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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. #include "scenesetup.h"
  17. using namespace std;
  18. using namespace lol;
  19. static int const TEXTURE_WIDTH = 256;
  20. #define R_M 1.f
  21. #define DEFAULT_WIDTH (1200.f * R_M)
  22. #define DEFAULT_HEIGHT (400.f * R_M)
  23. #define WIDTH ((float)Video::GetSize().x)
  24. #define HEIGHT ((float)Video::GetSize().y)
  25. #define SCREEN_W (10.f / WIDTH)
  26. #define SCREEN_LIMIT 1.4f
  27. #define RATIO_HW (HEIGHT / WIDTH)
  28. #define RATIO_WH (WIDTH / HEIGHT)
  29. #define RESET_TIMER .2f
  30. #define ROT_SPEED vec2(50.f)
  31. #define ROT_CLAMP 89.f
  32. #define POS_SPEED vec2(1.2f)
  33. #define POS_CLAMP 1.f
  34. #define FOV_SPEED 20.f
  35. #define FOV_CLAMP 120.f
  36. #define ZOM_SPEED 3.f
  37. #define ZOM_CLAMP 20.f
  38. #define HST_SPEED .5f
  39. #define HST_CLAMP 1.f
  40. #define WITH_TEXTURE 0
  41. #define NO_NACL_EM (!__native_client__ && !EMSCRIPTEN)
  42. #define NACL_EM (__native_client__ || EMSCRIPTEN)
  43. #define HAS_KBOARD (m_input_usage & (1<<IPT_MV_KBOARD))
  44. #define HAS_MOUSE (m_input_usage & (1<<IPT_MV_MOUSE))
  45. LOLFX_RESOURCE_DECLARE(shinyfur);
  46. LOLFX_RESOURCE_DECLARE(shinymvtexture);
  47. enum
  48. {
  49. IPT_MV_KBOARD = 0,
  50. IPT_MV_MOUSE,
  51. INPUT_MAX
  52. };
  53. enum MVKeyboardList
  54. {
  55. KEY_CAM_RESET = 0,
  56. KEY_CAM_POS,
  57. KEY_CAM_FOV,
  58. KEY_CAM_UP,
  59. KEY_CAM_DOWN,
  60. KEY_CAM_LEFT,
  61. KEY_CAM_RIGHT,
  62. KEY_MESH_NEXT,
  63. KEY_MESH_PREV,
  64. KEY_F1,
  65. KEY_F2,
  66. KEY_F3,
  67. KEY_F4,
  68. KEY_F5,
  69. KEY_ESC,
  70. KEY_MAX
  71. };
  72. enum MVMouseKeyList
  73. {
  74. MSE_CAM_ROT = KEY_MAX,
  75. MSE_CAM_POS,
  76. MSE_CAM_FOV,
  77. MSE_MAX
  78. };
  79. enum MVMouseAxisList
  80. {
  81. MSEX_CAM_Y = 0,
  82. MSEX_CAM_X,
  83. MSEX_MAX
  84. };
  85. #define MAX_KEYS MSE_MAX
  86. #define MAX_AXIS MSEX_MAX
  87. #define ALL_FEATURES 1
  88. #define NO_SC_SETUP 0
  89. enum GizmoType
  90. {
  91. GZ_Editor = 0,
  92. GZ_LightPos,
  93. GZ_LightDir,
  94. GZ_MAX
  95. };
  96. struct LightData
  97. {
  98. LightData(vec3 pos, vec4 col)
  99. {
  100. m_pos = pos;
  101. m_col = col;
  102. }
  103. vec3 m_pos;
  104. vec4 m_col;
  105. };
  106. class MeshViewer : public WorldEntity
  107. {
  108. public:
  109. MeshViewer(char const *file_name = "data/mesh-buffer.txt")
  110. : m_file_name(file_name)
  111. {
  112. m_init = false;
  113. m_first_tick = false;
  114. // Message Service
  115. MessageService::Setup();
  116. m_ssetup = nullptr;
  117. m_camera = nullptr;
  118. m_controller = nullptr;
  119. //Compile ref meshes
  120. m_gizmos << new EasyMesh();
  121. 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]");
  122. m_gizmos << new EasyMesh();
  123. m_gizmos.Last()->Compile("[sc#666 acap 1 .5 .5 ty -.5 sc#fff asph 2 1]");
  124. m_gizmos << new EasyMesh();
  125. 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]");
  126. // Mesh Setup
  127. m_render_max = vec2(-.9f, 4.1f);
  128. m_mesh_id = 0;
  129. m_mesh_id1 = 0.f;
  130. m_default_texture = nullptr;
  131. m_texture_shader = nullptr;
  132. m_texture = nullptr;
  133. //Camera Setup
  134. m_reset_timer = -1.f;
  135. m_fov = -100.f;
  136. m_fov_mesh = 0.f;
  137. m_fov_speed = 0.f;
  138. m_zoom = -100.f;
  139. m_zoom_mesh = 0.f;
  140. m_zoom_speed = 0.f;
  141. m_rot = vec2(45.f);
  142. m_rot_mesh = vec2::zero;
  143. m_rot_speed = vec2::zero;
  144. m_pos = vec2::zero;
  145. m_pos_mesh = vec2::zero;
  146. m_pos_speed = vec2::zero;
  147. m_screen_offset = vec2::zero;
  148. m_hist_scale = vec2(.13f, .03f);
  149. m_hist_scale_mesh = vec2(.0f);
  150. m_hist_scale_speed = vec2(.0f);
  151. m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
  152. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  153. //stream update
  154. m_stream_update_time = 2.0f;
  155. m_stream_update_timer = 1.0f;
  156. }
  157. ~MeshViewer()
  158. {
  159. if (m_camera)
  160. g_scene->PopCamera(m_camera);
  161. if (m_ssetup)
  162. delete(m_ssetup);
  163. MessageService::Destroy();
  164. m_controller = nullptr;
  165. m_camera = nullptr;
  166. m_ssetup = nullptr;
  167. }
  168. #if NO_NACL_EM
  169. bool KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsReleased()); }
  170. bool KeyPressed(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsPressed()); }
  171. bool KeyDown(MVKeyboardList index) { return (HAS_KBOARD && m_controller->GetKey(index).IsDown()); }
  172. bool KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsReleased()); }
  173. bool KeyPressed(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsPressed()); }
  174. bool KeyDown(MVMouseKeyList index) { return (HAS_MOUSE && m_controller->GetKey(index).IsDown()); }
  175. float AxisValue(MVMouseAxisList index) { return (HAS_MOUSE)?(m_controller->GetAxis(index).GetValue()):(0.f); }
  176. #endif //NO_NACL_EM
  177. void Init()
  178. {
  179. m_init = true;
  180. m_input_usage = 0;
  181. #if NO_NACL_EM
  182. /* Register an input controller for the keyboard */
  183. m_controller = new Controller("Default", MAX_KEYS, MAX_AXIS);
  184. if (InputDevice::Get("Mouse"))
  185. {
  186. m_input_usage |= (1<<IPT_MV_MOUSE);
  187. m_controller->GetKey(MSE_CAM_ROT).Bind("Mouse", "Left");
  188. m_controller->GetKey(MSE_CAM_POS).Bind("Mouse", "Right");
  189. m_controller->GetKey(MSE_CAM_FOV).Bind("Mouse", "Middle");
  190. m_controller->GetAxis(MSEX_CAM_Y).Bind("Mouse", "Y");
  191. m_controller->GetAxis(MSEX_CAM_X).Bind("Mouse", "X");
  192. }
  193. if (InputDevice::Get("Keyboard"))
  194. {
  195. m_input_usage |= (1<<IPT_MV_KBOARD);
  196. //Camera keyboard rotation
  197. m_controller->GetKey(KEY_CAM_UP ).Bind("Keyboard", "Up");
  198. m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
  199. m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
  200. m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
  201. //Camera keyboard position switch
  202. m_controller->GetKey(KEY_CAM_POS ).Bind("Keyboard", "LeftShift");
  203. m_controller->GetKey(KEY_CAM_FOV ).Bind("Keyboard", "LeftCtrl");
  204. //Camera unzoom switch
  205. m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
  206. //Mesh change
  207. m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
  208. m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
  209. //Base setup
  210. m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
  211. m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
  212. m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
  213. m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
  214. m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
  215. m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
  216. }
  217. #endif //NO_NACL_EM
  218. m_camera = new Camera();
  219. m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
  220. m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
  221. m_camera->UseShift(true);
  222. g_scene->PushCamera(m_camera);
  223. //Lights setup
  224. m_ssetup = new SceneSetup();
  225. #if NO_SC_SETUP
  226. m_ssetup->m_lights << new Light();
  227. m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
  228. m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
  229. Ticker::Ref(m_ssetup->m_lights.Last());
  230. m_ssetup->m_lights << new Light();
  231. m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
  232. m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
  233. Ticker::Ref(m_ssetup->m_lights.Last());
  234. EasyMesh* em = new EasyMesh();
  235. if (em->Compile("sc#fff ab 1"))
  236. {
  237. if (m_mesh_id == m_meshes.Count() - 1)
  238. m_mesh_id++;
  239. m_meshes.Push(em);
  240. }
  241. #else
  242. m_ssetup->Compile("addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) "
  243. "addlight 0.0 position (8 2 6) color #ffff "
  244. "showgizmo true ");
  245. m_ssetup->Startup();
  246. #endif //NO_SC_SETUP
  247. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  248. {
  249. m_light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
  250. m_ssetup->m_lights[i]->SetPosition(vec4(vec3::zero, m_ssetup->m_lights[i]->GetPosition().w));
  251. m_ssetup->m_lights[i]->SetColor(vec4::zero);
  252. }
  253. }
  254. virtual void TickGame(float seconds)
  255. {
  256. WorldEntity::TickGame(seconds);
  257. if (!m_init && g_scene)
  258. {
  259. Init();
  260. return;
  261. }
  262. if (!m_init)
  263. return;
  264. m_first_tick = true;
  265. //TODO : This should probably be "standard LoL behaviour"
  266. #if NO_NACL_EM
  267. {
  268. //Shutdown logic
  269. if (KeyReleased(KEY_ESC))
  270. Ticker::Shutdown();
  271. }
  272. #endif //NO_NACL_EM
  273. //Compute render mesh count
  274. float a_j = lol::abs(m_render_max[1]);
  275. float i_m = m_hist_scale_mesh.x;
  276. float i_trans = a_j - ((a_j * a_j * i_m * i_m + a_j * i_m) * .5f);
  277. m_render_max[1] = a_j * ((RATIO_WH * 1.f) / ((i_trans != 0.f)?(i_trans):(RATIO_WH))) - RATIO_HW * .3f;
  278. //Mesh Change
  279. #if NO_NACL_EM
  280. m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, m_meshes.Count() - 1);
  281. #endif //NO_NACL_EM
  282. m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
  283. #if ALL_FEATURES
  284. //Update light position & damping
  285. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  286. {
  287. vec3 pos = (m_mat * inverse(m_mat_prev) * vec4(m_ssetup->m_lights[i]->GetPosition().xyz, 1.f)).xyz;
  288. vec3 tgt = (m_mat * vec4(m_light_datas[i].m_pos, 1.f)).xyz;
  289. vec3 new_pos = damp(pos, tgt, .3f, seconds);
  290. vec4 new_col = damp(m_ssetup->m_lights[i]->GetColor(), m_light_datas[i].m_col, .3f, seconds);
  291. m_ssetup->m_lights[i]->SetPosition(vec4(new_pos, m_ssetup->m_lights[i]->GetPosition().w));
  292. m_ssetup->m_lights[i]->SetColor(new_col);
  293. }
  294. //Camera update
  295. bool is_pos = false;
  296. bool is_fov = false;
  297. bool is_hsc = false;
  298. vec2 tmpv = vec2::zero;
  299. #if NO_NACL_EM
  300. is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
  301. is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);
  302. if (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV))
  303. {
  304. tmpv += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X));
  305. if (KeyDown(MSE_CAM_ROT))
  306. tmpv *= 6.f;
  307. if (KeyDown(MSE_CAM_POS))
  308. tmpv *= vec2(1.f, -1.f) * 3.f;
  309. if (KeyDown(MSE_CAM_FOV))
  310. tmpv = vec2(tmpv.y * 4.f, tmpv.x * 6.f);
  311. }
  312. tmpv += vec2((float)KeyDown(KEY_CAM_UP ) - (float)KeyDown(KEY_CAM_DOWN),
  313. (float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT));
  314. #endif //NO_NACL_EM
  315. //Base data
  316. vec2 rot = (!is_pos && !is_fov)?(tmpv):(vec2(.0f)); rot = vec2(rot.x, rot.y);
  317. vec2 pos = ( is_pos && !is_fov)?(tmpv):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
  318. vec2 fov = (!is_pos && is_fov )?(tmpv):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
  319. vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f));
  320. //speed
  321. m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
  322. float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
  323. m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
  324. float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
  325. m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
  326. float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
  327. m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
  328. m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);
  329. m_rot += m_rot_speed * seconds;
  330. #if NO_NACL_EM
  331. if (m_reset_timer >= 0.f)
  332. m_reset_timer -= seconds;
  333. if (KeyPressed(KEY_CAM_RESET))
  334. {
  335. if (m_reset_timer >= 0.f)
  336. {
  337. m_pos = vec2(0.f);
  338. m_zoom = -100.f;
  339. }
  340. else
  341. m_reset_timer = RESET_TIMER;
  342. }
  343. //Transform update
  344. if (!KeyDown(KEY_CAM_RESET))
  345. {
  346. m_pos += m_pos_speed * seconds;
  347. m_fov += m_fov_speed * seconds;
  348. m_zoom += m_zoom_speed * seconds;
  349. m_hist_scale += m_hist_scale_speed * seconds;
  350. }
  351. #endif //NO_NACL_EM
  352. //clamp
  353. vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
  354. vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
  355. SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
  356. float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
  357. float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
  358. vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
  359. SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));
  360. #if NO_NACL_EM
  361. if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
  362. {
  363. pos_mesh = vec2::zero;
  364. zoom_mesh = 0.f;
  365. }
  366. #endif //NO_NACL_EM
  367. m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
  368. m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
  369. m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
  370. m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
  371. m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);
  372. //Mesh mat calculation
  373. m_mat_prev = m_mat;
  374. m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
  375. //Target List Setup
  376. Array<vec3> target_list;
  377. if (m_meshes.Count() && m_mesh_id >= 0)
  378. for (int i = 0; i < m_meshes[m_mesh_id]->GetVertexCount(); i++)
  379. target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id]->GetVertexLocation(i))).v3.xyz;
  380. //--
  381. //Update mesh screen location - Get the Min/Max needed
  382. //--
  383. vec2 cam_center(0.f);
  384. float cam_factor = .0f;
  385. vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
  386. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  387. mat4 world_cam = m_camera->GetView();
  388. mat4 cam_screen = m_camera->GetProjection();
  389. //target on-screen computation
  390. for (int i = 0; i < target_list.Count(); i++)
  391. {
  392. vec3 obj_loc = target_list[i];
  393. {
  394. //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
  395. mat4 target_mx = mat4::translate(obj_loc);
  396. vec3 vpos;
  397. //Get location in cam coordinates
  398. target_mx = world_cam * target_mx;
  399. vpos = target_mx.v3.xyz;
  400. local_min_max[0] = min(vpos.xyz, local_min_max[0]);
  401. local_min_max[1] = max(vpos.xyz, local_min_max[1]);
  402. //Get location in screen coordinates
  403. target_mx = cam_screen * target_mx;
  404. vpos = (target_mx.v3 / target_mx.v3.w).xyz;
  405. screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
  406. screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
  407. //Build Barycenter
  408. cam_center += vpos.xy;
  409. cam_factor += 1.f;
  410. }
  411. }
  412. float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
  413. max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
  414. float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  415. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  416. vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
  417. m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
  418. 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;
  419. if (cam_factor > 0.f)
  420. {
  421. vec2 new_screen_scale = m_camera->GetScreenScale();
  422. m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
  423. m_camera->SetPosition(vec3(vec2::zero, damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds)), true);
  424. m_camera->SetFov(m_fov_mesh);
  425. m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
  426. }
  427. //--
  428. //Message Service
  429. //--
  430. String mesh("");
  431. int u = 1;
  432. while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
  433. {
  434. int o = 1;
  435. while (o-- > 0)
  436. {
  437. SceneSetup* new_ssetup = new SceneSetup();
  438. if (new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count())
  439. {
  440. //Store current light datas, in World
  441. Array<LightData> light_datas;
  442. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  443. light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
  444. if (m_ssetup)
  445. delete(m_ssetup);
  446. m_ssetup = new_ssetup;
  447. m_ssetup->Startup();
  448. //Restore all light datas so blend can occur
  449. mat4 light_mat = m_mat * inverse(mat4(quat::fromeuler_xyz(vec3::zero)));
  450. for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
  451. {
  452. //Store local dst in current m_ld
  453. LightData ltmp = LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
  454. if (i < m_light_datas.Count())
  455. m_light_datas[i] = ltmp;
  456. else
  457. m_light_datas << ltmp;
  458. vec3 loc = vec3::zero;
  459. vec4 col = vec4::zero;
  460. if (i < light_datas.Count())
  461. {
  462. loc = light_datas[i].m_pos;
  463. col = light_datas[i].m_col;
  464. }
  465. //Restore old light datas in new lights
  466. m_ssetup->m_lights[i]->SetPosition(vec4(loc, m_ssetup->m_lights[i]->GetPosition().w));
  467. m_ssetup->m_lights[i]->SetColor(col);
  468. }
  469. }
  470. else
  471. {
  472. m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd;
  473. delete(new_ssetup);
  474. }
  475. }
  476. }
  477. //Check the custom cmd even if we don't have new messages.
  478. int o = 1;
  479. while (o-- > 0)
  480. {
  481. for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
  482. {
  483. if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
  484. {
  485. //Create a new mesh
  486. EasyMesh* em = new EasyMesh();
  487. if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C()))
  488. {
  489. if (m_mesh_id == m_meshes.Count() - 1)
  490. m_mesh_id++;
  491. m_meshes.Push(em);
  492. }
  493. else
  494. delete(em);
  495. }
  496. }
  497. }
  498. m_ssetup->m_custom_cmd.Empty();
  499. #endif //ALL_FEATURES
  500. #if NACL_EM
  501. /*
  502. if (m_stream_update_time > .0f)
  503. {
  504. m_stream_update_time = -1.f;
  505. MessageService::Send(MessageBucket::AppIn,
  506. " addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
  507. addlight 0.0 position (8 2 6) color #ffff \
  508. custom setmesh \"[sc#f8f ab 1]\"");
  509. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
  510. // MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
  511. // MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
  512. // MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
  513. }
  514. */
  515. #elif WIN32
  516. //--
  517. //File management
  518. //--
  519. m_stream_update_time += seconds;
  520. if (m_stream_update_time > m_stream_update_timer)
  521. {
  522. m_stream_update_time = 0.f;
  523. File f;
  524. f.Open(m_file_name.C(), FileAccess::Read);
  525. String cmd = f.ReadString();
  526. f.Close();
  527. if (cmd.Count()
  528. && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
  529. {
  530. m_cmdlist << cmd;
  531. MessageService::Send(MessageBucket::AppIn, cmd);
  532. }
  533. }
  534. #endif //WINDOWS
  535. }
  536. virtual void TickDraw(float seconds)
  537. {
  538. WorldEntity::TickDraw(seconds);
  539. if (!m_init || !m_first_tick)
  540. return;
  541. //TODO : This should probably be "standard LoL behaviour"
  542. #if NO_NACL_EM
  543. {
  544. if (KeyReleased(KEY_F1))
  545. Video::SetDebugRenderMode(DebugRenderMode::Default);
  546. if (KeyReleased(KEY_F2))
  547. Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
  548. if (KeyReleased(KEY_F3))
  549. Video::SetDebugRenderMode(DebugRenderMode::Lighting);
  550. if (KeyReleased(KEY_F4))
  551. Video::SetDebugRenderMode(DebugRenderMode::Normal);
  552. if (KeyReleased(KEY_F5))
  553. Video::SetDebugRenderMode(DebugRenderMode::UV);
  554. }
  555. #endif //NO_NACL_EM
  556. #if NO_NACL_EM && WITH_TEXTURE
  557. if (!m_default_texture)
  558. {
  559. m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
  560. m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
  561. m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
  562. }
  563. else if (m_texture && m_default_texture)
  564. m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
  565. #endif //NO_NACL_EM
  566. g_renderer->SetClearColor(m_ssetup->m_clear_color);
  567. for (int i = 0; i < m_gizmos.Count(); ++i)
  568. {
  569. if (m_gizmos[i]->GetMeshState() == MeshRender::NeedConvert)
  570. m_gizmos[i]->MeshConvert();
  571. else
  572. break;
  573. }
  574. vec3 x = vec3(1.f,0.f,0.f);
  575. vec3 y = vec3(0.f,1.f,0.f);
  576. mat4 save_proj = m_camera->GetProjection();
  577. //Y object Offset
  578. mat4 mat_obj_offset = mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
  579. //Mesh Pos Offset
  580. mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT));
  581. //Align right meshes
  582. mat4 mat_align = mat4::translate(x - x * RATIO_HW);
  583. mat4 mat_gizmo = mat_obj_offset * mat_align * save_proj;
  584. for (int i = 0; i < m_meshes.Count(); i++)
  585. {
  586. {
  587. if (m_meshes[i]->GetMeshState() == MeshRender::NeedConvert)
  588. {
  589. #if WITH_TEXTURE
  590. m_meshes[i]->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
  591. (1 << VertexUsage::Color) | (1 << VertexUsage::TexCoord)),
  592. m_texture_shader, true));
  593. #else
  594. m_meshes[i]->MeshConvert();
  595. #endif //WITH_TEXTURE
  596. }
  597. #if ALL_FEATURES
  598. float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
  599. if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
  600. m_meshes[i]->GetMeshState() > MeshRender::NeedConvert)
  601. {
  602. float a_j = lol::abs(j);
  603. float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
  604. float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);
  605. //Mesh count offset
  606. mat4 mat_count_offset = mat4::translate(x * RATIO_HW * 2.f * (j + i_trans));
  607. //Mesh count scale
  608. mat4 mat_count_scale = mat4::scale(vec3(vec2(i_scale), 1.f));
  609. //Camera projection
  610. mat4 new_proj = mat_obj_offset * mat_count_offset * mat_align * mat_count_scale * save_proj;
  611. m_camera->SetProjection(new_proj);
  612. //#if NO_NACL_EM
  613. m_meshes[i]->Render(m_mat);
  614. //#endif //NO_NACL_EM
  615. g_renderer->Clear(ClearMask::Depth);
  616. }
  617. m_camera->SetProjection(save_proj);
  618. #else
  619. m_meshes[i]->Render(m_mat);
  620. #endif //ALL_FEATURES
  621. }
  622. }
  623. if (m_ssetup)
  624. {
  625. m_camera->SetProjection(mat_gizmo);
  626. if (m_ssetup->m_show_gizmo)
  627. m_gizmos[GZ_Editor]->Render(m_mat);
  628. if (m_ssetup->m_show_lights)
  629. {
  630. for (int k = 0; k < m_ssetup->m_lights.Count(); ++k)
  631. {
  632. Light* ltmp = m_ssetup->m_lights[k];
  633. mat4 world = mat4::translate(ltmp->GetPosition().xyz);
  634. mat4 local = mat4::translate((inverse(m_mat) * world).v3.xyz);
  635. //dir light
  636. if (ltmp->GetPosition().w == 0.f)
  637. {
  638. m_gizmos[GZ_LightPos]->Render(m_mat * inverse(local));
  639. m_gizmos[GZ_LightDir]->Render(inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition().xyz, vec3::axis_y)));
  640. }
  641. else //point light
  642. {
  643. m_gizmos[GZ_LightPos]->Render(m_mat * local);
  644. }
  645. }
  646. }
  647. m_camera->SetProjection(save_proj);
  648. }
  649. }
  650. private:
  651. SceneSetup* m_ssetup;
  652. Array<LightData> m_light_datas;
  653. Controller* m_controller;
  654. short m_input_usage;
  655. mat4 m_mat;
  656. mat4 m_mat_prev;
  657. bool m_init;
  658. bool m_first_tick;
  659. //Camera Setup
  660. Camera * m_camera;
  661. float m_reset_timer;
  662. float m_fov;
  663. float m_fov_mesh;
  664. float m_fov_speed;
  665. float m_zoom;
  666. float m_zoom_mesh;
  667. float m_zoom_speed;
  668. vec2 m_rot;
  669. vec2 m_rot_mesh;
  670. vec2 m_rot_speed;
  671. vec2 m_pos;
  672. vec2 m_pos_mesh;
  673. vec2 m_pos_speed;
  674. vec2 m_hist_scale;
  675. vec2 m_hist_scale_mesh;
  676. vec2 m_hist_scale_speed;
  677. vec2 m_screen_offset;
  678. //Mesh infos
  679. vec2 m_render_max;
  680. int m_mesh_id;
  681. float m_mesh_id1;
  682. Array<EasyMesh*> m_meshes;
  683. Array<EasyMesh*> m_gizmos;
  684. //File data
  685. String m_file_name;
  686. Array<String> m_cmdlist;
  687. float m_stream_update_time;
  688. float m_stream_update_timer;
  689. //misc datas
  690. Shader * m_texture_shader;
  691. TileSet * m_default_texture;
  692. Texture * m_texture;
  693. ShaderUniform m_texture_uni;
  694. };
  695. //The basic main :
  696. int main(int argc, char **argv)
  697. {
  698. System::Init(argc, argv);
  699. Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
  700. if (argc > 1)
  701. new MeshViewer(argv[1]);
  702. else
  703. new MeshViewer();
  704. app.Run();
  705. return EXIT_SUCCESS;
  706. }