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- /*************************************************************************/
- /* test_render.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 "core/math/math_funcs.h"
- #include "core/math/quick_hull.h"
- #include "core/os/keyboard.h"
- #include "core/os/main_loop.h"
- #include "core/os/os.h"
- #include "core/print_string.h"
- #include "servers/visual_server.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 Ref<InputEvent> &p_event) {
- if (p_event->is_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;
- /*
- PoolVector<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++) {
- Basis 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();
- Size2i screen_size = OS::get_singleton()->get_window_size();
- vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
- vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
- vs->viewport_set_active(viewport, true);
- vs->viewport_attach_camera(viewport, camera);
- vs->viewport_set_scenario(viewport, scenario);
- vs->camera_set_transform(camera, Transform(Basis(), 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->directional_light_create();
- //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
- vs->light_set_color(lightaux, 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->omni_light_create();
- //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
- vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
- vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 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(Basis(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);
- }
- } // namespace TestRender
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