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@@ -26,29 +26,41 @@ static int const TEXTURE_WIDTH = 256; |
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LOLFX_RESOURCE_DECLARE(shinyfur); |
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LOLFX_RESOURCE_DECLARE(shinyfur); |
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LOLFX_RESOURCE_DECLARE(shinymvtexture); |
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LOLFX_RESOURCE_DECLARE(shinymvtexture); |
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#define IPT_CAM_RESET "Cam_Center" |
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#define IPT_CAM_FORWARD "Cam_Forward" |
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#define IPT_CAM_BACKWARD "Cam_Backward" |
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#define IPT_CAM_ZOOM_OUT "Cam_Zoom_In" |
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#define IPT_CAM_ZOOM_IN "Cam_Zoom_Out" |
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#define IPT_MESH_UPDATE "Mesh_Update" |
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#define IPT_MESH_RESET "Mesh_Reset" |
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#define IPT_MESH_PREV "Mesh_Previous" |
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#define IPT_MESH_NEXT "Mesh_Next" |
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#define IPT_MESH_LEFT "Mesh_Left" |
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#define IPT_MESH_RIGHT "Mesh_Right" |
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#define IPT_MESH_UP "Mesh_Up" |
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#define IPT_MESH_DOWN "Mesh_Down" |
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#define IPT_MESH_SCALE_UP "Mesh_Scale_Up" |
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#define IPT_MESH_SCALE_DOWN "Mesh_Scale_Down" |
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#define IPT_MESH_OFFSET_UP "Mesh_Offset_Up" |
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#define IPT_MESH_OFFSET_DOWN "Mesh_Offset_Down" |
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#define IPT_MESH_ROT_LEFT "Mesh_Rot_Left" |
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#define IPT_MESH_ROT_RIGHT "Mesh_Rot_Right" |
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#define IPT_MESH_ROT_UP "Mesh_Rot_Up" |
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#define IPT_MESH_ROT_DOWN "Mesh_Rot_Down" |
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enum |
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{ |
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KEY_CAM_RESET, |
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KEY_CAM_FORWARD, |
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KEY_CAM_BACKWARD, |
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KEY_CAM_ZOOM_OUT, |
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KEY_CAM_ZOOM_IN, |
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KEY_MESH_UPDATE, |
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KEY_MESH_RESET, |
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KEY_MESH_PREV, |
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KEY_MESH_NEXT, |
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KEY_MESH_LEFT, |
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KEY_MESH_RIGHT, |
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KEY_MESH_UP, |
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KEY_MESH_DOWN, |
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KEY_MESH_SCALE_UP, |
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KEY_MESH_SCALE_DOWN, |
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KEY_MESH_OFFSET_UP, |
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KEY_MESH_OFFSET_DOWN, |
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KEY_MESH_ROT_LEFT, |
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KEY_MESH_ROT_RIGHT, |
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KEY_MESH_ROT_UP, |
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KEY_MESH_ROT_DOWN, |
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KEY_F1, |
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KEY_F2, |
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KEY_F3, |
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KEY_F4, |
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KEY_F5, |
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KEY_ESC, |
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KEY_MAX, |
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}; |
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#define MIN_FOV 0.1f |
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#define MIN_FOV 0.1f |
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@@ -69,31 +81,41 @@ public: |
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MeshViewer(char const *file_name = "data/mesh-buffer.txt") |
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MeshViewer(char const *file_name = "data/mesh-buffer.txt") |
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: m_file_name(file_name) |
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: m_file_name(file_name) |
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{ |
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{ |
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//Input setup |
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Input::LinkActionToKey(IPT_CAM_RESET, Key::Return); |
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Input::LinkActionToKey(IPT_CAM_ZOOM_IN, Key::PageUp); |
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Input::LinkActionToKey(IPT_CAM_ZOOM_OUT, Key::PageDown); |
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Input::LinkActionToKey(IPT_MESH_LEFT, Key::Left); |
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Input::LinkActionToKey(IPT_MESH_RIGHT, Key::Right); |
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Input::LinkActionToKey(IPT_MESH_UP, Key::Up); |
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Input::LinkActionToKey(IPT_MESH_DOWN, Key::Down); |
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Input::LinkActionToKey(IPT_MESH_UPDATE, Key::Space); |
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Input::LinkActionToKey(IPT_MESH_RESET, Key::KP0); |
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Input::LinkActionToKey(IPT_MESH_PREV, Key::KPPlus); |
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Input::LinkActionToKey(IPT_MESH_NEXT, Key::KPMinus); |
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Input::LinkActionToKey(IPT_MESH_OFFSET_DOWN, Key::KP1); |
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Input::LinkActionToKey(IPT_MESH_OFFSET_UP, Key::KP3); |
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Input::LinkActionToKey(IPT_MESH_SCALE_DOWN, Key::KP7); |
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Input::LinkActionToKey(IPT_MESH_SCALE_UP, Key::KP9); |
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Input::LinkActionToKey(IPT_MESH_ROT_LEFT, Key::KP4); |
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Input::LinkActionToKey(IPT_MESH_ROT_RIGHT, Key::KP6); |
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Input::LinkActionToKey(IPT_MESH_ROT_UP, Key::KP8); |
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Input::LinkActionToKey(IPT_MESH_ROT_DOWN, Key::KP5); |
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/* Register an input controller for the keyboard */ |
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m_controller = new Controller(KEY_MAX, 0); |
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m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Return"); |
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m_controller->GetKey(KEY_CAM_ZOOM_IN).Bind("Keyboard", "PageUp"); |
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m_controller->GetKey(KEY_CAM_ZOOM_OUT).Bind("Keyboard", "PageDown"); |
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m_controller->GetKey(KEY_MESH_LEFT).Bind("Keyboard", "Left"); |
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m_controller->GetKey(KEY_MESH_RIGHT).Bind("Keyboard", "Right"); |
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m_controller->GetKey(KEY_MESH_UP).Bind("Keyboard", "Up"); |
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m_controller->GetKey(KEY_MESH_DOWN).Bind("Keyboard", "Down"); |
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m_controller->GetKey(KEY_MESH_UPDATE).Bind("Keyboard", "Space"); |
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m_controller->GetKey(KEY_MESH_RESET).Bind("Keyboard", "KP0"); |
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m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "KPPlus"); |
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m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "KPMinus"); |
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m_controller->GetKey(KEY_MESH_OFFSET_DOWN).Bind("Keyboard", "KP1"); |
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m_controller->GetKey(KEY_MESH_OFFSET_UP).Bind("Keyboard", "KP3"); |
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m_controller->GetKey(KEY_MESH_SCALE_DOWN).Bind("Keyboard", "KP7"); |
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m_controller->GetKey(KEY_MESH_SCALE_UP).Bind("Keyboard", "KP9"); |
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m_controller->GetKey(KEY_MESH_ROT_LEFT).Bind("Keyboard", "KP4"); |
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m_controller->GetKey(KEY_MESH_ROT_RIGHT).Bind("Keyboard", "KP6"); |
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m_controller->GetKey(KEY_MESH_ROT_UP).Bind("Keyboard", "KP8"); |
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m_controller->GetKey(KEY_MESH_ROT_DOWN).Bind("Keyboard", "KP5"); |
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m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1"); |
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m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2"); |
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m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3"); |
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m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4"); |
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m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5"); |
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m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); |
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// State |
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m_mesh_shown = 0; |
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m_mesh_shown = 0; |
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m_angle = 0; |
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m_angle = 0; |
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m_default_texture = NULL; |
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m_default_texture = NULL; |
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@@ -163,7 +185,7 @@ public: |
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//TODO : This should probably be "standard LoL behaviour" |
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//TODO : This should probably be "standard LoL behaviour" |
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{ |
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{ |
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//Shutdown logic |
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//Shutdown logic |
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if (Input::WasReleased(Key::Escape)) |
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if (m_controller->GetKey(KEY_ESC).IsReleased()) |
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Ticker::Shutdown(); |
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Ticker::Shutdown(); |
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} |
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} |
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@@ -226,7 +248,7 @@ public: |
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//-- |
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//-- |
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//Camera movement handling |
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//Camera movement handling |
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//-- |
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//-- |
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if (Input::WasReleased(IPT_CAM_RESET)) |
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if (m_controller->GetKey(KEY_CAM_RESET).IsReleased()) |
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SetFov(); |
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SetFov(); |
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//Auto Fov |
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//Auto Fov |
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@@ -263,7 +285,9 @@ public: |
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float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)), |
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float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)), |
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max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y))); |
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max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y))); |
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float fov_zoom = (float)(Input::GetStatus(IPT_CAM_ZOOM_OUT) - Input::GetStatus(IPT_CAM_ZOOM_IN)); |
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float fov_zoom = 0.f; |
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fov_zoom += m_controller->GetKey(KEY_CAM_ZOOM_OUT).IsDown() ? 1.f : 0.f; |
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fov_zoom -= m_controller->GetKey(KEY_CAM_ZOOM_IN).IsDown() ? 1.f : 0.f; |
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m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds); |
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m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds); |
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m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp); |
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m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp); |
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m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds); |
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m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds); |
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@@ -291,26 +315,33 @@ public: |
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//-- |
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//-- |
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//Mesh movement handling |
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//Mesh movement handling |
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//-- |
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//-- |
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if (Input::WasReleased(IPT_MESH_RESET)) |
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if (m_controller->GetKey(KEY_MESH_RESET).IsReleased()) |
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SetDefaultMeshTransform(); |
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SetDefaultMeshTransform(); |
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m_mesh_shown += ((int)Input::WasReleased(IPT_MESH_NEXT)) - ((int)Input::WasReleased(IPT_MESH_PREV)); |
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m_mesh_shown += m_controller->GetKey(KEY_MESH_NEXT).IsReleased() ? 1 : 0; |
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m_mesh_shown -= m_controller->GetKey(KEY_MESH_PREV).IsReleased() ? 1 : 0; |
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m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1); |
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m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1); |
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vec2 new_move = vec2(.0f); |
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vec2 new_move = vec2(.0f); |
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new_move.x += m_controller->GetKey(KEY_MESH_RIGHT).IsDown() ? 1.f : 0.f; |
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new_move.x -= m_controller->GetKey(KEY_MESH_LEFT).IsDown() ? 1.f : 0.f; |
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new_move.y += m_controller->GetKey(KEY_MESH_UP).IsDown() ? 1.f : 0.f; |
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new_move.y -= m_controller->GetKey(KEY_MESH_DOWN).IsDown() ? 1.f : 0.f; |
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new_move = vec2((float)(Input::GetStatus(IPT_MESH_RIGHT) - Input::GetStatus(IPT_MESH_LEFT)), |
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(float)(Input::GetStatus(IPT_MESH_UP) - Input::GetStatus(IPT_MESH_DOWN))); |
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m_mesh_screen_move_damp = vec2(damp(m_mesh_screen_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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m_mesh_screen_move_damp = vec2(damp(m_mesh_screen_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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damp(m_mesh_screen_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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damp(m_mesh_screen_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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new_move = vec2((float)(Input::GetStatus(IPT_MESH_OFFSET_UP) - Input::GetStatus(IPT_MESH_OFFSET_DOWN)), |
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(float)(Input::GetStatus(IPT_MESH_SCALE_UP) - Input::GetStatus(IPT_MESH_SCALE_DOWN))); |
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new_move.x = m_controller->GetKey(KEY_MESH_OFFSET_UP).IsDown() ? 1.f : 0.f; |
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new_move.x -= m_controller->GetKey(KEY_MESH_OFFSET_DOWN).IsDown() ? 1.f : 0.f; |
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new_move.y = m_controller->GetKey(KEY_MESH_SCALE_UP).IsDown() ? 1.f : 0.f; |
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new_move.y -= m_controller->GetKey(KEY_MESH_SCALE_DOWN).IsDown() ? 1.f : 0.f; |
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m_mesh_move_damp = vec2(damp(m_mesh_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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m_mesh_move_damp = vec2(damp(m_mesh_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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damp(m_mesh_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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damp(m_mesh_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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new_move = vec2((float)(Input::GetStatus(IPT_MESH_ROT_UP) - Input::GetStatus(IPT_MESH_ROT_DOWN)), |
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(float)(Input::GetStatus(IPT_MESH_ROT_RIGHT) - Input::GetStatus(IPT_MESH_ROT_LEFT))); |
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new_move.x = m_controller->GetKey(KEY_MESH_ROT_UP).IsDown() ? 1.f : 0.f; |
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new_move.x -= m_controller->GetKey(KEY_MESH_ROT_DOWN).IsDown() ? 1.f : 0.f; |
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new_move.y = m_controller->GetKey(KEY_MESH_ROT_RIGHT).IsDown() ? 1.f : 0.f; |
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new_move.y -= m_controller->GetKey(KEY_MESH_ROT_LEFT).IsDown() ? 1.f : 0.f; |
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m_mesh_rotate_damp = vec2(damp(m_mesh_rotate_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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m_mesh_rotate_damp = vec2(damp(m_mesh_rotate_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds), |
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damp(m_mesh_rotate_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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damp(m_mesh_rotate_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds)); |
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@@ -340,7 +371,7 @@ public: |
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//-- |
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//-- |
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//File management |
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//File management |
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//-- |
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//-- |
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if (Input::WasReleased(IPT_MESH_UPDATE)) |
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if (m_controller->GetKey(KEY_MESH_UPDATE).IsReleased()) |
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m_stream_update_time = m_stream_update_timer + 1.0f; |
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m_stream_update_time = m_stream_update_timer + 1.0f; |
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m_stream_update_time += seconds; |
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m_stream_update_time += seconds; |
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@@ -392,15 +423,15 @@ public: |
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//TODO : This should probably be "standard LoL behaviour" |
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//TODO : This should probably be "standard LoL behaviour" |
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{ |
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{ |
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if (Input::WasReleased(Key::F1)) |
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if (m_controller->GetKey(KEY_F1).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::Default); |
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Video::SetDebugRenderMode(DebugRenderMode::Default); |
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if (Input::WasReleased(Key::F2)) |
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if (m_controller->GetKey(KEY_F2).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::Wireframe); |
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Video::SetDebugRenderMode(DebugRenderMode::Wireframe); |
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if (Input::WasReleased(Key::F3)) |
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if (m_controller->GetKey(KEY_F3).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::Lighting); |
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Video::SetDebugRenderMode(DebugRenderMode::Lighting); |
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if (Input::WasReleased(Key::F4)) |
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if (m_controller->GetKey(KEY_F4).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::Normal); |
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Video::SetDebugRenderMode(DebugRenderMode::Normal); |
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if (Input::WasReleased(Key::F5)) |
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if (m_controller->GetKey(KEY_F5).IsReleased()) |
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Video::SetDebugRenderMode(DebugRenderMode::UV); |
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Video::SetDebugRenderMode(DebugRenderMode::UV); |
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} |
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} |
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@@ -479,9 +510,10 @@ public: |
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} |
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} |
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private: |
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private: |
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Camera * m_camera; |
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float m_angle; |
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mat4 m_mat; |
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Controller *m_controller; |
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Camera *m_camera; |
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float m_angle; |
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mat4 m_mat; |
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//Mesh infos |
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//Mesh infos |
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//Move damping |
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//Move damping |
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