source: trunk/test/MeshViewer.cpp @ 2294

Last change on this file since 2294 was 2294, checked in by touky, 7 years ago

Added MeshViewer new project, its goal being to have a program capable of previewing a mesh from an outer source (.txt, js, etc ...) in order to speed up mesh creation.
Added RadialJitter("rj") to EasyMesh parser.

File size: 5.4 KB
Line 
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
12#if defined HAVE_CONFIG_H
13#   include "config.h"
14#endif
15
16#include "core.h"
17
18using namespace std;
19using namespace lol;
20#define MESH_DIST 5.0f
21
22class MeshViewer : public WorldEntity
23{
24public:
25    MeshViewer()
26    {
27        int i=10;
28        while (i--)
29        {
30            m_meshes.Push(EasyMesh());
31            m_meshes.Last().Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csgu]]");
32        }
33
34        m_angle = 0;
35
36        m_camera = new Camera(vec3(0.f, 600.f, 0.f),
37                              vec3(0.f, 0.f, 0.f),
38                              vec3(0, 1, 0));
39        m_camera->SetPerspective(60.f, 16, 9, .1f, 1000.f);
40        m_camera->SetTarget(vec3(0.f, 0.f, 0.f));
41        m_camera->SetPosition(vec3(0.f, 0.f, 5.f));
42        m_camera->ForceSceneUpdate();
43        Ticker::Ref(m_camera);
44        min_pos = vec3(FLT_MAX);
45        max_pos = vec3(-FLT_MAX);
46
47        m_ready = false;
48    }
49
50    ~MeshViewer()
51    {
52        Ticker::Unref(m_camera);
53    }
54
55    virtual void TickGame(float seconds)
56    {
57        WorldEntity::TickGame(seconds);
58        //vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0);
59        //    gl_Position = in_Proj * vertex;
60
61
62        m_angle += seconds * 70.0f;
63        m_mat = mat4::rotate(m_angle, vec3(0, 1, 0));
64
65        //mat4 screen_matrix = Scene::GetDefault()->GetProjMatrix() * Scene::GetDefault()->GetViewMatrix();
66        mat4 world_view_matrix = m_camera->GetViewMatrix() * m_mat;
67        mat4 world_screen_matrix = m_camera->GetProjMatrix() * world_view_matrix;
68        mat4 view_world_matrix = inverse(m_camera->GetViewMatrix());
69        mat4 screen_view_matrix = inverse(m_camera->GetProjMatrix());
70        vec4 a(0, 2, 0, 1.0f);
71        vec4 b(0,-2, 0, 1.0f);
72        vec4 c(0, 0, -2, 1.0f);
73        vec4 d(-1, -1, 1, 1.0f);
74       
75        //vec2 toto;
76        //near plane : vec4(toto, 1.f, 1.f);
77        //far plane : vec4(toto, -1.f, 1.f);
78
79        a = vec4((world_screen_matrix * a).xyz / a.w, a.w);
80        b = vec4((world_screen_matrix * b).xyz / b.w, b.w);
81        c = vec4((inverse(world_screen_matrix) * c).xyz / c.w, c.w);
82        d = vec4((inverse(world_screen_matrix) * d).xyz / d.w, d.w);
83        a = b;
84        c = d;
85
86        //this is the algorithm for a camera that must keep n target in the screen
87        {
88            //Get the Min/Max needed
89            vec3 new_min_pos(FLT_MAX);
90            vec3 new_max_pos(-FLT_MAX);
91            for (int i = 0; i < m_meshes.Last().GetVertexCount(); i++)
92            {
93                vec4 vpos = world_view_matrix * vec4(m_meshes.Last().GetVertexLocation(i), 1.0f);
94                new_min_pos = min(vpos.xyz, new_min_pos);
95                new_max_pos = max(vpos.xyz, new_max_pos);
96            }
97
98            //Actual camera algorithm
99            {
100                vec4 BottomLeft = m_camera->GetProjMatrix() * vec4(new_min_pos.xy, new_min_pos.z, 1.0f);
101                vec4 TopRight = m_camera->GetProjMatrix() * vec4(new_max_pos.xy, new_min_pos.z, 1.0f);
102                BottomLeft = vec4(BottomLeft.xyz / BottomLeft.w, BottomLeft.w);
103                TopRight = vec4(TopRight.xyz / TopRight.w, TopRight.w);
104                //vec2 NewSize = TopRight.xy - BottomLeft.xy;
105                //NewSize.x = max(NewSize.x, NewSize.y) * 1.5f;
106                vec4 DistantPoint = screen_view_matrix * vec4(vec2(1.0f, 1.0f), TopRight.z * TopRight.w, TopRight.w);
107
108                vec3 vcenter = vec3(new_min_pos.xy + new_max_pos.xy, .0f) * .5f;
109                vec4 new_pos = screen_view_matrix * vec4(.0f, .0f, new_min_pos.z, 1.0f);
110                //vcenter.z += (new_pos.z - new_pos.z * NewSize.x);
111                vcenter = (view_world_matrix * vec4(vcenter, 1.0f)).xyz;
112
113                m_camera->SetPosition(damp(m_camera->GetPosition(), vcenter, 0.4f, seconds));
114                //m_camera->SetPosition(vcenter);
115                m_camera->SetTarget(m_camera->GetPosition() + vec3(0, 0, -5.0f));
116            }
117            //
118        }
119    }
120
121    virtual void TickDraw(float seconds)
122    {
123        WorldEntity::TickDraw(seconds);
124
125        if (!m_ready)
126        {
127            for (int i = 0; i < m_meshes.Count(); i++)
128                m_meshes[i].MeshConvert();
129            m_ready = true;
130        }
131
132        Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
133
134        m_mat = mat4::translate(vec3(m_meshes.Count() * MESH_DIST * 0.5f, 0, m_meshes.Count() * MESH_DIST) * -1.0f) * m_mat;
135        for (int i = 0; i < m_meshes.Count(); i++)
136        {
137            m_mat = mat4::translate(vec3(MESH_DIST * 0.5f, 0, MESH_DIST)) * m_mat;
138            m_meshes[i].Render(m_mat);
139            Video::Clear(ClearMask::Depth);
140        }
141        //m_mat = mat4::translate(vec3(.0f));
142        //m_meshes.Last().Render(m_mat);
143    }
144
145private:
146    //Array<EasyMesh, mat4, float> m_gears;
147    float m_angle;
148    mat4 m_mat;
149    vec3 min_pos;
150    vec3 max_pos;
151
152    Array<EasyMesh> m_meshes;
153    Camera *m_camera;
154
155    bool m_ready;
156};
157
158int main(int argc, char **argv)
159{
160    System::Init(argc, argv);
161
162    Application app("MeshViewer", ivec2(960, 600), 60.0f);
163    new MeshViewer();
164    app.Run();
165
166    return EXIT_SUCCESS;
167}
168
Note: See TracBrowser for help on using the repository browser.