Ejemplo n.º 1
0
GfxContext::GfxContext() 
: m_TriangleProgram(nullptr)
{
    // TODO: Shouldn't be done in here! Move to client's code!

    auto cubeGeom = LoadGeometryFromObj("resources\\cube.obj", "cube");

    auto cube = shared_ptr<SceneObject>(new SceneObject());
    auto cube2 = shared_ptr<SceneObject>(new SceneObject());
    cube->Attributes.Geometry = cubeGeom;
    cube2->Attributes.Geometry = cubeGeom;

    cube2->Move(float3(0.0f, 3.0f, 0.0f));

    m_Scene.Add(cube);
    m_Scene.Add(cube2);

    CShader* fShader = new CShader(GL_FRAGMENT_SHADER, "resources/shaders/mvp.frag");
    CShader* vShader = new CShader(GL_VERTEX_SHADER, "resources/shaders/mvp.vert");

    fShader->Compile();
    vShader->Compile();

    m_TriangleProgram = new CProgram();
    m_TriangleProgram->Attach(fShader);
    m_TriangleProgram->Attach(vShader);
    m_TriangleProgram->Link();

    m_Textures["grass"] = LoadTextureDDS("resources/textures/test-rgb8-256b.dds");

    glEnable(GL_DEPTH_TEST);
}
bool XmlHandler::ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
	                      OVR::Render::Scene* pScene,
                          OVR::Array<Ptr<CollisionModel> >* pCollisions,
	                      OVR::Array<Ptr<CollisionModel> >* pGroundCollisions)
{
    if(pXmlDocument->LoadFile(fileName) != 0)
    {
        return false;
    }

    // Extract the relative path to our working directory for loading textures
    filePath[0] = 0;
    SPInt pos = 0;
	SPInt len = strlen(fileName);
    for(SPInt i = len; i > 0; i--)
    {
        if (fileName[i-1]=='\\' || fileName[i-1]=='/')
        {
            memcpy(filePath, fileName, i);
            filePath[i] = 0;
            break;
        }        
    }    

    // Load the textures
	OVR_DEBUG_LOG_TEXT(("Loading textures..."));
    XMLElement* pXmlTexture = pXmlDocument->FirstChildElement("scene")->FirstChildElement("textures");
    if (pXmlTexture)
    {
        pXmlTexture->QueryIntAttribute("count", &textureCount);
        pXmlTexture = pXmlTexture->FirstChildElement("texture");
    }

    for(int i = 0; i < textureCount; ++i)
    {
        const char* textureName = pXmlTexture->Attribute("fileName");
		SPInt       dotpos = strcspn(textureName, ".");
        char        fname[300];

		if (pos == len)
		{            
			OVR_sprintf(fname, 300, "%s", textureName);
		}
		else
		{
			OVR_sprintf(fname, 300, "%s%s", filePath, textureName);
		}

        SysFile* pFile = new SysFile(fname);
		Ptr<Texture> texture;
		if (textureName[dotpos + 1] == 'd' || textureName[dotpos + 1] == 'D')
		{
			// DDS file
			texture.SetPtr(*LoadTextureDDS(pRender, pFile));
		}
		else
		{
			texture.SetPtr(*LoadTextureTga(pRender, pFile));
		}

        Textures.PushBack(texture);
		pFile->Close();
		pFile->Release();
        pXmlTexture = pXmlTexture->NextSiblingElement("texture");
    }
	OVR_DEBUG_LOG_TEXT(("Done.\n"));

    // Load the models
	pXmlDocument->FirstChildElement("scene")->FirstChildElement("models")->
		          QueryIntAttribute("count", &modelCount);
	
		OVR_DEBUG_LOG(("Loading models... %i models to load...", modelCount));
    XMLElement* pXmlModel = pXmlDocument->FirstChildElement("scene")->
		                                  FirstChildElement("models")->FirstChildElement("model");
    for(int i = 0; i < modelCount; ++i)
    {
		if (i % 15 == 0)
		{
			OVR_DEBUG_LOG_TEXT(("%i models remaining...", modelCount - i));
		}
		Models.PushBack(*new Model(Prim_Triangles));
        bool isCollisionModel = false;
        pXmlModel->QueryBoolAttribute("isCollisionModel", &isCollisionModel);
        Models[i]->IsCollisionModel = isCollisionModel;
		if (isCollisionModel)
		{
			Models[i]->Visible = false;
		}

        //read the vertices
        OVR::Array<Vector3f> *vertices = new OVR::Array<Vector3f>();
        ParseVectorString(pXmlModel->FirstChildElement("vertices")->FirstChild()->
			              ToText()->Value(), vertices);

		for (unsigned int vertexIndex = 0; vertexIndex < vertices->GetSize(); ++vertexIndex)
		{
			vertices->At(vertexIndex).x *= -1.0f;
		}

        //read the normals
        OVR::Array<Vector3f> *normals = new OVR::Array<Vector3f>();
        ParseVectorString(pXmlModel->FirstChildElement("normals")->FirstChild()->
			              ToText()->Value(), normals);

		for (unsigned int normalIndex = 0; normalIndex < normals->GetSize(); ++normalIndex)
		{
			normals->At(normalIndex).z *= -1.0f;
		}

        //read the textures
        OVR::Array<Vector3f> *diffuseUVs = new OVR::Array<Vector3f>();
        OVR::Array<Vector3f> *lightmapUVs = new OVR::Array<Vector3f>();
        int         diffuseTextureIndex = -1;
        int         lightmapTextureIndex = -1;
        XMLElement* pXmlCurMaterial = pXmlModel->FirstChildElement("material");

        while(pXmlCurMaterial != NULL)
        {
            if(pXmlCurMaterial->Attribute("name", "diffuse"))
            {
                pXmlCurMaterial->FirstChildElement("texture")->
					             QueryIntAttribute("index", &diffuseTextureIndex);
                if(diffuseTextureIndex > -1)
                {
                    ParseVectorString(pXmlCurMaterial->FirstChildElement("texture")->
						              FirstChild()->ToText()->Value(), diffuseUVs, true);
                }
            }
            else if(pXmlCurMaterial->Attribute("name", "lightmap"))
            {
                pXmlCurMaterial->FirstChildElement("texture")->
					                               QueryIntAttribute("index", &lightmapTextureIndex);
                if(lightmapTextureIndex > -1)
                {
                    XMLElement* firstChildElement = pXmlCurMaterial->FirstChildElement("texture");
                    XMLNode* firstChild = firstChildElement->FirstChild();
                    XMLText* text = firstChild->ToText();
                    const char* value = text->Value();
                    ParseVectorString(value, lightmapUVs, true);
                }
            }

            pXmlCurMaterial = pXmlCurMaterial->NextSiblingElement("material");
        }

        //set up the shader
        Ptr<ShaderFill> shader = *new ShaderFill(*pRender->CreateShaderSet());
        shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
        if(diffuseTextureIndex > -1)
        {
            shader->SetTexture(0, Textures[diffuseTextureIndex]);
            if(lightmapTextureIndex > -1)
            {
                shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_MultiTexture));
                shader->SetTexture(1, Textures[lightmapTextureIndex]);
            }
            else
            {
                shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_Texture));
            }
        }
        else
        {
            shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_LitGouraud));
        }
        Models[i]->Fill = shader;

        //add all the vertices to the model
        const UPInt numVerts = vertices->GetSize();
        for(UPInt v = 0; v < numVerts; ++v)
        {
            if(diffuseTextureIndex > -1)
            {
                if(lightmapTextureIndex > -1)
                {
                    Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
                                          diffuseUVs->At(v).x, diffuseUVs->At(v).y, lightmapUVs->At(v).x, lightmapUVs->At(v).y,
                                          normals->At(v).x, normals->At(v).y, normals->At(v).z);
                }
                else
                {
                    Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
                                          diffuseUVs->At(v).x, diffuseUVs->At(v).y, 0, 0,
                                          normals->At(v).x, normals->At(v).y, normals->At(v).z);
                }
            }
            else
            {
                Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 0, 0, 128),
                                      0, 0, 0, 0,
                                      normals->At(v).x, normals->At(v).y, normals->At(v).z);
            }
        }

        // Read the vertex indices for the triangles
        const char* indexStr = pXmlModel->FirstChildElement("indices")->
                                          FirstChild()->ToText()->Value();
        UPInt stringLength = strlen(indexStr);

        for(UPInt j = 0; j < stringLength; )
        {
            UPInt k = j + 1;
            for(; k < stringLength; ++k)
            {
                if (indexStr[k] == ' ')
                    break;                
            }
            char text[20];
            for(UPInt l = 0; l < k - j; ++l)
            {
                text[l] = indexStr[j + l];
            }
            text[k - j] = '\0';

            Models[i]->Indices.PushBack((unsigned short)atoi(text));
            j = k + 1;
        }

        // Reverse index order to match original expected orientation
        Array<UInt16>& indices    = Models[i]->Indices;
        UPInt          indexCount = indices.GetSize();         

        for (UPInt revIndex = 0; revIndex < indexCount/2; revIndex++)
        {
            unsigned short itemp               = indices[revIndex];
            indices[revIndex]                  = indices[indexCount - revIndex - 1];
            indices[indexCount - revIndex - 1] = itemp;            
        }

        delete vertices;
        delete normals;
        delete diffuseUVs;
        delete lightmapUVs;

        pScene->World.Add(Models[i]);
        pScene->Models.PushBack(Models[i]);
        pXmlModel = pXmlModel->NextSiblingElement("model");
    }
	OVR_DEBUG_LOG(("Done."));

    //load the collision models
	OVR_DEBUG_LOG(("Loading collision models... "));
    XMLElement* pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("collisionModels");
    if (pXmlCollisionModel)
    {
		pXmlCollisionModel->QueryIntAttribute("count", &collisionModelCount);
        pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
    }

    XMLElement* pXmlPlane = NULL;
    for(int i = 0; i < collisionModelCount; ++i)
    {
        Ptr<CollisionModel> cm = *new CollisionModel();
        int planeCount = 0;
        pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);

        pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
        for(int j = 0; j < planeCount; ++j)
        {
            Vector3f norm;
            pXmlPlane->QueryFloatAttribute("nx", &norm.x);
            pXmlPlane->QueryFloatAttribute("ny", &norm.y);
            pXmlPlane->QueryFloatAttribute("nz", &norm.z);
            float D;
            pXmlPlane->QueryFloatAttribute("d", &D);
            D -= 0.5f;
            Planef p(norm.z, norm.y, norm.x * -1.0f, D);
            cm->Add(p);
            pXmlPlane = pXmlPlane->NextSiblingElement("plane");
        }

        pCollisions->PushBack(cm);
        pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
    }
	OVR_DEBUG_LOG(("done."));

    //load the ground collision models
	OVR_DEBUG_LOG(("Loading ground collision models..."));
    pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("groundCollisionModels");
    if (pXmlCollisionModel)
    {
		pXmlCollisionModel->QueryIntAttribute("count", &groundCollisionModelCount);
        pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
    }
    pXmlPlane = NULL;
    for(int i = 0; i < groundCollisionModelCount; ++i)
    {
        Ptr<CollisionModel> cm = *new CollisionModel();
        int planeCount = 0;
        pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);

        pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
        for(int j = 0; j < planeCount; ++j)
        {
            Vector3f norm;
            pXmlPlane->QueryFloatAttribute("nx", &norm.x);
            pXmlPlane->QueryFloatAttribute("ny", &norm.y);
            pXmlPlane->QueryFloatAttribute("nz", &norm.z);
            float D;
            pXmlPlane->QueryFloatAttribute("d", &D);
            Planef p(norm.z, norm.y, norm.x * -1.0f, D);
            cm->Add(p);
            pXmlPlane = pXmlPlane->NextSiblingElement("plane");
        }

        pGroundCollisions->PushBack(cm);
        pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
    }
	OVR_DEBUG_LOG(("done."));
	return true;
}