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NaCl #if

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Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 11 년 전
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2ee1b77a13
1개의 변경된 파일28개의 추가작업 그리고 8개의 파일을 삭제
  1. +28
    -8
      test/meshviewer.cpp

+ 28
- 8
test/meshviewer.cpp 파일 보기

@@ -69,13 +69,13 @@ enum
KEY_MAX,
};

enum
enum MessageType
{
MSG_IN,
MSG_OUT,

MSG_MAX
} MessageType;
};

class MeshViewer : public WorldEntity
{
@@ -83,6 +83,7 @@ public:
MeshViewer(char const *file_name = "data/mesh-buffer.txt")
: m_file_name(file_name)
{
#if !__native_client__
/* Register an input controller for the keyboard */
m_controller = new Controller("Default", KEY_MAX, 0);

@@ -110,6 +111,7 @@ public:
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 //!__native_client__

// Message Service
MessageService::Setup(MSG_MAX);
@@ -170,22 +172,32 @@ public:
WorldEntity::TickGame(seconds);

//TODO : This should probably be "standard LoL behaviour"
#if !__native_client__
{
//Shutdown logic
if (m_controller->GetKey(KEY_ESC).IsReleased())
Ticker::Shutdown();
}
#endif //!__native_client__

//Mesh Change
#if !__native_client__
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);
#endif //!__native_client__
m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);

//Camera update
bool is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
bool is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();
bool is_pos = false;
bool is_fov = false;
vec2 tmp = vec2(0.f);

#if !__native_client__
is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();

vec2 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()));
#endif //!__native_client__

//Base data
vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
@@ -199,10 +211,11 @@ public:
float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED, .2f, seconds);
m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);

m_rot += m_rot_speed * seconds;

#if !__native_client__
//Transform update
if (!m_controller->GetKey(KEY_CAM_RESET).IsDown())
{
@@ -210,6 +223,7 @@ public:
m_fov += m_fov_speed * seconds;
m_zoom += m_zoom_speed * seconds;
}
#endif //!__native_client__

//clamp
vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
@@ -218,11 +232,13 @@ public:
float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);

#if !__native_client__
if (m_controller->GetKey(KEY_CAM_RESET).IsDown())
{
pos_mesh = vec2(0.f);
zoom_mesh = 0.f;
}
#endif //!__native_client__

m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
@@ -316,9 +332,9 @@ public:
if (m_stream_update_time > .0f)
{
m_stream_update_time = -1.f;
MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]");
MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]");
MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]");
// MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]");
// MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]");
// MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]");
}
#elif WIN32
//--
@@ -367,6 +383,7 @@ public:
WorldEntity::TickDraw(seconds);

//TODO : This should probably be "standard LoL behaviour"
#if !__native_client__
{
if (m_controller->GetKey(KEY_F1).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::Default);
@@ -379,7 +396,9 @@ public:
if (m_controller->GetKey(KEY_F5).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::UV);
}
#endif //!__native_client__

#if !__native_client__
if (!m_default_texture)
{
m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
@@ -388,6 +407,7 @@ public:
}
else if (m_texture && m_default_texture)
m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
#endif //!__native_client__

for (int i = 0; i < m_meshes.Count(); i++)
{


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