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  1. //
  2. // Lol Engine - EasyMesh tutorial
  3. //
  4. // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  6. // This program is free software; you can redistribute it and/or
  7. // modify it under the terms of the Do What The Fuck You Want To
  8. // Public License, Version 2, as published by Sam Hocevar. See
  9. // http://www.wtfpl.net/ for more details.
  10. //
  11. #if defined HAVE_CONFIG_H
  12. # include "config.h"
  13. #endif
  14. #include <cfloat> /* for FLT_MAX */
  15. #include "core.h"
  16. using namespace std;
  17. using namespace lol;
  18. static int const TEXTURE_WIDTH = 256;
  19. #define R_M 2.f
  20. #define WIDTH (770.f * R_M)
  21. #define HEIGHT (200.f * R_M)
  22. #define SCREEN_W (10.f / WIDTH)
  23. #define SCREEN_LIMIT 1.1f
  24. #define RATIO_HW (HEIGHT / WIDTH)
  25. #define RATIO_WH (WIDTH / HEIGHT)
  26. #define ROT_SPEED vec2(50.f)
  27. #define ROT_CLAMP 89.f
  28. #define POS_SPEED vec2(1.2f)
  29. #define POS_CLAMP 1.f
  30. #define FOV_SPEED 20.f
  31. #define FOV_CLAMP 120.f
  32. #define ZOM_SPEED 3.f
  33. #define ZOM_CLAMP 20.f
  34. #define WITH_TEXTURE 0
  35. LOLFX_RESOURCE_DECLARE(shinyfur);
  36. LOLFX_RESOURCE_DECLARE(shinymvtexture);
  37. enum
  38. {
  39. KEY_CAM_RESET,
  40. KEY_CAM_POS,
  41. KEY_CAM_FOV,
  42. KEY_CAM_UP,
  43. KEY_CAM_DOWN,
  44. KEY_CAM_LEFT,
  45. KEY_CAM_RIGHT,
  46. KEY_MESH_NEXT,
  47. KEY_MESH_PREV,
  48. KEY_F1,
  49. KEY_F2,
  50. KEY_F3,
  51. KEY_F4,
  52. KEY_F5,
  53. KEY_ESC,
  54. KEY_MAX,
  55. };
  56. enum MessageType
  57. {
  58. MSG_IN,
  59. MSG_OUT,
  60. MSG_MAX
  61. };
  62. class MeshViewer : public WorldEntity
  63. {
  64. public:
  65. MeshViewer(char const *file_name = "data/mesh-buffer.txt")
  66. : m_file_name(file_name)
  67. {
  68. m_init = false;
  69. }
  70. void Init()
  71. {
  72. m_init = true;
  73. #if !__native_client__
  74. /* Register an input controller for the keyboard */
  75. m_controller = new Controller("Default", KEY_MAX, 0);
  76. //Camera keyboard rotation
  77. m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
  78. m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
  79. m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
  80. m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
  81. //Camera keyboard position switch
  82. m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
  83. m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");
  84. //Camera unzoom switch
  85. m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
  86. //Mesh change
  87. m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
  88. m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
  89. //Base setup
  90. m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
  91. m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
  92. m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
  93. m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
  94. m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
  95. m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
  96. #endif //!__native_client__
  97. // Message Service
  98. MessageService::Setup(MSG_MAX);
  99. // Mesh Setup
  100. m_mesh_id = 0;
  101. m_mesh_id1 = 0.f;
  102. m_default_texture = NULL;
  103. //Camera Setup
  104. m_fov = -100.f;
  105. m_fov_mesh = 0.f;
  106. m_fov_speed = 0.f;
  107. m_zoom = -100.f;
  108. m_zoom_mesh = 0.f;
  109. m_zoom_speed = 0.f;
  110. m_rot = vec2(45.f);
  111. m_rot_mesh = vec2(0.f);
  112. m_rot_speed = vec2(0.f);
  113. m_pos = vec2(0.f);
  114. m_pos_mesh = vec2(0.f);
  115. m_pos_speed = vec2(0.f);
  116. m_screen_offset = vec2(0.f);
  117. m_camera = new Camera();
  118. m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
  119. m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
  120. //m_camera->SetScreenScale(vec2(10.f));
  121. m_camera->UseShift(true);
  122. g_scene->PushCamera(m_camera);
  123. //Lights setup
  124. m_lights << new Light();
  125. m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 1.f));
  126. m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
  127. Ticker::Ref(m_lights.Last());
  128. m_lights << new Light();
  129. m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 1.f));
  130. m_lights.Last()->SetColor(vec4(1.f, 1.f, 1.f, 1.f));
  131. Ticker::Ref(m_lights.Last());
  132. //stream update
  133. m_stream_update_time = 2.0f;
  134. m_stream_update_timer = 1.0f;
  135. }
  136. ~MeshViewer()
  137. {
  138. if (m_camera)
  139. g_scene->PopCamera(m_camera);
  140. for (int i = 0; i < m_lights.Count(); ++i)
  141. Ticker::Unref(m_lights[i]);
  142. MessageService::Destroy();
  143. }
  144. virtual void TickGame(float seconds)
  145. {
  146. WorldEntity::TickGame(seconds);
  147. if (!m_init && g_scene)
  148. {
  149. Init();
  150. return;
  151. }
  152. if (!m_init)
  153. return;
  154. //TODO : This should probably be "standard LoL behaviour"
  155. #if !__native_client__
  156. {
  157. //Shutdown logic
  158. if (m_controller->GetKey(KEY_ESC).IsReleased())
  159. Ticker::Shutdown();
  160. }
  161. #endif //!__native_client__
  162. //Mesh Change
  163. #if !__native_client__
  164. m_mesh_id = clamp(m_mesh_id + ((int)m_controller->GetKey(KEY_MESH_PREV).IsPressed() - (int)m_controller->GetKey(KEY_MESH_NEXT).IsPressed()), 0, m_meshes.Count() - 1);
  165. #endif //!__native_client__
  166. m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
  167. //Camera update
  168. bool is_pos = false;
  169. bool is_fov = false;
  170. vec2 tmp = vec2(0.f);
  171. #if !__native_client__
  172. is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
  173. is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();
  174. tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(),
  175. (float)m_controller->GetKey(KEY_CAM_RIGHT ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown());
  176. #endif //!__native_client__
  177. //Base data
  178. vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
  179. vec2 pos = (is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
  180. vec2 fov = (!is_pos && is_fov)?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
  181. //speed
  182. m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
  183. float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
  184. m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
  185. float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
  186. m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
  187. float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
  188. m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
  189. m_rot += m_rot_speed * seconds;
  190. #if !__native_client__
  191. //Transform update
  192. if (!m_controller->GetKey(KEY_CAM_RESET).IsDown())
  193. {
  194. m_pos += m_pos_speed * seconds;
  195. m_fov += m_fov_speed * seconds;
  196. m_zoom += m_zoom_speed * seconds;
  197. }
  198. #endif //!__native_client__
  199. //clamp
  200. vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
  201. vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
  202. SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
  203. float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
  204. float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
  205. #if !__native_client__
  206. if (m_controller->GetKey(KEY_CAM_RESET).IsDown())
  207. {
  208. pos_mesh = vec2(0.f);
  209. zoom_mesh = 0.f;
  210. }
  211. #endif //!__native_client__
  212. m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
  213. m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
  214. m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
  215. m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
  216. //Mesh mat calculation
  217. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  218. //Target List Setup
  219. Array<vec3> target_list;
  220. if (m_meshes.Count() && m_mesh_id >= 0)
  221. for (int i = 0; i < m_meshes[m_mesh_id]->GetVertexCount(); i++)
  222. target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id]->GetVertexLocation(i))).v3.xyz;
  223. //--
  224. //Update mesh screen location - Get the Min/Max needed
  225. //--
  226. vec2 cam_center(0.f);
  227. float cam_factor = .0f;
  228. vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
  229. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  230. mat4 world_cam = m_camera->GetView();
  231. mat4 cam_screen = m_camera->GetProjection();
  232. //target on-screen computation
  233. for (int i = 0; i < target_list.Count(); i++)
  234. {
  235. vec3 obj_loc = target_list[i];
  236. {
  237. //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
  238. mat4 target_mx = mat4::translate(obj_loc);
  239. vec3 vpos;
  240. //Get location in cam coordinates
  241. target_mx = world_cam * target_mx;
  242. vpos = target_mx.v3.xyz;
  243. local_min_max[0] = min(vpos.xyz, local_min_max[0]);
  244. local_min_max[1] = max(vpos.xyz, local_min_max[1]);
  245. //Get location in screen coordinates
  246. target_mx = cam_screen * target_mx;
  247. vpos = (target_mx.v3 / target_mx.v3.w).xyz;
  248. screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
  249. screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
  250. //Build Barycenter
  251. cam_center += vpos.xy;
  252. cam_factor += 1.f;
  253. }
  254. }
  255. float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
  256. max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
  257. float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  258. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  259. vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
  260. m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
  261. 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;
  262. if (cam_factor > 0.f)
  263. {
  264. vec2 new_screen_scale = m_camera->GetScreenScale();
  265. m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
  266. m_camera->m_position.z = damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds);
  267. m_camera->SetFov(m_fov_mesh);
  268. m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
  269. }
  270. //--
  271. //Message Service
  272. //--
  273. String mesh("");
  274. int u = 4;
  275. while (u-- > 0 && MessageService::FetchFirst(MSG_IN, mesh))
  276. {
  277. int o = 1;
  278. while (o-- > 0)
  279. {
  280. if (m_mesh_id == m_meshes.Count() - 1)
  281. m_mesh_id++;
  282. //Create a new mesh
  283. EasyMesh* em = new EasyMesh();
  284. if (em->Compile(mesh.C()))
  285. m_meshes.Push(em);
  286. else
  287. delete(em);
  288. }
  289. }
  290. #if __native_client__
  291. if (m_stream_update_time > .0f)
  292. {
  293. m_stream_update_time = -1.f;
  294. MessageService::Send(MSG_IN, "[sc#f8f afcb 1]");
  295. // MessageService::Send(MSG_IN, "[sc#f8f ab 1 splt 4 twy 90]");
  296. // MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]");
  297. // MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]");
  298. }
  299. #elif WIN32
  300. //--
  301. //File management
  302. //--
  303. m_stream_update_time += seconds;
  304. if (m_stream_update_time > m_stream_update_timer)
  305. {
  306. m_stream_update_time = 0.f;
  307. File f;
  308. f.Open(m_file_name.C(), FileAccess::Read);
  309. String cmd = f.ReadString();
  310. f.Close();
  311. /*
  312. for (int i = 0; i < cmd.Count() - 1; i++)
  313. {
  314. if (cmd[i] == '/' && cmd[i + 1] == '/')
  315. {
  316. int j = i;
  317. for (; j < cmd.Count(); j++)
  318. {
  319. if (cmd[j] == '\r' || cmd[j] == '\n')
  320. break;
  321. }
  322. String new_cmd = cmd.Sub(0, i);
  323. if (j < cmd.Count())
  324. new_cmd += cmd.Sub(j, cmd.Count() - j);
  325. cmd = new_cmd;
  326. i--;
  327. }
  328. }
  329. */
  330. if (cmd.Count()
  331. && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
  332. {
  333. m_cmdlist << cmd;
  334. MessageService::Send(MSG_IN, cmd);
  335. }
  336. }
  337. #endif //WINDOWS
  338. }
  339. virtual void TickDraw(float seconds)
  340. {
  341. WorldEntity::TickDraw(seconds);
  342. if (!m_init)
  343. return;
  344. //TODO : This should probably be "standard LoL behaviour"
  345. #if !__native_client__
  346. {
  347. if (m_controller->GetKey(KEY_F1).IsReleased())
  348. Video::SetDebugRenderMode(DebugRenderMode::Default);
  349. if (m_controller->GetKey(KEY_F2).IsReleased())
  350. Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
  351. if (m_controller->GetKey(KEY_F3).IsReleased())
  352. Video::SetDebugRenderMode(DebugRenderMode::Lighting);
  353. if (m_controller->GetKey(KEY_F4).IsReleased())
  354. Video::SetDebugRenderMode(DebugRenderMode::Normal);
  355. if (m_controller->GetKey(KEY_F5).IsReleased())
  356. Video::SetDebugRenderMode(DebugRenderMode::UV);
  357. }
  358. #endif //!__native_client__
  359. #if !__native_client__
  360. if (!m_default_texture)
  361. {
  362. m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
  363. m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
  364. m_default_texture = Tiler::Register("data/test-texture.png", ivec2(0), ivec2(0,1));
  365. }
  366. else if (m_texture && m_default_texture)
  367. m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
  368. #endif //!__native_client__
  369. g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  370. vec3 x = vec3(1.f,0.f,0.f);
  371. vec3 y = vec3(0.f,1.f,0.f);
  372. for (int i = 0; i < m_meshes.Count(); i++)
  373. {
  374. {
  375. if (m_meshes[i]->GetMeshState() == MeshRender::NeedConvert)
  376. {
  377. #if WITH_TEXTURE
  378. m_meshes[i]->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
  379. (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
  380. m_texture_shader, true));
  381. #else
  382. m_meshes[i]->MeshConvert();
  383. #endif //WITH_TEXTURE
  384. }
  385. mat4 save_proj = m_camera->GetProjection();
  386. float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
  387. if (m_meshes[i]->GetMeshState() > MeshRender::NeedConvert)
  388. {
  389. mat4 new_proj =
  390. //Y object Offset
  391. mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
  392. //Mesh Pos Offset
  393. mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT)) *
  394. //Mesh count offset
  395. mat4::translate(x * RATIO_HW * 2.f * j) *
  396. //Align right meshes
  397. mat4::translate(x - x * RATIO_HW) *
  398. //Mesh count scale
  399. //mat4::scale(1.f - .2f * j * (1.f / (float)m_meshes.Count())) *
  400. //Camera projection
  401. save_proj;
  402. m_camera->SetProjection(new_proj);
  403. m_meshes[i]->Render(m_mat);
  404. g_renderer->Clear(ClearMask::Depth);
  405. }
  406. m_camera->SetProjection(save_proj);
  407. }
  408. }
  409. }
  410. private:
  411. Array<Light *> m_lights;
  412. Controller *m_controller;
  413. mat4 m_mat;
  414. bool m_init;
  415. //Camera Setup
  416. Camera *m_camera;
  417. float m_fov;
  418. float m_fov_mesh;
  419. float m_fov_speed;
  420. float m_zoom;
  421. float m_zoom_mesh;
  422. float m_zoom_speed;
  423. vec2 m_rot;
  424. vec2 m_rot_mesh;
  425. vec2 m_rot_speed;
  426. vec2 m_pos;
  427. vec2 m_pos_mesh;
  428. vec2 m_pos_speed;
  429. vec2 m_screen_offset;
  430. //Mesh infos
  431. int m_mesh_id;
  432. float m_mesh_id1;
  433. Array<EasyMesh*> m_meshes;
  434. //File data
  435. String m_file_name;
  436. Array<String> m_cmdlist;
  437. float m_stream_update_time;
  438. float m_stream_update_timer;
  439. //misc datas
  440. Shader * m_texture_shader;
  441. TileSet * m_default_texture;
  442. Texture * m_texture;
  443. ShaderUniform m_texture_uni;
  444. Image * m_image;
  445. };
  446. //The basic main :
  447. int main(int argc, char **argv)
  448. {
  449. System::Init(argc, argv);
  450. Application app("MeshViewer", ivec2((int)WIDTH, (int)HEIGHT), 60.0f);
  451. if (argc > 1)
  452. new MeshViewer(argv[1]);
  453. else
  454. new MeshViewer();
  455. app.Run();
  456. return EXIT_SUCCESS;
  457. }