// // 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" #include "scenesetup.h" using namespace std; using namespace lol; static int const TEXTURE_WIDTH = 256; #define R_M 1.f #define DEFAULT_WIDTH (770.f * R_M) #define DEFAULT_HEIGHT (200.f * R_M) #define WIDTH ((float)Video::GetSize().x) #define HEIGHT ((float)Video::GetSize().y) #define SCREEN_W (10.f / WIDTH) #define SCREEN_LIMIT 1.1f #define RATIO_HW (HEIGHT / WIDTH) #define RATIO_WH (WIDTH / HEIGHT) #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 NO_NACL_EM (!__native_client__ && !EMSCRIPTEN) #define NACL_EM (__native_client__ || EMSCRIPTEN) #define HAS_KBOARD (m_input_usage & (1<PopCamera(m_camera); if (m_ssetup) delete(m_ssetup); MessageService::Destroy(); m_controller = nullptr; m_camera = nullptr; m_ssetup = nullptr; } #if NO_NACL_EM 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 void Init() { m_init = true; m_input_usage = 0; #if NO_NACL_EM /* Register an input controller for the keyboard */ m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS); if (InputDevice::Get("Mouse")) { m_input_usage |= (1<GetKey(MSE_CAM_ROT).Bind("Mouse", "Left"); m_controller->GetKey(MSE_CAM_POS).Bind("Mouse", "Right"); m_controller->GetKey(MSE_CAM_FOV).Bind("Mouse", "Middle"); m_controller->GetAxis(MSEX_CAM_Y).Bind("Mouse", "Y"); m_controller->GetAxis(MSEX_CAM_X).Bind("Mouse", "X"); } if (InputDevice::Get("Keyboard")) { m_input_usage |= (1<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 //NO_NACL_EM 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->UseShift(true); g_scene->PushCamera(m_camera); //Lights setup m_ssetup = new SceneSetup(); #define MV_TEST 0 #if MV_TEST 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); } #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" " custom setmesh \"sc#fff ab 1\""); m_ssetup->Startup(); #endif //MV_TEST } 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 { //Shutdown logic if (KeyReleased(KEY_ESC)) Ticker::Shutdown(); } #endif //NO_NACL_EM //Mesh Change #if NO_NACL_EM 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 m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); //Update light position for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) { vec4 v = m_ssetup->m_lights[i]->GetPosition(); m_ssetup->m_lights[i]->SetPosition(vec4((m_mat * inverse(m_mat_prev) * vec4(v.xyz, 1.f)).xyz, v.w)); } //Camera update bool is_pos = false; bool is_fov = false; bool is_hsc = false; vec2 tmp = vec2::zero; #if NO_NACL_EM is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS); is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV); if (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV)) { tmp += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X)); if (KeyDown(MSE_CAM_ROT)) tmp *= 6.f; if (KeyDown(MSE_CAM_POS)) tmp *= vec2(1.f, -1.f) * 3.f; if (KeyDown(MSE_CAM_FOV)) tmp = vec2(tmp.y * 4.f, tmp.x * 6.f); } tmp += 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 //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); 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 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 = -100.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 //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); 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 if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f) { pos_mesh = vec2::zero; zoom_mesh = 0.f; } #endif //NO_NACL_EM 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(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]->GetVertexCount(); i++) target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id]->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->SetPosition(vec3(vec2::zero, damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds)), true); 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(MessageBucket::AppIn, mesh)) { int o = 1; while (o-- > 0) { SceneSetup* new_ssetup = new SceneSetup(); if (new_ssetup->Compile(mesh.C())) { if (m_ssetup) delete(m_ssetup); m_ssetup = new_ssetup; m_ssetup->Startup(); m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero)); } else delete(new_ssetup); } } //Check the custom cmd even if we don't have new messages. 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())) { if (m_mesh_id == m_meshes.Count() - 1) m_mesh_id++; m_meshes.Push(em); } else delete(em); } } m_ssetup->m_custom_cmd.Empty(); #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 WIN32 && 0 //-- //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; /* cmd = String(" addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \ addlight 0.0 position (8 2 6) color #ffff \ custom setmesh \"") + cmd + "\""; */ MessageService::Send(MessageBucket::AppIn, cmd); } } #endif //WINDOWS } virtual void TickDraw(float seconds) { WorldEntity::TickDraw(seconds); if (!m_init || !m_first_tick) return; //TODO : This should probably be "standard LoL behaviour" #if NO_NACL_EM { if (KeyReleased(KEY_F1)) Video::SetDebugRenderMode(DebugRenderMode::Default); if (KeyReleased(KEY_F2)) Video::SetDebugRenderMode(DebugRenderMode::Wireframe); if (KeyReleased(KEY_F3)) Video::SetDebugRenderMode(DebugRenderMode::Lighting); if (KeyReleased(KEY_F4)) Video::SetDebugRenderMode(DebugRenderMode::Normal); if (KeyReleased(KEY_F5)) Video::SetDebugRenderMode(DebugRenderMode::UV); } #endif //NO_NACL_EM #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(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++) { { if (m_meshes[i]->GetMeshState() == MeshRender::NeedConvert) { #if WITH_TEXTURE m_meshes[i]->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) | (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)), m_texture_shader, true)); #else m_meshes[i]->MeshConvert(); #endif //WITH_TEXTURE } mat4 save_proj = m_camera->GetProjection(); 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]->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); 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 + i_trans)) * //Align right meshes mat4::translate(x - x * RATIO_HW) * //Mesh count scale mat4::scale(vec3(vec2(i_scale), 1.f)) * //Camera projection save_proj; m_camera->SetProjection(new_proj); //#if NO_NACL_EM m_meshes[i]->Render(m_mat); //#endif //NO_NACL_EM g_renderer->Clear(ClearMask::Depth); } m_camera->SetProjection(save_proj); } } } private: SceneSetup* m_ssetup; 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 infos vec2 m_render_max; 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; }; //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; }