| @@ -106,8 +106,10 @@ enum MVMouseAxisList | |||||
| MSEX_MAX | MSEX_MAX | ||||
| }; | }; | ||||
| #define MAX_KEYS MSE_MAX | |||||
| #define MAX_AXIS MSEX_MAX | |||||
| #define MAX_KEYS MSE_MAX | |||||
| #define MAX_AXIS MSEX_MAX | |||||
| #define ALL_FEATURES 1 | |||||
| #define NO_SC_SETUP 1 | |||||
| enum MessageType | enum MessageType | ||||
| { | { | ||||
| @@ -244,15 +246,14 @@ public: | |||||
| m_camera = new Camera(); | m_camera = new Camera(); | ||||
| 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::zero, vec3::axis_y); | |||||
| m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW); | m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW); | ||||
| m_camera->UseShift(true); | m_camera->UseShift(true); | ||||
| g_scene->PushCamera(m_camera); | g_scene->PushCamera(m_camera); | ||||
| //Lights setup | //Lights setup | ||||
| m_ssetup = new SceneSetup(); | m_ssetup = new SceneSetup(); | ||||
| #define MV_TEST 0 | |||||
| #if MV_TEST | |||||
| #if NO_SC_SETUP | |||||
| m_ssetup->m_lights << new Light(); | 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()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f)); | ||||
| m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f)); | m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f)); | ||||
| @@ -273,7 +274,7 @@ public: | |||||
| " addlight 0.0 position (8 2 6) color #ffff" | " addlight 0.0 position (8 2 6) color #ffff" | ||||
| " custom setmesh \"sc#fff ab 1\""); | " custom setmesh \"sc#fff ab 1\""); | ||||
| m_ssetup->Startup(); | m_ssetup->Startup(); | ||||
| #endif //MV_TEST | |||||
| #endif //NO_SC_SETUP | |||||
| } | } | ||||
| virtual void TickGame(float seconds) | virtual void TickGame(float seconds) | ||||
| @@ -306,6 +307,7 @@ public: | |||||
| #endif //NO_NACL_EM | #endif //NO_NACL_EM | ||||
| m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); | m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); | ||||
| #if ALL_FEATURES | |||||
| //Update light position | //Update light position | ||||
| for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) | for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) | ||||
| { | { | ||||
| @@ -507,6 +509,7 @@ public: | |||||
| } | } | ||||
| } | } | ||||
| m_ssetup->m_custom_cmd.Empty(); | m_ssetup->m_custom_cmd.Empty(); | ||||
| #endif //ALL_FEATURES | |||||
| #if NACL_EM | #if NACL_EM | ||||
| //if (m_stream_update_time > .0f) | //if (m_stream_update_time > .0f) | ||||
| @@ -601,6 +604,7 @@ public: | |||||
| m_meshes[i]->MeshConvert(); | m_meshes[i]->MeshConvert(); | ||||
| #endif //WITH_TEXTURE | #endif //WITH_TEXTURE | ||||
| } | } | ||||
| #if ALL_FEATURES | |||||
| mat4 save_proj = m_camera->GetProjection(); | mat4 save_proj = m_camera->GetProjection(); | ||||
| float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1)); | float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1)); | ||||
| @@ -630,6 +634,9 @@ public: | |||||
| g_renderer->Clear(ClearMask::Depth); | g_renderer->Clear(ClearMask::Depth); | ||||
| } | } | ||||
| m_camera->SetProjection(save_proj); | m_camera->SetProjection(save_proj); | ||||
| #else | |||||
| m_meshes[i]->Render(m_mat); | |||||
| #endif //ALL_FEATURES | |||||
| } | } | ||||
| } | } | ||||
| } | } | ||||