Nelze vybrat více než 25 témat Téma musí začínat písmenem nebo číslem, může obsahovat pomlčky („-“) a může být dlouhé až 35 znaků.

meshviewer.cpp 24 KiB

před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
před 11 roky
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699
  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. enum MessageType
  88. {
  89. MSG_IN,
  90. MSG_OUT,
  91. MSG_MAX
  92. };
  93. class MeshViewer : public WorldEntity
  94. {
  95. public:
  96. MeshViewer(char const *file_name = "data/mesh-buffer.txt")
  97. : m_file_name(file_name)
  98. {
  99. m_init = false;
  100. m_first_tick = false;
  101. // Message Service
  102. MessageService::Setup();
  103. m_ssetup = nullptr;
  104. m_camera = nullptr;
  105. m_controller = nullptr;
  106. // Mesh Setup
  107. m_render_max = vec2(-.9f, 6.1f);
  108. m_mesh_id = 0;
  109. m_mesh_id1 = 0.f;
  110. m_default_texture = nullptr;
  111. m_texture_shader = nullptr;
  112. m_texture = nullptr;
  113. //Camera Setup
  114. m_reset_timer = -1.f;
  115. m_fov = -100.f;
  116. m_fov_mesh = 0.f;
  117. m_fov_speed = 0.f;
  118. m_zoom = -100.f;
  119. m_zoom_mesh = 0.f;
  120. m_zoom_speed = 0.f;
  121. m_rot = vec2(45.f);
  122. m_rot_mesh = vec2::zero;
  123. m_rot_speed = vec2::zero;
  124. m_pos = vec2::zero;
  125. m_pos_mesh = vec2::zero;
  126. m_pos_speed = vec2::zero;
  127. m_screen_offset = vec2::zero;
  128. m_hist_scale = vec2(.13f, .03f);
  129. m_hist_scale_mesh = vec2(.0f);
  130. m_hist_scale_speed = vec2(.0f);
  131. m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
  132. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  133. //stream update
  134. m_stream_update_time = 2.0f;
  135. m_stream_update_timer = 1.0f;
  136. }
  137. ~MeshViewer()
  138. {
  139. if (m_camera)
  140. g_scene->PopCamera(m_camera);
  141. if (m_ssetup)
  142. delete(m_ssetup);
  143. MessageService::Destroy();
  144. m_controller = nullptr;
  145. m_camera = nullptr;
  146. m_ssetup = nullptr;
  147. }
  148. #if NO_NACL_EM
  149. bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsReleased()); }
  150. bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsPressed()); }
  151. bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsDown()); }
  152. bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsReleased()); }
  153. bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsPressed()); }
  154. bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsDown()); }
  155. float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE)?(m_controller->GetAxis(index).GetValue()):(0.f); }
  156. #endif //NO_NACL_EM
  157. void Init()
  158. {
  159. m_init = true;
  160. m_input_usage = 0;
  161. #if NO_NACL_EM
  162. /* Register an input controller for the keyboard */
  163. m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS);
  164. if (InputDevice::Get("Mouse"))
  165. {
  166. m_input_usage |= (1<<IPT_MV_MOUSE);
  167. m_controller->GetKey(MSE_CAM_ROT).Bind("Mouse", "Left");
  168. m_controller->GetKey(MSE_CAM_POS).Bind("Mouse", "Right");
  169. m_controller->GetKey(MSE_CAM_FOV).Bind("Mouse", "Middle");
  170. m_controller->GetAxis(MSEX_CAM_Y).Bind("Mouse", "Y");
  171. m_controller->GetAxis(MSEX_CAM_X).Bind("Mouse", "X");
  172. }
  173. if (InputDevice::Get("Keyboard"))
  174. {
  175. m_input_usage |= (1<<IPT_MV_KBOARD);
  176. //Camera keyboard rotation
  177. m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
  178. m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
  179. m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
  180. m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
  181. //Camera keyboard position switch
  182. m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
  183. m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");
  184. //Camera unzoom switch
  185. m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
  186. //Mesh change
  187. m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
  188. m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
  189. //Base setup
  190. m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
  191. m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
  192. m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
  193. m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
  194. m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
  195. m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
  196. }
  197. #endif //NO_NACL_EM
  198. m_camera = new Camera();
  199. m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
  200. m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
  201. m_camera->UseShift(true);
  202. g_scene->PushCamera(m_camera);
  203. //Lights setup
  204. m_ssetup = new SceneSetup();
  205. #define MV_TEST 0
  206. #if MV_TEST
  207. m_ssetup->m_lights << new Light();
  208. m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
  209. m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
  210. Ticker::Ref(m_ssetup->m_lights.Last());
  211. m_ssetup->m_lights << new Light();
  212. m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
  213. m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
  214. Ticker::Ref(m_ssetup->m_lights.Last());
  215. EasyMesh* em = new EasyMesh();
  216. if (em->Compile("sc#fff ab 1"))
  217. {
  218. if (m_mesh_id == m_meshes.Count() - 1)
  219. m_mesh_id++;
  220. m_meshes.Push(em);
  221. }
  222. #else
  223. m_ssetup->Compile(" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1)"
  224. " addlight 0.0 position (8 2 6) color #ffff"
  225. " custom setmesh \"sc#fff ab 1\"");
  226. m_ssetup->Startup();
  227. #endif //MV_TEST
  228. }
  229. virtual void TickGame(float seconds)
  230. {
  231. WorldEntity::TickGame(seconds);
  232. if (!m_init && g_scene)
  233. {
  234. Init();
  235. return;
  236. }
  237. if (!m_init)
  238. return;
  239. m_first_tick = true;
  240. //TODO : This should probably be "standard LoL behaviour"
  241. #if NO_NACL_EM
  242. {
  243. //Shutdown logic
  244. if (KeyReleased(KEY_ESC))
  245. Ticker::Shutdown();
  246. }
  247. #endif //NO_NACL_EM
  248. //Mesh Change
  249. #if NO_NACL_EM
  250. m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.Count() - 1);
  251. #endif //NO_NACL_EM
  252. m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
  253. //Update light position
  254. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  255. {
  256. vec4 v = m_ssetup->m_lights[i]->GetPosition();
  257. m_ssetup->m_lights[i]->SetPosition(vec4((m_mat * inverse(m_mat_prev) * vec4(v.xyz, 1.f)).xyz, v.w));
  258. }
  259. //Camera update
  260. bool is_pos = false;
  261. bool is_fov = false;
  262. bool is_hsc = false;
  263. vec2 tmp = vec2::zero;
  264. #if NO_NACL_EM
  265. is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
  266. is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);
  267. if (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV))
  268. {
  269. tmp += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X));
  270. if (KeyDown(MSE_CAM_ROT))
  271. tmp *= 6.f;
  272. if (KeyDown(MSE_CAM_POS))
  273. tmp *= vec2(1.f, -1.f) * 3.f;
  274. if (KeyDown(MSE_CAM_FOV))
  275. tmp = vec2(tmp.y * 4.f, tmp.x * 6.f);
  276. }
  277. tmp += vec2((float)KeyDown(KEY_CAM_UP ) - (float)KeyDown(KEY_CAM_DOWN),
  278. (float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT));
  279. #endif //NO_NACL_EM
  280. //Base data
  281. vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
  282. vec2 pos = ( is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
  283. vec2 fov = (!is_pos && is_fov )?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
  284. vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f));
  285. //speed
  286. m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
  287. float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
  288. m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
  289. float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
  290. m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
  291. float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
  292. m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
  293. m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);
  294. m_rot += m_rot_speed * seconds;
  295. #if NO_NACL_EM
  296. if (m_reset_timer >= 0.f)
  297. m_reset_timer -= seconds;
  298. if (KeyPressed(KEY_CAM_RESET))
  299. {
  300. if (m_reset_timer >= 0.f)
  301. {
  302. m_pos = vec2(0.f);
  303. m_zoom = -100.f;
  304. }
  305. else
  306. m_reset_timer = RESET_TIMER;
  307. }
  308. //Transform update
  309. if (!KeyDown(KEY_CAM_RESET))
  310. {
  311. m_pos += m_pos_speed * seconds;
  312. m_fov += m_fov_speed * seconds;
  313. m_zoom += m_zoom_speed * seconds;
  314. m_hist_scale += m_hist_scale_speed * seconds;
  315. }
  316. #endif //NO_NACL_EM
  317. //clamp
  318. vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
  319. vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
  320. SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
  321. float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
  322. float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
  323. vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
  324. SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));
  325. #if NO_NACL_EM
  326. if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
  327. {
  328. pos_mesh = vec2::zero;
  329. zoom_mesh = 0.f;
  330. }
  331. #endif //NO_NACL_EM
  332. m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
  333. m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
  334. m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
  335. m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
  336. m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);
  337. //Mesh mat calculation
  338. m_mat_prev = m_mat;
  339. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  340. //Target List Setup
  341. Array<vec3> target_list;
  342. if (m_meshes.Count() && m_mesh_id >= 0)
  343. for (int i = 0; i < m_meshes[m_mesh_id]->GetVertexCount(); i++)
  344. target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id]->GetVertexLocation(i))).v3.xyz;
  345. //--
  346. //Update mesh screen location - Get the Min/Max needed
  347. //--
  348. vec2 cam_center(0.f);
  349. float cam_factor = .0f;
  350. vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
  351. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  352. mat4 world_cam = m_camera->GetView();
  353. mat4 cam_screen = m_camera->GetProjection();
  354. //target on-screen computation
  355. for (int i = 0; i < target_list.Count(); i++)
  356. {
  357. vec3 obj_loc = target_list[i];
  358. {
  359. //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
  360. mat4 target_mx = mat4::translate(obj_loc);
  361. vec3 vpos;
  362. //Get location in cam coordinates
  363. target_mx = world_cam * target_mx;
  364. vpos = target_mx.v3.xyz;
  365. local_min_max[0] = min(vpos.xyz, local_min_max[0]);
  366. local_min_max[1] = max(vpos.xyz, local_min_max[1]);
  367. //Get location in screen coordinates
  368. target_mx = cam_screen * target_mx;
  369. vpos = (target_mx.v3 / target_mx.v3.w).xyz;
  370. screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
  371. screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
  372. //Build Barycenter
  373. cam_center += vpos.xy;
  374. cam_factor += 1.f;
  375. }
  376. }
  377. float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
  378. max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
  379. float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  380. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  381. vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
  382. m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
  383. 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;
  384. if (cam_factor > 0.f)
  385. {
  386. vec2 new_screen_scale = m_camera->GetScreenScale();
  387. m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
  388. m_camera->SetPosition(vec3(vec2::zero, damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds)), true);
  389. m_camera->SetFov(m_fov_mesh);
  390. m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
  391. }
  392. //--
  393. //Message Service
  394. //--
  395. String mesh("");
  396. int u = 4;
  397. while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
  398. {
  399. int o = 1;
  400. while (o-- > 0)
  401. {
  402. SceneSetup* new_ssetup = new SceneSetup();
  403. if (new_ssetup->Compile(mesh.C()))
  404. {
  405. if (m_ssetup)
  406. delete(m_ssetup);
  407. m_ssetup = new_ssetup;
  408. m_ssetup->Startup();
  409. m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
  410. }
  411. else
  412. delete(new_ssetup);
  413. }
  414. }
  415. //Check the custom cmd even if we don't have new messages.
  416. for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
  417. {
  418. if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
  419. {
  420. //Create a new mesh
  421. EasyMesh* em = new EasyMesh();
  422. if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C()))
  423. {
  424. if (m_mesh_id == m_meshes.Count() - 1)
  425. m_mesh_id++;
  426. m_meshes.Push(em);
  427. }
  428. else
  429. delete(em);
  430. }
  431. }
  432. m_ssetup->m_custom_cmd.Empty();
  433. #if NACL_EM
  434. //if (m_stream_update_time > .0f)
  435. //{
  436. // m_stream_update_time = -1.f;
  437. // MessageService::Send(MessageBucket::AppIn,
  438. // " addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
  439. // addlight 0.0 position (8 2 6) color #ffff \
  440. // custom setmesh \"[sc#f8f ab 1]\"");
  441. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
  442. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
  443. // MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
  444. // MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
  445. //}
  446. #elif WIN32 && 0
  447. //--
  448. //File management
  449. //--
  450. m_stream_update_time += seconds;
  451. if (m_stream_update_time > m_stream_update_timer)
  452. {
  453. m_stream_update_time = 0.f;
  454. File f;
  455. f.Open(m_file_name.C(), FileAccess::Read);
  456. String cmd = f.ReadString();
  457. f.Close();
  458. if (cmd.Count()
  459. && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
  460. {
  461. m_cmdlist << cmd;
  462. /*
  463. cmd = String(" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
  464. addlight 0.0 position (8 2 6) color #ffff \
  465. custom setmesh \"") + cmd + "\"";
  466. */
  467. MessageService::Send(MessageBucket::AppIn, cmd);
  468. }
  469. }
  470. #endif //WINDOWS
  471. }
  472. virtual void TickDraw(float seconds)
  473. {
  474. WorldEntity::TickDraw(seconds);
  475. if (!m_init || !m_first_tick)
  476. return;
  477. //TODO : This should probably be "standard LoL behaviour"
  478. #if NO_NACL_EM
  479. {
  480. if (KeyReleased(KEY_F1))
  481. Video::SetDebugRenderMode(DebugRenderMode::Default);
  482. if (KeyReleased(KEY_F2))
  483. Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
  484. if (KeyReleased(KEY_F3))
  485. Video::SetDebugRenderMode(DebugRenderMode::Lighting);
  486. if (KeyReleased(KEY_F4))
  487. Video::SetDebugRenderMode(DebugRenderMode::Normal);
  488. if (KeyReleased(KEY_F5))
  489. Video::SetDebugRenderMode(DebugRenderMode::UV);
  490. }
  491. #endif //NO_NACL_EM
  492. #if NO_NACL_EM && WITH_TEXTURE
  493. if (!m_default_texture)
  494. {
  495. m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
  496. m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
  497. m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
  498. }
  499. else if (m_texture && m_default_texture)
  500. m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
  501. #endif //NO_NACL_EM
  502. g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  503. vec3 x = vec3(1.f,0.f,0.f);
  504. vec3 y = vec3(0.f,1.f,0.f);
  505. for (int i = 0; i < m_meshes.Count(); i++)
  506. {
  507. {
  508. if (m_meshes[i]->GetMeshState() == MeshRender::NeedConvert)
  509. {
  510. #if WITH_TEXTURE
  511. m_meshes[i]->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
  512. (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
  513. m_texture_shader, true));
  514. #else
  515. m_meshes[i]->MeshConvert();
  516. #endif //WITH_TEXTURE
  517. }
  518. mat4 save_proj = m_camera->GetProjection();
  519. float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
  520. if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
  521. m_meshes[i]->GetMeshState() > MeshRender::NeedConvert)
  522. {
  523. float a_j = lol::abs(j);
  524. float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
  525. float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);
  526. mat4 new_proj =
  527. //Y object Offset
  528. mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
  529. //Mesh Pos Offset
  530. mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT)) *
  531. //Mesh count offset
  532. mat4::translate(x * RATIO_HW * 2.f * (j + i_trans)) *
  533. //Align right meshes
  534. mat4::translate(x - x * RATIO_HW) *
  535. //Mesh count scale
  536. mat4::scale(vec3(vec2(i_scale), 1.f)) *
  537. //Camera projection
  538. save_proj;
  539. m_camera->SetProjection(new_proj);
  540. //#if NO_NACL_EM
  541. m_meshes[i]->Render(m_mat);
  542. //#endif //NO_NACL_EM
  543. g_renderer->Clear(ClearMask::Depth);
  544. }
  545. m_camera->SetProjection(save_proj);
  546. }
  547. }
  548. }
  549. private:
  550. SceneSetup* m_ssetup;
  551. Controller* m_controller;
  552. short m_input_usage;
  553. mat4 m_mat;
  554. mat4 m_mat_prev;
  555. bool m_init;
  556. bool m_first_tick;
  557. //Camera Setup
  558. Camera * m_camera;
  559. float m_reset_timer;
  560. float m_fov;
  561. float m_fov_mesh;
  562. float m_fov_speed;
  563. float m_zoom;
  564. float m_zoom_mesh;
  565. float m_zoom_speed;
  566. vec2 m_rot;
  567. vec2 m_rot_mesh;
  568. vec2 m_rot_speed;
  569. vec2 m_pos;
  570. vec2 m_pos_mesh;
  571. vec2 m_pos_speed;
  572. vec2 m_hist_scale;
  573. vec2 m_hist_scale_mesh;
  574. vec2 m_hist_scale_speed;
  575. vec2 m_screen_offset;
  576. //Mesh infos
  577. vec2 m_render_max;
  578. int m_mesh_id;
  579. float m_mesh_id1;
  580. Array<EasyMesh*> m_meshes;
  581. //File data
  582. String m_file_name;
  583. Array<String> m_cmdlist;
  584. float m_stream_update_time;
  585. float m_stream_update_timer;
  586. //misc datas
  587. Shader * m_texture_shader;
  588. TileSet * m_default_texture;
  589. Texture * m_texture;
  590. ShaderUniform m_texture_uni;
  591. };
  592. //The basic main :
  593. int main(int argc, char **argv)
  594. {
  595. System::Init(argc, argv);
  596. Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
  597. if (argc > 1)
  598. new MeshViewer(argv[1]);
  599. else
  600. new MeshViewer();
  601. app.Run();
  602. return EXIT_SUCCESS;
  603. }