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MeshViewer : Added mouse support

undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 11 年前
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046a80937c
共有 2 个文件被更改,包括 171 次插入88 次删除
  1. +171
    -87
      test/meshviewer.cpp
  2. +0
    -1
      test/meshviewer.vcxproj

+ 171
- 87
test/meshviewer.cpp 查看文件

@@ -33,6 +33,7 @@ static int const TEXTURE_WIDTH = 256;
#define RATIO_HW (HEIGHT / WIDTH)
#define RATIO_WH (WIDTH / HEIGHT)

#define RESET_TIMER .2f
#define ROT_SPEED vec2(50.f)
#define ROT_CLAMP 89.f
#define POS_SPEED vec2(1.2f)
@@ -49,12 +50,23 @@ static int const TEXTURE_WIDTH = 256;
#define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN)
#define NACL_EM (__native_client__ || EMSCRIPTEN)

#define HAS_KBOARD (m_input_usage & (1<<IPT_MV_KBOARD))
#define HAS_MOUSE (m_input_usage & (1<<IPT_MV_MOUSE))

LOLFX_RESOURCE_DECLARE(shinyfur);
LOLFX_RESOURCE_DECLARE(shinymvtexture);

enum
{
KEY_CAM_RESET,
IPT_MV_KBOARD = 0,
IPT_MV_MOUSE,

INPUT_MAX
};

enum MVKeyboardList
{
KEY_CAM_RESET = 0,
KEY_CAM_POS,
KEY_CAM_FOV,

@@ -73,9 +85,29 @@ enum
KEY_F5,
KEY_ESC,

KEY_MAX,
KEY_MAX
};

enum MVMouseKeyList
{
MSE_CAM_ROT = KEY_MAX,
MSE_CAM_POS,
MSE_CAM_FOV,

MSE_MAX
};

enum MVMouseAxisList
{
MSEX_CAM_Y = 0,
MSEX_CAM_X,

MSEX_MAX
};

#define MAX_KEYS MSE_MAX
#define MAX_AXIS MSEX_MAX

enum MessageType
{
MSG_IN,
@@ -93,38 +125,72 @@ public:
m_init = false;
}

~MeshViewer()
{
if (m_camera)
g_scene->PopCamera(m_camera);
for (int i = 0; i < m_lights.Count(); ++i)
Ticker::Unref(m_lights[i]);
MessageService::Destroy();
}

bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsReleased()); }
bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsPressed()); }
bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsDown()); }
bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsReleased()); }
bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsPressed()); }
bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsDown()); }
float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE)?(m_controller->GetAxis(index).GetValue()):(0.f); }

void Init()
{
m_init = true;
m_input_usage = 0;

#if NO_NACL_EM
/* Register an input controller for the keyboard */
m_controller = new Controller("Default", KEY_MAX, 0);

//Camera keyboard rotation
m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");

//Camera keyboard position switch
m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");

//Camera unzoom switch
m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");

//Mesh change
m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");

//Base setup
m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS);

if (InputDevice::Get("Mouse"))
{
m_input_usage |= (1<<IPT_MV_MOUSE);

m_controller->GetKey(MSE_CAM_ROT).Bind("Mouse", "Left");
m_controller->GetKey(MSE_CAM_POS).Bind("Mouse", "Right");
m_controller->GetKey(MSE_CAM_FOV).Bind("Mouse", "Middle");
m_controller->GetAxis(MSEX_CAM_Y).Bind("Mouse", "Y");
m_controller->GetAxis(MSEX_CAM_X).Bind("Mouse", "X");
}

if (InputDevice::Get("Keyboard"))
{
m_input_usage |= (1<<IPT_MV_KBOARD);

//Camera keyboard rotation
m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");

//Camera keyboard position switch
m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");

//Camera unzoom switch
m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");

//Mesh change
m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");

//Base setup
m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
}
#endif //NO_NACL_EM

// Message Service
@@ -137,6 +203,7 @@ public:
m_default_texture = NULL;

//Camera Setup
m_reset_timer = -1.f;
m_fov = -100.f;
m_fov_mesh = 0.f;
m_fov_speed = 0.f;
@@ -176,15 +243,6 @@ public:
m_stream_update_timer = 1.0f;
}

~MeshViewer()
{
if (m_camera)
g_scene->PopCamera(m_camera);
for (int i = 0; i < m_lights.Count(); ++i)
Ticker::Unref(m_lights[i]);
MessageService::Destroy();
}

virtual void TickGame(float seconds)
{
WorldEntity::TickGame(seconds);
@@ -202,14 +260,14 @@ public:
#if NO_NACL_EM
{
//Shutdown logic
if (m_controller->GetKey(KEY_ESC).IsReleased())
if (KeyReleased(KEY_ESC))
Ticker::Shutdown();
}
#endif //NO_NACL_EM

//Mesh Change
#if NO_NACL_EM
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);
m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.Count() - 1);
#endif //NO_NACL_EM
m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);

@@ -220,17 +278,28 @@ public:
vec2 tmp = vec2::zero;

#if NO_NACL_EM
is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();
is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);

if (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV))
{
tmp += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X));
if (KeyDown(MSE_CAM_ROT))
tmp *= 6.f;
if (KeyDown(MSE_CAM_POS))
tmp *= vec2(1.f, -1.f) * 3.f;
if (KeyDown(MSE_CAM_FOV))
tmp = vec2(tmp.y * 4.f, tmp.x * 6.f);
}

tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(),
(float)m_controller->GetKey(KEY_CAM_RIGHT ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown());
tmp += vec2((float)KeyDown(KEY_CAM_UP ) - (float)KeyDown(KEY_CAM_DOWN),
(float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT));
#endif //NO_NACL_EM

//Base data
vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
vec2 pos = (is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
vec2 fov = (!is_pos && is_fov)?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
vec2 pos = ( is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
vec2 fov = (!is_pos && is_fov )?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f));

//speed
@@ -246,8 +315,21 @@ public:
m_rot += m_rot_speed * seconds;

#if NO_NACL_EM
if (m_reset_timer >= 0.f)
m_reset_timer -= seconds;
if (KeyPressed(KEY_CAM_RESET))
{
if (m_reset_timer >= 0.f)
{
m_pos = vec2(0.f);
m_zoom = -100.f;
}
else
m_reset_timer = RESET_TIMER;
}

//Transform update
if (!m_controller->GetKey(KEY_CAM_RESET).IsDown())
if (!KeyDown(KEY_CAM_RESET))
{
m_pos += m_pos_speed * seconds;
m_fov += m_fov_speed * seconds;
@@ -266,7 +348,7 @@ public:
SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));

#if NO_NACL_EM
if (m_controller->GetKey(KEY_CAM_RESET).IsDown())
if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
{
pos_mesh = vec2::zero;
zoom_mesh = 0.f;
@@ -425,15 +507,15 @@ public:
//TODO : This should probably be "standard LoL behaviour"
#if NO_NACL_EM
{
if (m_controller->GetKey(KEY_F1).IsReleased())
if (KeyReleased(KEY_F1))
Video::SetDebugRenderMode(DebugRenderMode::Default);
if (m_controller->GetKey(KEY_F2).IsReleased())
if (KeyReleased(KEY_F2))
Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
if (m_controller->GetKey(KEY_F3).IsReleased())
if (KeyReleased(KEY_F3))
Video::SetDebugRenderMode(DebugRenderMode::Lighting);
if (m_controller->GetKey(KEY_F4).IsReleased())
if (KeyReleased(KEY_F4))
Video::SetDebugRenderMode(DebugRenderMode::Normal);
if (m_controller->GetKey(KEY_F5).IsReleased())
if (KeyReleased(KEY_F5))
Video::SetDebugRenderMode(DebugRenderMode::UV);
}
#endif //NO_NACL_EM
@@ -500,50 +582,52 @@ public:
}

private:
Array<Light *> m_lights;
Controller *m_controller;
mat4 m_mat;
bool m_init;
Array<Light *> m_lights;
byte m_input_usage;
Controller* m_controller;
mat4 m_mat;
bool m_init;

//Camera Setup
Camera *m_camera;
float m_fov;
float m_fov_mesh;
float m_fov_speed;
float m_zoom;
float m_zoom_mesh;
float m_zoom_speed;
vec2 m_rot;
vec2 m_rot_mesh;
vec2 m_rot_speed;
vec2 m_pos;
vec2 m_pos_mesh;
vec2 m_pos_speed;
vec2 m_hist_scale;
vec2 m_hist_scale_mesh;
vec2 m_hist_scale_speed;
vec2 m_screen_offset;
Camera * m_camera;
float m_reset_timer;
float m_fov;
float m_fov_mesh;
float m_fov_speed;
float m_zoom;
float m_zoom_mesh;
float m_zoom_speed;
vec2 m_rot;
vec2 m_rot_mesh;
vec2 m_rot_speed;
vec2 m_pos;
vec2 m_pos_mesh;
vec2 m_pos_speed;
vec2 m_hist_scale;
vec2 m_hist_scale_mesh;
vec2 m_hist_scale_speed;
vec2 m_screen_offset;

//Mesh infos
vec2 m_render_max;
int m_mesh_id;
float m_mesh_id1;
Array<EasyMesh*> m_meshes;
vec2 m_render_max;
int m_mesh_id;
float m_mesh_id1;
Array<EasyMesh*> m_meshes;

//File data
String m_file_name;
Array<String> m_cmdlist;
float m_stream_update_time;
float m_stream_update_timer;
String m_file_name;
Array<String> m_cmdlist;
float m_stream_update_time;
float m_stream_update_timer;

Shader * m_test_shader;
Shader * m_test_shader;

//misc datas
Shader * m_texture_shader;
TileSet * m_default_texture;
Texture * m_texture;
ShaderUniform m_texture_uni;
Image * m_image;
Shader * m_texture_shader;
TileSet * m_default_texture;
Texture * m_texture;
ShaderUniform m_texture_uni;
Image * m_image;
};

//The basic main :


+ 0
- 1
test/meshviewer.vcxproj 查看文件

@@ -81,7 +81,6 @@
</None>
</ItemGroup>
<ItemGroup>
<LolFxCompile Include="mviewer_em_test.lolfx" />
<LolFxCompile Include="shinyfur.lolfx" />
<LolFxCompile Include="shinymvtexture.lolfx" />
</ItemGroup>


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