Browse Source

Reorganizing MeshViewer

undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 9 years ago
parent
commit
3aac6cb2f2
17 changed files with 991 additions and 985 deletions
  1. +3
    -0
      build/Lol (vs2013).sln
  2. +3
    -3
      doc/samples/Makefile.am
  3. +103
    -0
      doc/samples/data/meshviewer_buffer.lua
  4. +0
    -0
      doc/samples/data/meshviewer_init.lua
  5. +0
    -0
      doc/samples/data/shinyfur.lolfx
  6. +0
    -0
      doc/samples/data/shinymvtexture.lolfx
  7. +0
    -967
      doc/samples/meshviewer.cpp
  8. +27
    -15
      doc/samples/meshviewer.vcxproj
  9. +0
    -0
      doc/samples/meshviewer/easymeshdictionnary.js
  10. +855
    -0
      doc/samples/meshviewer/meshviewer.cpp
  11. +0
    -0
      doc/samples/meshviewer/meshviewer.em.html
  12. +0
    -0
      doc/samples/meshviewer/meshviewer.index.html
  13. +0
    -0
      doc/samples/meshviewer/meshviewer.nacl.html
  14. +0
    -0
      doc/samples/meshviewer/meshviewer.nacl.nmf
  15. +0
    -0
      doc/samples/meshviewer/scenesetup.cpp
  16. +0
    -0
      doc/samples/meshviewer/scenesetup.h
  17. +0
    -0
      doc/samples/meshviewer/scenesetupdictionnary.js

+ 3
- 0
build/Lol (vs2013).sln View File

@@ -148,6 +148,9 @@ EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lolremez", "..\tools\lolremez\lolremez.vcxproj", "{73F1A804-1116-46C3-922A-9C0ADEB33F52}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Samples", "Samples", "{B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}"
ProjectSection(SolutionItems) = preProject
..\doc\samples\Makefile.am = ..\doc\samples\Makefile.am
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Doc", "Doc", "{65FD48E9-C936-4A23-AD46-BF738B6D4733}"
EndProject


+ 3
- 3
doc/samples/Makefile.am View File

@@ -41,9 +41,9 @@ nacl_phystest_CPPFLAGS = $(AM_CPPFLAGS) -I$(top_srcdir)/src/bullet \
nacl_phystest_DEPENDENCIES = @LOL_DEPS@
nacl_phystest_LDFLAGS = $(AM_LDFLAGS)

meshviewer_SOURCES = meshviewer.cpp meshviewer.h \
shinymvtexture.lolfx shinyfur.lolfx \
scenesetup.cpp scenesetup.h
meshviewer_SOURCES = meshviewer/meshviewer.cpp meshviewer/meshviewer.h \
meshviewer/scenesetup.cpp meshviewer/scenesetup.h \
data/shinymvtexture.lolfx data/shinyfur.lolfx
meshviewer_CPPFLAGS = $(AM_CPPFLAGS)
meshviewer_DEPENDENCIES = @LOL_DEPS@
meshviewer_LDFLAGS = $(AM_LDFLAGS)


+ 103
- 0
doc/samples/data/meshviewer_buffer.lua View File

@@ -0,0 +1,103 @@

//SCENE SETUP END

//addlight 0.0 position (1 0 1) color #0ff
//addlight 0.0 position (-0.2 -1 -0.5) color (.0 .2 .5 1)

//custom setmesh "sc#f00 ab 2 ty 1.5 ab 2"

custom setmesh "

//tqw
//CMD TEST
//sc#0f0 asph 1 10
//sc#0f0 ab 10
//sc#0f0 afcb 1 -.2
//sc#0f0 acg 8 1 1 1 2 2 1.5 1.5 -.4
//sc#0f0 as 6 1 2
//sc#0f0 scb#f00 aes 6 1 2 2
//sc#0f0 ac 6 5 2 2 false true true
//sc#0f0 aq 1
//splt 2 smth 4 0 1

//[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 dup [ rz 90 ry 90 scv#00f dup [ ry 90 scv#f00 ] ] ]
//[sc#fff ab .1]

//[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1]

//[sc#fff ab 1 tx .5 ty .5]
//[sc#fff ab 1 tx -.5 ty -.5]


//[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1]

//smth 3 1 1 smth 8 0 1
//[sc#fff loop 4 [ [loop 4 [ab 1 tx 2]] tz 2]]


//[sc#f00 scb#f00 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 .1 ty .5 rz -90]
//[sc#00f scb#00f ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 .1 ty .5 rx 90]
//[sc#f00 ab .2 tx 1]
//[sc#0f0 ab .2 ty 1]
//[sc#00f ab .2 tz 1]
//sc#0f0 ab 2 ty 1.5 ab 2
//sc#00f ab 2 ty 1.5 ab 2

//sc#00f tqw lp 5[tz 11 [lp 6 [tx 5 ty 5 afcb 10 -1 ]]] tz -22

// tqw
sc#f00 ab 10
//tz 5
//vm
// splt 1
// rj .2
// splt 1
// rj .2
// smth 1 0 1

//[sc#66f afcb(10) .25tx0]csgs[sc#fff afcb(10).25t(2)][[sc#6f6 afcb(7).25]csgs[sc#fff afcb(7).25t(1.5)]][[sc#f44 asph4 12t(-2.5)]csga[sc#fff afcb(7).25t(1.4)]csgs[sc#fff afcb(7).25t(2.5)]][[sc#ff0 ato6 2.5 1.2rx90tz-1.25tx-.9][sc#ff0 ab.5 2.1 .5dup[rz90sx.5ty-.8tx-.28]ty.55tx.25tz-.4taz1 1sy.8sx.8ty-.55tx-.25tz.4tz-1.2tx1.2]tz1.25tx1.25dup[sx-1ry90]tz-1.25tx-1.25]

"

//splt 0
//test
//[sc#f8f ab 1 splt 4 twy 90]


// splt 5 twy 90 0
//[sc#f8f afcb 10 10 10 .25 tx 0 splt 4 twy 1.6 0 ]
//sc#fff
//[afcb 1 1 1 -.1 tx 1]
//[afcb 1 1 1 -.1 tx 0]
//[afcb 1 1 1 -.1 tx -1]
//[[afcb 1 1 1 -.1 tx 1]
//[afcb 1 1 1 -.1 tx 0]
//[afcb 1 1 1 -.1 tx -1]tz 1]
//[[afcb 1 1 1 -.1 tx 1]
//[afcb 1 1 1 -.1 tx 0]
//[afcb 1 1 1 -.1 tx -1]tz -1]
//[afcb 3 .2 3 -.05 ty -.6]


//[sc#fff scb#fff ato 20 8 12 rx0]
//[sc#fff scb#fff acg 8 2 5 1 6 8 4 2 .1 1]

//[sc#fff ab 4 4 4 ]//twy 45 0 bdxy 90 0 splt 5 tz 2
//[sc#88f ab 4 4 4 tx 4 ab 4 4 4 tx -2 tax .4 .4 0]
//[sc#88f ab .25 1 1 tx .25 ab .25 1 1 tx .25 ab .25 1 1 tx .25 ab .25 1 1 tx .125 stx 10 0 0]
// tax -2 0 0 0
//[sc#88f ab 4 4 4 tx 4 ab 4 4 4 tx -2 shz 1 0 0 0]
//[sc#fff asph 4 4]
//[sc#ff2 asph 4 4 tax .4 .4 0]
//[sc#ff2 asph 2 4]
//[sc#fff acap 1 4 4]
//[sc#fff scb#fff ac 10 4 4 4 0 0 1]
//[sc#ff2 scb#ff2 ad 10 4 0]
//[sc#fff scb#fff at 4 1]
//[sc#fff scb#000 aq 4 1]
//[sc#fff scb#2ff aes 5 3 6 2]
//[sc#fff scb#2ff as 4 2 4 0 0]
//[sc#fff scb#fff acg 2 10 .1 .1 .4 .4 .1 .1 0 1]

//[sc#ff2 asph 2 10 10 10]
//[sc#400 asph 2 10 10 10 t 2 2 2 csgs]

doc/samples/meshviewer_init.lua → doc/samples/data/meshviewer_init.lua View File


doc/samples/shinyfur.lolfx → doc/samples/data/shinyfur.lolfx View File


doc/samples/shinymvtexture.lolfx → doc/samples/data/shinymvtexture.lolfx View File


+ 0
- 967
doc/samples/meshviewer.cpp View File

@@ -1,967 +0,0 @@

//
// Lol Engine - EasyMesh tutorial
//
// Copyright: (c) 2011-2014 Sam Hocevar <sam@hocevar.net>
// (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://www.wtfpl.net/ for more details.
//

#if HAVE_CONFIG_H
# include "config.h"
#endif

#include <cfloat> /* for FLT_MAX */

#include <lol/engine.h>
#include "scenesetup.h"

using namespace lol;

static int const TEXTURE_WIDTH = 256;

#define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN)
#define NACL_EM (__native_client__ || EMSCRIPTEN)
#define NO_NACL_EM_INPUT (1)

#define R_M 1.f
#if NACL_EM
#define DEFAULT_WIDTH (800.f * R_M)
#define DEFAULT_HEIGHT (400.f * R_M)
#else
#define DEFAULT_WIDTH (1200.f * R_M)
#define DEFAULT_HEIGHT (400.f * R_M)
#endif //NACL_EM
#define WIDTH ((float)Video::GetSize().x)
#define HEIGHT ((float)Video::GetSize().y)
#define SCREEN_W (10.f / WIDTH)
#define RATIO_HW (HEIGHT / WIDTH)
#define RATIO_WH (WIDTH / HEIGHT)
#define SCREEN_LIMIT 1.4f

#define RESET_TIMER .2f
#define ROT_SPEED vec2(50.f)
#define ROT_CLAMP 89.f
#define POS_SPEED vec2(1.2f)
#define POS_CLAMP 1.f
#define FOV_SPEED 20.f
#define FOV_CLAMP 120.f
#define ZOM_SPEED 3.f
#define ZOM_CLAMP 20.f
#define HST_SPEED .5f
#define HST_CLAMP 1.f

#define WITH_TEXTURE 0


#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
{
IPT_MV_KBOARD = 0,
IPT_MV_MOUSE,

INPUT_MAX
};

enum MVKeyboardList
{
KEY_CAM_RESET = 0,
KEY_CAM_POS,
KEY_CAM_FOV,

KEY_CAM_UP,
KEY_CAM_DOWN,
KEY_CAM_LEFT,
KEY_CAM_RIGHT,

KEY_MESH_NEXT,
KEY_MESH_PREV,

KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_ESC,

KEY_MAX
};

enum MVMouseKeyList
{
MSE_CAM_ROT = KEY_MAX,
MSE_CAM_POS,
MSE_CAM_FOV,
MSE_FOCUS,

MSE_MAX
};

enum MVMouseAxisList
{
MSEX_CAM_Y = 0,
MSEX_CAM_X,

MSEX_MAX
};

#define MAX_KEYS MSE_MAX
#define MAX_AXIS MSEX_MAX
#define ALL_FEATURES 1
#define NO_SC_SETUP 0

enum GizmoType
{
GZ_Editor = 0,
GZ_LightPos,
GZ_LightDir,

GZ_MAX
};

struct LightData
{
LightData(vec3 pos, vec4 col)
{
m_pos = pos;
m_col = col;
}

vec3 m_pos;
vec4 m_col;
};

class TargetCamera
{
public:
void EmptyTargets() { m_targets.Empty(); }
void AddTarget(vec3 new_target) { m_targets << new_target; }
//This considers the box usage A to B as top-left to bottom-right
void AddTarget(box3 new_target)
{
vec3 base_off = .5f * (new_target.B - new_target.A);
vec3 base_pos = new_target.A + base_off;
int pass = 0;
while (pass < 3)
{
int mask = 3 - max(0, pass - 1);
while (mask-- > 0)
{
ivec3 A((pass == 1 || (pass == 2 && mask == 1))?(1):(0));
ivec3 B((pass == 2)?(1):(0)); B[mask] = 1;
vec3 offset = vec3(ivec3((int)(!A.x != !B.x), (int)(!A.y != !B.y), (int)(!A.z != !B.z)));
AddTarget(base_pos + offset * base_off * 2.f - base_off);
}
pass++;
}
}

array<vec3> m_targets;
};

class MeshViewer : public WorldEntity
{
public:
MeshViewer(char const *file_name = "data/mesh-buffer.txt")
: m_file_name(file_name)
{
m_init = false;
m_first_tick = false;

// Message Service
MessageService::Setup();

m_ssetup = nullptr;
m_camera = nullptr;
m_controller = nullptr;

//Scene setup
m_setup_loader.ExecLuaFile("meshviewer_init.lua");

//Compile ref meshes
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .075 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1]");
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#666 acap 1 .5 .5 ty -.5 sc#fff asph 2 1]");
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1 rz 90 ry 90]");

// Mesh Setup
m_render_max = vec2(-.9f, 4.1f);
m_mesh_render = 0;
m_mesh_id = 0;
m_mesh_id1 = 0.f;
m_default_texture = nullptr;
m_texture_shader = nullptr;
m_texture = nullptr;

//Camera Setup
m_reset_timer = -1.f;
m_fov = -100.f;
m_fov_mesh = 0.f;
m_fov_speed = 0.f;
m_zoom = 0.f;
m_zoom_mesh = 0.f;
m_zoom_speed = 0.f;
m_rot = vec2(/*45.f*/0.f, -45.f);
m_rot_mesh = vec2::zero;
m_rot_speed = vec2::zero;
m_pos = vec2::zero;
m_pos_mesh = vec2::zero;
m_pos_speed = vec2::zero;
m_screen_offset = vec2::zero;
m_hist_scale = vec2(.13f, .03f);
m_hist_scale_mesh = vec2(.0f);
m_hist_scale_speed = vec2(.0f);

m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
m_mat = mat4::translate(vec3(0.f));//mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));

m_build_timer = 0.1f;
m_build_time = -1.f;

//stream update
m_stream_update_time = 2.0f;
m_stream_update_timer = 1.0f;
}

~MeshViewer()
{
if (m_camera)
g_scene->PopCamera(m_camera);
if (m_ssetup)
delete m_ssetup;
MessageService::Destroy();

m_controller = nullptr;
m_camera = nullptr;
m_ssetup = nullptr;
}

#if NO_NACL_EM_INPUT
bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyReleasedThisFrame(index)); }
bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyPressedThisFrame(index)); }
bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->IsKeyPressed(index)); }
bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyReleasedThisFrame(index)); }
bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyPressedThisFrame(index)); }
bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->IsKeyPressed(index)); }
float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE) ? (m_controller->GetAxisValue(index)) : (0.f); }
#endif //NO_NACL_EM_INPUT

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

#if NO_NACL_EM_INPUT
/* Register an input controller for the keyboard */
m_controller = new Controller("Default");
m_controller->SetInputCount(MAX_KEYS, MAX_AXIS);

if (InputDevice::Get(g_name_mouse.C()))
{
m_input_usage |= (1<<IPT_MV_MOUSE);

m_controller->GetKey(MSE_CAM_ROT).BindMouse("Left");
m_controller->GetKey(MSE_CAM_POS).BindMouse("Right");
m_controller->GetKey(MSE_CAM_FOV).BindMouse("Middle");
m_controller->GetKey(MSE_FOCUS).BindMouse("InScreen");
m_controller->GetAxis(MSEX_CAM_Y).BindMouse("Y");
m_controller->GetAxis(MSEX_CAM_X).BindMouse("X");
}

if (InputDevice::Get(g_name_keyboard.C()))
{
m_input_usage |= (1<<IPT_MV_KBOARD);

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

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

//Camera unzoom switch
m_controller->GetKey(KEY_CAM_RESET).BindKeyboard("Space");

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

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


m_camera = new Camera();
m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
m_camera->UseShift(true);
g_scene->PushCamera(m_camera);

//Lights setup
m_ssetup = new SceneSetup();
#if NO_SC_SETUP
m_ssetup->m_lights << new Light();
m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
Ticker::Ref(m_ssetup->m_lights.Last());
m_ssetup->m_lights << new Light();
m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
Ticker::Ref(m_ssetup->m_lights.Last());
EasyMesh* em = new EasyMesh();
if (em->Compile("sc#fff ab 1"))
{
if (m_mesh_id == m_meshes.Count() - 1)
m_mesh_id++;
m_meshes.Push(em, nullptr);
}
#else
//TOUKY CHANGE THAT
/*
m_ssetup->Compile("addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) "
"addlight 0.0 position (8 2 6) color #ffff "
"showgizmo true ");
*/
m_ssetup->Startup();
#endif //NO_SC_SETUP
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
m_light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
m_ssetup->m_lights[i]->SetPosition(vec3::zero);
m_ssetup->m_lights[i]->SetColor(vec4::zero);
}
}

virtual void TickGame(float seconds)
{
WorldEntity::TickGame(seconds);

if (!m_init && g_scene)
{
Init();
return;
}

if (!m_init)
return;

m_first_tick = true;

//TODO : This should probably be "standard LoL behaviour"
#if NO_NACL_EM_INPUT
{
//Shutdown logic
if (KeyReleased(KEY_ESC))
Ticker::Shutdown();
}
#endif //NO_NACL_EM_INPUT

//Compute render mesh count
float a_j = lol::abs(m_render_max[1]);
float i_m = m_hist_scale_mesh.x;
float i_trans = a_j - ((a_j * a_j * i_m * i_m + a_j * i_m) * .5f);
m_render_max[1] = a_j * ((RATIO_WH * 1.f) / ((i_trans != 0.f)?(i_trans):(RATIO_WH))) - RATIO_HW * .3f;

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

#if ALL_FEATURES

//Update light position & damping
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
vec3 pos = (m_mat * inverse(m_mat_prev) * vec4(m_ssetup->m_lights[i]->GetPosition(), 1.f)).xyz;
vec3 tgt = (m_mat * vec4(m_light_datas[i].m_pos, 1.f)).xyz;

vec3 new_pos = damp(pos, tgt, .3f, seconds);
vec4 new_col = damp(m_ssetup->m_lights[i]->GetColor(), m_light_datas[i].m_col, .3f, seconds);

m_ssetup->m_lights[i]->SetPosition(new_pos);
m_ssetup->m_lights[i]->SetColor(new_col);
}

//Camera update
bool is_pos = false;
bool is_fov = false;
bool is_hsc = false;
vec2 tmpv = vec2::zero;

#if NO_NACL_EM_INPUT
is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);

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

tmpv += 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_INPUT

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

//speed
m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
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 * zom_factor, .2f, seconds);
m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);

m_rot += m_rot_speed * seconds;

#if NO_NACL_EM_INPUT
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 = 0.f;
}
else
m_reset_timer = RESET_TIMER;
}

//Transform update
if (!KeyDown(KEY_CAM_RESET))
{
m_pos += m_pos_speed * seconds;
m_fov += m_fov_speed * seconds;
m_zoom += m_zoom_speed * seconds;
m_hist_scale += m_hist_scale_speed * seconds;
}
#endif //NO_NACL_EM_INPUT

//clamp
vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
float zoom_mesh = SmoothClamp(m_zoom, -ZOM_CLAMP, ZOM_CLAMP, ZOM_CLAMP * .1f);
vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));

#if NO_NACL_EM_INPUT
if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
{
pos_mesh = vec2::zero;
zoom_mesh = 0.f;
}
#endif //NO_NACL_EM_INPUT

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));
m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);

//Mesh mat calculation
m_mat_prev = m_mat;
m_mat = mat4::translate(vec3(0.f));

//Target List Setup
TargetCamera tc;
if (m_meshes.Count() && m_mesh_id >= 0)
for (int i = 0; i < m_meshes[m_mesh_id].m1->GetVertexCount(); i++)
tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i)))[3].xyz);
tc.AddTarget(box3(vec3(0.f), vec3(1.f)));
for (int k = 0; k < m_ssetup->m_lights.Count() && m_ssetup->m_show_lights; ++k)
{
vec3 light_pos = m_ssetup->m_lights[k]->GetPosition();
mat4 world_cam = m_camera->GetView();
light_pos = (inverse(world_cam) * vec4((world_cam * vec4(light_pos, 1.0f)).xyz * vec3::axis_z, 1.0f)).xyz;
tc.AddTarget(box3(vec3(-1.f), vec3(1.f)) + light_pos *
((m_ssetup->m_lights[k]->GetType() == LightType::Directional)?(-1.f):(1.f)));
}

//--
//Update mesh screen location - Get the Min/Max needed
//--
vec2 cam_center(0.f);
float cam_factor = .0f;
vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
mat4 world_cam = m_camera->GetView();
mat4 cam_screen = m_camera->GetProjection();

//target on-screen computation
for (int i = 0; i < tc.m_targets.Count(); i++)
{
vec3 obj_loc = tc.m_targets[i];
{
//Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
mat4 target_mx = mat4::translate(obj_loc);
vec3 vpos;

//Get location in cam coordinates
target_mx = world_cam * target_mx;
vpos = target_mx[3].xyz;
local_min_max[0] = min(vpos.xyz, local_min_max[0]);
local_min_max[1] = max(vpos.xyz, local_min_max[1]);

//Get location in screen coordinates
target_mx = cam_screen * target_mx;
vpos = (target_mx[3] / target_mx[3].w).xyz;
screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));

//Build Barycenter
cam_center += vpos.xy;
cam_factor += 1.f;
}
}
float screen_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
float z_dist = //m_camera->m_target_distance
length(m_camera->m_position)
+ max(local_min_max[0].z, local_min_max[1].z);

vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);

float forced_zoom = m_zoom_mesh;

if (cam_factor > 0.f)
{
vec2 old_sscale = m_camera->GetScreenScale();
float old_ssize = m_camera->GetScreenSize();
float zoom_in = 1.f + lol::max(0.f, forced_zoom);
float zoom_out = 1.f + lol::max(0.f, -forced_zoom);
m_camera->SetScreenScale(max(vec2(0.001f), ((old_sscale * zoom_in) / (screen_ratio * zoom_out * SCREEN_LIMIT))));
m_camera->SetFov(m_fov_mesh);
m_camera->SetScreenInfos(damp(old_ssize, max(1.f, screen_ratio * zoom_out), 1.2f, seconds));

vec3 posz = ((mat4::rotate(m_rot_mesh.y, vec3::axis_y) * mat4::rotate(-m_rot_mesh.x, vec3::axis_x) * vec4::axis_z)).xyz;
vec3 newpos = posz * damp(length(m_camera->m_position), z_dist * 1.2f, .1f, seconds);
m_camera->SetView(newpos, vec3(0.f), vec3::axis_y);
}

//--
//Message Service
//--
String mesh("");
int u = 1;
while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
{
int o = 1;
while (o-- > 0)
{
SceneSetup* new_ssetup = new SceneSetup();
if (false) //new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count())
{
//Store current light datas, in World
array<LightData> light_datas;
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
light_datas << LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());

if (m_ssetup)
delete m_ssetup;
m_ssetup = new_ssetup;
m_ssetup->Startup();

//Restore all light datas so blend can occur
mat4 light_mat = m_mat * inverse(mat4(quat::fromeuler_xyz(vec3::zero)));
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
//Store local dst in current m_ld
LightData ltmp = LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());
if (i < m_light_datas.Count())
m_light_datas[i] = ltmp;
else
m_light_datas << ltmp;

vec3 loc = vec3::zero;
vec4 col = vec4::zero;
if (i < light_datas.Count())
{
loc = light_datas[i].m_pos;
col = light_datas[i].m_col;
}

//Restore old light datas in new lights
m_ssetup->m_lights[i]->SetPosition(loc);
m_ssetup->m_lights[i]->SetColor(col);
}
}
else
{
m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd;
delete new_ssetup;
}
}
}

//Check the custom cmd even if we don't have new messages.
int o = 1;
while (o-- > 0)
{
for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
{
if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
{
//Create a new mesh
EasyMesh* em = new EasyMesh();
if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C(), false))
{
em->BD()->Cmdi() = 0;
if (m_mesh_id == m_meshes.Count() - 1)
m_mesh_id++;
m_meshes.Push(em, nullptr);
}
else
delete em;
}
}
}
m_ssetup->m_custom_cmd.Empty();
#endif //ALL_FEATURES

#if NACL_EM
/*
if (m_stream_update_time > .0f)
{
m_stream_update_time = -1.f;
MessageService::Send(MessageBucket::AppIn,
" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
addlight 0.0 position (8 2 6) color #ffff \
custom setmesh \"[sc#f8f ab 1]\"");
// MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
// MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
// MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
// MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
}
*/
#elif defined(_WIN32)
//--
//File management
//--
m_stream_update_time += seconds;
if (m_stream_update_time > m_stream_update_timer)
{
m_stream_update_time = 0.f;

File f;
f.Open(m_file_name.C(), FileAccess::Read);
String cmd = f.ReadString();
f.Close();

if (cmd.Count()
&& (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
{
m_cmdlist << cmd;
MessageService::Send(MessageBucket::AppIn, cmd);
}
}
#endif //WINDOWS
}

virtual void TickDraw(float seconds, Scene &scene)
{
WorldEntity::TickDraw(seconds, scene);

if (!m_init || !m_first_tick)
return;

//TODO : This should probably be "standard LoL behaviour"
#if NO_NACL_EM_INPUT
{
if (KeyReleased(KEY_F2))
Video::SetDebugRenderMode((Video::GetDebugRenderMode() + 1) % DebugRenderMode::Max);
else if (KeyReleased(KEY_F1))
Video::SetDebugRenderMode((Video::GetDebugRenderMode() + DebugRenderMode::Max - 1) % DebugRenderMode::Max);
}
#endif //NO_NACL_EM_INPUT

#if NO_NACL_EM && WITH_TEXTURE
if (!m_default_texture)
{
m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
}
else if (m_texture && m_default_texture)
m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
#endif //NO_NACL_EM

g_renderer->SetClearColor(m_ssetup->m_clear_color);

for (int i = 0; i < m_gizmos.Count(); ++i)
{
if (m_gizmos[i]->GetMeshState() == MeshRender::NeedConvert)
m_gizmos[i]->MeshConvert();
else
break;
}

if (m_build_timer > .0f)
{
if (m_build_time < .0f)
{
m_build_time = m_build_timer;
for (int i = 0; i < m_meshes.Count(); ++i)
{
if (m_meshes[i].m1 && m_meshes[i].m1->BD()->Cmdi() < m_meshes[i].m1->BD()->CmdStack().GetCmdNb())
{
EasyMesh* tmp = m_meshes[i].m1;
EasyMesh* newtmp = new EasyMesh(*tmp);
int ii = 1;
#if 1
bool stop = false;
while (!stop)
{
int cmdi = newtmp->BD()->Cmdi() + ii;
if (cmdi < newtmp->BD()->CmdStack().GetCmdNb())
{
switch (newtmp->BD()->CmdStack().GetCmd(cmdi))
{
case EasyMeshCmdType::LoopStart:
case EasyMeshCmdType::LoopEnd:
case EasyMeshCmdType::OpenBrace:
case EasyMeshCmdType::CloseBrace:
case EasyMeshCmdType::ScaleWinding:
case EasyMeshCmdType::QuadWeighting:
case EasyMeshCmdType::PostBuildNormal:
case EasyMeshCmdType::PreventVertCleanup:
case EasyMeshCmdType::SetColorA:
case EasyMeshCmdType::SetColorB:
{
ii++;
break;
}
default:
{
stop = true;
break;
}
}
}
else
stop = true;
}
#endif
newtmp->BD()->CmdExecNb() = ii;
newtmp->ExecuteCmdStack(false);

m_meshes[i].m1 = newtmp;
delete tmp;
}
}
}
m_build_time -= seconds;
}

#define NORMAL_USAGE 1
#if NORMAL_USAGE
vec3 x = vec3(1.f,0.f,0.f);
vec3 y = vec3(0.f,1.f,0.f);
mat4 save_proj = m_camera->GetProjection();
//Y object Offset
mat4 mat_obj_offset = mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
//Mesh Pos Offset
mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT));
//Align right meshes
mat4 mat_align = mat4::translate(x - x * RATIO_HW);
mat4 mat_gizmo = mat_obj_offset * mat_align * save_proj;
for (int i = 0; i < m_meshes.Count(); i++)
{
{
if (m_meshes[i].m1->GetMeshState() == MeshRender::NeedConvert)
{
#if WITH_TEXTURE
m_meshes[i].m1->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
(1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
m_texture_shader, true));
#else
m_meshes[i].m1->MeshConvert();
#endif //WITH_TEXTURE
}
#if ALL_FEATURES
float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));

if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
m_meshes[i].m1->GetMeshState() > MeshRender::NeedConvert)
{
float a_j = lol::abs(j);
float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);

//Mesh count offset
mat4 mat_count_offset = mat4::translate(x * RATIO_HW * 2.f * (j + i_trans));
//Mesh count scale
mat4 mat_count_scale = mat4::scale(vec3(vec2(i_scale), 1.f));

//Camera projection
mat4 new_proj = mat_obj_offset * mat_count_offset * mat_align * mat_count_scale * save_proj;
m_camera->SetProjection(new_proj);
scene.AddPrimitive(*m_meshes[i].m1, m_mat);
g_renderer->Clear(ClearMask::Depth);
}
m_camera->SetProjection(save_proj);
#else
scene.AddPrimitive(*m_meshes[i].m1, m_mat);
#endif //ALL_FEATURES
}
}

//Scene setup update
if (m_ssetup)
{
m_camera->SetProjection(mat_gizmo);
if (m_ssetup->m_show_gizmo)
scene.AddPrimitive(*m_gizmos[GZ_Editor], m_mat);

if (m_ssetup->m_show_lights)
{
for (int k = 0; k < m_ssetup->m_lights.Count(); ++k)
{
Light* ltmp = m_ssetup->m_lights[k];
mat4 world = mat4::translate(ltmp->GetPosition());
mat4 local = mat4::translate((inverse(m_mat) * world)[3].xyz);
//dir light
if (ltmp->GetType() == LightType::Directional)
{
scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * inverse(local));
scene.AddPrimitive(*m_gizmos[GZ_LightDir], inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition(), vec3::axis_y)));
}
else //point light
{
scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * local);
}
}
}
m_camera->SetProjection(save_proj);
}
#endif //NORMAL_USAGE

#if 0 //Debug normal draw
for (int i = m_meshes.Count() - 1; 0 <= i && i < m_meshes.Count(); i++)
{
for (int j = 0; j < m_meshes[i].m1->m_indices.Count(); j += 3)
{
VertexData v[3] = { m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j ]],
m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+1]],
m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+2]]
};
for (int k = 0; k < 3; k++)
Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord))[3].xyz,
(m_mat * mat4::translate(v[(k+1)%3].m_coord))[3].xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f));
}
for (int j = 0; j < m_meshes[i].m1->m_vert.Count(); j++)
{
VertexData &v = m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j]];
Debug::DrawLine((m_mat * mat4::translate(v.m_coord))[3].xyz,
(m_mat * mat4::translate(v.m_coord))[3].xyz +
(m_mat * vec4(v.m_normal * 5.f, 0.f)).xyz, vec4(lol::abs(v.m_normal), 1.f));
}
}
#endif
}

private:
SceneSetup* m_ssetup;
SceneSetupLuaLoader m_setup_loader;
array<LightData> m_light_datas;
Controller* m_controller;
short m_input_usage;
mat4 m_mat;
mat4 m_mat_prev;
bool m_init;
bool m_first_tick;

//Camera Setup
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 update timer
float m_build_timer;
float m_build_time;

//Mesh infos
vec2 m_render_max;
int m_mesh_render;
int m_mesh_id;
float m_mesh_id1;
array<EasyMesh*, EasyMesh*> m_meshes;
array<EasyMesh*> m_gizmos;

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

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

//The basic main :
int main(int argc, char **argv)
{
System::Init(argc, argv);

Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
if (argc > 1)
new MeshViewer(argv[1]);
else
new MeshViewer();
app.Run();

return EXIT_SUCCESS;
}


+ 27
- 15
doc/samples/meshviewer.vcxproj View File

@@ -35,8 +35,8 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="meshviewer.cpp" />
<ClCompile Include="scenesetup.cpp" />
<ClCompile Include="meshviewer/meshviewer.cpp" />
<ClCompile Include="meshviewer/scenesetup.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="$(SolutionDir)\..\src\lolcore.vcxproj">
@@ -52,50 +52,62 @@
<ItemGroup>
<None Include="data\mesh-buffer.txt">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="data/meshviewer_buffer.lua">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="Makefile.am">
<None Include="data/meshviewer_init.lua">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="meshviewer.index.html">
<None Include="meshviewer/meshviewer.index.html">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="meshviewer.nacl.html">
<None Include="meshviewer/meshviewer.nacl.html">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="meshviewer.em.html">
<None Include="meshviewer/meshviewer.em.html">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="meshviewer.nacl.nmf">
<None Include="meshviewer/meshviewer.nacl.nmf">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="easymeshdictionnary.js">
<None Include="meshviewer/easymeshdictionnary.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="meshviewer_buffer.lua" />
<None Include="meshviewer_init.lua" />
<None Include="scenesetupdictionnary.js">
<None Include="meshviewer/scenesetupdictionnary.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="javascript/naclloading.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="javascript/progressstatus.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="javascript/utils.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
<None Include="javascript/typedictionnary.js">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
</None>
</ItemGroup>
<ItemGroup>
<LolFxCompile Include="shinyfur.lolfx" />
<LolFxCompile Include="shinymvtexture.lolfx" />
<LolFxCompile Include="data/shinyfur.lolfx" />
<LolFxCompile Include="data/shinymvtexture.lolfx" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="meshviewer.h" />
<ClInclude Include="scenesetup.h" />
<ClInclude Include="meshviewer/meshviewer.h" />
<ClInclude Include="meshviewer/scenesetup.h" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{7CE9FE12-E4AB-4A22-90D4-2C15F0C30D4E}</ProjectGuid>


doc/samples/easymeshdictionnary.js → doc/samples/meshviewer/easymeshdictionnary.js View File


+ 855
- 0
doc/samples/meshviewer/meshviewer.cpp View File

@@ -0,0 +1,855 @@

//
// Lol Engine - EasyMesh tutorial
//
// Copyright: (c) 2011-2014 Sam Hocevar <sam@hocevar.net>
// (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://www.wtfpl.net/ for more details.
//

#if HAVE_CONFIG_H
# include "config.h"
#endif

#include <cfloat> /* for FLT_MAX */

#include <lol/engine.h>
#include "scenesetup.h"

using namespace lol;

static int const TEXTURE_WIDTH = 256;

#define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN)
#define NACL_EM (__native_client__ || EMSCRIPTEN)
#define NO_NACL_EM_INPUT (1)

#define R_M 1.f
#if NACL_EM
#define DEFAULT_WIDTH (800.f * R_M)
#define DEFAULT_HEIGHT (400.f * R_M)
#else
#define DEFAULT_WIDTH (1200.f * R_M)
#define DEFAULT_HEIGHT (400.f * R_M)
#endif //NACL_EM
#define WIDTH ((float)Video::GetSize().x)
#define HEIGHT ((float)Video::GetSize().y)
#define SCREEN_W (10.f / WIDTH)
#define RATIO_HW (HEIGHT / WIDTH)
#define RATIO_WH (WIDTH / HEIGHT)
#define SCREEN_LIMIT 1.4f

#define RESET_TIMER .2f
#define ROT_SPEED vec2(50.f)
#define ROT_CLAMP 89.f
#define POS_SPEED vec2(1.2f)
#define POS_CLAMP 1.f
#define FOV_SPEED 20.f
#define FOV_CLAMP 120.f
#define ZOM_SPEED 3.f
#define ZOM_CLAMP 20.f
#define HST_SPEED .5f
#define HST_CLAMP 1.f

#define WITH_TEXTURE 0


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

#include "meshviewer.h"

LOLFX_RESOURCE_DECLARE(shinyfur);
LOLFX_RESOURCE_DECLARE(shinymvtexture);

enum GizmoType
{
GZ_Editor = 0,
GZ_LightPos,
GZ_LightDir,

GZ_MAX
};

struct LightData
{
LightData(vec3 pos, vec4 col)
{
m_pos = pos;
m_col = col;
}

vec3 m_pos;
vec4 m_col;
};

class TargetCamera
{
public:
void EmptyTargets() { m_targets.Empty(); }
void AddTarget(vec3 new_target) { m_targets << new_target; }
//This considers the box usage A to B as top-left to bottom-right
void AddTarget(box3 new_target)
{
vec3 base_off = .5f * (new_target.B - new_target.A);
vec3 base_pos = new_target.A + base_off;
int pass = 0;
while (pass < 3)
{
int mask = 3 - max(0, pass - 1);
while (mask-- > 0)
{
ivec3 A((pass == 1 || (pass == 2 && mask == 1))?(1):(0));
ivec3 B((pass == 2)?(1):(0)); B[mask] = 1;
vec3 offset = vec3(ivec3((int)(!A.x != !B.x), (int)(!A.y != !B.y), (int)(!A.z != !B.z)));
AddTarget(base_pos + offset * base_off * 2.f - base_off);
}
pass++;
}
}

array<vec3> m_targets;
};

MeshViewer::MeshViewer(char const *file_name = "data/mesh-buffer.txt")
: m_file_name(file_name)
{
m_init = false;
m_first_tick = false;

// Message Service
MessageService::Setup();

m_ssetup = nullptr;
m_camera = nullptr;
m_controller = nullptr;

//Scene setup
m_setup_loader.ExecLuaFile("meshviewer_init.lua");

//Compile ref meshes
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .075 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1]");
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#666 acap 1 .5 .5 ty -.5 sc#fff asph 2 1]");
m_gizmos << new EasyMesh();
m_gizmos.Last()->Compile("[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1 rz 90 ry 90]");

// Mesh Setup
m_render_max = vec2(-.9f, 4.1f);
m_mesh_render = 0;
m_mesh_id = 0;
m_mesh_id1 = 0.f;
m_default_texture = nullptr;
m_texture_shader = nullptr;
m_texture = nullptr;

//Camera Setup
m_reset_timer = -1.f;
m_fov = -100.f;
m_fov_mesh = 0.f;
m_fov_speed = 0.f;
m_zoom = 0.f;
m_zoom_mesh = 0.f;
m_zoom_speed = 0.f;
m_rot = vec2(/*45.f*/0.f, -45.f);
m_rot_mesh = vec2::zero;
m_rot_speed = vec2::zero;
m_pos = vec2::zero;
m_pos_mesh = vec2::zero;
m_pos_speed = vec2::zero;
m_screen_offset = vec2::zero;
m_hist_scale = vec2(.13f, .03f);
m_hist_scale_mesh = vec2(.0f);
m_hist_scale_speed = vec2(.0f);

m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
m_mat = mat4::translate(vec3(0.f));//mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));

m_build_timer = 0.1f;
m_build_time = -1.f;

//stream update
m_stream_update_time = 2.0f;
m_stream_update_timer = 1.0f;
}

MeshViewer::~MeshViewer()
{
if (m_camera)
g_scene->PopCamera(m_camera);
if (m_ssetup)
delete m_ssetup;
MessageService::Destroy();

m_controller = nullptr;
m_camera = nullptr;
m_ssetup = nullptr;
}

#if NO_NACL_EM_INPUT
bool MeshViewer::KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyReleasedThisFrame(index)); }
bool MeshViewer::KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyPressedThisFrame(index)); }
bool MeshViewer::KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->IsKeyPressed(index)); }
bool MeshViewer::KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyReleasedThisFrame(index)); }
bool MeshViewer::KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyPressedThisFrame(index)); }
bool MeshViewer::KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->IsKeyPressed(index)); }
float MeshViewer::AxisValue(MVMouseAxisList index) { return (HAS_MOUSE) ? (m_controller->GetAxisValue(index)) : (0.f); }
#endif //NO_NACL_EM_INPUT

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

#if NO_NACL_EM_INPUT
/* Register an input controller for the keyboard */
m_controller = new Controller("Default");
m_controller->SetInputCount(MAX_KEYS, MAX_AXIS);

if (InputDevice::Get(g_name_mouse.C()))
{
m_input_usage |= (1<<IPT_MV_MOUSE);

m_controller->GetKey(MSE_CAM_ROT).BindMouse("Left");
m_controller->GetKey(MSE_CAM_POS).BindMouse("Right");
m_controller->GetKey(MSE_CAM_FOV).BindMouse("Middle");
m_controller->GetKey(MSE_FOCUS).BindMouse("InScreen");
m_controller->GetAxis(MSEX_CAM_Y).BindMouse("Y");
m_controller->GetAxis(MSEX_CAM_X).BindMouse("X");
}

if (InputDevice::Get(g_name_keyboard.C()))
{
m_input_usage |= (1<<IPT_MV_KBOARD);

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

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

//Camera unzoom switch
m_controller->GetKey(KEY_CAM_RESET).BindKeyboard("Space");

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

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


m_camera = new Camera();
m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
m_camera->UseShift(true);
g_scene->PushCamera(m_camera);

//Lights setup
m_ssetup = new SceneSetup();
#if NO_SC_SETUP
m_ssetup->m_lights << new Light();
m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
Ticker::Ref(m_ssetup->m_lights.Last());
m_ssetup->m_lights << new Light();
m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
Ticker::Ref(m_ssetup->m_lights.Last());
EasyMesh* em = new EasyMesh();
if (em->Compile("sc#fff ab 1"))
{
if (m_mesh_id == m_meshes.Count() - 1)
m_mesh_id++;
m_meshes.Push(em, nullptr);
}
#else
//TOUKY CHANGE THAT
/*
m_ssetup->Compile("addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) "
"addlight 0.0 position (8 2 6) color #ffff "
"showgizmo true ");
*/
m_ssetup->Startup();
#endif //NO_SC_SETUP
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
m_light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
m_ssetup->m_lights[i]->SetPosition(vec3::zero);
m_ssetup->m_lights[i]->SetColor(vec4::zero);
}
}

void MeshViewer::TickGame(float seconds)
{
WorldEntity::TickGame(seconds);

if (!m_init && g_scene)
{
Init();
return;
}

if (!m_init)
return;

m_first_tick = true;

//TODO : This should probably be "standard LoL behaviour"
#if NO_NACL_EM_INPUT
{
//Shutdown logic
if (KeyReleased(KEY_ESC))
Ticker::Shutdown();
}
#endif //NO_NACL_EM_INPUT

//Compute render mesh count
float a_j = lol::abs(m_render_max[1]);
float i_m = m_hist_scale_mesh.x;
float i_trans = a_j - ((a_j * a_j * i_m * i_m + a_j * i_m) * .5f);
m_render_max[1] = a_j * ((RATIO_WH * 1.f) / ((i_trans != 0.f)?(i_trans):(RATIO_WH))) - RATIO_HW * .3f;

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

#if ALL_FEATURES

//Update light position & damping
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
vec3 pos = (m_mat * inverse(m_mat_prev) * vec4(m_ssetup->m_lights[i]->GetPosition(), 1.f)).xyz;
vec3 tgt = (m_mat * vec4(m_light_datas[i].m_pos, 1.f)).xyz;

vec3 new_pos = damp(pos, tgt, .3f, seconds);
vec4 new_col = damp(m_ssetup->m_lights[i]->GetColor(), m_light_datas[i].m_col, .3f, seconds);

m_ssetup->m_lights[i]->SetPosition(new_pos);
m_ssetup->m_lights[i]->SetColor(new_col);
}

//Camera update
bool is_pos = false;
bool is_fov = false;
bool is_hsc = false;
vec2 tmpv = vec2::zero;

#if NO_NACL_EM_INPUT
is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);

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

tmpv += 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_INPUT

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

//speed
m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
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 * zom_factor, .2f, seconds);
m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);

m_rot += m_rot_speed * seconds;

#if NO_NACL_EM_INPUT
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 = 0.f;
}
else
m_reset_timer = RESET_TIMER;
}

//Transform update
if (!KeyDown(KEY_CAM_RESET))
{
m_pos += m_pos_speed * seconds;
m_fov += m_fov_speed * seconds;
m_zoom += m_zoom_speed * seconds;
m_hist_scale += m_hist_scale_speed * seconds;
}
#endif //NO_NACL_EM_INPUT

//clamp
vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
float zoom_mesh = SmoothClamp(m_zoom, -ZOM_CLAMP, ZOM_CLAMP, ZOM_CLAMP * .1f);
vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));

#if NO_NACL_EM_INPUT
if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
{
pos_mesh = vec2::zero;
zoom_mesh = 0.f;
}
#endif //NO_NACL_EM_INPUT

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));
m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);

//Mesh mat calculation
m_mat_prev = m_mat;
m_mat = mat4::translate(vec3(0.f));

//Target List Setup
TargetCamera tc;
if (m_meshes.Count() && m_mesh_id >= 0)
for (int i = 0; i < m_meshes[m_mesh_id].m1->GetVertexCount(); i++)
tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i)))[3].xyz);
tc.AddTarget(box3(vec3(0.f), vec3(1.f)));
for (int k = 0; k < m_ssetup->m_lights.Count() && m_ssetup->m_show_lights; ++k)
{
vec3 light_pos = m_ssetup->m_lights[k]->GetPosition();
mat4 world_cam = m_camera->GetView();
light_pos = (inverse(world_cam) * vec4((world_cam * vec4(light_pos, 1.0f)).xyz * vec3::axis_z, 1.0f)).xyz;
tc.AddTarget(box3(vec3(-1.f), vec3(1.f)) + light_pos *
((m_ssetup->m_lights[k]->GetType() == LightType::Directional)?(-1.f):(1.f)));
}

//--
//Update mesh screen location - Get the Min/Max needed
//--
vec2 cam_center(0.f);
float cam_factor = .0f;
vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
mat4 world_cam = m_camera->GetView();
mat4 cam_screen = m_camera->GetProjection();

//target on-screen computation
for (int i = 0; i < tc.m_targets.Count(); i++)
{
vec3 obj_loc = tc.m_targets[i];
{
//Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
mat4 target_mx = mat4::translate(obj_loc);
vec3 vpos;

//Get location in cam coordinates
target_mx = world_cam * target_mx;
vpos = target_mx[3].xyz;
local_min_max[0] = min(vpos.xyz, local_min_max[0]);
local_min_max[1] = max(vpos.xyz, local_min_max[1]);

//Get location in screen coordinates
target_mx = cam_screen * target_mx;
vpos = (target_mx[3] / target_mx[3].w).xyz;
screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));

//Build Barycenter
cam_center += vpos.xy;
cam_factor += 1.f;
}
}
float screen_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
float z_dist = //m_camera->m_target_distance
length(m_camera->m_position)
+ max(local_min_max[0].z, local_min_max[1].z);

vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);

float forced_zoom = m_zoom_mesh;

if (cam_factor > 0.f)
{
vec2 old_sscale = m_camera->GetScreenScale();
float old_ssize = m_camera->GetScreenSize();
float zoom_in = 1.f + lol::max(0.f, forced_zoom);
float zoom_out = 1.f + lol::max(0.f, -forced_zoom);
m_camera->SetScreenScale(max(vec2(0.001f), ((old_sscale * zoom_in) / (screen_ratio * zoom_out * SCREEN_LIMIT))));
m_camera->SetFov(m_fov_mesh);
m_camera->SetScreenInfos(damp(old_ssize, max(1.f, screen_ratio * zoom_out), 1.2f, seconds));

vec3 posz = ((mat4::rotate(m_rot_mesh.y, vec3::axis_y) * mat4::rotate(-m_rot_mesh.x, vec3::axis_x) * vec4::axis_z)).xyz;
vec3 newpos = posz * damp(length(m_camera->m_position), z_dist * 1.2f, .1f, seconds);
m_camera->SetView(newpos, vec3(0.f), vec3::axis_y);
}

//--
//Message Service
//--
String mesh("");
int u = 1;
while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
{
int o = 1;
while (o-- > 0)
{
SceneSetup* new_ssetup = new SceneSetup();
if (false) //new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count())
{
//Store current light datas, in World
array<LightData> light_datas;
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
light_datas << LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());

if (m_ssetup)
delete m_ssetup;
m_ssetup = new_ssetup;
m_ssetup->Startup();

//Restore all light datas so blend can occur
mat4 light_mat = m_mat * inverse(mat4(quat::fromeuler_xyz(vec3::zero)));
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
{
//Store local dst in current m_ld
LightData ltmp = LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());
if (i < m_light_datas.Count())
m_light_datas[i] = ltmp;
else
m_light_datas << ltmp;

vec3 loc = vec3::zero;
vec4 col = vec4::zero;
if (i < light_datas.Count())
{
loc = light_datas[i].m_pos;
col = light_datas[i].m_col;
}

//Restore old light datas in new lights
m_ssetup->m_lights[i]->SetPosition(loc);
m_ssetup->m_lights[i]->SetColor(col);
}
}
else
{
m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd;
delete new_ssetup;
}
}
}

//Check the custom cmd even if we don't have new messages.
int o = 1;
while (o-- > 0)
{
for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
{
if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
{
//Create a new mesh
EasyMesh* em = new EasyMesh();
if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C(), false))
{
em->BD()->Cmdi() = 0;
if (m_mesh_id == m_meshes.Count() - 1)
m_mesh_id++;
m_meshes.Push(em, nullptr);
}
else
delete em;
}
}
}
m_ssetup->m_custom_cmd.Empty();
#endif //ALL_FEATURES

#if NACL_EM
/*
if (m_stream_update_time > .0f)
{
m_stream_update_time = -1.f;
MessageService::Send(MessageBucket::AppIn,
" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
addlight 0.0 position (8 2 6) color #ffff \
custom setmesh \"[sc#f8f ab 1]\"");
// MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
// MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
// MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
// MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
}
*/
#elif defined(_WIN32)
//--
//File management
//--
m_stream_update_time += seconds;
if (m_stream_update_time > m_stream_update_timer)
{
m_stream_update_time = 0.f;

File f;
f.Open(m_file_name.C(), FileAccess::Read);
String cmd = f.ReadString();
f.Close();

if (cmd.Count()
&& (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
{
m_cmdlist << cmd;
MessageService::Send(MessageBucket::AppIn, cmd);
}
}
#endif //WINDOWS
}

void MeshViewer::TickDraw(float seconds, Scene &scene)
{
WorldEntity::TickDraw(seconds, scene);

if (!m_init || !m_first_tick)
return;

//TODO : This should probably be "standard LoL behaviour"
#if NO_NACL_EM_INPUT
{
if (KeyReleased(KEY_F2))
Video::SetDebugRenderMode((Video::GetDebugRenderMode() + 1) % DebugRenderMode::Max);
else if (KeyReleased(KEY_F1))
Video::SetDebugRenderMode((Video::GetDebugRenderMode() + DebugRenderMode::Max - 1) % DebugRenderMode::Max);
}
#endif //NO_NACL_EM_INPUT

#if NO_NACL_EM && WITH_TEXTURE
if (!m_default_texture)
{
m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
}
else if (m_texture && m_default_texture)
m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
#endif //NO_NACL_EM

g_renderer->SetClearColor(m_ssetup->m_clear_color);

for (int i = 0; i < m_gizmos.Count(); ++i)
{
if (m_gizmos[i]->GetMeshState() == MeshRender::NeedConvert)
m_gizmos[i]->MeshConvert();
else
break;
}

if (m_build_timer > .0f)
{
if (m_build_time < .0f)
{
m_build_time = m_build_timer;
for (int i = 0; i < m_meshes.Count(); ++i)
{
if (m_meshes[i].m1 && m_meshes[i].m1->BD()->Cmdi() < m_meshes[i].m1->BD()->CmdStack().GetCmdNb())
{
EasyMesh* tmp = m_meshes[i].m1;
EasyMesh* newtmp = new EasyMesh(*tmp);
int ii = 1;
#if 1
bool stop = false;
while (!stop)
{
int cmdi = newtmp->BD()->Cmdi() + ii;
if (cmdi < newtmp->BD()->CmdStack().GetCmdNb())
{
switch (newtmp->BD()->CmdStack().GetCmd(cmdi))
{
case EasyMeshCmdType::LoopStart:
case EasyMeshCmdType::LoopEnd:
case EasyMeshCmdType::OpenBrace:
case EasyMeshCmdType::CloseBrace:
case EasyMeshCmdType::ScaleWinding:
case EasyMeshCmdType::QuadWeighting:
case EasyMeshCmdType::PostBuildNormal:
case EasyMeshCmdType::PreventVertCleanup:
case EasyMeshCmdType::SetColorA:
case EasyMeshCmdType::SetColorB:
{
ii++;
break;
}
default:
{
stop = true;
break;
}
}
}
else
stop = true;
}
#endif
newtmp->BD()->CmdExecNb() = ii;
newtmp->ExecuteCmdStack(false);

m_meshes[i].m1 = newtmp;
delete tmp;
}
}
}
m_build_time -= seconds;
}

#define NORMAL_USAGE 1
#if NORMAL_USAGE
vec3 x = vec3(1.f,0.f,0.f);
vec3 y = vec3(0.f,1.f,0.f);
mat4 save_proj = m_camera->GetProjection();
//Y object Offset
mat4 mat_obj_offset = mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
//Mesh Pos Offset
mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT));
//Align right meshes
mat4 mat_align = mat4::translate(x - x * RATIO_HW);
mat4 mat_gizmo = mat_obj_offset * mat_align * save_proj;
for (int i = 0; i < m_meshes.Count(); i++)
{
{
if (m_meshes[i].m1->GetMeshState() == MeshRender::NeedConvert)
{
#if WITH_TEXTURE
m_meshes[i].m1->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
(1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
m_texture_shader, true));
#else
m_meshes[i].m1->MeshConvert();
#endif //WITH_TEXTURE
}
#if ALL_FEATURES
float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));

if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
m_meshes[i].m1->GetMeshState() > MeshRender::NeedConvert)
{
float a_j = lol::abs(j);
float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);

//Mesh count offset
mat4 mat_count_offset = mat4::translate(x * RATIO_HW * 2.f * (j + i_trans));
//Mesh count scale
mat4 mat_count_scale = mat4::scale(vec3(vec2(i_scale), 1.f));

//Camera projection
mat4 new_proj = mat_obj_offset * mat_count_offset * mat_align * mat_count_scale * save_proj;
m_camera->SetProjection(new_proj);
scene.AddPrimitive(*m_meshes[i].m1, m_mat);
g_renderer->Clear(ClearMask::Depth);
}
m_camera->SetProjection(save_proj);
#else
scene.AddPrimitive(*m_meshes[i].m1, m_mat);
#endif //ALL_FEATURES
}
}

//Scene setup update
if (m_ssetup)
{
m_camera->SetProjection(mat_gizmo);
if (m_ssetup->m_show_gizmo)
scene.AddPrimitive(*m_gizmos[GZ_Editor], m_mat);

if (m_ssetup->m_show_lights)
{
for (int k = 0; k < m_ssetup->m_lights.Count(); ++k)
{
Light* ltmp = m_ssetup->m_lights[k];
mat4 world = mat4::translate(ltmp->GetPosition());
mat4 local = mat4::translate((inverse(m_mat) * world)[3].xyz);
//dir light
if (ltmp->GetType() == LightType::Directional)
{
scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * inverse(local));
scene.AddPrimitive(*m_gizmos[GZ_LightDir], inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition(), vec3::axis_y)));
}
else //point light
{
scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * local);
}
}
}
m_camera->SetProjection(save_proj);
}
#endif //NORMAL_USAGE

#if 0 //Debug normal draw
for (int i = m_meshes.Count() - 1; 0 <= i && i < m_meshes.Count(); i++)
{
for (int j = 0; j < m_meshes[i].m1->m_indices.Count(); j += 3)
{
VertexData v[3] = { m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j ]],
m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+1]],
m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+2]]
};
for (int k = 0; k < 3; k++)
Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord))[3].xyz,
(m_mat * mat4::translate(v[(k+1)%3].m_coord))[3].xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f));
}
for (int j = 0; j < m_meshes[i].m1->m_vert.Count(); j++)
{
VertexData &v = m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j]];
Debug::DrawLine((m_mat * mat4::translate(v.m_coord))[3].xyz,
(m_mat * mat4::translate(v.m_coord))[3].xyz +
(m_mat * vec4(v.m_normal * 5.f, 0.f)).xyz, vec4(lol::abs(v.m_normal), 1.f));
}
}
#endif
}

//The basic main :
int main(int argc, char **argv)
{
System::Init(argc, argv);

Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
if (argc > 1)
new MeshViewer(argv[1]);
else
new MeshViewer();
app.Run();

return EXIT_SUCCESS;
}


doc/samples/meshviewer.em.html → doc/samples/meshviewer/meshviewer.em.html View File


doc/samples/meshviewer.index.html → doc/samples/meshviewer/meshviewer.index.html View File


doc/samples/meshviewer.nacl.html → doc/samples/meshviewer/meshviewer.nacl.html View File


doc/samples/meshviewer.nacl.nmf → doc/samples/meshviewer/meshviewer.nacl.nmf View File


doc/samples/scenesetup.cpp → doc/samples/meshviewer/scenesetup.cpp View File


doc/samples/scenesetup.h → doc/samples/meshviewer/scenesetup.h View File


doc/samples/scenesetupdictionnary.js → doc/samples/meshviewer/scenesetupdictionnary.js View File


Loading…
Cancel
Save