From 721d114e3ad2efeddd0bb707ca8213ff6e793392 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Benjamin=20=E2=80=98Touky=E2=80=99=20Huet?= Date: Fri, 20 Sep 2013 14:35:02 +0000 Subject: [PATCH] touky_demo : various fixes & tweaks. meshviewer : Full revamp, now bigger & better. --- test/data/mesh-buffer.txt | 6 +- test/meshviewer.cpp | 572 +++++++++++++++++--------------------- 2 files changed, 252 insertions(+), 326 deletions(-) diff --git a/test/data/mesh-buffer.txt b/test/data/mesh-buffer.txt index abf2e9c0..3f20dbd7 100644 --- a/test/data/mesh-buffer.txt +++ b/test/data/mesh-buffer.txt @@ -1,4 +1,6 @@ -[sc#f8f afcb 10 10 10 .25 tx 0] +[sc#f8f afcb 1 1 1 0] +// splt 5 twy 90 0 +//[sc#f8f afcb 10 10 10 .25 tx 0 splt 3 twy 1.6 0 ] //sc#fff //[afcb 1 1 1 -.1 tx 1] @@ -37,6 +39,6 @@ //[sc#400 asph 2 10 10 10 t 2 2 2 csgs] //[sc#88f afcb 10 10 10 .25 tx 0] -[sc#fff afcb 10 10 10 .25 t 2 2 2 csgs] +//[sc#fff afcb 10 10 10 .25 t 2 2 2 csgs] //[sc#fff afcb 7 7 7 .25] //[sc#ff2 afcb 7 7 7 .25 t 1 1 1 csgs] diff --git a/test/meshviewer.cpp b/test/meshviewer.cpp index 09de8b32..5f30995d 100644 --- a/test/meshviewer.cpp +++ b/test/meshviewer.cpp @@ -23,34 +23,41 @@ using namespace lol; static int const TEXTURE_WIDTH = 256; +#define R_M 2.f +#define WIDTH (770.f * R_M) +#define HEIGHT (200.f * R_M) +#define SCREEN_W (10.f / WIDTH) +#define SCREEN_LIMIT 1.1f +#define RATIO_HW (HEIGHT / WIDTH) +#define RATIO_WH (WIDTH / HEIGHT) + +#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 WITH_TEXTURE 0 + LOLFX_RESOURCE_DECLARE(shinyfur); LOLFX_RESOURCE_DECLARE(shinymvtexture); enum { KEY_CAM_RESET, - KEY_CAM_FORWARD, - KEY_CAM_BACKWARD, - KEY_CAM_ZOOM_OUT, - KEY_CAM_ZOOM_IN, + KEY_CAM_POS, + KEY_CAM_FOV, - KEY_MESH_UPDATE, - KEY_MESH_RESET, - KEY_MESH_PREV, - KEY_MESH_NEXT, + KEY_CAM_UP, + KEY_CAM_DOWN, + KEY_CAM_LEFT, + KEY_CAM_RIGHT, - KEY_MESH_LEFT, - KEY_MESH_RIGHT, - KEY_MESH_UP, - KEY_MESH_DOWN, - KEY_MESH_SCALE_UP, - KEY_MESH_SCALE_DOWN, - KEY_MESH_OFFSET_UP, - KEY_MESH_OFFSET_DOWN, - KEY_MESH_ROT_LEFT, - KEY_MESH_ROT_RIGHT, - KEY_MESH_ROT_UP, - KEY_MESH_ROT_DOWN, + KEY_MESH_NEXT, + KEY_MESH_PREV, KEY_F1, KEY_F2, @@ -62,52 +69,41 @@ enum KEY_MAX, }; -#define MIN_FOV 0.1f +enum +{ + MSG_IN, + MSG_OUT, -#define WITH_FUR 0 -#define WITH_TEXTURE 0 + MSG_MAX +} MessageType; class MeshViewer : public WorldEntity { public: - void SetFov(float new_fov=60.0f, vec2 video_size = vec2(Video::GetSize())) - { - if (new_fov > MIN_FOV) - g_scene->GetCamera()->SetProjection(mat4::perspective(new_fov, video_size.x, video_size.y, .1f, 1000.f)); - else - g_scene->GetCamera()->SetProjection(mat4::ortho(video_size.x, video_size.y, .1f, 1000.f)); - } - MeshViewer(char const *file_name = "data/mesh-buffer.txt") : m_file_name(file_name) { /* Register an input controller for the keyboard */ m_controller = new Controller("Default", KEY_MAX, 0); - m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Return"); - m_controller->GetKey(KEY_CAM_ZOOM_IN).Bind("Keyboard", "PageUp"); - m_controller->GetKey(KEY_CAM_ZOOM_OUT).Bind("Keyboard", "PageDown"); - - m_controller->GetKey(KEY_MESH_LEFT).Bind("Keyboard", "Left"); - m_controller->GetKey(KEY_MESH_RIGHT).Bind("Keyboard", "Right"); - m_controller->GetKey(KEY_MESH_UP).Bind("Keyboard", "Up"); - m_controller->GetKey(KEY_MESH_DOWN).Bind("Keyboard", "Down"); + //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"); - m_controller->GetKey(KEY_MESH_UPDATE).Bind("Keyboard", "Space"); - m_controller->GetKey(KEY_MESH_RESET).Bind("Keyboard", "KP0"); - m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "KPPlus"); - m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "KPMinus"); + //Camera keyboard position switch + m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift"); + m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl"); - m_controller->GetKey(KEY_MESH_OFFSET_DOWN).Bind("Keyboard", "KP1"); - m_controller->GetKey(KEY_MESH_OFFSET_UP).Bind("Keyboard", "KP3"); - m_controller->GetKey(KEY_MESH_SCALE_DOWN).Bind("Keyboard", "KP7"); - m_controller->GetKey(KEY_MESH_SCALE_UP).Bind("Keyboard", "KP9"); + //Camera unzoom switch + m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space"); - m_controller->GetKey(KEY_MESH_ROT_LEFT).Bind("Keyboard", "KP4"); - m_controller->GetKey(KEY_MESH_ROT_RIGHT).Bind("Keyboard", "KP6"); - m_controller->GetKey(KEY_MESH_ROT_UP).Bind("Keyboard", "KP8"); - m_controller->GetKey(KEY_MESH_ROT_DOWN).Bind("Keyboard", "KP5"); + //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"); @@ -115,51 +111,48 @@ public: m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5"); m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); - // State - m_mesh_shown = 0; - m_angle = 0; + // Message Service + MessageService::Setup(MSG_MAX); + + // Mesh Setup + m_mesh_id = 0; + m_mesh_id1 = 0.f; m_default_texture = NULL; //Camera Setup - m_fov_zoom_damp = .0f; - m_fov_damp = 60.0f; - m_fov = 60.0f; + m_fov = -100.f; + m_fov_mesh = 0.f; + m_fov_speed = 0.f; + m_zoom = -100.f; + m_zoom_mesh = 0.f; + m_zoom_speed = 0.f; + m_rot = vec2(0.f); + m_rot_mesh = vec2(0.f); + m_rot_speed = vec2(0.f); + m_pos = vec2(0.f); + m_pos_mesh = vec2(0.f); + m_pos_speed = vec2(0.f); + m_screen_offset = vec2(0.f); + m_camera = new Camera(); - SetFov(m_fov_damp); - m_camera->SetView(vec3(0.f, 0.f, 10.f), - vec3(0.f, 0.f, 0.f), - vec3(0.f, 1.f, 0.f)); + m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f)); + m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW); + //m_camera->SetScreenScale(vec2(10.f)); + m_camera->UseShift(true); g_scene->PushCamera(m_camera); //Lights setup m_lights << new Light(); - m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f)); + m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 1.f)); m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f)); Ticker::Ref(m_lights.Last()); m_lights << new Light(); m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 1.f)); - m_lights.Last()->SetColor(vec4(.5f, .3f, .0f, 1.f)); + m_lights.Last()->SetColor(vec4(1.f, 1.f, 1.f, 1.f)); Ticker::Ref(m_lights.Last()); - //Speed damp - m_mesh_rotate_damp = vec2(.0f); - m_mesh_screen_move_damp = vec2(.0f); - m_mesh_move_damp = vec2(.0f); - - //Actual values - SetDefaultMeshTransform(); - - //Actual values damp - m_mesh_rotation_damp = vec2(.0f); - m_mesh_screen_offset_damp = vec2(.0f); - m_mesh_offset_damp = vec2(.0f); - - - m_mat = mat4::rotate(m_mesh_rotation.x, vec3(1, 0, 0)) * - mat4::rotate(m_angle, vec3(0, 1, 0)) * - mat4::rotate(m_mesh_rotation.y, vec3(0, 1, 0)); - + //stream update m_stream_update_time = 2.0f; m_stream_update_timer = 1.0f; } @@ -169,13 +162,7 @@ public: g_scene->PopCamera(m_camera); for (int i = 0; i < m_lights.Count(); ++i) Ticker::Unref(m_lights[i]); - } - - void SetDefaultMeshTransform() - { - m_mesh_rotation = vec2(25.0f, .0f); - m_mesh_screen_offset = vec2(.54f, .0f); - m_mesh_offset = vec2(-.64f, .07f); + MessageService::Destroy(); } virtual void TickGame(float seconds) @@ -189,192 +176,155 @@ public: Ticker::Shutdown(); } - //-- - //Update Mesh BBox - Get the Min/Max needed - //-- - vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) }; - vec3 cam_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; - vec3 world_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; - int mesh_id = m_meshes.Count() - 1; - for (; mesh_id >= 0; mesh_id--) - if (m_meshes[mesh_id].m2) - break; - - mat4 world_cam = g_scene->GetCamera()->GetView(); - mat4 cam_screen = g_scene->GetCamera()->GetProjection(); + //Mesh Change + 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_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); - if (m_meshes.Count() && mesh_id >= 0) - { - for (int i = 0; i < m_meshes[mesh_id].m1.GetVertexCount(); i++) - { - //-- - mat4 LocalPos = m_mat * mat4::translate(m_meshes[mesh_id].m1.GetVertexLocation(i)); - vec3 vpos = LocalPos.v3.xyz; + //Camera update + bool is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); + bool is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); - world_min_max[0] = min(vpos.xyz, world_min_max[0]); - world_min_max[1] = max(vpos.xyz, world_min_max[1]); + 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())); - //-- - LocalPos = world_cam * LocalPos; - vpos = LocalPos.v3.xyz; + //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); - cam_min_max[0] = min(vpos.xyz, cam_min_max[0]); - cam_min_max[1] = max(vpos.xyz, cam_min_max[1]); + //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, .2f, seconds); - //-- - LocalPos = cam_screen * LocalPos; - vpos = (LocalPos.v3 / LocalPos.v3.w).xyz; + m_rot += m_rot_speed * seconds; - screen_min_max[0] = min(vpos.xy, screen_min_max[0]); - screen_min_max[1] = max(vpos.xy, screen_min_max[1]); - } + //Transform update + if (!m_controller->GetKey(KEY_CAM_RESET).IsDown()) + { + m_pos += m_pos_speed * seconds; + m_fov += m_fov_speed * seconds; + m_zoom += m_zoom_speed * seconds; } - else + + //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, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f); + + if (m_controller->GetKey(KEY_CAM_RESET).IsDown()) { - world_min_max[1] = vec3(.0f); - world_min_max[0] = vec3(.0f); - cam_min_max[1] = vec3(.0f); - cam_min_max[0] = vec3(.0f); - screen_min_max[0] = vec2(.0f); - screen_min_max[1] = vec2(.0f); + pos_mesh = vec2(0.f); + zoom_mesh = 0.f; } - //[0] : center, [1] : size. - vec3 BBox[2] = { vec3(.0f), vec3(.0f) }; - BBox[1] = world_min_max[1] - world_min_max[0]; - BBox[0] = world_min_max[0] + BBox[1] * .5f; - vec3 BBox_mod = BBox[1]; -#if 0 + + 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); + + //Mesh mat calculation + m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f))); + + //Target List Setup + Array target_list; + if (m_meshes.Count() && m_mesh_id >= 0) + for (int i = 0; i < m_meshes[m_mesh_id].m1.GetVertexCount(); i++) + target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id].m1.GetVertexLocation(i))).v3.xyz; //-- - //Camera movement handling + //Update mesh screen location - Get the Min/Max needed //-- - if (m_controller->GetKey(KEY_CAM_RESET).IsReleased()) - SetFov(); - - //Auto Fov - float local_max = max(max(lol::abs(world_min_max[0].x), lol::abs(world_min_max[0].y)), - max( lol::abs(world_min_max[1].x), lol::abs(world_min_max[1].y))); - float fov_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))); - - //Fov modification - float fov_zoom = (float)(Input::GetStatus(IPT_CAM_ZOOM_OUT) - Input::GetStatus(IPT_CAM_ZOOM_IN)); - m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds); - m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp); - m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds); - - if (m_fov_damp < MIN_FOV) + 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 < target_list.Count(); i++) { - vec2 tmp = vec2(Video::GetSize()); - SetFov(0, vec2(local_max * 2.2f) * (tmp / vec2(tmp.y))); + vec3 obj_loc = target_list[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.v3.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.v3 / target_mx.v3.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; + } } - else - SetFov(m_fov_damp); - - //Move modification - vec3 campos = g_scene->GetCamera()->GetPosition(); - if (m_fov_damp < MIN_FOV) - g_scene->GetCamera()->SetView(vec3(campos.xy, 10.f), quat(1.f)); - else if (fov_ratio > .0f) - g_scene->GetCamera()->SetView(vec3(campos.xy, campos.z * fov_ratio * 1.1f), quat(1.f)); -#else - Camera* cur_cam = g_scene->GetCamera(); - vec3 min_max_diff = (cam_min_max[1] - cam_min_max[0]); - float screen_size = max(max(lol::abs(min_max_diff.x), lol::abs(min_max_diff.y)), - max( lol::abs(min_max_diff.x), lol::abs(min_max_diff.y))); - float fov_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 fov_zoom = 0.f; - fov_zoom += m_controller->GetKey(KEY_CAM_ZOOM_OUT).IsDown() ? 1.f : 0.f; - fov_zoom -= m_controller->GetKey(KEY_CAM_ZOOM_IN).IsDown() ? 1.f : 0.f; - m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds); - m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp); - m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds); - - if (m_fov_damp < MIN_FOV) - cur_cam->SetProjection(mat4::ortho(screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f)); - else if (fov_ratio > .0f) - cur_cam->SetProjection(mat4::shifted_perspective(m_fov_damp, screen_size * fov_ratio * 1.1f, 1600.f / 600.f, .00001f, 1000.f)); - - vec3 cam_center = cam_min_max[0] + min_max_diff * .5f; - - vec4 test = inverse(world_cam) * vec4(.0f,.0f,-1.0f,1.f); - test = test; - test = inverse(world_cam) * vec4(.0f,.0f,.0f,1.f); - test = inverse(world_cam) * vec4(.0f,.0f,1.0f,1.f); - - vec3 eye = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[1].z), 1.f)).xyz; - vec3 target = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[0].z), 1.f)).xyz; - if (eye == target) - cur_cam->SetView(vec3(.0f), vec3(.0f, .0f, -1.f), vec3(0.f, 1.f, 0.f)); - else - cur_cam->SetView(eye, target, vec3(0,1,0)); -#endif - + float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)), + max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y))); + float scale_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))); + 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 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; + + if (cam_factor > 0.f) + { + vec2 new_screen_scale = m_camera->GetScreenScale(); + m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT)))); + m_camera->m_position.z = damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds); + m_camera->SetFov(m_fov_mesh); + m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds)); + } + //-- - //Mesh movement handling + //Message Service //-- - if (m_controller->GetKey(KEY_MESH_RESET).IsReleased()) - SetDefaultMeshTransform(); - - m_mesh_shown += m_controller->GetKey(KEY_MESH_NEXT).IsReleased() ? 1 : 0; - m_mesh_shown -= m_controller->GetKey(KEY_MESH_PREV).IsReleased() ? 1 : 0; - m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1); - - vec2 new_move = vec2(.0f); - new_move.x += m_controller->GetKey(KEY_MESH_RIGHT).IsDown() ? 1.f : 0.f; - new_move.x -= m_controller->GetKey(KEY_MESH_LEFT).IsDown() ? 1.f : 0.f; - new_move.y += m_controller->GetKey(KEY_MESH_UP).IsDown() ? 1.f : 0.f; - new_move.y -= m_controller->GetKey(KEY_MESH_DOWN).IsDown() ? 1.f : 0.f; - - m_mesh_screen_move_damp = vec2(damp(m_mesh_screen_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), - damp(m_mesh_screen_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); - - new_move.x = m_controller->GetKey(KEY_MESH_OFFSET_UP).IsDown() ? 1.f : 0.f; - new_move.x -= m_controller->GetKey(KEY_MESH_OFFSET_DOWN).IsDown() ? 1.f : 0.f; - new_move.y = m_controller->GetKey(KEY_MESH_SCALE_UP).IsDown() ? 1.f : 0.f; - new_move.y -= m_controller->GetKey(KEY_MESH_SCALE_DOWN).IsDown() ? 1.f : 0.f; - m_mesh_move_damp = vec2(damp(m_mesh_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), - damp(m_mesh_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); - - new_move.x = m_controller->GetKey(KEY_MESH_ROT_UP).IsDown() ? 1.f : 0.f; - new_move.x -= m_controller->GetKey(KEY_MESH_ROT_DOWN).IsDown() ? 1.f : 0.f; - new_move.y = m_controller->GetKey(KEY_MESH_ROT_RIGHT).IsDown() ? 1.f : 0.f; - new_move.y -= m_controller->GetKey(KEY_MESH_ROT_LEFT).IsDown() ? 1.f : 0.f; - m_mesh_rotate_damp = vec2(damp(m_mesh_rotate_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), - damp(m_mesh_rotate_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); - - vec2 mesh_screen_move = seconds * 0.6f * m_mesh_screen_move_damp; - vec2 mesh_offset_move = seconds * vec2(.6f, .2f) * m_mesh_move_damp; - vec2 mesh_rotate = seconds * vec2(40.0f, 60.0f) * m_mesh_rotate_damp; - - //Add movement - m_mesh_screen_offset += mesh_screen_move; - m_mesh_offset += mesh_offset_move; - m_mesh_rotation += mesh_rotate; - - //Compute damp - m_mesh_rotation_damp = damp(m_mesh_rotation_damp, m_mesh_rotation, .2f, seconds); - m_mesh_screen_offset_damp = damp(m_mesh_screen_offset_damp, m_mesh_screen_offset, .2f, seconds); - m_mesh_offset_damp = damp(m_mesh_offset_damp, m_mesh_offset, .2f, seconds); - - //Clamp necessary - m_mesh_rotation.x = clamp(m_mesh_rotation.x, -90.0f, 90.0f); - m_mesh_offset.y = max(.0f, m_mesh_offset.y); - - //m_angle += seconds * 70.0f; - m_mat = mat4::rotate(m_mesh_rotation.x, vec3(1, 0, 0)) * - mat4::rotate(m_angle, vec3(0, 1, 0)) * - mat4::rotate(m_mesh_rotation.y, vec3(0, 1, 0)); + String mesh(""); + int u = 4; + while (u-- > 0 && MessageService::FetchFirst(MSG_IN, mesh)) + { + int o = 1; + while (o-- > 0) + { + if (m_mesh_id == m_meshes.Count() - 1) + m_mesh_id++; + //Create a new mesh + m_meshes.Push(EasyMesh(), false); + if (!m_meshes.Last().m1.Compile(mesh.C())) + m_meshes.Pop(); + //else + // m_meshes.Last().m1.ComputeTexCoord(0.2f, 2); + } + } +#if __native_client__ + 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]"); + } +#elif WIN32 //-- //File management //-- - if (m_controller->GetKey(KEY_MESH_UPDATE).IsReleased()) - m_stream_update_time = m_stream_update_timer + 1.0f; m_stream_update_time += seconds; - if (m_stream_update_time > m_stream_update_timer) { m_stream_update_time = 0.f; @@ -406,15 +356,10 @@ public: && (!m_cmdlist.Count() || cmd != m_cmdlist.Last())) { m_cmdlist << cmd; - - //Create a new mesh - m_meshes.Push(EasyMesh(), false, .0f, vec3(.0f)); - if (!m_meshes.Last().m1.Compile(cmd.C())) - m_meshes.Pop(); - //else - // m_meshes.Last().m1.ComputeTexCoord(0.2f, 2); + MessageService::Send(MSG_IN, cmd); } } +#endif //WINDOWS } virtual void TickDraw(float seconds) @@ -439,14 +384,7 @@ public: { m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture)); m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture"); - //m_image = new Image("data/test-texture.png"); m_default_texture = Tiler::Register("data/test-texture.png", ivec2(0), ivec2(0,1)); - - //ivec2 size = m_image->GetSize(); - //// m_image->GetFormat() - //m_texture = new Texture(m_image->GetSize(), PixelFormat::ABGR_8); - //m_texture->SetData(m_image->GetData()); - // PixelFormat::ABGR_8 } else if (m_texture && m_default_texture) m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0); @@ -455,12 +393,7 @@ public: { if (!m_meshes[i].m2) { - //Fur support -#if WITH_FUR - m_meshes[i].m1.MeshConvert(Shader::Create(LOLFX_RESOURCE_NAME(shinyfur))); -#elif WITH_TEXTURE - //m_meshes[i].m1.MeshConvert(m_texture_shader); - //m_meshes[i].m1.MeshConvert(); +#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)); @@ -473,63 +406,60 @@ public: g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); - mat4 default_proj = g_scene->GetCamera()->GetProjection(); - int max_drawn = m_meshes.Count() - m_mesh_shown; - for (int i = max_drawn; i < m_meshes.Count(); i++) - m_meshes[i].m4 = vec3(.0f); - for (int i = 0; i < max_drawn; i++) + vec3 x = vec3(1.f,0.f,0.f); + vec3 y = vec3(0.f,1.f,0.f); + for (int i = 0; i < m_meshes.Count(); i++) { - float new_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (i + 1)))); - m_meshes[i].m3 = damp(m_meshes[i].m3, new_scale, .35f, seconds); - if (m_meshes[i].m3 > .0f) + mat4 save_proj = m_camera->GetProjection(); + float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1)); + if (m_meshes[i].m2) { - vec3 new_mesh_offset = vec3(.0f); - //damping calculations - for (int j = max_drawn - 1; j > i; j--) - { - float ofs_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (j + 0)))); - new_mesh_offset = new_mesh_offset + vec3(m_meshes[j].m3 * ofs_scale * ofs_scale * m_mesh_offset_damp.x, .0f, .0f); - } - m_meshes[i].m4 = damp(m_meshes[i].m4, new_mesh_offset, .35f, seconds); - - g_scene->GetCamera()->SetProjection( - mat4::translate(m_meshes[i].m4) * - mat4::translate(vec3(m_mesh_screen_offset_damp, .0f)) * - mat4::scale(vec3(vec2(m_meshes[i].m3), 1.0f)) * - default_proj); -#if WITH_FUR - for (int j=0; j < 40; j++) - m_meshes[i].m1.Render(m_mat, 0.1 * j); -#else + mat4 new_proj = + //Y object 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)) * + //Mesh count offset + mat4::translate(x * RATIO_HW * 2.f * j) * + //Align right meshes + mat4::translate(x - x * RATIO_HW) * + //Mesh count scale + //mat4::scale(1.f - .2f * j * (1.f / (float)m_meshes.Count())) * + //Camera projection + save_proj; + m_camera->SetProjection(new_proj); m_meshes[i].m1.Render(m_mat); -#endif g_renderer->Clear(ClearMask::Depth); } + m_camera->SetProjection(save_proj); } - g_scene->GetCamera()->SetProjection(default_proj); } private: + Array m_lights; Controller *m_controller; - Camera *m_camera; - float m_angle; mat4 m_mat; - //Mesh infos - //Move damping - vec2 m_mesh_rotate_damp; - vec2 m_mesh_screen_move_damp; - vec2 m_mesh_move_damp; - - //Move transform damping - vec2 m_mesh_rotation_damp; - vec2 m_mesh_screen_offset_damp; - vec2 m_mesh_offset_damp; + //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_screen_offset; - vec2 m_mesh_rotation; //Meshes rotation - vec2 m_mesh_screen_offset;//Meshes screen offset - vec2 m_mesh_offset; //Mesh Offset after first mesh (x: offset, y: scale) - int m_mesh_shown; + //Mesh infos + int m_mesh_id; + float m_mesh_id1; + Array m_meshes; //File data String m_file_name; @@ -538,17 +468,11 @@ private: float m_stream_update_timer; //misc datas - Array m_meshes; - Array m_lights; Shader * m_texture_shader; TileSet * m_default_texture; Texture * m_texture; ShaderUniform m_texture_uni; Image * m_image; - float m_fov; - float m_fov_damp; - float m_fov_zoom_damp; - mat4 m_fov_compensation; }; //The basic main : @@ -556,7 +480,7 @@ int main(int argc, char **argv) { System::Init(argc, argv); - Application app("MeshViewer", ivec2(1600, 600), 60.0f); + Application app("MeshViewer", ivec2((int)WIDTH, (int)HEIGHT), 60.0f); if (argc > 1) new MeshViewer(argv[1]); else