// // Lol Engine - EasyMesh tutorial // // Copyright: (c) 2011-2013 Sam Hocevar // (c) 2012-2013 Benjamin "Touky" Huet // 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 defined HAVE_CONFIG_H # include "config.h" #endif #include /* for FLT_MAX */ #include "core.h" using namespace std; 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_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 MessageType { MSG_IN, MSG_OUT, MSG_MAX }; class MeshViewer : public WorldEntity { public: MeshViewer(char const *file_name = "data/mesh-buffer.txt") : m_file_name(file_name) { #if !__native_client__ /* Register an input controller for the keyboard */ m_controller = new Controller("Default", KEY_MAX, 0); //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"); //Camera keyboard position switch m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift"); m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl"); //Camera unzoom switch m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space"); //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"); m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4"); m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5"); m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); #endif //!__native_client__ // 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 = -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(); 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, 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(1.f, 1.f, 1.f, 1.f)); Ticker::Ref(m_lights.Last()); //stream update m_stream_update_time = 2.0f; m_stream_update_timer = 1.0f; } ~MeshViewer() { g_scene->PopCamera(m_camera); for (int i = 0; i < m_lights.Count(); ++i) Ticker::Unref(m_lights[i]); MessageService::Destroy(); } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); //TODO : This should probably be "standard LoL behaviour" #if !__native_client__ { //Shutdown logic if (m_controller->GetKey(KEY_ESC).IsReleased()) Ticker::Shutdown(); } #endif //!__native_client__ //Mesh Change #if !__native_client__ 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); #endif //!__native_client__ m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); //Camera update bool is_pos = false; bool is_fov = false; vec2 tmp = vec2(0.f); #if !__native_client__ is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); 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())); #endif //!__native_client__ //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); //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_rot += m_rot_speed * seconds; #if !__native_client__ //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; } #endif //!__native_client__ //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 !__native_client__ if (m_controller->GetKey(KEY_CAM_RESET).IsDown()) { pos_mesh = vec2(0.f); zoom_mesh = 0.f; } #endif //!__native_client__ 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; //-- //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 < target_list.Count(); i++) { 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; } } 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)); } //-- //Message Service //-- 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 //-- 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(); for (int i = 0; i < cmd.Count() - 1; i++) { if (cmd[i] == '/' && cmd[i + 1] == '/') { int j = i; for (; j < cmd.Count(); j++) { if (cmd[j] == '\r' || cmd[j] == '\n') break; } String new_cmd = cmd.Sub(0, i); if (j < cmd.Count()) new_cmd += cmd.Sub(j, cmd.Count() - j); cmd = new_cmd; i--; } } if (cmd.Count() && (!m_cmdlist.Count() || cmd != m_cmdlist.Last())) { m_cmdlist << cmd; MessageService::Send(MSG_IN, cmd); } } #endif //WINDOWS } virtual void TickDraw(float seconds) { WorldEntity::TickDraw(seconds); //TODO : This should probably be "standard LoL behaviour" #if !__native_client__ { if (m_controller->GetKey(KEY_F1).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::Default); if (m_controller->GetKey(KEY_F2).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::Wireframe); if (m_controller->GetKey(KEY_F3).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::Lighting); if (m_controller->GetKey(KEY_F4).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::Normal); if (m_controller->GetKey(KEY_F5).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::UV); } #endif //!__native_client__ #if !__native_client__ 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(0), ivec2(0,1)); } else if (m_texture && m_default_texture) m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0); #endif //!__native_client__ for (int i = 0; i < m_meshes.Count(); i++) { if (!m_meshes[i].m2) { #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 m_meshes[i].m2 = true; } } g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); 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++) { 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) { 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); g_renderer->Clear(ClearMask::Depth); } m_camera->SetProjection(save_proj); } } private: Array m_lights; Controller *m_controller; mat4 m_mat; //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; //Mesh infos int m_mesh_id; float m_mesh_id1; Array m_meshes; //File data String m_file_name; Array 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; Image * m_image; }; //The basic main : int main(int argc, char **argv) { System::Init(argc, argv); Application app("MeshViewer", ivec2((int)WIDTH, (int)HEIGHT), 60.0f); if (argc > 1) new MeshViewer(argv[1]); else new MeshViewer(); app.Run(); return EXIT_SUCCESS; }