コード例 #1
0
ファイル: supportclasses.cpp プロジェクト: A7med-Shoukry/g3d
void Image::display(float deviceGamma) const {
    int argc = 0;
    
    // Initialize OpenGL
    glutInit(&argc, NULL);
    glutInitWindowSize(m_width, m_height);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutCreateWindow("G3D");
    glutKeyboardFunc(&quitOnEscape);
    glutDisplayFunc(&render);

    // Initialize OpenGL extensions
    glewInit();

    // Set the color scale applied as textures are uploaded to be the exposure constant
    glMatrixMode(GL_COLOR);
    glLoadIdentity();
    glScalef(m_exposureConstant, m_exposureConstant, m_exposureConstant);

    // Create a gamma correction color table for texture load
    std::vector<Color3> gammaTable(256);
    for (unsigned int i = 0; i < gammaTable.size(); ++i) {
        gammaTable[i] = (Color3::white() * i / (gammaTable.size() - 1.0f)).pow(1.0f / deviceGamma);
    }
    glColorTable(GL_POST_COLOR_MATRIX_COLOR_TABLE, GL_RGB, (GLsizei)gammaTable.size(), GL_RGB, GL_FLOAT, &gammaTable[0]);
    glEnable(GL_POST_COLOR_MATRIX_COLOR_TABLE);
    
    // Create a texture, upload our image, and bind it (assume a
    // version of GL that supports NPOT textures)
    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_RGB, GL_FLOAT, &m_data[0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glEnable(GL_TEXTURE_2D);

    // The vertices of a 2D quad mesh containing a single CCW square
    static const Vector2 corner[] = {Vector2(0,0), Vector2(0,1), Vector2(1,1), Vector2(1,0)};

    // Bind the quad mesh as the active geometry
    glVertexPointer(2, GL_FLOAT, 0, corner);
    glTexCoordPointer(2, GL_FLOAT, 0, corner);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    
    // Set orthographic projection that stretches the unit square to the
    // dimensions of the image
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, 1, 1, 0, 0, 2);
    glutMainLoop();
}
コード例 #2
0
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info)
{
    ModelList::const_iterator it = model_list.find(info.Displayid);
    if (it == model_list.end())
        return false;

    G3D::AABox mdl_box(it->second.bound);
    // ignore models with no bounds
    if (mdl_box == G3D::AABox::zero())
    {
        VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
        return false;
    }

    iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name);

    if (!iModel)
        return false;

    name = it->second.name;
    //flags = VMAP::MOD_M2;
    //adtId = 0;
    //ID = 0;
    iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
    phasemask = go.GetPhaseMask();
    iScale = go.GetObjectScale();
    iInvScale = 1.f / iScale;

    G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
    iInvRot = iRotation.inverse();
    // transform bounding box:
    mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
    AABox rotated_bounds;
    for (int i = 0; i < 8; ++i)
        rotated_bounds.merge(iRotation * mdl_box.corner(i));

    this->iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
    // test:
    for (int i = 0; i < 8; ++i)
    {
        Vector3 pos(iBound.corner(i));
        if (Creature* c = const_cast<GameObject&>(go).SummonCreature(24440, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN))
        {
            c->setFaction(35);
            c->SetObjectScale(0.1f);
        }
    }
#endif

    return true;
}
コード例 #3
0
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info)
{
    ModelList::const_iterator it = model_list.find(info.Displayid);
    if (it == model_list.end())
        return false;

    G3D::AABox mdl_box(it->second.bound);
    // ignore models with no bounds
    if (mdl_box == G3D::AABox::zero())
    {
        sLog->outError("GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
        return false;
    }

    iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name);

    if (!iModel)
        return false;

    name = it->second.name;
    //flags = VMAP::MOD_M2;
    //adtId = 0;
    //ID = 0;
    iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());

	// pussywizard: 
	phasemask = (go.GetGoState() == GO_STATE_READY || go.IsTransport()) ? go.GetPhaseMask() : 0;

    iScale = go.GetFloatValue(OBJECT_FIELD_SCALE_X);
    iInvScale = 1.f / iScale;

    G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
    iInvRot = iRotation.inverse();
    // transform bounding box:
    mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
    AABox rotated_bounds;
    for (int i = 0; i < 8; ++i)
        rotated_bounds.merge(iRotation * mdl_box.corner(i));

    iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
    // test:
    for (int i = 0; i < 8; ++i)
    {
        Vector3 pos(iBound.corner(i));
        const_cast<GameObject&>(go).SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN);
    }
#endif

    owner = &go;
    return true;
}
コード例 #4
0
void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const
{
    if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
        return;

    if (!owner->IsInPhase(phaseShift))
        return;

    if (!iBound.contains(point))
        return;

    // child bounds are defined in object space:
    Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
    Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
    float zDist;
    if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
    {
        Vector3 modelGround = pModel + zDist * zDirModel;
        float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
        if (info.ground_Z < world_Z)
        {
            info.ground_Z = world_Z;
            info.adtId = owner->GetNameSetId();
        }
    }
}
コード例 #5
0
ファイル: VMapManager2.cpp プロジェクト: Bootz/diamondcore
    Vector3 VMapManager2::convertPositionToRep(float x, float y, float z) const
    {
        float pos[3];
        double full = 64.0*533.33333333;
        double mid = full/2.0;
        pos[0] = -((mid + x)-full);
        pos[1] = -((mid + y)-full);
        pos[2] = z;

        return(Vector3(pos));
    }
コード例 #6
0
ファイル: VMapManager2.cpp プロジェクト: Bootz/diamondcore
    Vector3 VMapManager2::convertPositionToInternalRep(float x, float y, float z) const
    {
        float pos[3];
        double full = 64.0*533.33333333;
        double mid = full/2.0;
        pos[0] = full - (x + mid);
        pos[1] = full - (y + mid);
        pos[2] = z;

        return(Vector3(pos));
    }
コード例 #7
0
bool GameObjectModel::Relocate(const GameObject& go)
{
    if (!iModel)
        return false;

    ModelList::const_iterator it = model_list.find(go.GetDisplayId());
    if (it == model_list.end())
        return false;

    G3D::AABox mdl_box(it->second.bound);
    // ignore models with no bounds
    if (mdl_box == G3D::AABox::zero())
    {
        VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
        return false;
    }

    iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());

    G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
    iInvRot = iRotation.inverse();
    // transform bounding box:
    mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
    AABox rotated_bounds;
    for (int i = 0; i < 8; ++i)
        rotated_bounds.merge(iRotation * mdl_box.corner(i));

    iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
    // test:
    for (int i = 0; i < 8; ++i)
    {
        Vector3 pos(iBound.corner(i));
        go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN);
    }
#endif

    return true;
}
コード例 #8
0
bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
{
    ModelList::const_iterator it = model_list.find(modelOwner->GetDisplayId());
    if (it == model_list.end())
        return false;

    G3D::AABox mdl_box(it->second.bound);
    // ignore models with no bounds
    if (mdl_box == G3D::AABox::zero())
    {
        VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
        return false;
    }

    iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(dataPath + "vmaps/", it->second.name);

    if (!iModel)
        return false;

    name = it->second.name;
    //flags = VMAP::MOD_M2;
    //adtId = 0;
    //ID = 0;
    iPos = modelOwner->GetPosition();
    phasemask = modelOwner->GetPhaseMask(); 
    iScale = modelOwner->GetScale();
    iInvScale = 1.f / iScale;

    G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
    iInvRot = iRotation.inverse();
    // transform bounding box:
    mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
    AABox rotated_bounds;
    for (int i = 0; i < 8; ++i)
        rotated_bounds.merge(iRotation * mdl_box.corner(i));

    iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
    // test:
    for (int i = 0; i < 8; ++i)
    {
        Vector3 pos(iBound.corner(i));
        modelOwner->DebugVisualizeCorner(pos);
    }
#endif
    owner = std::move(modelOwner);
    return true;
}
コード例 #9
0
bool GameObjectModel::UpdatePosition()
{
    if (!iModel)
        return false;

    ModelList::const_iterator it = model_list.find(owner->GetDisplayId());
    if (it == model_list.end())
        return false;

    G3D::AABox mdl_box(it->second.bound);
    // ignore models with no bounds
    if (mdl_box == G3D::AABox::zero())
    {
        TC_LOG_ERROR("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
        return false;
    }

    iPos = owner->GetPosition();

    G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
    iInvRot = iRotation.inverse();
    // transform bounding box:
    mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
    AABox rotated_bounds;
    for (int i = 0; i < 8; ++i)
        rotated_bounds.merge(iRotation * mdl_box.corner(i));

    iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
    // test:
    for (int i = 0; i < 8; ++i)
    {
        Vector3 pos(iBound.corner(i));
        owner->DebugVisualizeCorner(pos);
    }
#endif

    return true;
}
コード例 #10
0
void LoadGameObjectModelList()
{
#ifndef NO_CORE_FUNCS
    uint32 oldMSTime = getMSTime();
#endif

    FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
    if (!model_list_file)
    {
        VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
        return;
    }

    uint32 name_length, displayId;
    char buff[500];
    while (true)
    {
        Vector3 v1, v2;
        if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
            if (feof(model_list_file))  // EOF flag is only set after failed reading attempt
                break;

        if (fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
            || name_length >= sizeof(buff)
            || fread(&buff, sizeof(char), name_length, model_list_file) != name_length
            || fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
            || fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
        {
            VMAP_ERROR_LOG(LOG_FILTER_GENERAL, "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
            break;
        }

        model_list.insert
        (
            ModelList::value_type( displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)) )
        );
    }

    fclose(model_list_file);
    VMAP_INFO_LOG(LOG_FILTER_SERVER_LOADING, ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
}
コード例 #11
0
void LoadGameObjectModelList()
{
    FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
    if (!model_list_file)
        return;

    uint32 name_length, displayId;
    char buff[500];
    while (!feof(model_list_file))
    {
        Vector3 v1, v2;
        if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1
            || fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
            || name_length >= sizeof(buff)
            || fread(&buff, sizeof(char), name_length, model_list_file) != name_length
            || fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
            || fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
        {
            printf("\nFile '%s' seems to be corrupted", VMAP::GAMEOBJECT_MODELS);
            break;
        }

        model_list.insert
        (
            ModelList::value_type( displayId, GameobjectModelData(std::string(buff,name_length),AABox(v1,v2)) )
        );
    }
    fclose(model_list_file);
}
コード例 #12
0
void LoadGameObjectModelList(std::string const& dataPath)
{
#ifndef NO_CORE_FUNCS
    uint32 oldMSTime = getMSTime();
#endif

    FILE* model_list_file = fopen((dataPath + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
    if (!model_list_file)
    {
        VMAP_ERROR_LOG("misc", "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
        return;
    }

    uint32 name_length, displayId;
    char buff[500];
    while (true)
    {
        Vector3 v1, v2;
        if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
            if (feof(model_list_file))  // EOF flag is only set after failed reading attempt
                break;

        if (fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
            || name_length >= sizeof(buff)
            || fread(&buff, sizeof(char), name_length, model_list_file) != name_length
            || fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
            || fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
        {
            VMAP_ERROR_LOG("misc", "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
            break;
        }

        if (v1.isNaN() || v2.isNaN())
        {
            VMAP_ERROR_LOG("misc", "File '%s' Model '%s' has invalid v1%s v2%s values!", VMAP::GAMEOBJECT_MODELS, std::string(buff, name_length).c_str(), v1.toString().c_str(), v2.toString().c_str());
            continue;
        }

        model_list.insert
        (
            ModelList::value_type(displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)))
        );
    }

    fclose(model_list_file);
    VMAP_INFO_LOG("server.loading", ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
}