_input_usage |= (1<<IPT_MV_KBOARD);
  178. //Camera keyboard rotation
  179. m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
  180. m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
  181. m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
  182. m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
  183. //Camera keyboard position switch
  184. m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
  185. m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");
  186. //Camera unzoom switch
  187. m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
  188. //Mesh change
  189. m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
  190. m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
  191. //Base setup
  192. m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
  193. m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
  194. m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
  195. m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
  196. m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
  197. m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
  198. }
  199. #endif //NO_NACL_EM
  200. m_camera = new Camera();
  201. m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
  202. m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
  203. m_camera->UseShift(true);
  204. g_scene->PushCamera(m_camera);
  205. //Lights setup
  206. m_ssetup = new SceneSetup();
  207. #if NO_SC_SETUP
  208. m_ssetup->m_lights << new Light();
  209. m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
  210. m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
  211. Ticker::Ref(m_ssetup->m_lights.Last());
  212. m_ssetup->m_lights << new Light();
  213. m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
  214. m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
  215. Ticker::Ref(m_ssetup->m_lights.Last());
  216. EasyMesh* em = new EasyMesh();
  217. if (em->Compile("sc#fff ab 1"))
  218. {
  219. if (m_mesh_id == m_meshes.Count() - 1)
  220. m_mesh_id++;
  221. m_meshes.Push(em);
  222. }
  223. #else
  224. m_ssetup->Compile(" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1)"
  225. " addlight 0.0 position (8 2 6) color #ffff");
  226. // " custom setmesh \"sc#fff ab 1\""
  227. m_ssetup->Startup();
  228. #endif //NO_SC_SETUP
  229. }
  230. virtual void TickGame(float seconds)
  231. {
  232. WorldEntity::TickGame(seconds);
  233. if (!m_init && g_scene)
  234. {
  235. Init();
  236. return;
  237. }
  238. if (!m_init)
  239. return;
  240. m_first_tick = true;
  241. //TODO : This should probably be "standard LoL behaviour"
  242. #if NO_NACL_EM
  243. {
  244. //Shutdown logic
  245. if (KeyReleased(KEY_ESC))
  246. Ticker::Shutdown();
  247. }
  248. #endif //NO_NACL_EM
  249. //Mesh Change
  250. #if NO_NACL_EM
  251. m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.Count() - 1);
  252. #endif //NO_NACL_EM
  253. m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
  254. #if ALL_FEATURES
  255. //Update light position
  256. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  257. {
  258. vec4 v = m_ssetup->m_lights[i]->GetPosition();
  259. m_ssetup->m_lights[i]->SetPosition(vec4((m_mat * inverse(m_mat_prev) * vec4(v.xyz, 1.f)).xyz, v.w));
  260. }
  261. //Camera update
  262. bool is_pos = false;
  263. bool is_fov = false;
  264. bool is_hsc = false;
  265. vec2 tmp = vec2::zero;
  266. #if NO_NACL_EM
  267. is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
  268. is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);
  269. if (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV))
  270. {
  271. tmp += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X));
  272. if (KeyDown(MSE_CAM_ROT))
  273. tmp *= 6.f;
  274. if (KeyDown(MSE_CAM_POS))
  275. tmp *= vec2(1.f, -1.f) * 3.f;
  276. if (KeyDown(MSE_CAM_FOV))
  277. tmp = vec2(tmp.y * 4.f, tmp.x * 6.f);
  278. }
  279. tmp += vec2((float)KeyDown(KEY_CAM_UP ) - (float)KeyDown(KEY_CAM_DOWN),
  280. (float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT));
  281. #endif //NO_NACL_EM
  282. //Base data
  283. vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
  284. vec2 pos = ( is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
  285. vec2 fov = (!is_pos && is_fov )?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
  286. vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f));
  287. //speed
  288. m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
  289. float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
  290. m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
  291. float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
  292. m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
  293. float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
  294. m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
  295. m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);
  296. m_rot += m_rot_speed * seconds;
  297. #if NO_NACL_EM
  298. if (m_reset_timer >= 0.f)
  299. m_reset_timer -= seconds;
  300. if (KeyPressed(KEY_CAM_RESET))
  301. {
  302. if (m_reset_timer >= 0.f)
  303. {
  304. m_pos = vec2(0.f);
  305. m_zoom = -100.f;
  306. }
  307. else
  308. m_reset_timer = RESET_TIMER;
  309. }
  310. //Transform update
  311. if (!KeyDown(KEY_CAM_RESET))
  312. {
  313. m_pos += m_pos_speed * seconds;
  314. m_fov += m_fov_speed * seconds;
  315. m_zoom += m_zoom_speed * seconds;
  316. m_hist_scale += m_hist_scale_speed * seconds;
  317. }
  318. #endif //NO_NACL_EM
  319. //clamp
  320. vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
  321. vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
  322. SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
  323. float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
  324. float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
  325. vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
  326. SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));
  327. #if NO_NACL_EM
  328. if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
  329. {
  330. pos_mesh = vec2::zero;
  331. zoom_mesh = 0.f;
  332. }
  333. #endif //NO_NACL_EM
  334. m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
  335. m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
  336. m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
  337. m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
  338. m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);
  339. //Mesh mat calculation
  340. m_mat_prev = m_mat;
  341. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  342. //Target List Setup
  343. Array<vec3> target_list;
  344. if (m_meshes.Count() && m_mesh_id >= 0)
  345. for (int i = 0; i < m_meshes[m_mesh_id]->GetVertexCount(); i++)
  346. target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id]->GetVertexLocation(i))).v3.xyz;
  347. //--
  348. //Update mesh screen location - Get the Min/Max needed
  349. //--
  350. vec2 cam_center(0.f);
  351. float cam_factor = .0f;
  352. vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
  353. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  354. mat4 world_cam = m_camera->GetView();
  355. mat4 cam_screen = m_camera->GetProjection();
  356. //target on-screen computation
  357. for (int i = 0; i < target_list.Count(); i++)
  358. {
  359. vec3 obj_loc = target_list[i];
  360. {
  361. //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
  362. mat4 target_mx = mat4::translate(obj_loc);
  363. vec3 vpos;
  364. //Get location in cam coordinates
  365. target_mx = world_cam * target_mx;
  366. vpos = target_mx.v3.xyz;
  367. local_min_max[0] = min(vpos.xyz, local_min_max[0]);
  368. local_min_max[1] = max(vpos.xyz, local_min_max[1]);
  369. //Get location in screen coordinates
  370. target_mx = cam_screen * target_mx;
  371. vpos = (target_mx.v3 / target_mx.v3.w).xyz;
  372. screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
  373. screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
  374. //Build Barycenter
  375. cam_center += vpos.xy;
  376. cam_factor += 1.f;
  377. }
  378. }
  379. float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
  380. max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
  381. float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  382. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  383. vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
  384. m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
  385. float z_pos = (inverse(world_cam) * mat4::translate(vec3(0.f, 0.f, max(local_min_max[0].z, local_min_max[1].z)))).v3.z;
  386. if (cam_factor > 0.f)
  387. {
  388. vec2 new_screen_scale = m_camera->GetScreenScale();
  389. m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
  390. m_camera->SetPosition(vec3(vec2::zero, damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds)), true);
  391. m_camera->SetFov(m_fov_mesh);
  392. m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
  393. }
  394. //--
  395. //Message Service
  396. //--
  397. String mesh("");
  398. int u = 4;
  399. while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
  400. {
  401. int o = 1;
  402. while (o-- > 0)
  403. {
  404. SceneSetup* new_ssetup = new SceneSetup();
  405. if (new_ssetup->Compile(mesh.C()) && new_ssetup->GetLightNb())
  406. {
  407. if (m_ssetup)
  408. delete(m_ssetup);
  409. m_ssetup = new_ssetup;
  410. m_ssetup->Startup();
  411. m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
  412. }
  413. else
  414. {
  415. m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd;
  416. delete(new_ssetup);
  417. }
  418. }
  419. }
  420. //Check the custom cmd even if we don't have new messages.
  421. for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
  422. {
  423. if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
  424. {
  425. //Create a new mesh
  426. EasyMesh* em = new EasyMesh();
  427. if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C()))
  428. {
  429. if (m_mesh_id == m_meshes.Count() - 1)
  430. m_mesh_id++;
  431. m_meshes.Push(em);
  432. }
  433. else
  434. delete(em);
  435. }
  436. }
  437. m_ssetup->m_custom_cmd.Empty();
  438. #endif //ALL_FEATURES
  439. #if NACL_EM
  440. /*
  441. if (m_stream_update_time > .0f)
  442. {
  443. m_stream_update_time = -1.f;
  444. MessageService::Send(MessageBucket::AppIn,
  445. " addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
  446. addlight 0.0 position (8 2 6) color #ffff \
  447. custom setmesh \"[sc#f8f ab 1]\"");
  448. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
  449. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
  450. // MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
  451. // MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
  452. }
  453. */
  454. #elif WIN32
  455. //--
  456. //File management
  457. //--
  458. m_stream_update_time += seconds;
  459. if (m_stream_update_time > m_stream_update_timer)
  460. {
  461. m_stream_update_time = 0.f;
  462. File f;
  463. f.Open(m_file_name.C(), FileAccess::Read);
  464. String cmd = f.ReadString();
  465. f.Close();
  466. if (cmd.Count()
  467. && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
  468. {
  469. m_cmdlist << cmd;
  470. MessageService::Send(MessageBucket::AppIn, cmd);
  471. }
  472. }
  473. #endif //WINDOWS
  474. }
  475. virtual void TickDraw(float seconds)
  476. {
  477. WorldEntity::TickDraw(seconds);
  478. if (!m_init || !m_first_tick)
  479. return;
  480. //TODO : This should probably be "standard LoL behaviour"
  481. #if NO_NACL_EM
  482. {
  483. if (KeyReleased(KEY_F1))
  484. Video::SetDebugRenderMode(DebugRenderMode::Default);
  485. if (KeyReleased(KEY_F2))
  486. Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
  487. if (KeyReleased(KEY_F3))
  488. Video::SetDebugRenderMode(DebugRenderMode::Lighting);
  489. if (KeyReleased(KEY_F4))
  490. Video::SetDebugRenderMode(DebugRenderMode::Normal);
  491. if (KeyReleased(KEY_F5))
  492. Video::SetDebugRenderMode(DebugRenderMode::UV);
  493. }
  494. #endif //NO_NACL_EM
  495. #if NO_NACL_EM && WITH_TEXTURE
  496. if (!m_default_texture)
  497. {
  498. m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
  499. m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
  500. m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
  501. }
  502. else if (m_texture && m_default_texture)
  503. m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
  504. #endif //NO_NACL_EM
  505. g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  506. vec3 x = vec3(1.f,0.f,0.f);
  507. vec3 y = vec3(0.f,1.f,0.f);
  508. for (int i = 0; i < m_meshes.Count(); i++)
  509. {
  510. {
  511. if (m_meshes[i]->GetMeshState() == MeshRender::NeedConvert)
  512. {
  513. #if WITH_TEXTURE
  514. m_meshes[i]->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
  515. (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
  516. m_texture_shader, true));
  517. #else
  518. m_meshes[i]->MeshConvert();
  519. #endif //WITH_TEXTURE
  520. }
  521. #if ALL_FEATURES
  522. mat4 save_proj = m_camera->GetProjection();
  523. float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
  524. if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
  525. m_meshes[i]->GetMeshState() > MeshRender::NeedConvert)
  526. {
  527. float a_j = lol::abs(j);
  528. float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
  529. float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);
  530. mat4 new_proj =
  531. //Y object Offset
  532. mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
  533. //Mesh Pos Offset
  534. mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT)) *
  535. //Mesh count offset
  536. mat4::translate(x * RATIO_HW * 2.f * (j + i_trans)) *
  537. //Align right meshes
  538. mat4::translate(x - x * RATIO_HW) *
  539. //Mesh count scale
  540. mat4::scale(vec3(vec2(i_scale), 1.f)) *
  541. //Camera projection
  542. save_proj;
  543. m_camera->SetProjection(new_proj);
  544. //#if NO_NACL_EM
  545. m_meshes[i]->Render(m_mat);
  546. //#endif //NO_NACL_EM
  547. g_renderer->Clear(ClearMask::Depth);
  548. }
  549. m_camera->SetProjection(save_proj);
  550. #else
  551. m_meshes[i]->Render(m_mat);
  552. #endif //ALL_FEATURES
  553. }
  554. }
  555. }
  556. private:
  557. SceneSetup* m_ssetup;
  558. Controller* m_controller;
  559. short m_input_usage;
  560. mat4 m_mat;
  561. mat4 m_mat_prev;
  562. bool m_init;
  563. bool m_first_tick;
  564. //Camera Setup
  565. Camera * m_camera;
  566. float m_reset_timer;
  567. float m_fov;
  568. float m_fov_mesh;
  569. float m_fov_speed;
  570. float m_zoom;
  571. float m_zoom_mesh;
  572. float m_zoom_speed;
  573. vec2 m_rot;
  574. vec2 m_rot_mesh;
  575. vec2 m_rot_speed;
  576. vec2 m_pos;
  577. vec2 m_pos_mesh;
  578. vec2 m_pos_speed;
  579. vec2 m_hist_scale;
  580. vec2 m_hist_scale_mesh;
  581. vec2 m_hist_scale_speed;
  582. vec2 m_screen_offset;
  583. //Mesh infos
  584. vec2 m_render_max;
  585. int m_mesh_id;
  586. float m_mesh_id1;
  587. Array<EasyMesh*> m_meshes;
  588. //File data
  589. String m_file_name;
  590. Array<String> m_cmdlist;
  591. float m_stream_update_time;
  592. float m_stream_update_timer;
  593. //misc datas
  594. Shader * m_texture_shader;
  595. TileSet * m_default_texture;
  596. Texture * m_texture;
  597. ShaderUniform m_texture_uni;
  598. };
  599. //The basic main :
  600. int main(int argc, char **argv)
  601. {
  602. System::Init(argc, argv);
  603. Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
  604. if (argc > 1)
  605. new MeshViewer(argv[1]);
  606. else
  607. new MeshViewer();
  608. app.Run();
  609. return EXIT_SUCCESS;
  610. }