예제 #1
0
int WINAPI QERApp_LoadShadersFromDir (const char* path)
{
  int count = 0;
	// scan g_Shaders, and call QERApp_Shader_ForName for each in the given path
	// this will load the texture if needed and will set it in use..
	int nSize = g_Shaders.GetSize();
	for (int i = 0; i < nSize; i++)
	{
		CShader *pShader = reinterpret_cast<CShader*>(g_Shaders.ElementAt(i));
		if (strstr(pShader->getShaderFileName(), path) || strstr(pShader->getName(), path))
		{
      count++;
			// request the shader, this will load the texture if needed and set "inuse"
			//++timo FIXME: should we put an Activate member on CShader?
			// this QERApp_Shader_ForName call is a kind of hack
			IShader *pFoo = QERApp_Shader_ForName(pShader->getName());
#ifdef _DEBUG
			// check we activated the right shader
			// NOTE: if there was something else loaded, the size of g_Shaders may have changed and strange behaviours are to be expected
			if (pFoo != pShader)
				Sys_Printf("WARNING: unexpected pFoo != pShader in QERApp_LoadShadersFromDir\n");
#endif
		}
  }
  return count;
}
예제 #2
0
void WINAPI QERApp_LoadShaderFile (const char* filename)
{
	char* pBuff = NULL;
	int nSize = LoadFile(filename, reinterpret_cast<void**>(&pBuff));
	if (nSize == -1)
		nSize = PakLoadAnyFile(filename, reinterpret_cast<void**>(&pBuff));
	if (nSize > 0)
	{
		Sys_Printf("Parsing shaderfile %s\n", filename);
		StartTokenParsing(pBuff);
		while (GetToken(true))
		{
			// first token should be the path + name.. (from base)
			CShader *pShader = new CShader();
			// we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
			char cTmp[1024];
			QE_ConvertDOSToUnixName( cTmp, filename );
			pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")) + 1);
			if (pShader->Parse())
			{
				// do we already have this shader?
				//++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
				if (g_Shaders.Shader_ForName( pShader->getName() ) != NULL)
				{
					Sys_Printf( "WARNING: shader %s is already in memory, definition in %s ignored.\n", pShader->getName(), filename );
					delete pShader;
				}
				else
				{
					pShader->IncRef();
					g_Shaders.Add( (LPVOID)pShader );
					int n = g_PrefsDlg.m_nShader;
					if ((g_PrefsDlg.m_nShader == CPrefsDlg::SHADER_ALL) || (g_PrefsDlg.m_nShader == CPrefsDlg::SHADER_COMMON && strstr(pShader->getName(), "common" )))
						// load the qtexture and display in tex wnd
						pShader->Activate();
				}
			}
			else
			{
				Sys_Printf("Error parsing shader %s\n", pShader->getName());
				delete pShader;
			}			
		}
		free (pBuff);
	}
	else
	{
		Sys_Printf("Unabled to read shaderfile %s\n", filename);
	}	
}
예제 #3
0
void WINAPI QERApp_LoadShaderFile (const char *filename)
{
  char *pBuff;
  int nSize = vfsLoadFile (filename, reinterpret_cast < void **>(&pBuff), 0);
  if (nSize > 0)
  {
    Sys_Printf ("Parsing shaderfile %s\n", filename);
    g_ScripLibTable.m_pfnStartTokenParsing (pBuff);
    while (g_ScripLibTable.m_pfnGetToken (true))
    {
      // first token should be the path + name.. (from base)
      CShader *pShader = new CShader ();
      // we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
      char cTmp[1024];
      g_FuncTable.m_pfnQE_ConvertDOSToUnixName (cTmp, filename);
      // given the vfs, we should not store the full path
      //pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")));
      pShader->setShaderFileName (filename);
      if (pShader->Parse ())
      {
	      // do we already have this shader?
	      //++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
	      if (g_Shaders.Shader_ForName (pShader->getName ()) != NULL)
	      {
#ifdef _DEBUG
	        Sys_Printf ("WARNING: shader %s is already in memory, definition in %s ignored.\n",
		            pShader->getName (), filename);
#endif
	        delete pShader;
	      }
	      else
	      {
	        pShader->IncRef ();

	        g_Shaders.Add ((void *) pShader);
	      }
      }
      else
      {
	      Sys_Printf ("Error parsing shader %s\n", pShader->getName ());
	      delete pShader;
      }
    }
    vfsFreeFile (pBuff);
  }
  else
  {
    Sys_Printf ("Unable to read shaderfile %s\n", filename);
  }
}
예제 #4
0
// NOTE: case sensitivity
// although we store shader names with case information, Radiant does case insensitive searches
// (we assume there's no case conflict with the names)
CShader* CShaderArray::Shader_ForName( const char * name) const
{
	int i;
  for ( i = 0; i < CPtrArray::GetSize(); i++ )
	{
    CShader *pShader = static_cast<CShader*>(CPtrArray::GetAt(i));
		if (_stricmp(pShader->getName(), name) == 0)
			return pShader;
	}
	return NULL;
}
예제 #5
0
IShader *WINAPI QERApp_CreateShader_ForTextureName( const char *name ){
	CShader *pShader;
	pShader = new CShader;
	// CreateDefault expects a texture / shader name relative to the "textures" directory
	// (cause shader names are reletive to "textures/")
	pShader->CreateDefault( name );
	// hook it into the shader list
	g_Shaders.Add( (void *) pShader );
	pShader->IncRef();
	// if it can't find the texture, SHADER_NOT_FOUND will be used
	// Hydra: display an error message, so the user can quickly find a list of missing
	// textures by looking at the console.
	if ( !pShader->Activate() ) {
		Sys_Printf( "WARNING: Activate shader failed for %s\n",pShader->getName() );
	}
	pShader->SetDisplayed( true );

	return pShader;
}
예제 #6
0
void CShaderArray::SortShaders()
{
	CPtrArray aux;
	int i,icount;
	int j,jcount;
	CShader *pSort;
	const char *sSort;
	// dumb sort .. would it ever grow big enough so we would have to do something clever? noooo
  icount = CPtrArray::GetSize();
	for( i = 0; i < icount ; i++ )
	{
		pSort = static_cast<CShader *>(GetAt(i));
		sSort = pSort->getName();
		jcount = aux.GetSize();
		for( j = 0; j < jcount ; j++ )
		{
			if (strcmp(sSort, static_cast<CShader *>(aux.GetAt(j))->getName()) < 0)
				break;
		}
		aux.InsertAt(j, pSort);
	}
  CPtrArray::RemoveAll();
  CPtrArray::InsertAt(0, &aux);
}
예제 #7
0
//-----------------------------------------------------------------------------------------
TestTransformation::TestTransformation()
    : m_bPressed(false)
    , m_bTouch(false)
    , m_StartPan(-1, -1)
    , m_LastPan(-1, -1)
{
    // On cr�e une camera
    CCamera* pCamera = m_pSceneManager->createCamera();

    m_vNewEyePosition = QVector3D(8., 8., 4.);
    pCamera->setEyePosition(m_vNewEyePosition);
    pCamera->setCenter(QVector3D(0., 0., 0.));

    qDebug() << "Create View";
    m_pView = createWidget3D(pCamera);
    m_pView->setAttribute(Qt::WA_AcceptTouchEvents);
    qDebug() << "End create View";

    // On cr�e un noeud afin d'y placer une lumi�re
    CSceneNode* pRootNode = getSceneManager()->getRootNode();

    // On cr�e une lumi�re diffuse bleue
    CLight* pLight = getSceneManager()->createLight();
    pLight->setDiffuseColor(1.0, 1.0, 1.0);
    pLight->setAmbientColor(1.0, 1.0, 1.0);
    pLight->setDirection(QVector3D(-1, 0, 0));
    pLight->setSpecularColor(1.0f, 1.0f, 1.0f);

    // On l'associe au noeud
    pRootNode->addItem(pLight);

    // SkyBox
    CSkyBox* pSkyBoxMesh = CMeshManager::getInstance().createCustomMesh<CSkyBox>("CSkyBox", "SkyBoxMesh");

    CMeshInstance* pSkyBox = getSceneManager()->createMeshInstance(pSkyBoxMesh, "SkyBox");
    pSkyBox->setSelectable(false);
    CSceneNode* pSkyBoxNode = pRootNode->createChild("SkyBoxNode");
    pSkyBoxNode->scale(400.);
    pSkyBoxNode->addItem(pSkyBox);


    CMaterial* pSkyBoxMat = CMaterialManager::getInstance().createMaterial("SkyBoxMaterial");
    pSkyBox->setMaterialName(pSkyBoxMat->getName());

    QStringList fileNames;
    fileNames << "://Resources/xpos.png" << "://Resources/xneg.png" << "://Resources/ypos.png"
              << "://Resources/yneg.png" << "://Resources/zpos.png" << "://Resources/zneg.png";

    ATexture* pSkyBoxTexture = CTextureManager::getInstance().createTextureCube("SkyBoxTexCube", fileNames);
    pSkyBoxMat->addTexture(pSkyBoxTexture, eDiffuse);

#ifdef EMBEDDED_TARGET
    CShader* pShader = CShaderManager::getInstance().createShader(
                "SkyBoxShader",
                "://Resources/skyboxES.vertex.glsl",
                "",
                "://Resources/skyboxES.fragment.glsl");
#else
    CShader* pShader = CShaderManager::getInstance().createShader(
                "SkyBoxShader",
                "://Resources/skybox.vertex.glsl",
                "",
                "://Resources/skybox.fragment.glsl");
#endif

    pSkyBoxMat->getRenderPass(0)->setShaderName(pShader->getName());
    pSkyBoxMat->getRenderPass(0)->renderStates().setFaceCulling(CFaceCulling(false));

    // Particules
    CBillboard* pBillboard = getSceneManager()->createBillboard();
    QVector<QVector3D> pos;
    for (int i = 0; i < 1000; ++i)
        pos << QVector3D(
                   Math::randDouble(-200., +200.),
                   Math::randDouble(-200., +200.),
                   Math::randDouble(-200., +200.));
    pBillboard->addPositions(pos);

    CMaterial* pBillboardMat = CMaterialManager::getInstance().createMaterial("BillboardMaterial");
    pBillboardMat->getRenderPass(0)->renderStates().setFaceCulling(CFaceCulling(false));
    CBlending blending;
    blending.setEnabled(true);
    blending.setBlendEquation(eAdd, eAdd);

    blending.setBlendSeparateFunction(Source::eSourceAlpha, Destination::eOneMinusSourceAlpha, Source::eOne, Destination::eZero);
    pBillboardMat->getRenderPass(0)->renderStates().setBlending(blending);

    ATexture* pBillboardTexture = CTextureManager::getInstance().createTexture2D("BillBoardTex", "://Resources/particle.png");
    pBillboardMat->addTexture(pBillboardTexture, eDiffuse);

    CShader* pBillboardShader = CShaderManager::getInstance().createShader("BillboardShader",
        "://Resources/billboard.vertex.glsl",
        "://Resources/billboard.geometry.glsl",
        "://Resources/billboard.fragment.glsl");

    pBillboardMat->getRenderPass(0)->setShaderName(pBillboardShader->getName());
    pBillboard->setMaterialName(pBillboardMat->getName());
    pBillboardShader->setUniformValue("halfSize", 1.);

    CSceneNode* pBillboardNode = pRootNode->createChild("BillboardNode");
    pBillboardNode->addItem(pBillboard);

    // Orbites
    CPolyLine* pPolyLine = CMeshManager::getInstance().createCustomMesh<CPolyLine>("CPolyLine", "CPolyLine");

    QList<QVector3D> pts;

    for (int i = 0; i <= 360; ++i)
    {
        pts << QVector3D(cos(Math::degToRad((real)i)), 0., sin(Math::degToRad((real)i)));
    }

    pPolyLine->addPoints(pts);

    CSphereMesh* pSphereMesh = CMeshManager::getInstance().createCustomMesh<CSphereMesh>("CSphereMesh", "SphereMesh");

    CMeshInstance* pSun = getSceneManager()->createMeshInstance(pSphereMesh, "Sun");
    CMaterial* pSunMat = CMaterialManager::getInstance().createMaterial("SunMat");
    pSunMat->setAmbientColor(1., 1., 1.);

    CTexture2D* pSunTexture = CTextureManager::getInstance().createTexture2D("SunTex", ":/Resources/sun.png");
    pSunMat->addTexture(pSunTexture, eDiffuse);
    pSun->setMaterialName(pSunMat->getName());

    CMeshInstance* pEarth = getSceneManager()->createMeshInstance(pSphereMesh, "Earth");
    CMaterial* pEarthMat = CMaterialManager::getInstance().createMaterial("EarthMat");

    CTexture2D* pEarthTexture = CTextureManager::getInstance().createTexture2D("EarthTex", ":/Resources/earth.png");
    pEarthMat->addTexture(pEarthTexture, eDiffuse);

    pEarthMat->setAmbientColor(0.1, 0.1, 0.1);
    pEarthMat->setDiffuseColor(1.0, 1.0, 1.0);
    pEarthMat->setShininessFactor(10);
    pEarth->setMaterialName(pEarthMat->getName());

    CMeshInstance* pJupiter = getSceneManager()->createMeshInstance(pSphereMesh, "Jupiter");
    CMaterial* pJupiterMat = CMaterialManager::getInstance().createMaterial("JupiterMat");
    pJupiterMat->setAmbientColor(0.4, 0.4, 0.4);

    CTexture2D* pJupiterTexture = CTextureManager::getInstance().createTexture2D("JupiterTex", ":/Resources/jupiter.png");
    pJupiterMat->addTexture(pJupiterTexture, eDiffuse);
    pJupiter->setMaterialName(pJupiterMat->getName());

    CMeshInstance* pMoon = getSceneManager()->createMeshInstance(pSphereMesh, "Moon");
    CMaterial* pMoonMat = CMaterialManager::getInstance().createMaterial("MoonMat");
    CTexture2D* pMoonTexture = CTextureManager::getInstance().createTexture2D("MoonTex", ":/Resources/moon.png");
    pMoonMat->addTexture(pMoonTexture, eDiffuse);
    pMoon->setMaterialName(pMoonMat->getName());

    CCoordinateSystem* pCoordinateSystemMesh = CMeshManager::getInstance().createCustomMesh<CCoordinateSystem>("CCoordinateSystem", "CCoordinateSystem");
    CMeshInstance* pCoordinateSystem = getSceneManager()->createMeshInstance(pCoordinateSystemMesh, "CoordinateSystem");
    pRootNode->addItem(pCoordinateSystem);
    pRootNode->addItem(pSkyBox);

    m_pSolarSystemNode = pRootNode->createChild(QVector3D(0., 0., 0.));

    m_pSunNode = m_pSolarSystemNode->createChild(QVector3D(0., 0., 0.));
    m_pSunNode->scale(4.0);
    m_pSunNode->addItem(pSun);

    m_pSunToEarthNode = m_pSolarSystemNode->createChild();
    m_pSunToJupiterNode = m_pSolarSystemNode->createChild();

    CMeshInstance* pSunToEarthPLine = getSceneManager()->createMeshInstance(pPolyLine, "SunToEarth");
    pSunToEarthPLine->setMaterialName(CMaterialManager::getInstance().getMaterialNameByColor(Color::eWhite));
    m_pSunToEarthNode->addItem(pSunToEarthPLine);
    m_pSunToEarthNode->scale(10.0);
    m_pEarthNode = m_pSolarSystemNode->createChild(QVector3D(10.0, 0., 0.));
    m_pEarthNode->scale(1.0);
    m_pEarthNode->addItem(pEarth);

    CMeshInstance* pSunToJupiterPLine = getSceneManager()->createMeshInstance(pPolyLine, "SunToJupiter");
    pSunToJupiterPLine->setMaterialName(CMaterialManager::getInstance().getMaterialNameByColor(Color::eWhite));
    m_pSunToJupiterNode->addItem(pSunToJupiterPLine);
    m_pSunToJupiterNode->scale(20);
    m_pJupiterNode = m_pSolarSystemNode->createChild(QVector3D(20.0, 0., 0.));
    m_pJupiterNode->scale(4.0);
    m_pJupiterNode->addItem(pJupiter);

    m_pEarthToMoonNode = m_pEarthNode->createChild();
    CMeshInstance* pEarthToMoonPLine = getSceneManager()->createMeshInstance(pPolyLine, "EarthToMoon");
    pEarthToMoonPLine->setMaterialName(CMaterialManager::getInstance().getMaterialNameByColor(Color::eWhite));
    m_pEarthToMoonNode->addItem(pEarthToMoonPLine);
    m_pEarthToMoonNode->scale(2.0);
    m_pEarthToMoonNode->rotate(QVector3D(1.0, 0.0, 0.0), 30);
    m_pMoonNode = m_pEarthToMoonNode->createChild(QVector3D(1.0, 0.0, 0.));
    m_pMoonNode->scale(0.2);
    m_pMoonNode->addItem(pMoon);

    QTimer* pTimer = new QTimer(this);
    connect(pTimer, SIGNAL(timeout()), this, SLOT(onTimeout()));
    pTimer->start(5);


    connect(m_pView, SIGNAL(mouseMoved()),				this, SLOT(onMouseMoved()));
    connect(m_pView, SIGNAL(mouseReleased()),			this, SLOT(onMouseReleased()));
    connect(m_pView, SIGNAL(mousePressed()),			this, SLOT(onMousePressed()));
    connect(m_pView, SIGNAL(touchScaleStarted()),       this, SLOT(onTouchScaleStarted()));
    connect(m_pView, SIGNAL(touchScaleChanged(real)),	this, SLOT(onTouchScaleChanged(real)));
    connect(m_pView, SIGNAL(touchScaleEnded()),         this, SLOT(onTouchScaleEnded()));

    //m_pView->setGeometry(QRect(1920, 100, 400, 300));

    m_GlobalTime.start();
}