You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

meshviewer.cpp 18 KiB

11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
11 years ago
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512
  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. using namespace std;
  17. using namespace lol;
  18. static int const TEXTURE_WIDTH = 256;
  19. #define R_M 2.f
  20. #define WIDTH (770.f * R_M)
  21. #define HEIGHT (200.f * R_M)
  22. #define SCREEN_W (10.f / WIDTH)
  23. #define SCREEN_LIMIT 1.1f
  24. #define RATIO_HW (HEIGHT / WIDTH)
  25. #define RATIO_WH (WIDTH / HEIGHT)
  26. #define ROT_SPEED vec2(50.f)
  27. #define ROT_CLAMP 89.f
  28. #define POS_SPEED vec2(1.2f)
  29. #define POS_CLAMP 1.f
  30. #define FOV_SPEED 20.f
  31. #define FOV_CLAMP 120.f
  32. #define ZOM_SPEED 3.f
  33. #define ZOM_CLAMP 20.f
  34. #define WITH_TEXTURE 0
  35. LOLFX_RESOURCE_DECLARE(shinyfur);
  36. LOLFX_RESOURCE_DECLARE(shinymvtexture);
  37. enum
  38. {
  39. KEY_CAM_RESET,
  40. KEY_CAM_POS,
  41. KEY_CAM_FOV,
  42. KEY_CAM_UP,
  43. KEY_CAM_DOWN,
  44. KEY_CAM_LEFT,
  45. KEY_CAM_RIGHT,
  46. KEY_MESH_NEXT,
  47. KEY_MESH_PREV,
  48. KEY_F1,
  49. KEY_F2,
  50. KEY_F3,
  51. KEY_F4,
  52. KEY_F5,
  53. KEY_ESC,
  54. KEY_MAX,
  55. };
  56. enum MessageType
  57. {
  58. MSG_IN,
  59. MSG_OUT,
  60. MSG_MAX
  61. };
  62. class MeshViewer : public WorldEntity
  63. {
  64. public:
  65. MeshViewer(char const *file_name = "data/mesh-buffer.txt")
  66. : m_file_name(file_name)
  67. {
  68. #if !__native_client__
  69. /* Register an input controller for the keyboard */
  70. m_controller = new Controller("Default", KEY_MAX, 0);
  71. //Camera keyboard rotation
  72. m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
  73. m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
  74. m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
  75. m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
  76. //Camera keyboard position switch
  77. m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
  78. m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");
  79. //Camera unzoom switch
  80. m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
  81. //Mesh change
  82. m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
  83. m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
  84. //Base setup
  85. m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
  86. m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
  87. m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
  88. m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
  89. m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
  90. m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
  91. #endif //!__native_client__
  92. // Message Service
  93. MessageService::Setup(MSG_MAX);
  94. // Mesh Setup
  95. m_mesh_id = 0;
  96. m_mesh_id1 = 0.f;
  97. m_default_texture = NULL;
  98. //Camera Setup
  99. m_fov = -100.f;
  100. m_fov_mesh = 0.f;
  101. m_fov_speed = 0.f;
  102. m_zoom = -100.f;
  103. m_zoom_mesh = 0.f;
  104. m_zoom_speed = 0.f;
  105. m_rot = vec2(0.f);
  106. m_rot_mesh = vec2(0.f);
  107. m_rot_speed = vec2(0.f);
  108. m_pos = vec2(0.f);
  109. m_pos_mesh = vec2(0.f);
  110. m_pos_speed = vec2(0.f);
  111. m_screen_offset = vec2(0.f);
  112. m_camera = new Camera();
  113. m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
  114. m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
  115. //m_camera->SetScreenScale(vec2(10.f));
  116. m_camera->UseShift(true);
  117. g_scene->PushCamera(m_camera);
  118. //Lights setup
  119. m_lights << new Light();
  120. m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 1.f));
  121. m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
  122. Ticker::Ref(m_lights.Last());
  123. m_lights << new Light();
  124. m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 1.f));
  125. m_lights.Last()->SetColor(vec4(1.f, 1.f, 1.f, 1.f));
  126. Ticker::Ref(m_lights.Last());
  127. //stream update
  128. m_stream_update_time = 2.0f;
  129. m_stream_update_timer = 1.0f;
  130. }
  131. ~MeshViewer()
  132. {
  133. g_scene->PopCamera(m_camera);
  134. for (int i = 0; i < m_lights.Count(); ++i)
  135. Ticker::Unref(m_lights[i]);
  136. MessageService::Destroy();
  137. }
  138. virtual void TickGame(float seconds)
  139. {
  140. WorldEntity::TickGame(seconds);
  141. //TODO : This should probably be "standard LoL behaviour"
  142. #if !__native_client__
  143. {
  144. //Shutdown logic
  145. if (m_controller->GetKey(KEY_ESC).IsReleased())
  146. Ticker::Shutdown();
  147. }
  148. #endif //!__native_client__
  149. //Mesh Change
  150. #if !__native_client__
  151. m_mesh_id = clamp(m_mesh_id + ((int)m_controller->GetKey(KEY_MESH_PREV).IsPressed() - (int)m_controller->GetKey(KEY_MESH_NEXT).IsPressed()), 0, m_meshes.Count() - 1);
  152. #endif //!__native_client__
  153. m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
  154. //Camera update
  155. bool is_pos = false;
  156. bool is_fov = false;
  157. vec2 tmp = vec2(0.f);
  158. #if !__native_client__
  159. is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
  160. is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();
  161. vec2 tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(),
  162. ((float)m_controller->GetKey(KEY_CAM_RIGHT ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown()));
  163. #endif //!__native_client__
  164. //Base data
  165. vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
  166. vec2 pos = (is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
  167. vec2 fov = (!is_pos && is_fov)?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
  168. //speed
  169. m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
  170. float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
  171. m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
  172. float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
  173. m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
  174. float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
  175. m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
  176. m_rot += m_rot_speed * seconds;
  177. #if !__native_client__
  178. //Transform update
  179. if (!m_controller->GetKey(KEY_CAM_RESET).IsDown())
  180. {
  181. m_pos += m_pos_speed * seconds;
  182. m_fov += m_fov_speed * seconds;
  183. m_zoom += m_zoom_speed * seconds;
  184. }
  185. #endif //!__native_client__
  186. //clamp
  187. vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
  188. vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
  189. SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
  190. float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
  191. float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
  192. #if !__native_client__
  193. if (m_controller->GetKey(KEY_CAM_RESET).IsDown())
  194. {
  195. pos_mesh = vec2(0.f);
  196. zoom_mesh = 0.f;
  197. }
  198. #endif //!__native_client__
  199. m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
  200. m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
  201. m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
  202. m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
  203. //Mesh mat calculation
  204. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  205. //Target List Setup
  206. Array<vec3> target_list;
  207. if (m_meshes.Count() && m_mesh_id >= 0)
  208. for (int i = 0; i < m_meshes[m_mesh_id].m1.GetVertexCount(); i++)
  209. target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id].m1.GetVertexLocation(i))).v3.xyz;
  210. //--
  211. //Update mesh screen location - Get the Min/Max needed
  212. //--
  213. vec2 cam_center(0.f);
  214. float cam_factor = .0f;
  215. vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
  216. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  217. mat4 world_cam = m_camera->GetView();
  218. mat4 cam_screen = m_camera->GetProjection();
  219. //target on-screen computation
  220. for (int i = 0; i < target_list.Count(); i++)
  221. {
  222. vec3 obj_loc = target_list[i];
  223. {
  224. //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
  225. mat4 target_mx = mat4::translate(obj_loc);
  226. vec3 vpos;
  227. //Get location in cam coordinates
  228. target_mx = world_cam * target_mx;
  229. vpos = target_mx.v3.xyz;
  230. local_min_max[0] = min(vpos.xyz, local_min_max[0]);
  231. local_min_max[1] = max(vpos.xyz, local_min_max[1]);
  232. //Get location in screen coordinates
  233. target_mx = cam_screen * target_mx;
  234. vpos = (target_mx.v3 / target_mx.v3.w).xyz;
  235. screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
  236. screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
  237. //Build Barycenter
  238. cam_center += vpos.xy;
  239. cam_factor += 1.f;
  240. }
  241. }
  242. float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
  243. max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
  244. float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  245. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  246. vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
  247. m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
  248. 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;
  249. if (cam_factor > 0.f)
  250. {
  251. vec2 new_screen_scale = m_camera->GetScreenScale();
  252. m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
  253. m_camera->m_position.z = damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds);
  254. m_camera->SetFov(m_fov_mesh);
  255. m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
  256. }
  257. //--
  258. //Message Service
  259. //--
  260. String mesh("");
  261. int u = 4;
  262. while (u-- > 0 && MessageService::FetchFirst(MSG_IN, mesh))
  263. {
  264. int o = 1;
  265. while (o-- > 0)
  266. {
  267. if (m_mesh_id == m_meshes.Count() - 1)
  268. m_mesh_id++;
  269. //Create a new mesh
  270. m_meshes.Push(EasyMesh(), false);
  271. if (!m_meshes.Last().m1.Compile(mesh.C()))
  272. m_meshes.Pop();
  273. //else
  274. // m_meshes.Last().m1.ComputeTexCoord(0.2f, 2);
  275. }
  276. }
  277. #if __native_client__
  278. if (m_stream_update_time > .0f)
  279. {
  280. m_stream_update_time = -1.f;
  281. // MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]");
  282. // MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]");
  283. // MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]");
  284. }
  285. #elif WIN32
  286. //--
  287. //File management
  288. //--
  289. m_stream_update_time += seconds;
  290. if (m_stream_update_time > m_stream_update_timer)
  291. {
  292. m_stream_update_time = 0.f;
  293. File f;
  294. f.Open(m_file_name.C(), FileAccess::Read);
  295. String cmd = f.ReadString();
  296. f.Close();
  297. for (int i = 0; i < cmd.Count() - 1; i++)
  298. {
  299. if (cmd[i] == '/' && cmd[i + 1] == '/')
  300. {
  301. int j = i;
  302. for (; j < cmd.Count(); j++)
  303. {
  304. if (cmd[j] == '\r' || cmd[j] == '\n')
  305. break;
  306. }
  307. String new_cmd = cmd.Sub(0, i);
  308. if (j < cmd.Count())
  309. new_cmd += cmd.Sub(j, cmd.Count() - j);
  310. cmd = new_cmd;
  311. i--;
  312. }
  313. }
  314. if (cmd.Count()
  315. && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
  316. {
  317. m_cmdlist << cmd;
  318. MessageService::Send(MSG_IN, cmd);
  319. }
  320. }
  321. #endif //WINDOWS
  322. }
  323. virtual void TickDraw(float seconds)
  324. {
  325. WorldEntity::TickDraw(seconds);
  326. //TODO : This should probably be "standard LoL behaviour"
  327. #if !__native_client__
  328. {
  329. if (m_controller->GetKey(KEY_F1).IsReleased())
  330. Video::SetDebugRenderMode(DebugRenderMode::Default);
  331. if (m_controller->GetKey(KEY_F2).IsReleased())
  332. Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
  333. if (m_controller->GetKey(KEY_F3).IsReleased())
  334. Video::SetDebugRenderMode(DebugRenderMode::Lighting);
  335. if (m_controller->GetKey(KEY_F4).IsReleased())
  336. Video::SetDebugRenderMode(DebugRenderMode::Normal);
  337. if (m_controller->GetKey(KEY_F5).IsReleased())
  338. Video::SetDebugRenderMode(DebugRenderMode::UV);
  339. }
  340. #endif //!__native_client__
  341. #if !__native_client__
  342. if (!m_default_texture)
  343. {
  344. m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
  345. m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
  346. m_default_texture = Tiler::Register("data/test-texture.png", ivec2(0), ivec2(0,1));
  347. }
  348. else if (m_texture && m_default_texture)
  349. m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
  350. #endif //!__native_client__
  351. for (int i = 0; i < m_meshes.Count(); i++)
  352. {
  353. if (!m_meshes[i].m2)
  354. {
  355. #if WITH_TEXTURE
  356. m_meshes[i].m1.MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
  357. (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
  358. m_texture_shader, true));
  359. #else
  360. m_meshes[i].m1.MeshConvert();
  361. #endif
  362. m_meshes[i].m2 = true;
  363. }
  364. }
  365. g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  366. vec3 x = vec3(1.f,0.f,0.f);
  367. vec3 y = vec3(0.f,1.f,0.f);
  368. for (int i = 0; i < m_meshes.Count(); i++)
  369. {
  370. mat4 save_proj = m_camera->GetProjection();
  371. float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
  372. if (m_meshes[i].m2)
  373. {
  374. mat4 new_proj =
  375. //Y object Offset
  376. mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
  377. //Mesh Pos Offset
  378. mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT)) *
  379. //Mesh count offset
  380. mat4::translate(x * RATIO_HW * 2.f * j) *
  381. //Align right meshes
  382. mat4::translate(x - x * RATIO_HW) *
  383. //Mesh count scale
  384. //mat4::scale(1.f - .2f * j * (1.f / (float)m_meshes.Count())) *
  385. //Camera projection
  386. save_proj;
  387. m_camera->SetProjection(new_proj);
  388. m_meshes[i].m1.Render(m_mat);
  389. g_renderer->Clear(ClearMask::Depth);
  390. }
  391. m_camera->SetProjection(save_proj);
  392. }
  393. }
  394. private:
  395. Array<Light *> m_lights;
  396. Controller *m_controller;
  397. mat4 m_mat;
  398. //Camera Setup
  399. Camera *m_camera;
  400. float m_fov;
  401. float m_fov_mesh;
  402. float m_fov_speed;
  403. float m_zoom;
  404. float m_zoom_mesh;
  405. float m_zoom_speed;
  406. vec2 m_rot;
  407. vec2 m_rot_mesh;
  408. vec2 m_rot_speed;
  409. vec2 m_pos;
  410. vec2 m_pos_mesh;
  411. vec2 m_pos_speed;
  412. vec2 m_screen_offset;
  413. //Mesh infos
  414. int m_mesh_id;
  415. float m_mesh_id1;
  416. Array<EasyMesh, bool> m_meshes;
  417. //File data
  418. String m_file_name;
  419. Array<String> m_cmdlist;
  420. float m_stream_update_time;
  421. float m_stream_update_timer;
  422. //misc datas
  423. Shader * m_texture_shader;
  424. TileSet * m_default_texture;
  425. Texture * m_texture;
  426. ShaderUniform m_texture_uni;
  427. Image * m_image;
  428. };
  429. //The basic main :
  430. int main(int argc, char **argv)
  431. {
  432. System::Init(argc, argv);
  433. Application app("MeshViewer", ivec2((int)WIDTH, (int)HEIGHT), 60.0f);
  434. if (argc > 1)
  435. new MeshViewer(argv[1]);
  436. else
  437. new MeshViewer();
  438. app.Run();
  439. return EXIT_SUCCESS;
  440. }