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-
- //
- // Lol Engine - EasyMesh tutorial
- //
- // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
- // (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
- // 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 <cfloat> /* for FLT_MAX */
-
- #include "core.h"
- #include "scenesetup.h"
-
- using namespace std;
- 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 && !EMSCRIPTEN)
-
- #define R_M 1.f
- #if NACL_EM
- #define DEFAULT_WIDTH (770.f * R_M)
- #define DEFAULT_HEIGHT (200.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 SCREEN_LIMIT 1.4f
- #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 HAS_KBOARD (m_input_usage & (1<<IPT_MV_KBOARD))
- #define HAS_MOUSE (m_input_usage & (1<<IPT_MV_MOUSE))
-
- LOLFX_RESOURCE_DECLARE(shinyfur);
- LOLFX_RESOURCE_DECLARE(shinymvtexture);
-
- enum
- {
- IPT_MV_KBOARD = 0,
- IPT_MV_MOUSE,
-
- INPUT_MAX
- };
-
- enum MVKeyboardList
- {
- KEY_CAM_RESET = 0,
- 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 MVMouseKeyList
- {
- MSE_CAM_ROT = KEY_MAX,
- MSE_CAM_POS,
- MSE_CAM_FOV,
- MSE_FOCUS,
-
- MSE_MAX
- };
-
- enum MVMouseAxisList
- {
- MSEX_CAM_Y = 0,
- MSEX_CAM_X,
-
- MSEX_MAX
- };
-
- #define MAX_KEYS MSE_MAX
- #define MAX_AXIS MSEX_MAX
- #define ALL_FEATURES 1
- #define NO_SC_SETUP 0
-
- enum GizmoType
- {
- GZ_Editor = 0,
- GZ_LightPos,
- GZ_LightDir,
-
- GZ_MAX
- };
-
- struct LightData
- {
- LightData(vec3 pos, vec4 col)
- {
- m_pos = pos;
- m_col = col;
- }
-
- vec3 m_pos;
- vec4 m_col;
- };
-
- 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 .1 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_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 = -100.f;
- m_zoom_mesh = 0.f;
- m_zoom_speed = 0.f;
- m_rot = vec2(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(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
-
- //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<<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()))
- {
- 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 //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);
- }
- #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(vec4(vec3::zero, m_ssetup->m_lights[i]->GetPosition().w));
- 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().xyz, 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(vec4(new_pos, m_ssetup->m_lights[i]->GetPosition().w));
- 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 *= 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 = -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_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, 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_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(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
-
- //Target List Setup
- Array<vec3> 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 = 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<LightData> light_datas;
- for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
- light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, 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().xyz, 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(vec4(loc, m_ssetup->m_lights[i]->GetPosition().w));
- 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()))
- {
- if (m_mesh_id == m_meshes.Count() - 1)
- m_mesh_id++;
- m_meshes.Push(em);
- }
- 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 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)
- {
- WorldEntity::TickDraw(seconds);
-
- if (!m_init || !m_first_tick)
- return;
-
- //TODO : This should probably be "standard LoL behaviour"
- #if NO_NACL_EM_INPUT
- {
- 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_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;
- }
-
- 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]->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
- }
- #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]->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]->Render(m_mat);
- g_renderer->Clear(ClearMask::Depth);
- }
- m_camera->SetProjection(save_proj);
- #else
- m_meshes[i]->Render(m_mat);
- #endif //ALL_FEATURES
- }
- }
- if (m_ssetup)
- {
- m_camera->SetProjection(mat_gizmo);
- if (m_ssetup->m_show_gizmo)
- m_gizmos[GZ_Editor]->Render(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().xyz);
- mat4 local = mat4::translate((inverse(m_mat) * world).v3.xyz);
- //dir light
- if (ltmp->GetPosition().w == 0.f)
- {
- m_gizmos[GZ_LightPos]->Render(m_mat * inverse(local));
- m_gizmos[GZ_LightDir]->Render(inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition().xyz, vec3::axis_y)));
- }
- else //point light
- {
- m_gizmos[GZ_LightPos]->Render(m_mat * local);
- }
- }
- }
- m_camera->SetProjection(save_proj);
- }
- }
-
- private:
- SceneSetup* m_ssetup;
- Array<LightData> 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 infos
- vec2 m_render_max;
- int m_mesh_id;
- float m_mesh_id1;
- Array<EasyMesh*> m_meshes;
- Array<EasyMesh*> m_gizmos;
-
- //File data
- String m_file_name;
- Array<String> 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;
- }
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