Example #1
0
//  util
//---------------------------------------------------------------------------------------------------------------
ManualObject* App::Create2D(const String& mat, Real s, bool dyn)
{
	ManualObject* m = mSceneMgr->createManualObject();
	m->setDynamic(dyn);
	m->setUseIdentityProjection(true);
	m->setUseIdentityView(true);
	m->setCastShadows(false);
	m->estimateVertexCount(4);
	m->begin(mat, RenderOperation::OT_TRIANGLE_STRIP);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
 
	//TODO:replace OT_TRIANGLE_FAN with a more friendly version for D3D11 as it is not supported
	/*
	m->estimateVertexCount(6);
	m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);

	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
	*/
	AxisAlignedBox aabInf;	aabInf.setInfinite();
	m->setBoundingBox(aabInf);  // always visible
	m->setRenderQueueGroup(RQG_Hud2);
	return m;
}
Example #2
0
ManualObject* CHud::Create2D(const String& mat, SceneManager* sceneMgr,
	Real s,  // scale pos
	bool dyn, bool clr,
	Real mul, Vector2 ofs,
	uint32 vis, uint8 rndQue,
	int cnt)
{
	ManualObject* m = sceneMgr->createManualObject();
	m->setDynamic(dyn);
	m->setUseIdentityProjection(true);
	m->setUseIdentityView(true);
	m->setCastShadows(false);

	m->estimateVertexCount(cnt * 4);
	m->begin(mat, cnt > 1 ? RenderOperation::OT_TRIANGLE_LIST : RenderOperation::OT_TRIANGLE_STRIP);
	const static Vector2 uv[4] = { Vector2(0.f,1.f),Vector2(1.f,1.f),Vector2(0.f,0.f),Vector2(1.f,0.f) };

	for (int i=0; i < cnt; ++i)
	{	m->position(-s,-s*asp, 0);  m->textureCoord(uv[0]*mul + ofs);  if (clr)  m->colour(0,1,0);
		m->position( s,-s*asp, 0);  m->textureCoord(uv[1]*mul + ofs);  if (clr)  m->colour(0,0,0);
		m->position(-s, s*asp, 0);  m->textureCoord(uv[2]*mul + ofs);  if (clr)  m->colour(1,1,0);
		m->position( s, s*asp, 0);  m->textureCoord(uv[3]*mul + ofs);  if (clr)  m->colour(1,0,0);
	}
	if (cnt > 1)
	for (int i=0; i < cnt; ++i)
	{	int n = i*4;
		m->quad(n,n+1,n+3,n+2);
	}
	m->end();
 
	AxisAlignedBox aabInf;	aabInf.setInfinite();
	m->setBoundingBox(aabInf);  // always visible
	m->setVisibilityFlags(vis);
	m->setRenderQueueGroup(rndQue);  //RQG_Hud2
	return m;
}
Example #3
0
void createTestMap(SceneManager* mSceneMgr)
{
    std::vector<QGears::MapFileSerializer::SBlock> blocks;
    createReferenceFileInstance([&](Ogre::DataStreamPtr& stream, QGears::WorldMapFile& file)
    {
        QGears::MapFileSerializer s;
        s.importMapFile( stream, file );
        blocks = s.mBlocks;
    });

    if (blocks.empty())
    {
        // Load failed
        return;
    }
/*
    // TODO: Get PSX textures working
    QGears::TxzFileSerializer s;
    createReferenceTextureFileInstance(s);

    std::vector<std::vector<TxzFileSerializer::rgba>> data = s.GetWorldMapTexture(19);
    test(data);
*/

    LoadTextures();

    int c = 0;

    const auto kSpace = From16BitFixedPoint(8182);

    size_t numBlocks = blocks.size();

    int mapX = 0;
    int mapY = 0;



    for ( unsigned int k=0; k<numBlocks; k++ )
    {
        // 7x9 size
        QGears::MapFileSerializer::SBlock& block = blocks[k];

        int blockX = 0;
        int blockY = 0;

        for ( size_t i=0; i<block.mMeshes.size(); i++ )
        {
            QGears::MapFileSerializer::SBlockPart& part = block.mMeshes[i];

            for ( size_t j=0; j<part.mTris.size(); j++)
            {
                QGears::MapFileSerializer::BlockTriangle& tri = part.mTris.at(j);

                ManualObject* manual = nullptr;
                auto it = gObjToTextureId.find(tri.TextureInfo);
                if (it==gObjToTextureId.end())
                {
                    manual = mSceneMgr->createManualObject(("zzz_manual" + std::to_string(c++)).c_str());
                    manual->begin(gTextures[tri.TextureInfo].mName, RenderOperation::OT_TRIANGLE_LIST);
                    manual->setDebugDisplayEnabled(true);
                    manual->setDynamic(false);
                    gObjToTextureId[tri.TextureInfo] = manual;
                }
                else
                {
                    manual = it->second;
                }

                const float xPos = (blockX * kSpace) + (mapX * kSpace * 4);
                const float yPos = (blockY * kSpace) + (mapY * kSpace * 4);

                // v1
                QGears::MapFileSerializer::Vertex v1 = part.mVertices.at(tri.Vertex2Index);
                manual->position(From16BitFixedPoint(v1.X)+xPos, From16BitFixedPoint(v1.Y), From16BitFixedPoint(v1.Z)+yPos);
                manual->textureCoord(ToTextureCoordU(tri.uVertex2, tri.TextureInfo), ToTextureCoordV(tri.vVertex2, tri.TextureInfo));

                // v2
                v1 = part.mVertices.at(tri.Vertex1Index);
                manual->position(From16BitFixedPoint(v1.X)+xPos, From16BitFixedPoint(v1.Y), From16BitFixedPoint(v1.Z)+yPos);
                manual->textureCoord(ToTextureCoordU(tri.uVertex1, tri.TextureInfo), ToTextureCoordV(tri.vVertex1, tri.TextureInfo));

                // v3
                v1 = part.mVertices.at(tri.Vertex0Index);
                manual->position(From16BitFixedPoint(v1.X)+xPos, From16BitFixedPoint(v1.Y), From16BitFixedPoint(v1.Z)+yPos);
                manual->textureCoord(ToTextureCoordU(tri.uVertex0, tri.TextureInfo), ToTextureCoordV(tri.vVertex0, tri.TextureInfo));


            }

            blockX++;
            if (blockX >= 4 )
            {
                blockX = 0;
                blockY++;
            }
        }
        mapX++;
        if (mapX >= 9 )
        {
            mapX = 0;
            mapY++;
        }

    }

    for (auto& it : gObjToTextureId)
    {
        it.second->end();
        SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        node->attachObject(it.second);
        node->setPosition( 0, 0, 0);
    }
}