| 1 | /* |
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| 2 | ================================================================================= |
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| 3 | This file is part of Cafu, the open-source game engine and graphics engine |
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| 4 | for multiplayer, cross-platform, real-time 3D action. |
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| 5 | Copyright (C) 2002-2012 Carsten Fuchs Software. |
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| 6 | |
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| 7 | Cafu is free software: you can redistribute it and/or modify it under the terms |
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| 8 | of the GNU General Public License as published by the Free Software Foundation, |
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| 9 | either version 3 of the License, or (at your option) any later version. |
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| 10 | |
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| 11 | Cafu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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| 12 | without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
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| 13 | PURPOSE. See the GNU General Public License for more details. |
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| 14 | |
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| 15 | You should have received a copy of the GNU General Public License |
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| 16 | along with Cafu. If not, see <http://www.gnu.org/licenses/>. |
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| 17 | |
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| 18 | For support and more information about Cafu, visit us at <http://www.cafu.de>. |
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| 19 | ================================================================================= |
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| 20 | */ |
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| 21 | |
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| 22 | /***********************/ |
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| 23 | /*** Material Viewer ***/ |
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| 24 | /***********************/ |
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| 25 | |
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| 26 | #include <math.h> |
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| 27 | #include <stdio.h> |
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| 28 | #include <stdlib.h> |
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| 29 | |
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| 30 | #ifdef _WIN32 |
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| 31 | #define WIN32_LEAN_AND_MEAN |
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| 32 | #include <windows.h> |
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| 33 | #include <direct.h> |
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| 34 | #if defined(_MSC_VER) |
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| 35 | #if (_MSC_VER<1300) |
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| 36 | #define for if (false) ; else for |
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| 37 | #endif |
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| 38 | #endif |
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| 39 | #else |
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| 40 | #include <cstring> |
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| 41 | #include <dlfcn.h> |
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| 42 | #define FreeLibrary dlclose |
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| 43 | #endif |
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| 44 | |
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| 45 | #include "ConsoleCommands/Console.hpp" |
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| 46 | #include "ConsoleCommands/ConsoleInterpreter.hpp" |
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| 47 | #include "ConsoleCommands/ConsoleStdout.hpp" |
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| 48 | #include "FileSys/FileManImpl.hpp" |
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| 49 | #include "Fonts/Font.hpp" |
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| 50 | #include "OpenGL/OpenGLWindow.hpp" |
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| 51 | #include "MaterialSystem/Material.hpp" |
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| 52 | #include "MaterialSystem/MaterialManager.hpp" |
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| 53 | #include "MaterialSystem/MaterialManagerImpl.hpp" |
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| 54 | #include "MaterialSystem/Mesh.hpp" |
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| 55 | #include "MaterialSystem/Renderer.hpp" |
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| 56 | #include "MaterialSystem/TextureMap.hpp" |
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| 57 | #include "Math3D/Plane3.hpp" |
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| 58 | #include "Math3D/Matrix.hpp" |
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| 59 | #include "Templates/Array.hpp" |
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| 60 | #include "Util/Util.hpp" |
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| 61 | #include "PlatformAux.hpp" |
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| 62 | |
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| 63 | |
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| 64 | static cf::ConsoleStdoutT ConsoleStdout; |
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| 65 | cf::ConsoleI* Console=&ConsoleStdout; |
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| 66 | |
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| 67 | static cf::FileSys::FileManImplT FileManImpl; |
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| 68 | cf::FileSys::FileManI* cf::FileSys::FileMan=&FileManImpl; |
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| 69 | |
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| 70 | ConsoleInterpreterI* ConsoleInterpreter=NULL; |
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| 71 | MaterialManagerI* MaterialManager =NULL; |
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| 72 | |
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| 73 | |
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| 74 | const char* BaseDirectoryName="Games/DeathMatch"; |
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| 75 | const char* MaterialName=NULL; |
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| 76 | ArrayT<const char*> MaterialScriptNames; |
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| 77 | |
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| 78 | |
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| 79 | void CreateMeshes(ArrayT<MatSys::MeshT>& Meshes, const MaterialT& MyMaterial) |
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| 80 | { |
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| 81 | const float ar=float(MyMaterial.GetPixelSizeY())/float(MyMaterial.GetPixelSizeX()); |
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| 82 | |
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| 83 | MatSys::MeshT* M=NULL; |
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| 84 | |
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| 85 | |
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| 86 | // The small inner cubic box. |
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| 87 | Meshes.PushBackEmpty(); // Front |
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| 88 | M=&Meshes[Meshes.Size()-1]; |
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| 89 | M->Type =MatSys::MeshT::TriangleFan; |
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| 90 | M->Winding=MatSys::MeshT::CCW; |
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| 91 | M->Vertices.PushBackEmpty(4); |
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| 92 | M->Vertices[0].SetOrigin(-100.0, 1000.0, -100.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 0.0, -1.0, 0.0); M->Vertices[0].SetTangent( 1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 93 | M->Vertices[1].SetOrigin( 100.0, 1000.0, -100.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 0.0, -1.0, 0.0); M->Vertices[1].SetTangent( 1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 94 | M->Vertices[2].SetOrigin( 100.0, 1000.0, 100.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 0.0, -1.0, 0.0); M->Vertices[2].SetTangent( 1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 95 | M->Vertices[3].SetOrigin(-100.0, 1000.0, 100.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 0.0, -1.0, 0.0); M->Vertices[3].SetTangent( 1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 96 | |
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| 97 | Meshes.PushBackEmpty(); // Right |
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| 98 | M=&Meshes[Meshes.Size()-1]; |
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| 99 | M->Type =MatSys::MeshT::TriangleFan; |
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| 100 | M->Winding=MatSys::MeshT::CCW; |
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| 101 | M->Vertices.PushBackEmpty(4); |
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| 102 | M->Vertices[0].SetOrigin( 100.0, 1000.0, -100.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 1.0, 0.0, 0.0); M->Vertices[0].SetTangent( 0.0, 1.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 103 | M->Vertices[1].SetOrigin( 100.0, 1200.0, -100.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 1.0, 0.0, 0.0); M->Vertices[1].SetTangent( 0.0, 1.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 104 | M->Vertices[2].SetOrigin( 100.0, 1200.0, 100.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 1.0, 0.0, 0.0); M->Vertices[2].SetTangent( 0.0, 1.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 105 | M->Vertices[3].SetOrigin( 100.0, 1000.0, 100.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 1.0, 0.0, 0.0); M->Vertices[3].SetTangent( 0.0, 1.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 106 | |
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| 107 | Meshes.PushBackEmpty(); // Back |
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| 108 | M=&Meshes[Meshes.Size()-1]; |
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| 109 | M->Type =MatSys::MeshT::TriangleFan; |
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| 110 | M->Winding=MatSys::MeshT::CCW; |
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| 111 | M->Vertices.PushBackEmpty(4); |
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| 112 | M->Vertices[0].SetOrigin(-100.0, 1200.0, 100.0*ar); M->Vertices[0].SetTextureCoord(1.0, 0.0); M->Vertices[0].SetLightMapCoord(2.0, 0.0); M->Vertices[0].SetNormal( 0.0, 1.0, 0.0); M->Vertices[0].SetTangent(-1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 113 | M->Vertices[1].SetOrigin( 100.0, 1200.0, 100.0*ar); M->Vertices[1].SetTextureCoord(0.0, 0.0); M->Vertices[1].SetLightMapCoord(0.0, 0.0); M->Vertices[1].SetNormal( 0.0, 1.0, 0.0); M->Vertices[1].SetTangent(-1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 114 | M->Vertices[2].SetOrigin( 100.0, 1200.0, -100.0*ar); M->Vertices[2].SetTextureCoord(0.0, 1.0); M->Vertices[2].SetLightMapCoord(0.0, 3.0); M->Vertices[2].SetNormal( 0.0, 1.0, 0.0); M->Vertices[2].SetTangent(-1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 115 | M->Vertices[3].SetOrigin(-100.0, 1200.0, -100.0*ar); M->Vertices[3].SetTextureCoord(1.0, 1.0); M->Vertices[3].SetLightMapCoord(2.0, 3.0); M->Vertices[3].SetNormal( 0.0, 1.0, 0.0); M->Vertices[3].SetTangent(-1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 116 | |
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| 117 | Meshes.PushBackEmpty(); // Left |
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| 118 | M=&Meshes[Meshes.Size()-1]; |
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| 119 | M->Type =MatSys::MeshT::TriangleFan; |
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| 120 | M->Winding=MatSys::MeshT::CCW; |
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| 121 | M->Vertices.PushBackEmpty(4); |
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| 122 | M->Vertices[0].SetOrigin(-100.0, 1200.0, -100.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal(-1.0, 0.0, 0.0); M->Vertices[0].SetTangent( 0.0, -1.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 123 | M->Vertices[1].SetOrigin(-100.0, 1000.0, -100.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal(-1.0, 0.0, 0.0); M->Vertices[1].SetTangent( 0.0, -1.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 124 | M->Vertices[2].SetOrigin(-100.0, 1000.0, 100.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal(-1.0, 0.0, 0.0); M->Vertices[2].SetTangent( 0.0, -1.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 125 | M->Vertices[3].SetOrigin(-100.0, 1200.0, 100.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal(-1.0, 0.0, 0.0); M->Vertices[3].SetTangent( 0.0, -1.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 126 | |
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| 127 | Meshes.PushBackEmpty(); // Top |
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| 128 | M=&Meshes[Meshes.Size()-1]; |
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| 129 | M->Type =MatSys::MeshT::TriangleFan; |
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| 130 | M->Winding=MatSys::MeshT::CCW; |
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| 131 | M->Vertices.PushBackEmpty(4); |
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| 132 | M->Vertices[0].SetOrigin(-100.0, 1000.0, 100.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 0.0, 0.0, 1.0); M->Vertices[0].SetTangent( 1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, -1.0, 0.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 133 | M->Vertices[1].SetOrigin( 100.0, 1000.0, 100.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 0.0, 0.0, 1.0); M->Vertices[1].SetTangent( 1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, -1.0, 0.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 134 | M->Vertices[2].SetOrigin( 100.0, 1200.0, 100.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 0.0, 0.0, 1.0); M->Vertices[2].SetTangent( 1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, -1.0, 0.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 135 | M->Vertices[3].SetOrigin(-100.0, 1200.0, 100.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 0.0, 0.0, 1.0); M->Vertices[3].SetTangent( 1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, -1.0, 0.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 136 | |
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| 137 | Meshes.PushBackEmpty(); // Bottom |
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| 138 | M=&Meshes[Meshes.Size()-1]; |
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| 139 | M->Type =MatSys::MeshT::TriangleFan; |
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| 140 | M->Winding=MatSys::MeshT::CCW; |
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| 141 | M->Vertices.PushBackEmpty(4); |
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| 142 | M->Vertices[0].SetOrigin(-100.0, 1200.0, -100.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetTangent( 1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 1.0, 0.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 143 | M->Vertices[1].SetOrigin( 100.0, 1200.0, -100.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetTangent( 1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 1.0, 0.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 144 | M->Vertices[2].SetOrigin( 100.0, 1000.0, -100.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetTangent( 1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 1.0, 0.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 145 | M->Vertices[3].SetOrigin(-100.0, 1000.0, -100.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetTangent( 1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 1.0, 0.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 146 | |
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| 147 | |
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| 148 | // The outer walls. |
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| 149 | Meshes.PushBackEmpty(); // Back |
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| 150 | M=&Meshes[Meshes.Size()-1]; |
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| 151 | M->Type =MatSys::MeshT::TriangleFan; |
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| 152 | M->Winding=MatSys::MeshT::CCW; |
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| 153 | M->Vertices.PushBackEmpty(4); |
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| 154 | M->Vertices[0].SetOrigin(-1000.0, 5000.0, -1000.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 0.0, -1.0, 0.0); M->Vertices[0].SetTangent( 1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 155 | M->Vertices[1].SetOrigin( 1000.0, 5000.0, -1000.0*ar); M->Vertices[1].SetTextureCoord(1.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 0.0, -1.0, 0.0); M->Vertices[1].SetTangent( 1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 156 | M->Vertices[2].SetOrigin( 1000.0, 5000.0, 1000.0*ar); M->Vertices[2].SetTextureCoord(1.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 0.0, -1.0, 0.0); M->Vertices[2].SetTangent( 1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 157 | M->Vertices[3].SetOrigin(-1000.0, 5000.0, 1000.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 0.0, -1.0, 0.0); M->Vertices[3].SetTangent( 1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 158 | |
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| 159 | Meshes.PushBackEmpty(); // Left |
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| 160 | M=&Meshes[Meshes.Size()-1]; |
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| 161 | M->Type =MatSys::MeshT::TriangleFan; |
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| 162 | M->Winding=MatSys::MeshT::CCW; |
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| 163 | M->Vertices.PushBackEmpty(4); |
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| 164 | M->Vertices[0].SetOrigin(-1000.0, -5000.0, -1000.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal( 1.0, 0.0, 0.0); M->Vertices[0].SetTangent( 0.0, 1.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 165 | M->Vertices[1].SetOrigin(-1000.0, 5000.0, -1000.0*ar); M->Vertices[1].SetTextureCoord(5.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal( 1.0, 0.0, 0.0); M->Vertices[1].SetTangent( 0.0, 1.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 166 | M->Vertices[2].SetOrigin(-1000.0, 5000.0, 1000.0*ar); M->Vertices[2].SetTextureCoord(5.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal( 1.0, 0.0, 0.0); M->Vertices[2].SetTangent( 0.0, 1.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 167 | M->Vertices[3].SetOrigin(-1000.0, -5000.0, 1000.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal( 1.0, 0.0, 0.0); M->Vertices[3].SetTangent( 0.0, 1.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 168 | |
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| 169 | Meshes.PushBackEmpty(); // Front |
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| 170 | M=&Meshes[Meshes.Size()-1]; |
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| 171 | M->Type =MatSys::MeshT::TriangleFan; |
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| 172 | M->Winding=MatSys::MeshT::CCW; |
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| 173 | M->Vertices.PushBackEmpty(4); |
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| 174 | M->Vertices[0].SetOrigin(-1000.0, -5000.0, 1000.0*ar); M->Vertices[0].SetTextureCoord(1.0, 0.0); M->Vertices[0].SetLightMapCoord(2.0, 0.0); M->Vertices[0].SetNormal( 0.0, 1.0, 0.0); M->Vertices[0].SetTangent(-1.0, 0.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 175 | M->Vertices[1].SetOrigin( 1000.0, -5000.0, 1000.0*ar); M->Vertices[1].SetTextureCoord(0.0, 0.0); M->Vertices[1].SetLightMapCoord(0.0, 0.0); M->Vertices[1].SetNormal( 0.0, 1.0, 0.0); M->Vertices[1].SetTangent(-1.0, 0.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 176 | M->Vertices[2].SetOrigin( 1000.0, -5000.0, -1000.0*ar); M->Vertices[2].SetTextureCoord(0.0, 1.0); M->Vertices[2].SetLightMapCoord(0.0, 3.0); M->Vertices[2].SetNormal( 0.0, 1.0, 0.0); M->Vertices[2].SetTangent(-1.0, 0.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 177 | M->Vertices[3].SetOrigin(-1000.0, -5000.0, -1000.0*ar); M->Vertices[3].SetTextureCoord(1.0, 1.0); M->Vertices[3].SetLightMapCoord(2.0, 3.0); M->Vertices[3].SetNormal( 0.0, 1.0, 0.0); M->Vertices[3].SetTangent(-1.0, 0.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
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| 178 | |
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| 179 | Meshes.PushBackEmpty(); // Right |
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| 180 | M=&Meshes[Meshes.Size()-1]; |
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| 181 | M->Type =MatSys::MeshT::TriangleFan; |
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| 182 | M->Winding=MatSys::MeshT::CCW; |
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| 183 | M->Vertices.PushBackEmpty(4); |
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| 184 | M->Vertices[0].SetOrigin( 1000.0, 5000.0, -1000.0*ar); M->Vertices[0].SetTextureCoord(0.0, 1.0); M->Vertices[0].SetLightMapCoord(0.0, 3.0); M->Vertices[0].SetNormal(-1.0, 0.0, 0.0); M->Vertices[0].SetTangent( 0.0, -1.0, 0.0); M->Vertices[0].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[0].SetColor(1.0, 0.0, 0.0); |
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| 185 | M->Vertices[1].SetOrigin( 1000.0, -5000.0, -1000.0*ar); M->Vertices[1].SetTextureCoord(5.0, 1.0); M->Vertices[1].SetLightMapCoord(2.0, 3.0); M->Vertices[1].SetNormal(-1.0, 0.0, 0.0); M->Vertices[1].SetTangent( 0.0, -1.0, 0.0); M->Vertices[1].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[1].SetColor(0.0, 1.0, 0.0); |
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| 186 | M->Vertices[2].SetOrigin( 1000.0, -5000.0, 1000.0*ar); M->Vertices[2].SetTextureCoord(5.0, 0.0); M->Vertices[2].SetLightMapCoord(2.0, 0.0); M->Vertices[2].SetNormal(-1.0, 0.0, 0.0); M->Vertices[2].SetTangent( 0.0, -1.0, 0.0); M->Vertices[2].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[2].SetColor(0.0, 0.0, 1.0); |
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| 187 | M->Vertices[3].SetOrigin( 1000.0, 5000.0, 1000.0*ar); M->Vertices[3].SetTextureCoord(0.0, 0.0); M->Vertices[3].SetLightMapCoord(0.0, 0.0); M->Vertices[3].SetNormal(-1.0, 0.0, 0.0); M->Vertices[3].SetTangent( 0.0, -1.0, 0.0); M->Vertices[3].SetBiNormal( 0.0, 0.0, -1.0); M->Vertices[3].SetColor(1.0, 1.0, 0.0); |
|---|
| 188 | } |
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| 189 | |
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| 190 | |
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| 191 | void DrawSilhouettes(MatSys::RendererI* Renderer, const ArrayT<MatSys::MeshT>& Meshes) |
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| 192 | { |
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| 193 | // Assumptions: |
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| 194 | // 1. All meshes are TriangleFans. |
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| 195 | // 2. All TriangleFans are planar. |
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| 196 | VectorT LightPosition(Renderer->GetCurrentLightSourcePosition()[0], Renderer->GetCurrentLightSourcePosition()[1], Renderer->GetCurrentLightSourcePosition()[2]); |
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| 197 | |
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| 198 | for (unsigned long MeshNr=0; MeshNr<Meshes.Size(); MeshNr++) |
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| 199 | { |
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| 200 | const MatSys::MeshT& M=Meshes[MeshNr]; |
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| 201 | |
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| 202 | if (M.Type!=MatSys::MeshT::TriangleFan) continue; |
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| 203 | if (M.Vertices.Size()<3) continue; |
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| 204 | |
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| 205 | // Is this mesh backfacing to the lightsource? |
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| 206 | const VectorT Normal(M.Vertices[0].Normal[0], M.Vertices[0].Normal[1], M.Vertices[0].Normal[2]); |
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| 207 | const Plane3T<double> Plane(Normal, dot(Normal, VectorT(M.Vertices[0].Origin[0], M.Vertices[0].Origin[1], M.Vertices[0].Origin[2]))); |
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| 208 | |
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| 209 | if (Plane.GetDistance(LightPosition)>=0.0) continue; |
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| 210 | |
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| 211 | // Yes, backfacing the lightsource. |
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| 212 | // Render the silhouette quads. |
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| 213 | MatSys::MeshT SilhouetteMesh(MatSys::MeshT::QuadStrip, MatSys::MeshT::CCW); |
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| 214 | |
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| 215 | for (unsigned long VertexNr=0; VertexNr<M.Vertices.Size(); VertexNr++) |
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| 216 | { |
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| 217 | // Yes, this could be further optimized... |
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| 218 | const VectorT A(M.Vertices[VertexNr].Origin[0], M.Vertices[VertexNr].Origin[1], M.Vertices[VertexNr].Origin[2]); |
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| 219 | const VectorT LA=A-LightPosition; |
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| 220 | |
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| 221 | // Note that the order is reversed because we're dealing with a back-facing polygon as occluder! |
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| 222 | SilhouetteMesh.Vertices.PushBackEmpty(2); |
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| 223 | SilhouetteMesh.Vertices[VertexNr*2+0].SetOrigin(LA.x, LA.y, LA.z, 0.0); |
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| 224 | SilhouetteMesh.Vertices[VertexNr*2+1].SetOrigin( A.x, A.y, A.z, 1.0); |
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| 225 | } |
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| 226 | |
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| 227 | SilhouetteMesh.Vertices.PushBack(SilhouetteMesh.Vertices[0]); // Close the silhouette for this occluder. |
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| 228 | SilhouetteMesh.Vertices.PushBack(SilhouetteMesh.Vertices[1]); |
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| 229 | |
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| 230 | Renderer->RenderMesh(SilhouetteMesh); |
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| 231 | |
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| 232 | |
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| 233 | // Render the occluders near cap (front-facing wrt. the light source). |
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| 234 | // (The MatSys expects vertices for front-facing polygons to be specified in CCW order. |
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| 235 | // However, as we are considering a *back-facing* polygon as a occluder (oriented CW when looked at from behind), |
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| 236 | // we have to reverse the order of its vertices in order to turn it into a CCW ordered, front-facing polygon.) |
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| 237 | MatSys::MeshT M_front(MatSys::MeshT::TriangleFan, MatSys::MeshT::CCW); |
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| 238 | |
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| 239 | M_front.Vertices.PushBackEmpty(M.Vertices.Size()); |
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| 240 | |
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| 241 | for (unsigned long VertexNr=0; VertexNr<M.Vertices.Size(); VertexNr++) |
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| 242 | M_front.Vertices[M_front.Vertices.Size()-VertexNr-1].SetOrigin(M.Vertices[VertexNr].Origin[0], |
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| 243 | M.Vertices[VertexNr].Origin[1], |
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| 244 | M.Vertices[VertexNr].Origin[2], 1.0); |
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| 245 | |
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| 246 | Renderer->RenderMesh(M_front); |
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| 247 | |
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| 248 | |
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| 249 | // Render the occluders far cap (back-facing wrt. the light source). |
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| 250 | // As we are already dealing with a back-facing polygon, the vertex order is already as required, |
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| 251 | // we just have to project them to infinity as seen from the light source. |
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| 252 | MatSys::MeshT M_back(MatSys::MeshT::TriangleFan, MatSys::MeshT::CCW); |
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| 253 | |
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| 254 | M_back.Vertices.PushBackEmpty(M.Vertices.Size()); |
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| 255 | |
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| 256 | for (unsigned long VertexNr=0; VertexNr<M.Vertices.Size(); VertexNr++) |
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| 257 | M_back.Vertices[VertexNr].SetOrigin(M.Vertices[VertexNr].Origin[0]-LightPosition.x, |
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| 258 | M.Vertices[VertexNr].Origin[1]-LightPosition.y, |
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| 259 | M.Vertices[VertexNr].Origin[2]-LightPosition.z, 0.0); |
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| 260 | |
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| 261 | Renderer->RenderMesh(M_back); |
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| 262 | } |
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| 263 | } |
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| 264 | |
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| 265 | |
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| 266 | void Usage() |
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| 267 | { |
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| 268 | printf("\nOPTIONS:\n"); |
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| 269 | printf("\n"); |
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| 270 | printf("-m=MyMaterial specifies the name of the desired material, which must be\n"); |
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| 271 | printf(" defined in one of the material script files (see below).\n"); |
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| 272 | printf("\n"); |
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| 273 | printf("-bd=base/dir specifies the base directory from which I look both for material\n"); |
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| 274 | printf(" scripts and the materials associated textures.\n"); |
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| 275 | printf(" The default (if you don't use -bd) is %s\n", BaseDirectoryName); |
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| 276 | printf("\n"); |
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| 277 | printf("-ms=MyMatScript.cmat specifies the material script that contains a definition\n"); |
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| 278 | printf(" of \"MyMaterial\" (see above). You may use -ms several times, making me look\n"); |
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| 279 | printf(" into each specified script for a definition of the material.\n"); |
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| 280 | printf(" If you do not use -ms at all, I'll look into ALL material scripts that I can\n"); |
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| 281 | printf(" find in %s/Materials, so you probably don't need it as well.\n", BaseDirectoryName); |
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| 282 | printf("\n"); |
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| 283 | printf("-r=RendererXY overrides the automatic selection of the \"best\" renderer,\n"); |
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| 284 | printf(" and loads the renderer with base name RendererXY instead.\n"); |
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| 285 | printf(" Only provide the base name (e.g. RendererOpenGL12), no path and no suffix.\n"); |
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| 286 | printf("\n"); |
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| 287 | |
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| 288 | exit(0); |
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| 289 | } |
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| 290 | |
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| 291 | |
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| 292 | struct LightSourceInfoT |
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| 293 | { |
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| 294 | bool IsOn; |
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| 295 | float Pos[3]; |
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| 296 | float Radius; |
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| 297 | float DiffColor[3]; |
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| 298 | float SpecColor[3]; |
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| 299 | |
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| 300 | LightSourceInfoT() |
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| 301 | { |
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| 302 | IsOn=false; |
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| 303 | Pos[0]=0.0; Pos[1]=0.0; Pos[2]=0.0; |
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| 304 | Radius=1000.0; |
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| 305 | DiffColor[0]=1.0; DiffColor[1]=1.0; DiffColor[2]=1.0; |
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| 306 | SpecColor[0]=1.0; SpecColor[1]=1.0; SpecColor[2]=1.0; |
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| 307 | } |
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| 308 | }; |
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| 309 | |
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| 310 | |
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| 311 | int main(int ArgC, const char* ArgV[]) |
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| 312 | { |
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| 313 | printf("\nCafu Material Viewer (%s)\n\n", __DATE__); |
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| 314 | |
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| 315 | // Initialize the FileMan by mounting the default file system. |
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| 316 | // Note that specifying "./" (instead of "") as the file system description effectively prevents the use of |
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| 317 | // absolute paths like "D:\abc\someDir\someFile.xy" or "/usr/bin/xy". This however should be fine for this application. |
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| 318 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_LOCAL_PATH, "./", ""); |
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| 319 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_ZIP_ARCHIVE, "Games/DeathMatch/Textures/TechDemo.zip", "Games/DeathMatch/Textures/TechDemo/", "Ca3DE"); |
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| 320 | cf::FileSys::FileMan->MountFileSystem(cf::FileSys::FS_TYPE_ZIP_ARCHIVE, "Games/DeathMatch/Textures/SkyDomes.zip", "Games/DeathMatch/Textures/SkyDomes/", "Ca3DE"); |
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| 321 | |
|---|
| 322 | std::string DesiredRendererName=""; |
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| 323 | |
|---|
| 324 | // Process the command line options. |
|---|
| 325 | for (int ArgNr=1; ArgNr<ArgC; ArgNr++) |
|---|
| 326 | { |
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| 327 | if (_strnicmp(ArgV[ArgNr], "-m=" , 3)==0) MaterialName=ArgV[ArgNr]+3; |
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| 328 | else if (_strnicmp(ArgV[ArgNr], "-bd=", 4)==0) BaseDirectoryName=ArgV[ArgNr]+4; |
|---|
| 329 | else if (_strnicmp(ArgV[ArgNr], "-ms=", 4)==0) MaterialScriptNames.PushBack(ArgV[ArgNr]+4); |
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| 330 | else if (_strnicmp(ArgV[ArgNr], "-r=" , 3)==0) DesiredRendererName=ArgV[ArgNr]+3; |
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| 331 | else |
|---|
| 332 | { |
|---|
| 333 | printf("Sorry, I don't know what option \"%s\" means.\n", ArgV[ArgNr]); |
|---|
| 334 | Usage(); |
|---|
| 335 | } |
|---|
| 336 | } |
|---|
| 337 | |
|---|
| 338 | // Setup the global Material Manager pointer. |
|---|
| 339 | static MaterialManagerImplT MatManImpl; |
|---|
| 340 | |
|---|
| 341 | MaterialManager=&MatManImpl; |
|---|
| 342 | |
|---|
| 343 | // Make sure that a material has been specified. |
|---|
| 344 | if (MaterialName==NULL) |
|---|
| 345 | { |
|---|
| 346 | printf("Please use the -m option in order to specify the desired material!\n"); |
|---|
| 347 | Usage(); |
|---|
| 348 | } |
|---|
| 349 | |
|---|
| 350 | // Register the material script files with the material manager. |
|---|
| 351 | if (MaterialScriptNames.Size()==0) |
|---|
| 352 | { |
|---|
| 353 | // The -ms option has not been used, so register all material script files in BaseDirectoryName/Materials. |
|---|
| 354 | MaterialManager->RegisterMaterialScriptsInDir(std::string(BaseDirectoryName)+"/Materials", std::string(BaseDirectoryName)+"/"); |
|---|
| 355 | } |
|---|
| 356 | else |
|---|
| 357 | { |
|---|
| 358 | // Material script files have been specified - register them now. |
|---|
| 359 | for (unsigned long MSNNr=0; MSNNr<MaterialScriptNames.Size(); MSNNr++) |
|---|
| 360 | MaterialManager->RegisterMaterialScript(std::string(BaseDirectoryName)+"/"+MaterialScriptNames[MSNNr], std::string(BaseDirectoryName)+"/"); |
|---|
| 361 | } |
|---|
| 362 | |
|---|
| 363 | // Get the desired material. |
|---|
| 364 | MaterialT* MyMaterial=MaterialManager->GetMaterial(MaterialName); |
|---|
| 365 | |
|---|
| 366 | if (MyMaterial==NULL) |
|---|
| 367 | { |
|---|
| 368 | printf("Sorry, I have not been able to get material \"%s\"\n", MaterialName); |
|---|
| 369 | printf("from the registered material script files. Possible causes:\n"); |
|---|
| 370 | printf("- the material is not defined in any of the script files (material name typo?)\n"); |
|---|
| 371 | printf("- the material script file(s) could not be opened (script file name typo?)\n"); |
|---|
| 372 | printf("- the material script file contains bugs, i.e. syntax errors.\n"); |
|---|
| 373 | return 0; |
|---|
| 374 | } |
|---|
| 375 | |
|---|
| 376 | |
|---|
| 377 | // Open an OpenGL window. |
|---|
| 378 | const char* ErrorMsg=SingleOpenGLWindow->Open("Cafu Material Viewer 1.0", 1024, 768, 32, false); |
|---|
| 379 | |
|---|
| 380 | if (ErrorMsg) |
|---|
| 381 | { |
|---|
| 382 | printf("Unable to open OpenGL window: %s\n", ErrorMsg); |
|---|
| 383 | return 0; |
|---|
| 384 | } |
|---|
| 385 | |
|---|
| 386 | |
|---|
| 387 | // Get the renderer with the highest preference number that is supported. |
|---|
| 388 | HMODULE RendererDLL; |
|---|
| 389 | MatSys::Renderer=(DesiredRendererName=="") ? PlatformAux::GetBestRenderer(RendererDLL) : PlatformAux::GetRenderer(DesiredRendererName, RendererDLL); |
|---|
| 390 | |
|---|
| 391 | if (MatSys::Renderer==NULL || RendererDLL==NULL) { printf("No renderer loaded.\n"); SingleOpenGLWindow->Close(); return 0; } |
|---|
| 392 | MatSys::Renderer->Initialize(); |
|---|
| 393 | |
|---|
| 394 | |
|---|
| 395 | // Get the TextureMapManager from the RendererDLL. |
|---|
| 396 | MatSys::TextureMapManagerI* TextureMapManager=PlatformAux::GetTextureMapManager(RendererDLL); |
|---|
| 397 | |
|---|
| 398 | if (TextureMapManager==NULL) { printf("No TextureMapManager obtained.\n"); FreeLibrary(RendererDLL); SingleOpenGLWindow->Close(); return 0; } |
|---|
| 399 | |
|---|
| 400 | |
|---|
| 401 | // Register the material with the renderer. |
|---|
| 402 | MatSys::RenderMaterialT* RenderMaterial=MatSys::Renderer->RegisterMaterial(MyMaterial); |
|---|
| 403 | |
|---|
| 404 | |
|---|
| 405 | // Create a very simple lightmap for the materials that need one, and register it with the renderer. |
|---|
| 406 | // char Data[]={ 0, 0, 0, 0, 0, 0, 0, 0, |
|---|
| 407 | // 0, 0, 0, 0, 0, 0, 0, 0 }; |
|---|
| 408 | char Data[]={ 50, 50, 50, 50, 50, 50, 0, 0, |
|---|
| 409 | 50, 50, 50, 50, 50, 50, 0, 0 }; |
|---|
| 410 | // char Data[]={ 255, 0, 255, 255, 0, 0, 0, 0, |
|---|
| 411 | // 255, 255, 0, 0, 0, 255, 0, 0 }; |
|---|
| 412 | |
|---|
| 413 | MatSys::TextureMapI* LightMap=TextureMapManager->GetTextureMap2D(Data, 2, 2, 3, true, MapCompositionT(MapCompositionT::Linear, MapCompositionT::Linear)); |
|---|
| 414 | |
|---|
| 415 | MatSys::Renderer->SetCurrentLightMap(LightMap); |
|---|
| 416 | MatSys::Renderer->SetCurrentLightDirMap(NULL); // The MatSys provides a default for LightDirMaps when NULL is set. |
|---|
| 417 | |
|---|
| 418 | |
|---|
| 419 | // Create draw meshes. |
|---|
| 420 | ArrayT<MatSys::MeshT> Meshes; |
|---|
| 421 | |
|---|
| 422 | // CreateMeshes needs to know the pixel dimensions of MyMaterial in order to create geometry in the proper aspect ratio. |
|---|
| 423 | CreateMeshes(Meshes, *MyMaterial); |
|---|
| 424 | |
|---|
| 425 | |
|---|
| 426 | // Also create a font (mostly for testing the FontT class). |
|---|
| 427 | // It is created with new rather than on the stack so that we can delete it before the MatSys goes down. |
|---|
| 428 | FontT* MyFont=new FontT("Fonts/Arial"); |
|---|
| 429 | |
|---|
| 430 | |
|---|
| 431 | // Master loop. |
|---|
| 432 | TimerT Timer; |
|---|
| 433 | ArrayT<LightSourceInfoT> LightSources; |
|---|
| 434 | float ViewerOrigin[3]={ 0.0, 0.0, 0.0 }; |
|---|
| 435 | float ViewerHeading=0.0; |
|---|
| 436 | |
|---|
| 437 | LightSources.PushBackEmpty(4); |
|---|
| 438 | |
|---|
| 439 | while (true) |
|---|
| 440 | { |
|---|
| 441 | static double TotalTime=0.0; |
|---|
| 442 | const double DeltaTime=Timer.GetSecondsSinceLastCall(); |
|---|
| 443 | |
|---|
| 444 | TotalTime+=DeltaTime; |
|---|
| 445 | |
|---|
| 446 | // Render the frame. |
|---|
| 447 | MatSys::Renderer->BeginFrame(TotalTime); |
|---|
| 448 | MatSys::Renderer->SetMatrix(MatSys::RendererI::WORLD_TO_VIEW, MatrixT::GetRotateXMatrix(-90.0f)); // Rotate coordinate system axes to Cafu standard. |
|---|
| 449 | MatSys::Renderer->RotateZ (MatSys::RendererI::WORLD_TO_VIEW, ViewerHeading); |
|---|
| 450 | MatSys::Renderer->Translate(MatSys::RendererI::WORLD_TO_VIEW, -ViewerOrigin[0], -ViewerOrigin[1], -ViewerOrigin[2]); |
|---|
| 451 | { |
|---|
| 452 | MatSys::Renderer->SetCurrentRenderAction(MatSys::RendererI::AMBIENT); |
|---|
| 453 | MatSys::Renderer->SetCurrentMaterial(RenderMaterial); |
|---|
| 454 | MatSys::Renderer->SetCurrentEyePosition(ViewerOrigin[0], ViewerOrigin[1], ViewerOrigin[2]); // Also required in some ambient shaders, e.g. for the A_SkyDome. |
|---|
| 455 | |
|---|
| 456 | for (unsigned long MeshNr=0; MeshNr<Meshes.Size(); MeshNr++) |
|---|
| 457 | MatSys::Renderer->RenderMesh(Meshes[MeshNr]); |
|---|
| 458 | |
|---|
| 459 | // Render something at the positions of the light sources. |
|---|
| 460 | for (unsigned long LightNr=0; LightNr<LightSources.Size(); LightNr++) |
|---|
| 461 | { |
|---|
| 462 | if (!LightSources[LightNr].IsOn) continue; |
|---|
| 463 | |
|---|
| 464 | MatSys::Renderer->PushMatrix(MatSys::RendererI::MODEL_TO_WORLD); |
|---|
| 465 | |
|---|
| 466 | MatSys::Renderer->Translate(MatSys::RendererI::MODEL_TO_WORLD, LightSources[LightNr].Pos[0], LightSources[LightNr].Pos[1], LightSources[LightNr].Pos[2]); |
|---|
| 467 | MatSys::Renderer->Scale (MatSys::RendererI::MODEL_TO_WORLD, 0.1f); |
|---|
| 468 | |
|---|
| 469 | // Simply re-use the six sides of the inner central cube. |
|---|
| 470 | MatSys::Renderer->RenderMesh(Meshes[0]); |
|---|
| 471 | MatSys::Renderer->RenderMesh(Meshes[1]); |
|---|
| 472 | MatSys::Renderer->RenderMesh(Meshes[2]); |
|---|
| 473 | MatSys::Renderer->RenderMesh(Meshes[3]); |
|---|
| 474 | MatSys::Renderer->RenderMesh(Meshes[4]); |
|---|
| 475 | MatSys::Renderer->RenderMesh(Meshes[5]); |
|---|
| 476 | |
|---|
| 477 | MatSys::Renderer->PopMatrix(MatSys::RendererI::MODEL_TO_WORLD); |
|---|
| 478 | } |
|---|
| 479 | |
|---|
| 480 | |
|---|
| 481 | // Render the per-lightsource parts of the scene. |
|---|
| 482 | for (unsigned long LightNr=0; LightNr<LightSources.Size(); LightNr++) |
|---|
| 483 | { |
|---|
| 484 | if (!LightSources[LightNr].IsOn) continue; |
|---|
| 485 | |
|---|
| 486 | MatSys::Renderer->SetCurrentLightSourcePosition(LightSources[LightNr].Pos[0], LightSources[LightNr].Pos[1], LightSources[LightNr].Pos[2]); |
|---|
| 487 | MatSys::Renderer->SetCurrentLightSourceRadius(LightSources[LightNr].Radius); |
|---|
| 488 | MatSys::Renderer->SetCurrentLightSourceDiffuseColor (LightSources[LightNr].DiffColor[0], LightSources[LightNr].DiffColor[1], LightSources[LightNr].DiffColor[2]); |
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| 489 | MatSys::Renderer->SetCurrentLightSourceSpecularColor(LightSources[LightNr].SpecColor[0], LightSources[LightNr].SpecColor[1], LightSources[LightNr].SpecColor[2]); |
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| 490 | |
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| 491 | if (!MyMaterial->NoShadows) |
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| 492 | { |
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| 493 | MatSys::Renderer->SetCurrentRenderAction(MatSys::RendererI::STENCILSHADOW); |
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| 494 | DrawSilhouettes(MatSys::Renderer, Meshes); |
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| 495 | } |
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| 496 | |
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| 497 | MatSys::Renderer->SetCurrentRenderAction(MatSys::RendererI::LIGHTING); |
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| 498 | |
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| 499 | for (unsigned long MeshNr=0; MeshNr<Meshes.Size(); MeshNr++) |
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| 500 | MatSys::Renderer->RenderMesh(Meshes[MeshNr]); |
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| 501 | } |
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| 502 | |
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| 503 | |
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| 504 | MyFont->Print(SingleOpenGLWindow->GetWidth()-100, SingleOpenGLWindow->GetHeight()-18, float(SingleOpenGLWindow->GetWidth()), float(SingleOpenGLWindow->GetHeight()), 0x00FFFFFF, cf::va("%5.1f FPS", 1.0/DeltaTime)); |
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| 505 | } |
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| 506 | MatSys::Renderer->EndFrame(); |
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| 507 | SingleOpenGLWindow->SwapBuffers(); |
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| 508 | |
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| 509 | |
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| 510 | // Rufe die Nachrichten der Windows-Nachrichtenschlange ab. |
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| 511 | if (SingleOpenGLWindow->HandleWindowMessages()) break; |
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| 512 | |
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| 513 | CaKeyboardEventT KE; |
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| 514 | CaMouseEventT ME; |
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| 515 | bool QuitProgram=false; |
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| 516 | |
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| 517 | while (SingleOpenGLWindow->GetNextKeyboardEvent(KE)>0) |
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| 518 | { |
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| 519 | if (KE.Type!=CaKeyboardEventT::CKE_KEYDOWN) continue; |
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| 520 | |
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| 521 | if (KE.Key==CaKeyboardEventT::CK_ESCAPE) QuitProgram=true; |
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| 522 | |
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| 523 | if (KE.Key>=CaKeyboardEventT::CK_1 && KE.Key<=CaKeyboardEventT::CK_0) |
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| 524 | { |
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| 525 | unsigned long Index=KE.Key-CaKeyboardEventT::CK_1; |
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| 526 | |
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| 527 | if (LightSources.Size()>Index) |
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| 528 | LightSources[Index].IsOn=!LightSources[Index].IsOn; |
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| 529 | } |
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| 530 | |
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| 531 | if (KE.Key==CaKeyboardEventT::CK_TAB || KE.Key==CaKeyboardEventT::CK_U) |
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| 532 | { |
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| 533 | // Re-load the textures of the current material. |
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| 534 | // Because the RenderMaterial was the *only* material that we registered with the MatSys, |
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| 535 | // free'ing it is enough to get the reference count of its textures in the texture manager to 0. |
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| 536 | // This in turn deletes the textures from the tex-mans texture repository, which in turn is |
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| 537 | // forced to re-load the texture from disk when MyMaterial is re-registered. |
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| 538 | MatSys::Renderer->FreeMaterial(RenderMaterial); |
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| 539 | RenderMaterial=MatSys::Renderer->RegisterMaterial(MyMaterial); |
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| 540 | } |
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| 541 | |
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| 542 | // switch (KE.Key) |
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| 543 | // { |
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| 544 | // case CaKeyboardEventT::CK_X: RotXOn=!RotXOn; break; |
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| 545 | // case CaKeyboardEventT::CK_Y: RotYOn=!RotYOn; break; |
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| 546 | // case CaKeyboardEventT::CK_Z: RotZOn=!RotZOn; break; |
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| 547 | // case CaKeyboardEventT::CK_K: DrawLightSource=!DrawLightSource; break; |
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| 548 | // case CaKeyboardEventT::CK_ADD : Model->SetSequenceNr(++SequenceNr); break; |
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| 549 | // case CaKeyboardEventT::CK_SUBTRACT: Model->SetSequenceNr(--SequenceNr); break; |
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| 550 | // default: break; |
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| 551 | // } |
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| 552 | } |
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| 553 | |
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| 554 | while (SingleOpenGLWindow->GetNextMouseEvent(ME)>0) |
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| 555 | { |
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| 556 | switch (ME.Type) |
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| 557 | { |
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| 558 | case CaMouseEventT::CM_MOVE_X: // x-axis |
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| 559 | if (SingleOpenGLWindow->GetMouseButtonState() & 0x01) ViewerHeading+=int(ME.Amount)/2; |
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| 560 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_R]) RotZ+=int(ME.Amount); |
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| 561 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_L]) LightSourceAzimut+=0.5*int(ME.Amount); |
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| 562 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_M]) DynamicLightingInfo[3].x+=int(ME.Amount); |
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| 563 | break; |
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| 564 | |
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| 565 | case CaMouseEventT::CM_MOVE_Y: // y-axis |
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| 566 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_R ]) RotX+=int(ME.Amount); |
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| 567 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_L ]) { float& e=LightSourceElevation; e-=0.5*int(ME.Amount); if (e>90.0) e=90.0; if (e<-90.0) e=-90.0; } |
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| 568 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_M ]) DynamicLightingInfo[3].y-=int(ME.Amount); |
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| 569 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD1]) { double& r=DynamicLightingInfo[1].x; r-=int(ME.Amount)/255.0/2.0; if (r>1) r=1; if (r<0) r=0; } |
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| 570 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD2]) { double& g=DynamicLightingInfo[1].y; g-=int(ME.Amount)/255.0/2.0; if (g>1) g=1; if (g<0) g=0; } |
|---|
| 571 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD3]) { double& b=DynamicLightingInfo[1].z; b-=int(ME.Amount)/255.0/2.0; if (b>1) b=1; if (b<0) b=0; } |
|---|
| 572 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD4]) { double& r=AmbientLightingInfo[1].x; r-=int(ME.Amount)/255.0/2.0; if (r>1) r=1; if (r<0) r=0; } |
|---|
| 573 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD5]) { double& g=AmbientLightingInfo[1].y; g-=int(ME.Amount)/255.0/2.0; if (g>1) g=1; if (g<0) g=0; } |
|---|
| 574 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD6]) { double& b=AmbientLightingInfo[1].z; b-=int(ME.Amount)/255.0/2.0; if (b>1) b=1; if (b<0) b=0; } |
|---|
| 575 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD7]) { double& r=ClearColor.x; r-=int(ME.Amount)/255.0/2.0; if (r>1) r=1; if (r<0) r=0; glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, 0.0); } |
|---|
| 576 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD8]) { double& g=ClearColor.y; g-=int(ME.Amount)/255.0/2.0; if (g>1) g=1; if (g<0) g=0; glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, 0.0); } |
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| 577 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_NUMPAD9]) { double& b=ClearColor.z; b-=int(ME.Amount)/255.0/2.0; if (b>1) b=1; if (b<0) b=0; glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, 0.0); } |
|---|
| 578 | break; |
|---|
| 579 | |
|---|
| 580 | case CaMouseEventT::CM_MOVE_Z: // z-axis (mouse wheel) |
|---|
| 581 | // if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_L]) LightSourceDistance-=0.5*int(ME.Amount); |
|---|
| 582 | // else DynamicLightingInfo[3].z-=int(ME.Amount); |
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| 583 | break; |
|---|
| 584 | |
|---|
| 585 | default: |
|---|
| 586 | // Ignore all other ME types. |
|---|
| 587 | break; |
|---|
| 588 | } |
|---|
| 589 | } |
|---|
| 590 | |
|---|
| 591 | if (QuitProgram) break; |
|---|
| 592 | |
|---|
| 593 | |
|---|
| 594 | const float angle=ViewerHeading/180.0f*3.1415926f; |
|---|
| 595 | |
|---|
| 596 | if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_UP ] || SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_W]) { ViewerOrigin[0]+=sin(angle)*500.0f*float(DeltaTime); ViewerOrigin[1]+=cos(angle)*500.0f*float(DeltaTime); } |
|---|
| 597 | if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_DOWN ] || SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_S]) { ViewerOrigin[0]-=sin(angle)*500.0f*float(DeltaTime); ViewerOrigin[1]-=cos(angle)*500.0f*float(DeltaTime); } |
|---|
| 598 | if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_LEFT ] || SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_A]) { ViewerOrigin[0]-=cos(angle)*500.0f*float(DeltaTime); ViewerOrigin[1]+=sin(angle)*500.0f*float(DeltaTime); } |
|---|
| 599 | if (SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_RIGHT] || SingleOpenGLWindow->GetKeyboardState()[CaKeyboardEventT::CK_D]) { ViewerOrigin[0]+=cos(angle)*500.0f*float(DeltaTime); ViewerOrigin[1]-=sin(angle)*500.0f*float(DeltaTime); } |
|---|
| 600 | |
|---|
| 601 | |
|---|
| 602 | // Move the light sources. |
|---|
| 603 | for (unsigned long LightNr=0; LightNr<LightSources.Size(); LightNr++) |
|---|
| 604 | { |
|---|
| 605 | if (!LightSources[LightNr].IsOn) continue; |
|---|
| 606 | |
|---|
| 607 | LightSources[LightNr].Pos[0]=sin(float(TotalTime)*0.5f/(LightNr+1))*800.0f; |
|---|
| 608 | LightSources[LightNr].Pos[1]=cos(float(TotalTime)*0.5f/(LightNr+1))*800.0f; |
|---|
| 609 | LightSources[LightNr].Pos[2]=-400.0f+LightNr*400.0f; |
|---|
| 610 | LightSources[LightNr].Radius=5000.0;//XXXLightNr==2 ? 10000.0 : 1000.0; |
|---|
| 611 | |
|---|
| 612 | switch (LightNr % 4) |
|---|
| 613 | { |
|---|
| 614 | case 0: |
|---|
| 615 | LightSources[LightNr].DiffColor[0]=1.0; LightSources[LightNr].DiffColor[1]=1.0; LightSources[LightNr].DiffColor[2]=1.0; |
|---|
| 616 | LightSources[LightNr].SpecColor[0]=1.0; LightSources[LightNr].SpecColor[1]=1.0; LightSources[LightNr].SpecColor[2]=1.0; |
|---|
| 617 | break; |
|---|
| 618 | |
|---|
| 619 | case 1: |
|---|
| 620 | LightSources[LightNr].DiffColor[0]=1.0; LightSources[LightNr].DiffColor[1]=0.0; LightSources[LightNr].DiffColor[2]=0.0; |
|---|
| 621 | LightSources[LightNr].SpecColor[0]=1.0; LightSources[LightNr].SpecColor[1]=1.0; LightSources[LightNr].SpecColor[2]=1.0; |
|---|
| 622 | break; |
|---|
| 623 | |
|---|
| 624 | case 2: |
|---|
| 625 | LightSources[LightNr].DiffColor[0]=0.0; LightSources[LightNr].DiffColor[1]=1.0; LightSources[LightNr].DiffColor[2]=0.0; |
|---|
| 626 | LightSources[LightNr].SpecColor[0]=1.0; LightSources[LightNr].SpecColor[1]=1.0; LightSources[LightNr].SpecColor[2]=1.0; |
|---|
| 627 | break; |
|---|
| 628 | |
|---|
| 629 | case 3: |
|---|
| 630 | LightSources[LightNr].DiffColor[0]=0.0; LightSources[LightNr].DiffColor[1]=0.0; LightSources[LightNr].DiffColor[2]=1.0; |
|---|
| 631 | LightSources[LightNr].SpecColor[0]=1.0; LightSources[LightNr].SpecColor[1]=1.0; LightSources[LightNr].SpecColor[2]=1.0; |
|---|
| 632 | break; |
|---|
| 633 | } |
|---|
| 634 | } |
|---|
| 635 | } |
|---|
| 636 | |
|---|
| 637 | |
|---|
| 638 | // Clean-up. |
|---|
| 639 | delete MyFont; |
|---|
| 640 | MyFont=NULL; |
|---|
| 641 | MatSys::Renderer->FreeMaterial(RenderMaterial); |
|---|
| 642 | MatSys::Renderer->Release(); |
|---|
| 643 | MatSys::Renderer=NULL; |
|---|
| 644 | FreeLibrary(RendererDLL); |
|---|
| 645 | SingleOpenGLWindow->Close(); |
|---|
| 646 | return 0; |
|---|
| 647 | } |
|---|