264 lines
7.9 KiB
C++
264 lines
7.9 KiB
C++
/*************************************************************************/
|
|
/* test_render.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
#include "test_render.h"
|
|
#include "servers/visual_server.h"
|
|
#include "os/main_loop.h"
|
|
#include "math_funcs.h"
|
|
#include "print_string.h"
|
|
#include "os/os.h"
|
|
#include "quick_hull.h"
|
|
#include "os/keyboard.h"
|
|
|
|
#define OBJECT_COUNT 50
|
|
|
|
namespace TestRender {
|
|
|
|
|
|
class TestMainLoop : public MainLoop {
|
|
|
|
|
|
RID test_cube;
|
|
RID instance;
|
|
RID camera;
|
|
RID viewport;
|
|
RID light;
|
|
RID scenario;
|
|
|
|
struct InstanceInfo {
|
|
|
|
RID instance;
|
|
Transform base;
|
|
Vector3 rot_axis;
|
|
};
|
|
|
|
List<InstanceInfo> instances;
|
|
|
|
float ofs;
|
|
bool quit;
|
|
protected:
|
|
|
|
|
|
public:
|
|
virtual void input_event(const InputEvent& p_event) {
|
|
|
|
if (p_event.type==InputEvent::KEY && p_event.key.pressed)
|
|
quit=true;
|
|
}
|
|
|
|
virtual void init() {
|
|
|
|
|
|
print_line("INITIALIZING TEST RENDER");
|
|
VisualServer *vs=VisualServer::get_singleton();
|
|
test_cube = vs->get_test_cube();
|
|
scenario = vs->scenario_create();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Vector<Vector3> vts;
|
|
|
|
/*
|
|
DVector<Plane> sp = Geometry::build_sphere_planes(2,5,5);
|
|
Geometry::MeshData md2 = Geometry::build_convex_mesh(sp);
|
|
vts=md2.vertices;
|
|
*/
|
|
/*
|
|
|
|
static const int s = 20;
|
|
for(int i=0;i<s;i++) {
|
|
Matrix3 rot(Vector3(0,1,0),i*Math_PI/s);
|
|
|
|
for(int j=0;j<s;j++) {
|
|
Vector3 v;
|
|
v.x=Math::sin(j*Math_PI*2/s);
|
|
v.y=Math::cos(j*Math_PI*2/s);
|
|
|
|
vts.push_back( rot.xform(v*2 ) );
|
|
}
|
|
}*/
|
|
/*for(int i=0;i<100;i++) {
|
|
|
|
vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
|
|
}*/
|
|
/*
|
|
vts.push_back(Vector3(0,0,1));
|
|
vts.push_back(Vector3(0,0,-1));
|
|
vts.push_back(Vector3(0,1,0));
|
|
vts.push_back(Vector3(0,-1,0));
|
|
vts.push_back(Vector3(1,0,0));
|
|
vts.push_back(Vector3(-1,0,0));*/
|
|
|
|
vts.push_back(Vector3(1,1,1));
|
|
vts.push_back(Vector3(1,-1,1));
|
|
vts.push_back(Vector3(-1,1,1));
|
|
vts.push_back(Vector3(-1,-1,1));
|
|
vts.push_back(Vector3(1,1,-1));
|
|
vts.push_back(Vector3(1,-1,-1));
|
|
vts.push_back(Vector3(-1,1,-1));
|
|
vts.push_back(Vector3(-1,-1,-1));
|
|
|
|
Geometry::MeshData md;
|
|
Error err = QuickHull::build(vts,md);
|
|
print_line("ERR: "+itos(err));
|
|
test_cube = vs->mesh_create();
|
|
vs->mesh_add_surface_from_mesh_data(test_cube,md);
|
|
//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
|
|
|
|
/*
|
|
RID sm = vs->shader_create();
|
|
//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
|
|
//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
|
|
vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
|
|
RID tcmat = vs->mesh_surface_get_material(test_cube,0);
|
|
vs->material_set_shader(tcmat,sm);
|
|
*/
|
|
|
|
|
|
List<String> cmdline = OS::get_singleton()->get_cmdline_args();
|
|
int object_count = OBJECT_COUNT;
|
|
if (cmdline.size() > 0 && cmdline[cmdline.size()-1].to_int()) {
|
|
object_count = cmdline[cmdline.size()-1].to_int();
|
|
};
|
|
|
|
for (int i=0;i<object_count;i++) {
|
|
|
|
InstanceInfo ii;
|
|
|
|
|
|
ii.instance = vs->instance_create2( test_cube, scenario );
|
|
|
|
|
|
ii.base.translate( Math::random(-20,20), Math::random(-20,20),Math::random(-20,18) );
|
|
ii.base.rotate( Vector3(0,1,0), Math::randf() * Math_PI );
|
|
ii.base.rotate( Vector3(1,0,0), Math::randf() * Math_PI );
|
|
vs->instance_set_transform( ii.instance, ii.base );
|
|
|
|
ii.rot_axis = Vector3( Math::random(-1,1), Math::random(-1,1), Math::random(-1,1) ).normalized();
|
|
|
|
instances.push_back(ii);
|
|
|
|
}
|
|
|
|
camera = vs->camera_create();
|
|
|
|
// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
|
|
|
|
viewport = vs->viewport_create();
|
|
vs->viewport_attach_to_screen(viewport);
|
|
vs->viewport_attach_camera( viewport, camera );
|
|
vs->viewport_set_scenario( viewport, scenario );
|
|
vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,3,30 ) ) );
|
|
vs->camera_set_perspective( camera, 60, 0.1, 1000);
|
|
|
|
|
|
/*
|
|
RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
|
|
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
|
|
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
|
|
vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
|
|
light = vs->instance_create( lightaux );
|
|
*/
|
|
RID lightaux;
|
|
|
|
//*
|
|
lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
|
|
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
|
|
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
|
|
//vs->light_set_shadow( lightaux, true );
|
|
light = vs->instance_create2( lightaux, scenario );
|
|
Transform lla;
|
|
//lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0));
|
|
lla.set_look_at(Vector3(),Vector3(-0.000000,-0.836026,-0.548690),Vector3(0,1,0));
|
|
|
|
vs->instance_set_transform( light, lla );
|
|
// */
|
|
|
|
//*
|
|
lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
|
|
// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
|
|
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
|
|
vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
|
|
vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );
|
|
//vs->light_set_shadow( lightaux, true );
|
|
//light = vs->instance_create( lightaux );
|
|
// */
|
|
|
|
ofs=0;
|
|
quit=false;
|
|
}
|
|
virtual bool iteration(float p_time) {
|
|
|
|
VisualServer *vs=VisualServer::get_singleton();
|
|
//Transform t;
|
|
//t.rotate(Vector3(0, 1, 0), ofs);
|
|
//t.translate(Vector3(0,0,20 ));
|
|
//vs->camera_set_transform(camera, t);
|
|
|
|
ofs+=p_time*0.05;
|
|
|
|
//return quit;
|
|
|
|
for(List<InstanceInfo>::Element *E=instances.front();E;E=E->next()) {
|
|
|
|
Transform pre( Matrix3(E->get().rot_axis, ofs), Vector3() );
|
|
vs->instance_set_transform( E->get().instance, pre * E->get().base );
|
|
/*
|
|
if( !E->next() ) {
|
|
|
|
vs->free( E->get().instance );
|
|
instances.erase(E );
|
|
}*/
|
|
}
|
|
|
|
return quit;
|
|
}
|
|
|
|
virtual bool idle(float p_time) {
|
|
return quit;
|
|
}
|
|
|
|
|
|
virtual void finish() {
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
MainLoop* test() {
|
|
|
|
return memnew( TestMainLoop );
|
|
|
|
}
|
|
|
|
}
|