Almost removed Halibut Engine

This commit is contained in:
Vladislav Khorev 2013-01-27 21:31:32 +00:00
parent 2e6989afe7
commit feef4c1453
16 changed files with 636 additions and 426 deletions

View File

@ -324,6 +324,7 @@ LOCAL_SRC_FILES += src/SmartValueManager/SmartValueManager.cpp
LOCAL_SRC_FILES += src/ModelManager/ModelManager.cpp
LOCAL_SRC_FILES += src/ModelManager/NewModelManager.cpp
LOCAL_SRC_FILES += src/SimpleLand/SimpleLand.cpp
LOCAL_SRC_FILES += src/PhysicsManager/PhysicsManager.cpp
LOCAL_SRC_FILES += src/Render/RenderMisc.cpp

View File

@ -66,6 +66,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>TARGET_HALIBUT;TARGET_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;DEBUG</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\openal\OpenAL11_windows_sdk;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\DirectXsdk\Include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -77,6 +78,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>TARGET_HALIBUT;TARGET_WIN32;NOSOUND;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;DEBUG</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\openal\OpenAL11_windows_sdk;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -90,6 +92,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>TARGET_HALIBUT;TARGET_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;NDEBUG</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\openal\OpenAL11_windows_sdk;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\DirectXsdk\Include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@ -20,14 +20,21 @@
<ClInclude Include="..\include\Engine.h" />
<ClInclude Include="..\include\FrameManager\FrameManager.h" />
<ClInclude Include="..\include\GlobalConst.h" />
<ClInclude Include="..\include\GUIManager\ButtonWidget.h" />
<ClInclude Include="..\include\GUIManager\GUIManager.h" />
<ClInclude Include="..\include\GUIManager\WidgetTemplatesImpl.h" />
<ClInclude Include="..\include\GUIManager\WidgetXmlParsers.h" />
<ClInclude Include="..\include\HalibutAnimation\HalibutAnimation.h" />
<ClInclude Include="..\include\LightManager\LightManager.h" />
<ClInclude Include="..\include\ModelManager\ModelManager.h" />
<ClInclude Include="..\include\ModelManager\NewModelManager.h" />
<ClInclude Include="..\include\OpenGLExt\OpenGlExt.h" />
<ClInclude Include="..\include\PhysicsManager\PhysicsManager.h" />
<ClInclude Include="..\include\Render\RenderInterface.h" />
<ClInclude Include="..\include\Render\RenderMisc.h" />
<ClInclude Include="..\include\Render\RenderParams.h" />
<ClInclude Include="..\include\Render\SalmonRender\BackgroundCubemap.h" />
<ClInclude Include="..\include\Render\SalmonRender\Cameras.h" />
<ClInclude Include="..\include\Render\SalmonRender\SalmonRenderWindows.h" />
<ClInclude Include="..\include\Render\SalmonRender\SalmonRenderInterface.h" />
<ClInclude Include="..\include\SalmonEngineInterface.h" />
@ -57,14 +64,20 @@
<ClCompile Include="..\src\FontManager\FontManager.cpp" />
<ClCompile Include="..\src\FrameManager\FrameManager.cpp" />
<ClCompile Include="..\src\GlobalConst.cpp" />
<ClCompile Include="..\src\GUIManager\ButtonWidget.cpp" />
<ClCompile Include="..\src\GUIManager\GUIManager.cpp" />
<ClCompile Include="..\src\GUIManager\WidgetXmlParsers.cpp" />
<ClCompile Include="..\src\HalibutAnimation\HalibutAnimation.cpp" />
<ClCompile Include="..\src\LightManager\LightManager.cpp" />
<ClCompile Include="..\src\ModelManager\ModelManager.cpp" />
<ClCompile Include="..\src\ModelManager\NewModelManager.cpp" />
<ClCompile Include="..\src\OpenGLExt\OpenGlExt.cpp" />
<ClCompile Include="..\src\PhysicsManager\PhysicsManager.cpp" />
<ClCompile Include="..\src\Render\RenderInterface.cpp" />
<ClCompile Include="..\src\Render\RenderMisc.cpp" />
<ClCompile Include="..\src\Render\RenderParams.cpp" />
<ClCompile Include="..\src\Render\SalmonRender\BackgroundCubemap.cpp" />
<ClCompile Include="..\src\Render\SalmonRender\Cameras.cpp" />
<ClCompile Include="..\src\Render\SalmonRender\SalmonRenderWindows.cpp" />
<ClCompile Include="..\src\Render\SalmonRender\SalmonRenderInterface.cpp" />
<ClCompile Include="..\src\SalmonEngineInterface.cpp" />
@ -161,10 +174,10 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PreprocessorDefinitions>TARGET_SALMON;TARGET_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;NDEBUG</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\openal\OpenAL11_windows_sdk;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\DirectXsdk\Include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>/wd 4503</DisableSpecificWarnings>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@ -0,0 +1,50 @@
#ifndef PHYSICS_MANAGER_H_INCLUDED
#define PHYSICS_MANAGER_H_INCLUDED
#include "include/Utils/Utils.h"
#include "include/ModelManager/NewModelManager.h"
namespace SE
{
class TVolumeBody
{
protected:
std::stack<std::vector<TSmpTriangle>> SmpTriangleArrStack;
std::vector<TSmpTriangle> SmpTriangleArr;
vec3 DimensionalMinPos;
vec3 DimensionalMaxPos;
public:
void PushData();
void PopData();
void Move(const vec3& v);
void Rotate(const mat3& r);
void Scale(float s);
void Scale(const vec3& s);
void AssignFromFlexModel(TFlexModel& flexModel);
bool CheckCollision(const vec3& a, const vec3& b);
};
class TPhysicsManager
{
protected:
public:
};
} //namespace SE
#endif

View File

@ -0,0 +1,123 @@
#ifndef CAMERAS_H_INCLUDED
#define CAMERAS_H_INCLUDED
#include "include/Utils/Utils.h"
namespace SE
{
struct TCameraInterface
{
vec3 CamVec;
vec3 CamShift;
TCameraInterface();
virtual ~TCameraInterface()
{
}
};
struct TPanoramicCamera : public TCameraInterface
{
float CamAlpha;
float CamPhi;
float CamDist;
TPanoramicCamera();
void MoveAlpha(float dAlpha);
void MovePhi(float dPhi);
void MoveDist(float dDist);
void SetAlpha(float alpha);
void MoveForward();
void MoveBackward();
void MoveLeft();
void MoveRight();
void CalcCamVec();
void SetCamView();
};
struct TPitCamera : public TCameraInterface
{
vec4 CameraQuat;
void SetCamView();
void CalcCamVec();
void RotateByQuat(vec4 quat);
};
typedef boost::variant<TPanoramicCamera, TPitCamera> TCamera;
struct TSetCameraViewVisitor : public boost::static_visitor<void>
{
void operator()(TPanoramicCamera& panoramicCamera)
{
panoramicCamera.SetCamView();
}
void operator()(TPitCamera& pitCamera)
{
pitCamera.SetCamView();
}
};
struct TCalcCamVecVisitor : public boost::static_visitor<void>
{
void operator()(TPanoramicCamera& panoramicCamera)
{
panoramicCamera.CalcCamVec();
}
void operator()(TPitCamera& pitCamera)
{
pitCamera.CalcCamVec();
}
};
struct TGetCamVecVisitor : public boost::static_visitor<vec3&>
{
vec3& operator()(TPanoramicCamera& panoramicCamera) const
{
return panoramicCamera.CamVec;
}
vec3& operator()(TPitCamera& pitCamera) const
{
return pitCamera.CamVec;
}
};
struct TGetCamShiftVisitor : public boost::static_visitor<vec3&>
{
vec3& operator()(TPanoramicCamera& panoramicCamera) const
{
return panoramicCamera.CamShift;
}
vec3& operator()(TPitCamera& pitCamera) const
{
return pitCamera.CamShift;
}
};
} //namespace SE
#endif

View File

@ -11,127 +11,17 @@
#include "include/Render/RenderInterface.h"
#include "include/Render/SalmonRender/Cameras.h"
namespace SE
{
struct TCameraInterface
{
vec3 CamVec;
vec3 CamShift;
TCameraInterface();
virtual ~TCameraInterface()
{
}
};
struct TPanoramicCamera : public TCameraInterface
{
float CamAlpha;
float CamPhi;
float CamDist;
TPanoramicCamera();
void MoveAlpha(float dAlpha);
void MovePhi(float dPhi);
void MoveDist(float dDist);
void SetAlpha(float alpha);
void MoveForward();
void MoveBackward();
void MoveLeft();
void MoveRight();
void CalcCamVec();
void SetCamView();
};
struct TPitCamera : public TCameraInterface
{
vec4 CameraQuat;
void SetCamView();
void CalcCamVec();
void RotateByQuat(vec4 quat);
};
typedef boost::variant<TPanoramicCamera, TPitCamera> TCamera;
struct TSetCameraViewVisitor : public boost::static_visitor<void>
{
void operator()(TPanoramicCamera& panoramicCamera)
{
panoramicCamera.SetCamView();
}
void operator()(TPitCamera& pitCamera)
{
pitCamera.SetCamView();
}
};
struct TCalcCamVecVisitor : public boost::static_visitor<void>
{
void operator()(TPanoramicCamera& panoramicCamera)
{
panoramicCamera.CalcCamVec();
}
void operator()(TPitCamera& pitCamera)
{
pitCamera.CalcCamVec();
}
};
struct TGetCamVecVisitor : public boost::static_visitor<vec3&>
{
vec3& operator()(TPanoramicCamera& panoramicCamera) const
{
return panoramicCamera.CamVec;
}
vec3& operator()(TPitCamera& pitCamera) const
{
return pitCamera.CamVec;
}
};
struct TGetCamShiftVisitor : public boost::static_visitor<vec3&>
{
vec3& operator()(TPanoramicCamera& panoramicCamera) const
{
return panoramicCamera.CamShift;
}
vec3& operator()(TPitCamera& pitCamera) const
{
return pitCamera.CamShift;
}
};
class TSalmonRendererInterface : public TRendererInterface
{
protected:
/*
float CamAlpha;
float CamPhi;
float CamDist;
vec3 CamShift;*/
mat4 CamModelViewMatrix;
mat4 CamInversedModelViewMatrix;
@ -167,6 +57,9 @@ public:
void SetPerspectiveFullScreenViewport();
void SetOrthoFullScreenViewport();
void SetPerspectiveProjection(float angle = pi/6.f, float zNear = 1.f, float zFar = 100.f);
void SetOrthoProjection();
mat4 GetModelviewMatrix();
void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);

View File

@ -43,7 +43,9 @@ This code combines all headers for Salmon engine into one header file
#include "include/SmartValueManager/SmartValueManager.h"
#include "include/ModelManager/NewModelManager.h"
#include "include/PhysicsManager/PhysicsManager.h"
#include "include/GUIManager/GUIManager.h"
#include "include/HalibutAnimation/HalibutAnimation.h"
namespace SE
{
@ -64,6 +66,8 @@ public:
TScriptManager ScriptManager;
TFontManager FontManager;
TSmartValueManager SmartValueManager;
TGUIManager GUIManager;
THalibutAnimationManager HalibutAnimationManager;
#ifdef TARGET_ANDROID
TSoundManagerAndroid SoundManager;
@ -115,12 +119,16 @@ public:
virtual void OuterOnTapUp(vec2 p);
virtual void OuterOnTapUpAfterShift(vec2 p);
virtual void OuterOnMove(vec2 shift);
virtual void InnerOnTapDown(vec2 p) { }
virtual void InnerOnTapUp(vec2 p) { }
virtual void InnerOnTapUpAfterShift(vec2 p) { }
virtual void InnerOnMove(vec2 shift) { }
virtual void OnMouseMove(TMouseState& mouseState) { } //Windows only

View File

@ -61,3 +61,8 @@ public:
int MainLoop(TApplication& application);
} //namespace SE
//This file includes templates that call any of three singletones: Console, ResourceManager or Renderer
#include "include/GUIManager/WidgetTemplatesImpl.h"

View File

@ -74,7 +74,7 @@ mat4 MultMatrixMatrix(const mat4& m1, const mat4& m2);
bool IsFloatEqual(float a, float b);
bool LineCouldCrossTriangle(const vec3& a, const vec3& b, const TSmpTriangle& tr); //overall test
bool LineCouldCrossTriangle(const vec3& a, const vec3& b, const TSmpTriangle& tr); //overall (dimensional) test
int LineCrossTriangle(const vec3& a, const vec3& b, const TSmpTriangle& tr);

View File

@ -12,13 +12,10 @@ TApplicationInterface::TApplicationInterface()
void TApplicationInterface::OuterInit(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
{
ResourceManager->ScriptManager.BindBasicFunctions();
Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
InnerInit();
#ifdef TARGET_HALIBUT
Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
#endif
#ifdef TARGET_SALMON
Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
#endif
CheckGlError();

View File

@ -88,6 +88,8 @@ cardinal TFrameManager::AddFrameRenderBuffer(const std::string& frameName,cardin
FrameMap[frameName].Height = height;
FrameMap[frameName].TexName = texName;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return FrameMap[frameName].FrameBuffer;
break;
@ -180,7 +182,8 @@ cardinal TFrameManager::AddCubemapBuffer(const std::string& frameName,cardinal w
FrameMap[frameName].Height = height;
FrameMap[frameName].TexName = texName;
//return FrameMap[frameName].TexID; //That is easier
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return FrameMap[frameName].FrameBuffer;
break;
@ -262,6 +265,8 @@ cardinal TFrameManager::AddDepthBuffer(const std::string& frameName, cardinal wi
FrameMap[frameName].Height = height;
FrameMap[frameName].TexName = texName;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return FrameMap[frameName].FrameBuffer;
break;
default:

View File

@ -0,0 +1,138 @@
#include "include/PhysicsManager/PhysicsManager.h"
#include "include/ModelManager/NewModelManager.h"
#include "include/ShaderManager/ShaderManager.h"
namespace SE
{
const int CONST_MAX_VOLUME_STACK = 64;
void TVolumeBody::AssignFromFlexModel(TFlexModel& flexModel)
{
SmpTriangleArr.clear();
TDataTriangleList& dataTriangleList = flexModel.GetDataTriangleList();
if (dataTriangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
{
throw ErrorToLog("Error in AssignFromFlexModel - empty flexModel!");
}
if (dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size() == 0)
{
throw ErrorToLog("Error in AssignFromFlexModel - empty flexModel! size == 0!");
}
DimensionalMinPos = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][0];
DimensionalMaxPos = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][0];
for (size_t j = 0; j < dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size(); j+=3)
{
TSmpTriangle smpTriangle;
smpTriangle.p[0] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j];
smpTriangle.p[1] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j + 1];
smpTriangle.p[2] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j + 2];
smpTriangle.v = smpTriangle.p[1] - smpTriangle.p[0];
smpTriangle.w = smpTriangle.p[2] - smpTriangle.p[1];
smpTriangle.n = CrossProduct(smpTriangle.v, smpTriangle.w);
SmpTriangleArr.push_back(smpTriangle);
DimensionalMinPos.v[0] = min(min(min(DimensionalMinPos.v[0], smpTriangle.p[0].v[0]), smpTriangle.p[1].v[0]), smpTriangle.p[2].v[0]);
DimensionalMinPos.v[1] = min(min(min(DimensionalMinPos.v[1], smpTriangle.p[0].v[1]), smpTriangle.p[1].v[1]), smpTriangle.p[2].v[1]);
DimensionalMinPos.v[2] = min(min(min(DimensionalMinPos.v[2], smpTriangle.p[0].v[2]), smpTriangle.p[1].v[2]), smpTriangle.p[2].v[2]);
DimensionalMaxPos.v[0] = max(max(max(DimensionalMaxPos.v[0], smpTriangle.p[0].v[0]), smpTriangle.p[1].v[0]), smpTriangle.p[2].v[0]);
DimensionalMaxPos.v[1] = max(max(max(DimensionalMaxPos.v[1], smpTriangle.p[0].v[1]), smpTriangle.p[1].v[1]), smpTriangle.p[2].v[1]);
DimensionalMaxPos.v[2] = max(max(max(DimensionalMaxPos.v[2], smpTriangle.p[0].v[2]), smpTriangle.p[1].v[2]), smpTriangle.p[2].v[2]);
}
}
void TVolumeBody::PushData()
{
if (SmpTriangleArrStack.size() >= CONST_MAX_VOLUME_STACK)
{
throw ErrorToLog("TVolumeBody::PushData - stack overflow");
}
SmpTriangleArrStack.push(SmpTriangleArr);
}
void TVolumeBody::PopData()
{
if (SmpTriangleArrStack.size() <= 0)
{
throw ErrorToLog("TVolumeBody::PushData - stack underflow");
}
SmpTriangleArr = SmpTriangleArrStack.top();
SmpTriangleArrStack.pop();
}
void TVolumeBody::Move(const vec3& v)
{
BOOST_FOREACH(TSmpTriangle& smpTriangle, SmpTriangleArr)
{
smpTriangle.p[0] -= v;
smpTriangle.p[1] -= v;
smpTriangle.p[2] -= v;
}
}
void TVolumeBody::Rotate(const mat3& r)
{
throw ErrorToLog("TVolumeBody::Rotate not implemented yet!");
}
void TVolumeBody::Scale(float s)
{
throw ErrorToLog("TVolumeBody::Scale not implemented yet!");
}
void TVolumeBody::Scale(const vec3& s)
{
throw ErrorToLog("TVolumeBody::Scale not implemented yet!");
}
bool TVolumeBody::CheckCollision(const vec3& a, const vec3& b)
{
for (int i=0; i<3; i++)
{
if (max(a.v[i], b.v[i]) < DimensionalMinPos.v[i])
{
return false;
}
if (min(a.v[i], b.v[i]) > DimensionalMaxPos.v[i])
{
return false;
}
}
BOOST_FOREACH(TSmpTriangle& smpTriangle, SmpTriangleArr)
{
if (LineCouldCrossTriangle(a, b, smpTriangle))
{
if (LineCrossTriangle(a, b, smpTriangle) == 1)
{
return true;
}
}
}
return false;
}
} //namespace SE

View File

@ -0,0 +1,222 @@
#include "include/Render/SalmonRender/Cameras.h"
#include "include/Engine.h"
namespace SE
{
TCameraInterface::TCameraInterface()
: CamShift(ZeroVec3)
{
CamVec = vec3(0,0,-1);
}
TPanoramicCamera::TPanoramicCamera()
: CamAlpha(0.0f)
, CamPhi(0.0f)
, CamDist(0.0f)
{
}
void TPanoramicCamera::MoveAlpha(float dAlpha)
{
if (dAlpha == 0.0f)
return;
CamAlpha += dAlpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MovePhi(float dPhi)
{
if (dPhi == 0.0f)
return;
//float oldCamPhi = CamPhi;
CamPhi += dPhi;
if (CamPhi > CONST_MAX_CAM_PHI)
{
CamPhi = CONST_MAX_CAM_PHI;
}
if (CamPhi < CONST_MIN_CAM_PHI)
{
CamPhi = CONST_MIN_CAM_PHI;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveDist(float dDist)
{
CamDist += dDist;
if (CamDist<CONST_MIN_CAM_DIST)
{
CamDist = CONST_MIN_CAM_DIST;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::SetAlpha(float alpha)
{
if (alpha == CamAlpha)
return;
CamAlpha = alpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveForward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = sina;
mov.v[1] = 0;
mov.v[2] = - cosa;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveBackward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - sina;
mov.v[1] = 0;
mov.v[2] = cosa;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveLeft()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - cosa;
mov.v[1] = 0;
mov.v[2] = - sina;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveRight()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = cosa;
mov.v[1] = 0;
mov.v[2] = sina;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::CalcCamVec()
{
vec3 camPos;
vec3 camVec;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
float sinp = sinf(CamPhi);
float cosp = cosf(CamPhi);
CamVec.v[0] = CamDist * cosp * sina;
CamVec.v[1] = - CamDist * sinp;
CamVec.v[2] = - CamDist * cosp * cosa;
}
void TPanoramicCamera::SetCamView()
{
Renderer->LoadIdentity();
Renderer->TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
Renderer->RotateMatrix(vec4(1.f * sin(CamPhi/2.f), 0.f, 0.f, 1.f * cos(CamPhi/2.f)));
Renderer->RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha/2.f), 0.f, 1.f * cos(CamAlpha/2.f)));
Renderer->TranslateMatrix(-CamShift);
}
void TPitCamera::SetCamView()
{
Renderer->LoadIdentity();
Renderer->RotateMatrix(InverseQuat(CameraQuat));
Renderer->TranslateMatrix(-CamShift);
}
void TPitCamera::CalcCamVec()
{
vec3 r = vec3(0,0,-1);
CamVec = Normalize(CameraQuat * vec4(r) * InverseQuat(CameraQuat));
}
void TPitCamera::RotateByQuat(vec4 quat)
{
CameraQuat = quat * CameraQuat;
//float len = Length(CameraQuat);
}
} //namespace SE

View File

@ -6,220 +6,6 @@
namespace SE
{
TCameraInterface::TCameraInterface()
: CamShift(ZeroVec3)
, CamVec(ZeroVec3)
{
}
TPanoramicCamera::TPanoramicCamera()
: CamAlpha(0.0f)
, CamPhi(0.0f)
, CamDist(0.0f)
{
}
void TPanoramicCamera::MoveAlpha(float dAlpha)
{
if (dAlpha == 0.0f)
return;
CamAlpha += dAlpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MovePhi(float dPhi)
{
if (dPhi == 0.0f)
return;
//float oldCamPhi = CamPhi;
CamPhi += dPhi;
if (CamPhi > CONST_MAX_CAM_PHI)
{
CamPhi = CONST_MAX_CAM_PHI;
}
if (CamPhi < CONST_MIN_CAM_PHI)
{
CamPhi = CONST_MIN_CAM_PHI;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveDist(float dDist)
{
CamDist += dDist;
if (CamDist<CONST_MIN_CAM_DIST)
{
CamDist = CONST_MIN_CAM_DIST;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::SetAlpha(float alpha)
{
if (alpha == CamAlpha)
return;
CamAlpha = alpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveForward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = sina;
mov.v[1] = 0;
mov.v[2] = - cosa;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveBackward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - sina;
mov.v[1] = 0;
mov.v[2] = cosa;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveLeft()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - cosa;
mov.v[1] = 0;
mov.v[2] = - sina;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::MoveRight()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = cosa;
mov.v[1] = 0;
mov.v[2] = sina;
CamShift = CamShift + mov;
//Possibly refactor???
Renderer->CalcCamPosVec();
}
void TPanoramicCamera::CalcCamVec()
{
vec3 camPos;
vec3 camVec;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
float sinp = sinf(CamPhi);
float cosp = cosf(CamPhi);
CamVec.v[0] = CamDist * cosp * sina;
CamVec.v[1] = - CamDist * sinp;
CamVec.v[2] = - CamDist * cosp * cosa;
}
void TPanoramicCamera::SetCamView()
{
Renderer->LoadIdentity();
Renderer->TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
Renderer->RotateMatrix(vec4(1.f * sin(CamPhi/2.f), 0.f, 0.f, 1.f * cos(CamPhi/2.f)));
Renderer->RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha/2.f), 0.f, 1.f * cos(CamAlpha/2.f)));
Renderer->TranslateMatrix(-CamShift);
}
void TPitCamera::SetCamView()
{
Renderer->LoadIdentity();
Renderer->RotateMatrix(InverseQuat(CameraQuat));
Renderer->TranslateMatrix(-CamShift);
}
void TPitCamera::CalcCamVec()
{
vec3 r = vec3(0,0,-1);
CamVec = Normalize(CameraQuat * vec4(r) * InverseQuat(CameraQuat));
}
void TPitCamera::RotateByQuat(vec4 quat)
{
CameraQuat = quat * CameraQuat;
//float len = Length(CameraQuat);
}
//============================================
//============================================
//============================================
@ -273,6 +59,11 @@ void TSalmonRendererInterface::SetUniforms()
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, GetCamPos().v);
RenderUniform1f(CONST_STRING_TRANSPARENCY_UNIFORM, 1.f);
RenderUniform4fv(CONST_STRING_MATERIAL_COLOR_UNIFORM, WhiteColor);
ResourceManager->LightManager.SetLightUniforms();
}
@ -289,10 +80,6 @@ void TSalmonRendererInterface::InitOpenGL(int screenWidth, int screenHeight, flo
MatrixWidth = matrixWidth;
MatrixHeight = matrixHeight;
SetPerspectiveProjectionMatrix(pi / 6.f, 1.0, 1.0f, 100.0f); //Baad =(
SetPerspectiveFullScreenViewport();
glEnable(GL_DEPTH_TEST);
#ifdef TARGET_WIN32
glEnable(GL_LIGHTING);
@ -331,14 +118,24 @@ void TSalmonRendererInterface::SetPerspectiveFullScreenViewport()
SetPerspectiveProjectionMatrix(pi / 6.f, float(MatrixWidth) / float(MatrixHeight), 1.0f, 100.0f);
}
void TSalmonRendererInterface::SetPerspectiveProjection(float angle, float zNear, float zFar)
{
SetPerspectiveProjectionMatrix(angle, float(MatrixWidth) / float(MatrixHeight), zNear, zFar);
}
void TSalmonRendererInterface::SetOrthoFullScreenViewport()
{
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetProjectionMatrix(static_cast<float>(MatrixWidth), static_cast<float>(MatrixHeight));
}
void TSalmonRendererInterface::SetOrthoProjection()
{
SetProjectionMatrix(static_cast<float>(MatrixWidth), static_cast<float>(MatrixHeight));
}
mat4 TSalmonRendererInterface::GetModelviewMatrix()
{
@ -394,14 +191,6 @@ void TSalmonRendererInterface::SetGLCamView()
void TSalmonRendererInterface::SetGlIdentityView()
{
/*
glLoadIdentity();
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, (float*)ZeroVec3.v);*/
LoadIdentity();
@ -413,16 +202,6 @@ void TSalmonRendererInterface::SetGlIdentityView()
void TSalmonRendererInterface::SetGlPosXView()
{
/*
glLoadIdentity();
glRotatef ( 90.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
@ -439,15 +218,6 @@ void TSalmonRendererInterface::SetGlPosXView()
void TSalmonRendererInterface::SetGlNegXView()
{
/*
glLoadIdentity();
glRotatef ( -90.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
@ -464,14 +234,6 @@ void TSalmonRendererInterface::SetGlNegXView()
void TSalmonRendererInterface::SetGlPosYView()
{
/*
glLoadIdentity();
glRotatef ( -90.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
@ -487,14 +249,6 @@ void TSalmonRendererInterface::SetGlPosYView()
void TSalmonRendererInterface::SetGlNegYView()
{
/*
glLoadIdentity();
glRotatef ( 90.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
@ -509,16 +263,6 @@ void TSalmonRendererInterface::SetGlNegYView()
void TSalmonRendererInterface::SetGlPosZView()
{
/*
glLoadIdentity();
glRotatef ( 180.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
*/
LoadIdentity();
@ -535,14 +279,6 @@ void TSalmonRendererInterface::SetGlPosZView()
void TSalmonRendererInterface::SetGlNegZView()
{
/*
glLoadIdentity();
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
@ -567,8 +303,6 @@ vec3 TSalmonRendererInterface::GetCamPos()
void TSalmonRendererInterface::SwitchToScreen()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
SetPerspectiveFullScreenViewport();
SetGLCamView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@ -583,7 +317,6 @@ void TSalmonRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
SetFrameViewport(frameName);
SetGLCamView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
@ -598,14 +331,6 @@ void TSalmonRendererInterface::SwitchToCubemapBuffer(const std::string& frameNam
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeSide, Frame.TexID, 0);
/*
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, 1, 1, 100);
glViewport(0, 0, Frame.Width, Frame.Height);
glMatrixMode(GL_MODELVIEW);*/
SetPerspectiveProjectionMatrix(90, 1, 1, 100);
SetFrameViewport(frameName);

View File

@ -44,6 +44,12 @@ void TApplicationAncestor::OuterDraw()
InnerDraw();
glDisable(GL_DEPTH_TEST);
Renderer->SetOrthoProjection();
Renderer->LoadIdentity();
ResourceManager->GUIManager.Draw();
Renderer->PushShader("DefaultShader");
if (IsConsoleOut)
@ -59,6 +65,8 @@ void TApplicationAncestor::OuterUpdate(cardinal timer)
{
ResourceManager->SoundManager.Update(timer);
ResourceManager->GUIManager.Update(timer);
InnerUpdate(timer);
CheckGlError();
@ -67,19 +75,24 @@ void TApplicationAncestor::OuterUpdate(cardinal timer)
void TApplicationAncestor::OuterOnTapDown(vec2 p)
{
//ResourceManager->GUIManager.OnMouseDown(p);
ResourceManager->GUIManager.OnMouseDown(p);
InnerOnTapDown(p);
}
void TApplicationAncestor::OuterOnTapUp(vec2 p)
{
//ResourceManager->GUIManager.OnMouseUp(p);
ResourceManager->GUIManager.OnMouseUp(p);
InnerOnTapUp(p);
}
void TApplicationAncestor::OuterOnTapUpAfterShift(vec2 p)
{
InnerOnTapUpAfterShift(p);
}
void TApplicationAncestor::OuterOnMove(vec2 shift)
{
//ResourceManager->GUIManager.OnMove(shift);
ResourceManager->GUIManager.OnMove(shift);
InnerOnMove(shift);
}

View File

@ -132,13 +132,23 @@ void DrawScene()
void ProcessTickCount()
{
//Can't choose witch one is better
/*
App->UpdateQuick();
NewTickCount = GetTickCount();
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
{
LastTickCount = NewTickCount;
App->OuterUpdate(CONST_TIMER_INTERVAL);
}*/
NewTickCount = GetTickCount();
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
{
App->OuterUpdate(NewTickCount - LastTickCount);
LastTickCount = NewTickCount;
}
}
@ -247,7 +257,11 @@ case WM_MOUSEMOVE:
mouseState.MiddleButtonPressed = (wParam & MK_MBUTTON);
mouseState.MiddleButtonPressed = (wParam & MK_RBUTTON);
if (!MouseMoved)
if (MouseMoved)
{
App->OuterOnTapUpAfterShift(vec2(static_cast<float>(mouseState.X), static_cast<float>(App->Height - mouseState.Y)));
}
else
{
App->OuterOnTapUp(vec2(static_cast<float>(mouseState.X), static_cast<float>(App->Height - mouseState.Y)));
}