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- //
- // Lol Engine — EasyMesh tutorial
- //
- // Copyright © 2011—2015 Sam Hocevar <sam@hocevar.net>
- // © 2012—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
- //
- // 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 <cfloat> /* for FLT_MAX */
-
- #include <lol/engine.h>
- #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<<IPT_MV_KBOARD))
- #define HAS_MOUSE (m_input_usage & (1<<IPT_MV_MOUSE))
-
- #include "meshviewer.h"
-
- LOLFX_RESOURCE_DECLARE(shinyfur);
- LOLFX_RESOURCE_DECLARE(shinymvtexture);
-
- //TargetCamera ----------------------------------------------------------------
- class TargetCamera
- {
- public:
- void EmptyTargets() { m_targets.empty(); }
- void AddTarget(vec3 new_target) { m_targets << new_target; }
- //This considers the box usage A to B as top-left to bottom-right
- void AddTarget(box3 new_target)
- {
- vec3 base_off = .5f * new_target.extent();
- vec3 base_pos = new_target.center();
- int pass = 0;
- while (pass < 3)
- {
- int mask = 3 - max(0, pass - 1);
- while (mask-- > 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<vec3> m_targets;
- };
-
- //EasyMeshViewerObject --------------------------------------------------------
- void EasyMeshViewerObject::TickDraw(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()
- {
- map<String, EasyMeshLuaObject*> meshes;
- if (m_loader.ExecLuaFile(m_path) && EasyMeshLuaLoader::GetRegisteredMeshes(meshes))
- {
- array<String> keys = meshes.keys();
- for (String key : keys)
- m_meshes << new EasyMeshViewerObject(key, meshes[key]->GetMesh());
- }
- return !!m_meshes.count();
- }
-
- //-----------------------------------------------------------------------------
- MeshViewerLoadJob* EasyMeshLoadJob::GetInstance(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.empty();
- }
-
- //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<MeshViewerKeyInput, MeshViewerKeyInput::KBD_BEG, MeshViewerKeyInput::KBD_END>(InputProfileType::Keyboard);
- ip.AddBindings<MeshViewerKeyInput, MeshViewerKeyInput::MSE_BEG, MeshViewerKeyInput::MSE_END>(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
- array<String> keys = m_ssetups.keys();
- for (String key : keys)
- delete m_ssetups[key];
- m_ssetups.empty();
- 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);
- array<String> keys = m_ssetups.keys();
- if (!m_ssetup_name.count() || !keys.find(m_ssetup_name))
- m_ssetup_name = keys[0];
- }
- }
- }
-
- //-----------------------------------------------------------------------------
- MeshViewerLoadJob* MeshViewer::GetLoadJob(String const& path)
- {
- MeshViewerLoadJob* job = nullptr;
- if (job = EasyMeshLoadJob::GetInstance(path)) return job;
- return job;
- }
-
- //-----------------------------------------------------------------------------
- void MeshViewer::TickGame(float seconds)
- {
- super::TickGame(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<char*> mesh_names_char;
- //static array<String> mesh_names_str;
-
- //Draw viewer objects
- m_menu_mesh_names_char.empty();
- m_menu_mesh_names_str.empty();
- for (ViewerObject* obj : m_objs)
- m_menu_mesh_names_str << obj->GetName();
- for (auto str : m_menu_mesh_names_str)
- m_menu_mesh_names_char << str.C();
-
- 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<ThreadJob*> result;
- m_file_loader->GetWorkResult(result);
- if (result.count())
- {
- for (ThreadJob* job : result)
- {
- if (job->GetJobType() == ThreadJobType::WORK_SUCCEEDED)
- {
- MeshViewerLoadJob* mvjob = static_cast<MeshViewerLoadJob*>(job);
- mvjob->RetrieveResult(this);
- }
- delete job;
- }
- }
- }
-
- /** OLD STUFF **/
- //Update(seconds);
- }
-
- //-----------------------------------------------------------------------------
- void MeshViewer::TickDraw(float seconds, Scene &scene)
- {
- super::TickDraw(seconds, scene);
-
- //Draw viewer objects
- if (m_menu_mesh_idx >= 0 && m_menu_mesh_idx < m_objs.count())
- m_objs[m_menu_mesh_idx]->TickDraw(seconds, scene);
-
- m_text->SetText(String("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()))
- {
- 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 //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
- //--
- 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()) && 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(), 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 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(), 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
- }
-
- 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
- }
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