|
|
@@ -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<vec3> 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<Light *> 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<EasyMesh, bool> m_meshes; |
|
|
|
|
|
|
|
//File data |
|
|
|
String m_file_name; |
|
|
@@ -538,17 +468,11 @@ private: |
|
|
|
float m_stream_update_timer; |
|
|
|
|
|
|
|
//misc datas |
|
|
|
Array<EasyMesh, bool, float, vec3> m_meshes; |
|
|
|
Array<Light *> 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 |
|
|
|