// // Lol Engine - EasyMesh tutorial // // Copyright: (c) 2011-2014 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 #include "scenesetup.h" using namespace lol; static int const TEXTURE_WIDTH = 256; #define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN) #define NACL_EM (__native_client__ || EMSCRIPTEN) #define NO_NACL_EM_INPUT (1) #define R_M 1.f #if NACL_EM #define DEFAULT_WIDTH (800.f * R_M) #define DEFAULT_HEIGHT (400.f * R_M) #else #define DEFAULT_WIDTH (1200.f * R_M) #define DEFAULT_HEIGHT (400.f * R_M) #endif //NACL_EM #define WIDTH ((float)Video::GetSize().x) #define HEIGHT ((float)Video::GetSize().y) #define SCREEN_W (10.f / WIDTH) #define RATIO_HW (HEIGHT / WIDTH) #define RATIO_WH (WIDTH / HEIGHT) #define SCREEN_LIMIT 1.4f #define RESET_TIMER .2f #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 HST_SPEED .5f #define HST_CLAMP 1.f #define WITH_TEXTURE 0 #define HAS_KBOARD (m_input_usage & (1< 0) { ivec3 A((pass == 1 || (pass == 2 && mask == 1))?(1):(0)); ivec3 B((pass == 2)?(1):(0)); B[mask] = 1; vec3 offset = vec3(ivec3((int)(!A.x != !B.x), (int)(!A.y != !B.y), (int)(!A.z != !B.z))); AddTarget(base_pos + offset * base_off * 2.f - base_off); } pass++; } } array m_targets; }; class MeshViewer : public WorldEntity { public: MeshViewer(char const *file_name = "data/mesh-buffer.txt") : m_file_name(file_name) { m_init = false; m_first_tick = false; // Message Service MessageService::Setup(); m_ssetup = nullptr; m_camera = nullptr; m_controller = nullptr; //Compile ref meshes m_gizmos << new EasyMesh(); m_gizmos.Last()->Compile("[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .075 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1]"); m_gizmos << new EasyMesh(); m_gizmos.Last()->Compile("[sc#666 acap 1 .5 .5 ty -.5 sc#fff asph 2 1]"); m_gizmos << new EasyMesh(); m_gizmos.Last()->Compile("[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1 rz 90 ry 90]"); // Mesh Setup m_render_max = vec2(-.9f, 4.1f); m_mesh_render = 0; m_mesh_id = 0; m_mesh_id1 = 0.f; m_default_texture = nullptr; m_texture_shader = nullptr; m_texture = nullptr; //Camera Setup m_reset_timer = -1.f; m_fov = -100.f; m_fov_mesh = 0.f; m_fov_speed = 0.f; m_zoom = 0.f; m_zoom_mesh = 0.f; m_zoom_speed = 0.f; m_rot = vec2(/*45.f*/0.f, -45.f); m_rot_mesh = vec2::zero; m_rot_speed = vec2::zero; m_pos = vec2::zero; m_pos_mesh = vec2::zero; m_pos_speed = vec2::zero; m_screen_offset = vec2::zero; m_hist_scale = vec2(.13f, .03f); m_hist_scale_mesh = vec2(.0f); m_hist_scale_speed = vec2(.0f); m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero)); m_mat = mat4::translate(vec3(0.f));//mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f))); m_build_timer = 0.1f; m_build_time = -1.f; //stream update m_stream_update_time = 2.0f; m_stream_update_timer = 1.0f; } ~MeshViewer() { if (m_camera) g_scene->PopCamera(m_camera); if (m_ssetup) delete(m_ssetup); MessageService::Destroy(); m_controller = nullptr; m_camera = nullptr; m_ssetup = nullptr; } #if NO_NACL_EM_INPUT bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsReleased()); } bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsPressed()); } bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsDown()); } bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsReleased()); } bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsPressed()); } bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsDown()); } float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE)?(m_controller->GetAxis(index).GetValue()):(0.f); } #endif //NO_NACL_EM_INPUT void Init() { m_init = true; m_input_usage = 0; #if NO_NACL_EM_INPUT /* Register an input controller for the keyboard */ m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS); if (InputDevice::Get(g_name_mouse.C())) { m_input_usage |= (1<GetKey(MSE_CAM_ROT).BindMouse("Left"); m_controller->GetKey(MSE_CAM_POS).BindMouse("Right"); m_controller->GetKey(MSE_CAM_FOV).BindMouse("Middle"); m_controller->GetKey(MSE_FOCUS).BindMouse("InScreen"); m_controller->GetAxis(MSEX_CAM_Y).BindMouse("Y"); m_controller->GetAxis(MSEX_CAM_X).BindMouse("X"); } if (InputDevice::Get(g_name_keyboard.C())) { m_input_usage |= (1<GetKey(KEY_CAM_UP ).BindKeyboard("Up"); m_controller->GetKey(KEY_CAM_DOWN ).BindKeyboard("Down"); m_controller->GetKey(KEY_CAM_LEFT ).BindKeyboard("Left"); m_controller->GetKey(KEY_CAM_RIGHT).BindKeyboard("Right"); //Camera keyboard position switch m_controller->GetKey(KEY_CAM_POS ).BindKeyboard("LeftShift"); m_controller->GetKey(KEY_CAM_FOV ).BindKeyboard("LeftCtrl"); //Camera unzoom switch m_controller->GetKey(KEY_CAM_RESET).BindKeyboard("Space"); //Mesh change m_controller->GetKey(KEY_MESH_NEXT).BindKeyboard("PageUp"); m_controller->GetKey(KEY_MESH_PREV).BindKeyboard("PageDown"); //Base setup m_controller->GetKey(KEY_F1).BindKeyboard("F1"); m_controller->GetKey(KEY_F2).BindKeyboard("F2"); m_controller->GetKey(KEY_F3).BindKeyboard("F3"); m_controller->GetKey(KEY_F4).BindKeyboard("F4"); m_controller->GetKey(KEY_F5).BindKeyboard("F5"); m_controller->GetKey(KEY_ESC).BindKeyboard("Escape"); } #endif //NO_NACL_EM_INPUT m_camera = new Camera(); 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->UseShift(true); g_scene->PushCamera(m_camera); //Lights setup m_ssetup = new SceneSetup(); #if NO_SC_SETUP 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()->SetColor(vec4(.0f, .2f, .5f, 1.f)); Ticker::Ref(m_ssetup->m_lights.Last()); m_ssetup->m_lights << new Light(); m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f)); m_ssetup->m_lights.Last()->SetColor(vec4(1.f)); Ticker::Ref(m_ssetup->m_lights.Last()); EasyMesh* em = new EasyMesh(); if (em->Compile("sc#fff ab 1")) { if (m_mesh_id == m_meshes.Count() - 1) m_mesh_id++; m_meshes.Push(em, nullptr); } #else m_ssetup->Compile("addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) " "addlight 0.0 position (8 2 6) color #ffff " "showgizmo true "); m_ssetup->Startup(); #endif //NO_SC_SETUP for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) { m_light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor()); m_ssetup->m_lights[i]->SetPosition(vec3::zero); m_ssetup->m_lights[i]->SetColor(vec4::zero); } } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); if (!m_init && g_scene) { Init(); return; } if (!m_init) return; m_first_tick = true; //TODO : This should probably be "standard LoL behaviour" #if NO_NACL_EM_INPUT { //Shutdown logic if (KeyReleased(KEY_ESC)) Ticker::Shutdown(); } #endif //NO_NACL_EM_INPUT //Compute render mesh count float a_j = lol::abs(m_render_max[1]); float i_m = m_hist_scale_mesh.x; float i_trans = a_j - ((a_j * a_j * i_m * i_m + a_j * i_m) * .5f); m_render_max[1] = a_j * ((RATIO_WH * 1.f) / ((i_trans != 0.f)?(i_trans):(RATIO_WH))) - RATIO_HW * .3f; //Mesh Change #if NO_NACL_EM_INPUT m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.Count() - 1); #endif //NO_NACL_EM_INPUT m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); #if ALL_FEATURES //Update light position & damping for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) { vec3 pos = (m_mat * inverse(m_mat_prev) * vec4(m_ssetup->m_lights[i]->GetPosition(), 1.f)).xyz; vec3 tgt = (m_mat * vec4(m_light_datas[i].m_pos, 1.f)).xyz; vec3 new_pos = damp(pos, tgt, .3f, seconds); vec4 new_col = damp(m_ssetup->m_lights[i]->GetColor(), m_light_datas[i].m_col, .3f, seconds); m_ssetup->m_lights[i]->SetPosition(new_pos); m_ssetup->m_lights[i]->SetColor(new_col); } //Camera update bool is_pos = false; bool is_fov = false; bool is_hsc = false; vec2 tmpv = vec2::zero; #if NO_NACL_EM_INPUT is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS); is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV); if (KeyDown(MSE_FOCUS) && (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV))) { tmpv += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X)); if (KeyDown(MSE_CAM_ROT)) tmpv *= vec2(1.f, 1.f) * 6.f; if (KeyDown(MSE_CAM_POS)) tmpv *= vec2(1.f, -1.f) * 3.f; if (KeyDown(MSE_CAM_FOV)) tmpv = vec2(tmpv.y * 4.f, tmpv.x * 6.f); } tmpv += vec2((float)KeyDown(KEY_CAM_UP ) - (float)KeyDown(KEY_CAM_DOWN), (float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT)); #endif //NO_NACL_EM_INPUT //Base data vec2 rot = (!is_pos && !is_fov)?(tmpv):(vec2(.0f)); rot = vec2(rot.x, -rot.y); vec2 pos = ( is_pos && !is_fov)?(tmpv):(vec2(.0f)); pos = -vec2(pos.y, pos.x); vec2 fov = (!is_pos && is_fov )?(tmpv):(vec2(.0f)); fov = vec2(-fov.x, fov.y); vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f)); //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_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds); m_rot += m_rot_speed * seconds; #if NO_NACL_EM_INPUT if (m_reset_timer >= 0.f) m_reset_timer -= seconds; if (KeyPressed(KEY_CAM_RESET)) { if (m_reset_timer >= 0.f) { m_pos = vec2(0.f); m_zoom = 0.f; } else m_reset_timer = RESET_TIMER; } //Transform update if (!KeyDown(KEY_CAM_RESET)) { m_pos += m_pos_speed * seconds; m_fov += m_fov_speed * seconds; m_zoom += m_zoom_speed * seconds; m_hist_scale += m_hist_scale_speed * seconds; } #endif //NO_NACL_EM_INPUT //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, -ZOM_CLAMP, ZOM_CLAMP, ZOM_CLAMP * .1f); vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f), SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f)); #if NO_NACL_EM_INPUT if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f) { pos_mesh = vec2::zero; zoom_mesh = 0.f; } #endif //NO_NACL_EM_INPUT 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); m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds); //Mesh mat calculation m_mat_prev = m_mat; m_mat = mat4::translate(vec3(0.f)); //Target List Setup TargetCamera tc; if (m_meshes.Count() && m_mesh_id >= 0) for (int i = 0; i < m_meshes[m_mesh_id].m1->GetVertexCount(); i++) tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i)))[3].xyz); tc.AddTarget(box3(vec3(0.f), vec3(1.f))); for (int k = 0; k < m_ssetup->m_lights.Count() && m_ssetup->m_show_lights; ++k) { vec3 light_pos = m_ssetup->m_lights[k]->GetPosition(); mat4 world_cam = m_camera->GetView(); light_pos = (inverse(world_cam) * vec4((world_cam * vec4(light_pos, 1.0f)).xyz * vec3::axis_z, 1.0f)).xyz; tc.AddTarget(box3(vec3(-1.f), vec3(1.f)) + light_pos * ((m_ssetup->m_lights[k]->GetType() == LightType::Directional)?(-1.f):(1.f))); } //-- //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 < tc.m_targets.Count(); i++) { vec3 obj_loc = tc.m_targets[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[3].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[3] / target_mx[3].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(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 z_dist = //m_camera->m_target_distance length(m_camera->m_position) + max(local_min_max[0].z, local_min_max[1].z); 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 forced_zoom = m_zoom_mesh; if (cam_factor > 0.f) { vec2 old_sscale = m_camera->GetScreenScale(); float old_ssize = m_camera->GetScreenSize(); float zoom_in = 1.f + lol::max(0.f, forced_zoom); float zoom_out = 1.f + lol::max(0.f, -forced_zoom); m_camera->SetScreenScale(max(vec2(0.001f), ((old_sscale * zoom_in) / (screen_ratio * zoom_out * SCREEN_LIMIT)))); m_camera->SetFov(m_fov_mesh); m_camera->SetScreenInfos(damp(old_ssize, max(1.f, screen_ratio * zoom_out), 1.2f, seconds)); vec3 posz = ((mat4::rotate(m_rot_mesh.y, vec3::axis_y) * mat4::rotate(-m_rot_mesh.x, vec3::axis_x) * vec4::axis_z)).xyz; vec3 newpos = posz * damp(length(m_camera->m_position), z_dist * 1.2f, .1f, seconds); m_camera->SetView(newpos, vec3(0.f), vec3::axis_y); } //-- //Message Service //-- String mesh(""); int u = 1; while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh)) { int o = 1; while (o-- > 0) { SceneSetup* new_ssetup = new SceneSetup(); if (new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count()) { //Store current light datas, in World array light_datas; for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) light_datas << LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor()); if (m_ssetup) delete(m_ssetup); m_ssetup = new_ssetup; m_ssetup->Startup(); //Restore all light datas so blend can occur mat4 light_mat = m_mat * inverse(mat4(quat::fromeuler_xyz(vec3::zero))); for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) { //Store local dst in current m_ld LightData ltmp = LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor()); if (i < m_light_datas.Count()) m_light_datas[i] = ltmp; else m_light_datas << ltmp; vec3 loc = vec3::zero; vec4 col = vec4::zero; if (i < light_datas.Count()) { loc = light_datas[i].m_pos; col = light_datas[i].m_col; } //Restore old light datas in new lights m_ssetup->m_lights[i]->SetPosition(loc); m_ssetup->m_lights[i]->SetColor(col); } } else { m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd; delete(new_ssetup); } } } //Check the custom cmd even if we don't have new messages. int o = 1; while (o-- > 0) { for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i) { if (m_ssetup->m_custom_cmd[i].m1 == "setmesh") { //Create a new mesh EasyMesh* em = new EasyMesh(); if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C(), false)) { em->BD()->Cmdi() = 0; if (m_mesh_id == m_meshes.Count() - 1) m_mesh_id++; m_meshes.Push(em, nullptr); } else delete(em); } } } m_ssetup->m_custom_cmd.Empty(); #endif //ALL_FEATURES #if NACL_EM /* if (m_stream_update_time > .0f) { m_stream_update_time = -1.f; MessageService::Send(MessageBucket::AppIn, " addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \ addlight 0.0 position (8 2 6) color #ffff \ custom setmesh \"[sc#f8f ab 1]\""); // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]"); // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]"); // MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]"); // MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]"); } */ #elif defined(_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(); if (cmd.Count() && (!m_cmdlist.Count() || cmd != m_cmdlist.Last())) { m_cmdlist << cmd; MessageService::Send(MessageBucket::AppIn, cmd); } } #endif //WINDOWS } virtual void TickDraw(float seconds, Scene &scene) { WorldEntity::TickDraw(seconds, scene); if (!m_init || !m_first_tick) return; //TODO : This should probably be "standard LoL behaviour" #if NO_NACL_EM_INPUT { if (KeyReleased(KEY_F2)) Video::SetDebugRenderMode((Video::GetDebugRenderMode() + 1) % DebugRenderMode::Max); else if (KeyReleased(KEY_F1)) Video::SetDebugRenderMode((Video::GetDebugRenderMode() + DebugRenderMode::Max - 1) % DebugRenderMode::Max); } #endif //NO_NACL_EM_INPUT #if NO_NACL_EM && WITH_TEXTURE 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::zero, ivec2(0,1)); } else if (m_texture && m_default_texture) m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0); #endif //NO_NACL_EM g_renderer->SetClearColor(m_ssetup->m_clear_color); for (int i = 0; i < m_gizmos.Count(); ++i) { if (m_gizmos[i]->GetMeshState() == MeshRender::NeedConvert) m_gizmos[i]->MeshConvert(); else break; } if (m_build_timer > .0f) { if (m_build_time < .0f) { m_build_time = m_build_timer; for (int i = 0; i < m_meshes.Count(); ++i) { if (m_meshes[i].m1 && m_meshes[i].m1->BD()->Cmdi() < m_meshes[i].m1->BD()->CmdStack().GetCmdNb()) { EasyMesh* tmp = m_meshes[i].m1; EasyMesh* newtmp = new EasyMesh(*tmp); int ii = 1; #if 1 bool stop = false; while (!stop) { int cmdi = newtmp->BD()->Cmdi() + ii; if (cmdi < newtmp->BD()->CmdStack().GetCmdNb()) { switch (newtmp->BD()->CmdStack().GetCmd(cmdi)) { case EasyMeshCmdType::LoopStart: case EasyMeshCmdType::LoopEnd: case EasyMeshCmdType::OpenBrace: case EasyMeshCmdType::CloseBrace: case EasyMeshCmdType::ScaleWinding: case EasyMeshCmdType::QuadWeighting: case EasyMeshCmdType::PostBuildNormal: case EasyMeshCmdType::PreventVertCleanup: case EasyMeshCmdType::SetColorA: case EasyMeshCmdType::SetColorB: { ii++; break; } default: { stop = true; break; } } } else stop = true; } #endif newtmp->BD()->CmdExecNb() = ii; newtmp->ExecuteCmdStack(false); m_meshes[i].m1 = newtmp; delete(tmp); } } } m_build_time -= seconds; } #define NORMAL_USAGE 1 #if NORMAL_USAGE vec3 x = vec3(1.f,0.f,0.f); vec3 y = vec3(0.f,1.f,0.f); mat4 save_proj = m_camera->GetProjection(); //Y object Offset mat4 mat_obj_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)); //Align right meshes mat4 mat_align = mat4::translate(x - x * RATIO_HW); mat4 mat_gizmo = mat_obj_offset * mat_align * save_proj; for (int i = 0; i < m_meshes.Count(); i++) { { if (m_meshes[i].m1->GetMeshState() == MeshRender::NeedConvert) { #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 //WITH_TEXTURE } #if ALL_FEATURES float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1)); if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i && m_meshes[i].m1->GetMeshState() > MeshRender::NeedConvert) { float a_j = lol::abs(j); float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f; float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f); //Mesh count offset mat4 mat_count_offset = mat4::translate(x * RATIO_HW * 2.f * (j + i_trans)); //Mesh count scale mat4 mat_count_scale = mat4::scale(vec3(vec2(i_scale), 1.f)); //Camera projection mat4 new_proj = mat_obj_offset * mat_count_offset * mat_align * mat_count_scale * save_proj; m_camera->SetProjection(new_proj); scene.AddPrimitive(*m_meshes[i].m1, m_mat); g_renderer->Clear(ClearMask::Depth); } m_camera->SetProjection(save_proj); #else scene.AddPrimitive(*m_meshes[i].m1, m_mat); #endif //ALL_FEATURES } } //Scene setup update if (m_ssetup) { m_camera->SetProjection(mat_gizmo); if (m_ssetup->m_show_gizmo) scene.AddPrimitive(*m_gizmos[GZ_Editor], m_mat); if (m_ssetup->m_show_lights) { for (int k = 0; k < m_ssetup->m_lights.Count(); ++k) { Light* ltmp = m_ssetup->m_lights[k]; mat4 world = mat4::translate(ltmp->GetPosition()); mat4 local = mat4::translate((inverse(m_mat) * world)[3].xyz); //dir light if (ltmp->GetType() == LightType::Directional) { scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * inverse(local)); scene.AddPrimitive(*m_gizmos[GZ_LightDir], inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition(), vec3::axis_y))); } else //point light { scene.AddPrimitive(*m_gizmos[GZ_LightPos], m_mat * local); } } } m_camera->SetProjection(save_proj); } #endif //NORMAL_USAGE #if 0 //Debug normal draw for (int i = m_meshes.Count() - 1; 0 <= i && i < m_meshes.Count(); i++) { for (int j = 0; j < m_meshes[i].m1->m_indices.Count(); j += 3) { VertexData v[3] = { m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j ]], m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+1]], m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+2]] }; for (int k = 0; k < 3; k++) Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord))[3].xyz, (m_mat * mat4::translate(v[(k+1)%3].m_coord))[3].xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f)); } for (int j = 0; j < m_meshes[i].m1->m_vert.Count(); j++) { VertexData &v = m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j]]; Debug::DrawLine((m_mat * mat4::translate(v.m_coord))[3].xyz, (m_mat * mat4::translate(v.m_coord))[3].xyz + (m_mat * vec4(v.m_normal * 5.f, 0.f)).xyz, vec4(lol::abs(v.m_normal), 1.f)); } } #endif } private: SceneSetup* m_ssetup; array m_light_datas; Controller* m_controller; short m_input_usage; mat4 m_mat; mat4 m_mat_prev; bool m_init; bool m_first_tick; //Camera Setup Camera * m_camera; float m_reset_timer; 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_hist_scale; vec2 m_hist_scale_mesh; vec2 m_hist_scale_speed; vec2 m_screen_offset; //Mesh update timer float m_build_timer; float m_build_time; //Mesh infos vec2 m_render_max; int m_mesh_render; int m_mesh_id; float m_mesh_id1; array m_meshes; array m_gizmos; //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; }; //The basic main : int main(int argc, char **argv) { System::Init(argc, argv); Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f); if (argc > 1) new MeshViewer(argv[1]); else new MeshViewer(); app.Run(); return EXIT_SUCCESS; }