// // Lol Engine — EasyMesh tutorial // // Copyright © 2011—2018 Sam Hocevar // © 2012—2015 Benjamin “Touky” Huet // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. 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 the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #if HAVE_CONFIG_H # include "config.h" #endif #include /* for FLT_MAX */ #include #include #include #include #include "scenesetup.h" using namespace lol; static int const TEXTURE_WIDTH = 256; //Basic build defines --------------------------------------------------------- #define HAS_WEB (__native_client__ || EMSCRIPTEN) #define HAS_INPUT (_WIN32 && !HAS_WEB) //Basic config defines -------------------------------------------------------- #define R_M 1.f #if HAS_WEB #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 (800.f * R_M) #endif //HAS_WEB #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(radians(50.f)) #define ROT_CLAMP radians(89.f) #define POS_SPEED vec2(1.2f) #define POS_CLAMP 1.f #define FOV_SPEED radians(20.f) #define FOV_CLAMP radians(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; }; //EasyMeshViewerObject -------------------------------------------------------- void EasyMeshViewerObject::tick_draw(float seconds, Scene &scene) { switch (m_mesh.GetMeshState().ToScalar()) { case MeshRender::NeedConvert: { m_mesh.MeshConvert(); break; } case MeshRender::CanRender: { m_mesh.Render(scene, mat4::identity/*TODO:FIX THAT*/); break; } default: break; } } //EasyMeshLoadJob ------------------------------------------------------------- bool EasyMeshLoadJob::DoWork() { std::map meshes; if (m_loader.ExecLuaFile(m_path) && EasyMeshLuaLoader::GetRegisteredMeshes(meshes)) { for (auto const &kv : meshes) m_meshes << new EasyMeshViewerObject(kv.first, kv.second->GetMesh()); } return m_meshes.count() > 0; } //----------------------------------------------------------------------------- MeshViewerLoadJob* EasyMeshLoadJob::GetInstance(std::string const& path) { if (Check(path)) return new EasyMeshLoadJob(path); return nullptr; } //----------------------------------------------------------------------------- void EasyMeshLoadJob::RetrieveResult(class MeshViewer* app) { for (EasyMeshViewerObject* mesh : m_meshes) app->AddViewerObj(mesh); m_meshes.clear(); } //MeshViewer ------------------------------------------------------------------ MeshViewer::MeshViewer(char const *file_name) : m_file_name(file_name) { LolImGui::Init(); } //----------------------------------------------------------------------------- MeshViewer::~MeshViewer() { LolImGui::Shutdown(); Stop(); } //----------------------------------------------------------------------------- void MeshViewer::Start() { if (m_init) return; /** OLD STUFF **/ //Prepare(); //Threads setup m_entities << (m_file_check = new FileUpdateTester()); m_entities << (m_file_loader = new DefaultThreadManager(4, 0)); //Scene setup m_ssetup_file_name = "../data/meshviewer.init.lua"; UpdateSceneSetup(); //Mesh file m_file_status = m_file_check->RegisterFile(m_file_name); m_file_loader->AddJob(GetLoadJob(m_file_name)); //Camera setup m_camera = new Camera(); m_camera->SetView(vec3(10.f, 10.f, 10.f), vec3::zero, vec3::axis_y); m_camera->SetProjection(radians(40.f), .0001f, 200.f); //m_camera->SetProjection(radians(90.f), .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW); //m_camera->UseShift(true); Scene& scene = Scene::GetScene(); scene.PushCamera(m_camera); scene.SetTileCam(0); //Text setup m_entities << (m_text = new Text("", "data/font/ascii.png")); m_text->SetPos(vec3(0, 0 /*(float)-m_text->GetFontSize().y*/, 0)); #if HAS_INPUT InputProfile& ip = m_profile; ip.AddBindings(InputProfileType::Keyboard); ip.AddBindings(InputProfileType::MouseKey); m_entities << (m_controller = new Controller("MeshViewer")); m_controller->Init(m_profile); #endif //HAS_INPUT //Ref all entities for (Entity* entity : m_entities) Ticker::Ref(entity); /** ----- Start threads ----- **/ m_file_check->Start(); /** ----- Init is done ----- **/ m_init = true; } //----------------------------------------------------------------------------- void MeshViewer::Stop() { if (!m_init) return; /** OLD STUFF **/ //Unprepare(); //Destroy scene setup UpdateSceneSetup(true); //Destroy core stuff Scene& scene = Scene::GetScene(); if (m_camera) scene.PopCamera(m_camera); m_file_check->UnregisterFile(m_file_status); //Unref all entities for (Entity* entity : m_entities) Ticker::Unref(entity); //Delete objs while (m_objs.count()) delete m_objs.pop(); //Nullify all m_camera = nullptr; m_controller = nullptr; m_file_check = nullptr; m_file_loader = nullptr; /** ----- Init is needed ----- **/ m_init = false; } //----------------------------------------------------------------------------- void MeshViewer::UpdateSceneSetup(bool only_destroy) { //Delete previous setups for (auto &key : m_ssetups) delete key.second; m_ssetups.clear(); if (m_ssetup_file_status) { m_file_check->UnregisterFile(m_ssetup_file_status); delete m_ssetup_file_status; } m_ssetup_file_status = nullptr; //Init new setups if (!only_destroy) { m_ssetup_loader.ExecLuaFile(m_ssetup_file_name); if (m_ssetup_loader.GetLoadedSetups(m_ssetups)) { m_ssetup_file_status = m_file_check->RegisterFile(m_ssetup_file_name); if (!m_ssetup_name.length() || !has_key(m_ssetups, m_ssetup_name)) m_ssetup_name = m_ssetups.begin()->first; } } } //----------------------------------------------------------------------------- MeshViewerLoadJob* MeshViewer::GetLoadJob(std::string const& path) { MeshViewerLoadJob* job = nullptr; if (job = EasyMeshLoadJob::GetInstance(path)) return job; return job; } //----------------------------------------------------------------------------- void MeshViewer::tick_game(float seconds) { super::tick_game(seconds); if (!m_init && Scene::IsReady()) Start(); if (!m_init) return; m_first_tick = true; #if HAS_INPUT { //Shutdown logic if (m_controller->IsKeyPressed(MeshViewerKeyInput::Exit)) { Ticker::Shutdown(); return; } } #endif //HAS_INPUT static bool default_open = true; //static float fov = radians(40.f); //static vec3 sphere_pos = vec3(20.f, 45.f, 45.f); //static bool use_custom_cam = true; //static float f; //static int mesh_idx = 0; //static array mesh_names_char; //static array mesh_names_str; //Draw viewer objects m_menu_mesh_names_char.clear(); m_menu_mesh_names_str.clear(); for (ViewerObject* obj : m_objs) m_menu_mesh_names_str << obj->GetName(); for (auto const &str : m_menu_mesh_names_str) m_menu_mesh_names_char << str.c_str(); ImGuiIO& io = ImGui::GetIO(); //CAMERA UI --------------------------------------------------------------- ImGui::Begin("Camera Setup" /*, &default_open, ImGuiWindowFlags_AlwaysAutoResize*/); { ImGui::Text("Hello, world!"); ImGui::Checkbox("Use custom cam", &m_menu_cam_useage); ImGui::Text("MousePos! %.2f/%.2f", io.MousePos.x, io.MousePos.y); ImGui::Text("Left Mouse: %s", io.MouseDown[0] ? "true" : "false"); ImGui::SliderFloat("Cam FOV", &m_menu_cam_fov, 0.1f, 120.0f); ImGui::SliderFloat("Cam Distance", &m_menu_cam_pos.x, 0.1f, 30.f); ImGui::SliderFloat("Cam H-axis", &m_menu_cam_pos.y, -180.f, 180.f); ImGui::SliderFloat("Cam V-axis", &m_menu_cam_pos.z, -89.f, 89.f); ImGui::Combo("Scene Setup", &m_menu_mesh_idx, (const char**)m_menu_mesh_names_char.data(), (int)m_menu_mesh_names_char.count()); ImGui::ListBox("Meshes", &m_menu_mesh_idx, (const char**)m_menu_mesh_names_char.data(), (int)m_menu_mesh_names_char.count()); //ImGui::ListBox() } ImGui::End(); //Camera if (m_menu_cam_useage) { vec3 sphere_pos_rad = m_menu_cam_pos; sphere_pos_rad.z = (sphere_pos_rad.z > 0.f) ? (90.f - sphere_pos_rad.z) : (sphere_pos_rad.z - 90.f); sphere_pos_rad = vec3(sphere_pos_rad.x, radians(sphere_pos_rad.y), radians(sphere_pos_rad.z)); m_camera->SetFov(radians(m_menu_cam_fov)); m_camera->SetPosition(cartesian(sphere_pos_rad)); m_camera->SetTarget(vec3::zero, vec3::axis_y); } //Check file update ASSERT(m_file_status); //if (false) //DEBUG //m_file_status->GetTime() if (m_file_status->HasUpdated()) m_file_loader->AddJob(GetLoadJob(m_file_name)); //Check work done //if (false) //DEBUG { array result; m_file_loader->GetWorkResult(result); if (result.count()) { for (ThreadJob* job : result) { if (job->GetJobType() == ThreadJobType::WORK_SUCCEEDED) { MeshViewerLoadJob* mvjob = static_cast(job); mvjob->RetrieveResult(this); } delete job; } } } /** OLD STUFF **/ //Update(seconds); } //----------------------------------------------------------------------------- void MeshViewer::tick_draw(float seconds, Scene &scene) { super::tick_draw(seconds, scene); //Draw viewer objects if (m_menu_mesh_idx >= 0 && m_menu_mesh_idx < m_objs.count()) m_objs[m_menu_mesh_idx]->tick_draw(seconds, scene); m_text->SetText("CECI EST UN TEST\n"); //Draw gizmos & grid Debug::DrawGizmo(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f); auto context = Debug::DrawContext::New(Color::white); Debug::DrawGrid(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f); /** OLD STUFF **/ //Draw(seconds); } //The basic main -------------------------------------------------------------- int main(int argc, char **argv) { sys::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(); ////DEBUG TEST //SceneDisplay* display = new ApplicationDisplay("newDisplay", ivec2(800, 600)); //SceneDisplay::Add(display); //Scene::GetScene(Scene::GetCount() - 1).SetDisplay(display); app.Run(); return EXIT_SUCCESS; } //------------------------------------------------------------------------- //OLD --------------------------------------------------------------------- //------------------------------------------------------------------------- #if HAS_INPUT bool MeshViewer::KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyReleasedThisFrame(index)); } bool MeshViewer::KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyPressedThisFrame(index)); } bool MeshViewer::KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->IsKeyPressed(index)); } bool MeshViewer::KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyReleasedThisFrame(index)); } bool MeshViewer::KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->WasKeyPressedThisFrame(index)); } bool MeshViewer::KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->IsKeyPressed(index)); } float MeshViewer::AxisValue(MVMouseAxisList index) { return (HAS_MOUSE) ? (m_controller->GetAxisValue(index)) : (0.f); } #endif //HAS_INPUT void MeshViewer::Prepare() { // Message Service MessageService::Setup(); //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 = radians(-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; m_init = true; m_input_usage = 0; #if HAS_INPUT /* Register an input controller for the keyboard */ m_controller = new Controller("Default"); m_controller->SetInputCount(MAX_KEYS, MAX_AXIS); if (InputDevice::Get(g_name_mouse.c_str())) { m_input_usage |= (1 << IPT_MV_MOUSE); m_controller->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_str())) { m_input_usage |= (1 << IPT_MV_KBOARD); //Camera keyboard rotation m_controller->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 //HAS_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); Scene& scene = Scene::GetScene(); 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 //TOUKY CHANGE THAT /* 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); } } void MeshViewer::Unprepare() { Scene& scene = Scene::GetScene(); if (m_camera) scene.PopCamera(m_camera); if (m_ssetup) delete m_ssetup; MessageService::Destroy(); //Register all entities for (Entity* entity : m_entities) Ticker::Unref(entity); m_controller = nullptr; m_camera = nullptr; m_ssetup = nullptr; /** ----- Init is needed ----- **/ m_init = false; } void MeshViewer::Update(float seconds) { //TODO : This should probably be "standard LoL behaviour" #if HAS_INPUT { //Shutdown logic if (KeyReleased(KEY_ESC)) Ticker::Shutdown(); } #endif //HAS_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 HAS_INPUT m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.count() - 1); #endif //HAS_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 HAS_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 //HAS_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 HAS_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 //HAS_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 HAS_INPUT if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f) { pos_mesh = vec2::zero; zoom_mesh = 0.f; } #endif //HAS_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 //-- std::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 (false) //new_ssetup->Compile(mesh.c_str()) && 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_str(), 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.clear(); #endif //ALL_FEATURES #if HAS_WEB /* 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_str(), FileAccess::Read); std::string cmd = f.ReadString().C(); f.Close(); if (cmd.count() && (!m_cmdlist.count() || cmd != m_cmdlist.last())) { m_cmdlist << cmd; MessageService::Send(MessageBucket::AppIn, cmd); } } #endif //WINDOWS } void MeshViewer::Draw(float seconds, Scene &scene) { if (!m_init || !m_first_tick) return; //TODO : This should probably be "standard LoL behaviour" #if HAS_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 //HAS_INPUT #if !HAS_WEB && 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 //!HAS_WEB && WITH_TEXTURE Renderer::Get()->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); m_meshes[i].m1->Render(scene, m_mat); Renderer::Get()->Clear(ClearMask::Depth); } m_camera->SetProjection(save_proj); #else m_meshes[i].m1->Render(scene, m_mat); #endif //ALL_FEATURES } } //Scene setup update if (m_ssetup) { m_camera->SetProjection(mat_gizmo); if (m_ssetup->m_show_gizmo) m_gizmos[GZ_Editor]->Render(scene, 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) { m_gizmos[GZ_LightPos]->Render(scene, m_mat * inverse(local)); m_gizmos[GZ_LightDir]->Render(scene, inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition(), vec3::axis_y))); } else //point light { m_gizmos[GZ_LightPos]->Render(scene, 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 }