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@@ -69,13 +69,13 @@ enum |
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KEY_MAX, |
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}; |
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enum |
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enum MessageType |
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{ |
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MSG_IN, |
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MSG_OUT, |
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MSG_MAX |
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} MessageType; |
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}; |
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class MeshViewer : public WorldEntity |
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{ |
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@@ -83,6 +83,7 @@ public: |
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MeshViewer(char const *file_name = "data/mesh-buffer.txt") |
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: m_file_name(file_name) |
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{ |
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#if !__native_client__ |
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/* Register an input controller for the keyboard */ |
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m_controller = new Controller("Default", KEY_MAX, 0); |
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@@ -110,6 +111,7 @@ public: |
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m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4"); |
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m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5"); |
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m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); |
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#endif //!__native_client__ |
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// Message Service |
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MessageService::Setup(MSG_MAX); |
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@@ -170,22 +172,32 @@ public: |
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WorldEntity::TickGame(seconds); |
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//TODO : This should probably be "standard LoL behaviour" |
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#if !__native_client__ |
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{ |
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//Shutdown logic |
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if (m_controller->GetKey(KEY_ESC).IsReleased()) |
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Ticker::Shutdown(); |
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} |
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#endif //!__native_client__ |
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//Mesh Change |
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#if !__native_client__ |
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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); |
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#endif //!__native_client__ |
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m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); |
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//Camera update |
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bool is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); |
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bool is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); |
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bool is_pos = false; |
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bool is_fov = false; |
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vec2 tmp = vec2(0.f); |
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#if !__native_client__ |
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is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); |
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is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); |
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vec2 tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(), |
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((float)m_controller->GetKey(KEY_CAM_RIGHT ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown())); |
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#endif //!__native_client__ |
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//Base data |
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vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y); |
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@@ -199,10 +211,11 @@ public: |
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float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f); |
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m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds); |
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float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f); |
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m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED, .2f, seconds); |
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m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds); |
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m_rot += m_rot_speed * seconds; |
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#if !__native_client__ |
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//Transform update |
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if (!m_controller->GetKey(KEY_CAM_RESET).IsDown()) |
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{ |
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@@ -210,6 +223,7 @@ public: |
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m_fov += m_fov_speed * seconds; |
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m_zoom += m_zoom_speed * seconds; |
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} |
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#endif //!__native_client__ |
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//clamp |
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vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y); |
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@@ -218,11 +232,13 @@ public: |
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float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f); |
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float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f); |
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#if !__native_client__ |
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if (m_controller->GetKey(KEY_CAM_RESET).IsDown()) |
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{ |
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pos_mesh = vec2(0.f); |
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zoom_mesh = 0.f; |
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} |
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#endif //!__native_client__ |
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m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds)); |
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m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds)); |
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@@ -316,9 +332,9 @@ public: |
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if (m_stream_update_time > .0f) |
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{ |
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m_stream_update_time = -1.f; |
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MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]"); |
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MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]"); |
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MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]"); |
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// MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]"); |
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// MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]"); |
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// MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]"); |
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} |
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#elif WIN32 |
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//-- |
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@@ -367,6 +383,7 @@ public: |
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WorldEntity::TickDraw(seconds); |
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//TODO : This should probably be "standard LoL behaviour" |
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#if !__native_client__ |
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{ |
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if (m_controller->GetKey(KEY_F1).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::Default); |
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@@ -379,7 +396,9 @@ public: |
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if (m_controller->GetKey(KEY_F5).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::UV); |
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} |
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#endif //!__native_client__ |
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#if !__native_client__ |
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if (!m_default_texture) |
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{ |
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m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture)); |
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@@ -388,6 +407,7 @@ public: |
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} |
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else if (m_texture && m_default_texture) |
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m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0); |
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#endif //!__native_client__ |
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for (int i = 0; i < m_meshes.Count(); i++) |
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{ |
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