Moved some temp code out of main_loop.cpp, ref #43
--HG-- branch : multipass-stereohg/feature/sound
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "main_loop_temp.h"
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#include "global.h"
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// tempDumpValidPolys
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#include <nel/gui/interface_element.h>
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#include <nel/gui/ctrl_polygon.h>
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#include "interface_v3/interface_manager.h"
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// tempDumpColPolys
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#include <nel/3d/packed_world.h>
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#include "r2/editor.h"
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#include "user_entity.h"
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#include <nel/3d/driver_user.h>
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using namespace NLMISC;
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using namespace NL3D;
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// TMP TMP
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void tempDumpValidPolys()
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{
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struct CPolyDisp : public CInterfaceElementVisitor
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{
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virtual void visitCtrl(CCtrlBase *ctrl)
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{
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CCtrlPolygon *cp = dynamic_cast<CCtrlPolygon *>(ctrl);
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if (cp)
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{
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sint32 cornerX, cornerY;
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cp->getParent()->getCorner(cornerX, cornerY, cp->getParentPosRef());
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for(sint32 y = 0; y < (sint32) Screen.getHeight(); ++y)
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{
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for(sint32 x = 0; x < (sint32) Screen.getWidth(); ++x)
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{
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if (cp->contains(CVector2f((float) (x - cornerX), (float) (y - cornerY))))
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{
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((CRGBA *) &Screen.getPixels()[0])[x + (Screen.getHeight() - 1 - y) * Screen.getWidth()] = CRGBA::Magenta;
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}
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}
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}
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}
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}
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CBitmap Screen;
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} polyDisp;
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Driver->getBuffer(polyDisp.Screen);
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CInterfaceManager::getInstance()->visit(&polyDisp);
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COFile output("poly.tga");
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polyDisp.Screen.writeTGA(output);
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}
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// TMP TMP
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static void viewportToScissor(const CViewport &vp, CScissor &scissor)
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{
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scissor.X = vp.getX();
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scissor.Y = vp.getY();
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scissor.Width = vp.getWidth();
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scissor.Height = vp.getHeight();
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}
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// TMP TMP
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void tempDumpColPolys()
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{
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CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland();
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if (pw)
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{
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static CMaterial material;
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static CMaterial wiredMaterial;
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static CMaterial texturedMaterial;
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static CVertexBuffer vb;
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static bool initDone = false;
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if (!initDone)
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{
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vb.setVertexFormat(CVertexBuffer::PositionFlag);
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vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
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material.initUnlit();
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material.setDoubleSided(true);
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material.setZFunc(CMaterial::lessequal);
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wiredMaterial.initUnlit();
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wiredMaterial.setDoubleSided(true);
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wiredMaterial.setZFunc(CMaterial::lessequal);
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wiredMaterial.setColor(CRGBA(255, 255, 255, 250));
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wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace);
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wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
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wiredMaterial.setBlend(true);
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wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
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texturedMaterial.initUnlit();
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texturedMaterial.setDoubleSided(true);
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texturedMaterial.setZFunc(CMaterial::lessequal);
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initDone = true;
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}
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// just add a projected texture
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R2::getEditor().getIslandCollision().loadEntryPoints();
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R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance();
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CVectorD playerPos = UserEntity->pos();
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R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y));
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static CSString currIsland;
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if (island && island->Island != currIsland)
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{
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currIsland = island->Island;
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CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga");
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newTex->setWrapS(ITexture::Clamp);
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newTex->setWrapT(ITexture::Clamp);
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texturedMaterial.setTexture(0, newTex);
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texturedMaterial.texEnvOpRGB(0, CMaterial::Replace);
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texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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texturedMaterial.setTexCoordGen(0, true);
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texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
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CMatrix mat;
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CVector scale((float) (island->XMax - island->XMin),
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(float) (island->YMax - island->YMin), 0.f);
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scale.x = 1.f / favoid0(scale.x);
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scale.y = 1.f / favoid0(scale.y);
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scale.z = 0.f;
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mat.setScale(scale);
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mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f));
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//
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CMatrix uvScaleMat;
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//
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uint texWidth = (uint) (island->XMax - island->XMin);
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uint texHeight = (uint) (island->YMax - island->YMin);
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float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth);
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float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight);
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//
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uvScaleMat.setScale(CVector(UScale, - VScale, 0.f));
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uvScaleMat.setPos(CVector(0.f, VScale, 0.f));
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//
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texturedMaterial.enableUserTexMat(0, true);
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texturedMaterial.setUserTexMat(0, uvScaleMat * mat);
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}
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const CFrustum &frust = MainCam.getFrustum();
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//
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IDriver *driver = ((CDriverUser *) Driver)->getDriver();
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driver->enableFog(true);
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const CRGBA clearColor = CRGBA(0, 0, 127, 0);
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driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor);
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CViewport vp;
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vp.init(0.f, 0.f, 1.f, 1.f);
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driver->setupViewport(vp);
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CScissor scissor;
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viewportToScissor(vp, scissor);
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driver->setupScissor(scissor);
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//
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driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective);
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driver->setupViewMatrix(MainCam.getMatrix().inverted());
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driver->setupModelMatrix(CMatrix::Identity);
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//
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//
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const CVector localFrustCorners[8] =
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{
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CVector(frust.Left, frust.Near, frust.Top),
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CVector(frust.Right, frust.Near, frust.Top),
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CVector(frust.Right, frust.Near, frust.Bottom),
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CVector(frust.Left, frust.Near, frust.Bottom),
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CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
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CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
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CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near),
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CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near)
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};
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// roughly compute covered zones
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//
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/*
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sint frustZoneMinX = INT_MAX;
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sint frustZoneMaxX = INT_MIN;
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sint frustZoneMinY = INT_MAX;
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sint frustZoneMaxY = INT_MIN;
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for(uint k = 0; k < sizeofarray(localFrustCorners); ++k)
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{
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CVector corner = camMat * localFrustCorners[k];
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sint zoneX = (sint) (corner.x / 160.f) - zoneMinX;
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sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY;
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frustZoneMinX = std::min(frustZoneMinX, zoneX);
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frustZoneMinY = std::min(frustZoneMinY, zoneY);
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frustZoneMaxX = std::max(frustZoneMaxX, zoneX);
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frustZoneMaxY = std::max(frustZoneMaxY, zoneY);
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}
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*/
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const uint TRI_BATCH_SIZE = 10000; // batch size for rendering
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static std::vector<TPackedZoneBaseSPtr> zones;
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zones.clear();
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pw->getZones(zones);
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for(uint k = 0; k < zones.size(); ++k)
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{
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zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners);
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}
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}
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}
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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// ********************************************************************
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/* end of file */
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@ -0,0 +1,30 @@
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_MAIN_LOOP_TEMP_H
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#define CL_MAIN_LOOP_TEMP_H
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#include <nel/misc/types_nl.h>
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// TMP TMP
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void tempDumpValidPolys();
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// TMP TMP
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void tempDumpColPolys();
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#endif // CL_MAIN_LOOP_TEMP_H
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/* end of file */
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