예제 #1
0
파일: main.cpp 프로젝트: FujiGameJam/fuji
void Game_Update()
{
	// calculate a spinning world matrix
	MFMatrix world;
	world.SetTranslation(MakeVector(0, -5, 50));

	static float rotation = 0.0f;
	rotation += MFSystem_TimeDelta();
	world.RotateY(rotation);

	// set world matrix to the model
	MFModel_SetWorldMatrix(pModel, world);

	// advance the animation
	MFAnimation *pAnim = MFModel_GetAnimation(pModel);
	if(pAnim)
	{
		float start, end;
		MFAnimation_GetFrameRange(pAnim, &start, &end);
	
		static float time = 0.f;
		time += MFSystem_TimeDelta();// * 500;
		while(time >= end)
			time -= end;
		MFAnimation_SetFrame(pAnim, time);
	}
}
예제 #2
0
void EditorScreen::Draw()
{
	GHScreen::DrawScreens();	

	MFRenderer_ClearScreen(MFRCF_Depth);

	MFMatrix mat;
	mat.LookAt(MakeVector(2.0,1.5,-1.0), MakeVector(1.0,0.3f,1.0f));
	MFView_SetCameraMatrix(mat);
//	pScene->Draw();
}
예제 #3
0
void Fretboard::HitNote(int note)
{
	float fretboardWidth = 7.0f;
	float columnWidth = fretboardWidth / 5.0f;
	float halfFB = fretboardWidth*0.5f;

	MFMatrix mat;
	mat.SetTranslation(MakeVector(-halfFB + (float)note*columnWidth + columnWidth*0.5f, 0.f, 0.f));

	MFParticleSystem_SetWorldMatrix(pEmitter, mat);
	MFParticleSystem_BurstEmit(pEmitter, 100);
}
예제 #4
0
void Game_Update()
{
	static float rotation = 0.0f;
	rotation += MFSystem_GetTimeDelta();

	// spin the prism
	MFMatrix world;
	world.SetTranslation(MakeVector(0, 0.3f, 3));
	world.RotateY(rotation * 2.3f);
	MFStateBlock_SetMatrix(pPrismStateBlock, MFSCM_World, world);

	// spin the box
	world.SetTranslation(MakeVector(0, 0, 5));
	world.RotateYPR(rotation, rotation * 2.0f, rotation * 0.5f);
	MFStateBlock_SetMatrix(pBoxStateBlock, MFSCM_World, world);
}
예제 #5
0
void MFMat_Standard_CreateInstancePlatformSpecific(MFMaterial *pMaterial)
{
	MFMat_Standard_Data_D3D11 *pData = (MFMat_Standard_Data_D3D11*)pMaterial->pInstanceData;

	MFMatrix mat = pData->textureMatrix;
	mat.Transpose();

	pData->cbMaterial.mTexMatrix[0] = mat.GetXAxis();
	pData->cbMaterial.mTexMatrix[1] = mat.GetYAxis();
	pData->cbMaterial.vMeshColour = MFVector::white;
	pData->cbMaterial.gModelColour = MFVector::white;
	pData->cbMaterial.gColourMask = MakeVector(1.0f, 0.0f, 1.0f, 0.0f);

	D3D11_BUFFER_DESC desc;
	MFZeroMemory(&desc, sizeof(desc));
	desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	desc.ByteWidth = sizeof(pData->cbMaterial);
	desc.Usage = D3D11_USAGE_DEFAULT;
	//desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

	g_pd3dDevice->CreateBuffer(&desc, NULL, &pData->pConstantBuffer);

	MFRenderer_D3D11_SetDebugName(pData->pConstantBuffer, pMaterial->pName);
}
예제 #6
0
void MFRendererXB_SetTextureMatrix(const MFMatrix &textureMatrix)
{
	MFMatrix texMat = textureMatrix;
	texMat.SetZAxis3(texMat.GetTrans());
	pd3dDevice->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX*)&texMat);
}
예제 #7
0
void Game_Draw()
{
	MFCALLSTACK;

	MFRenderer_SetClearColour(0.f, 0.f, 0.2f, 1.f);
	MFRenderer_ClearScreen();

	// Set identity camera (no camera)
	MFView_Push();
	MFView_SetAspectRatio(MFDisplay_GetNativeAspectRatio());
	MFView_SetProjection();

	MFMaterial_SetMaterial(MFMaterial_GetStockMaterial(MFMat_White));

	// set the world matrix to identity
	MFMatrix world = MFMatrix::identity;

	// move the box into the scene (along the z axis)
	world.Translate(MakeVector(0, 0, 5));

	// increment rotation
	static float rotation = 0.0f;
	rotation += MFSystem_TimeDelta();

	// rotate the box
	world.RotateYPR(rotation, rotation * 2.0f, rotation * 0.5f);

	// begin rendering the box
	MFPrimitive(PT_TriList);
	MFSetMatrix(world);

	// begin rendering 12 triangles (12 * 3 vertices)
	MFBegin(3 * 12);

	// draw a bunch of triangles
	MFSetColour(1,0,0,1);
	MFSetPosition(-1,-1, -1);
	MFSetPosition(-1, 1, -1);
	MFSetPosition( 1, 1, -1);
	MFSetPosition(-1,-1, -1);
	MFSetPosition( 1, 1, -1);
	MFSetPosition( 1,-1, -1);

	MFSetColour(0,1,0,1);
	MFSetPosition(-1,-1,1);
	MFSetPosition( 1,-1,1);
	MFSetPosition( 1, 1,1);
	MFSetPosition(-1,-1,1);
	MFSetPosition( 1, 1,1);
	MFSetPosition(-1, 1,1);

	MFSetColour(0,0,1,1);
	MFSetPosition( 1,-1,1);
	MFSetPosition( 1,-1,-1);
	MFSetPosition( 1, 1,-1);
	MFSetPosition( 1,-1,1);
	MFSetPosition( 1, 1,-1);
	MFSetPosition( 1, 1,1);

	MFSetColour(1,0,1,1);
	MFSetPosition(-1,-1,1);
	MFSetPosition(-1, 1,1);
	MFSetPosition(-1, 1,-1);
	MFSetPosition(-1,-1,1);
	MFSetPosition(-1, 1,-1);
	MFSetPosition(-1,-1,-1);

	MFSetColour(1,1,0,1);
	MFSetPosition(-1, 1,1);
	MFSetPosition( 1, 1,1);
	MFSetPosition( 1, 1,-1);
	MFSetPosition(-1, 1,1);
	MFSetPosition( 1, 1,-1);
	MFSetPosition(-1, 1,-1);

	MFSetColour(0,1,1,1);
	MFSetPosition(-1,-1,1);
	MFSetPosition(-1,-1,-1);
	MFSetPosition( 1,-1,-1);
	MFSetPosition(-1,-1,1);
	MFSetPosition( 1,-1,-1);
	MFSetPosition( 1,-1,1);

	MFEnd();

	MFRect disp;
	MFDisplay_GetDisplayRect(&disp);
	MFView_SetOrtho(&disp);
	pUI->Draw();

	MFView_Pop();
}
예제 #8
0
파일: main.cpp 프로젝트: FujiGameJam/fuji
void Game_Update()
{
	if(!bShowModel)
	{
		if(MFInput_WasPressed(Key_Up, IDD_Keyboard) && menuIndex > 0)
			--menuIndex;
		else if(MFInput_WasPressed(Key_Down, IDD_Keyboard) && menuIndex < (int)models.size()-1)
			++menuIndex;
		else if(MFInput_WasPressed(Key_Return, IDD_Keyboard) && models.size() > 0)
		{
			bShowModel = true;

			// load model
			pModel = MFModel_CreateWithAnimation(models[menuIndex].CStr());
		}
	}
	else
	{
		if(MFInput_WasPressed(Key_Escape, IDD_Keyboard))
		{
			if(pModel)
			{
				MFModel_Destroy(pModel);
				pModel = NULL;
			}

			models.clear();
			Scan("data:");

			if(models.size() <= (size_t)menuIndex)
				menuIndex = models.size() ? (int)models.size() - 1 : 0;
			bShowModel = false;
			return;
		}

		if(pModel)
		{
			if(MFInput_Read(Mouse_LeftButton, IDD_Mouse) > 0.f)
			{
				yaw += -MFInput_Read(Mouse_XDelta, IDD_Mouse) * 0.02f;
				pitch += -MFInput_Read(Mouse_YDelta, IDD_Mouse) * 0.015f;
			}
			if(MFInput_Read(Mouse_MiddleButton, IDD_Mouse) > 0.f)
			{
				zoom *= 1.f + -MFInput_Read(Mouse_YDelta, IDD_Mouse) * 0.02f;
			}

			// calculate a spinning world matrix
			MFMatrix world;
			world.SetTranslation(MakeVector(0, -0.25f, 1) * zoom);
			world.RotateY(yaw);
			world.RotateX(pitch);

			// set world matrix to the model
			MFModel_SetWorldMatrix(pModel, world);

			// advance the animation
			MFAnimation *pAnim = MFModel_GetAnimation(pModel);
			if(pAnim)
			{
				float start, end;
				MFAnimation_GetFrameRange(pAnim, &start, &end);
	
				static float time = 0.f;
				time += MFSystem_TimeDelta();// * 500;
				while(time >= end)
					time -= end;
				MFAnimation_SetFrame(pAnim, time);
			}
		}
	}
}
예제 #9
0
MFMatrix& MFMatrix::Scale(const MFVector& scale)
{
	MFMatrix mat;
	mat.SetScale(scale);
	return Multiply(mat);
}
예제 #10
0
MFMatrix& MFMatrix::RotateZ(float angle)
{
	MFMatrix rot;
	rot.SetRotationZ(angle);
	return Multiply3x3(rot);
}
예제 #11
0
MFMatrix& MFMatrix::RotateYPR(float yaw, float pitch, float roll)
{
	MFMatrix mat;
	mat.SetRotationYPR(yaw, pitch, roll);
	return Multiply(mat, *this);
}
예제 #12
0
MFMatrix& MFMatrix::RotateQ(const MFQuaternion &q)
{
	MFMatrix mat;
	mat.SetRotationQ(q);
	return Multiply(mat, *this);
}
예제 #13
0
MFMatrix& MFMatrix::Rotate(const MFVector &axis, float angle)
{
	MFMatrix mat;
	mat.SetRotation(axis, angle);
	return Multiply(mat, *this);
}
예제 #14
0
const char *ParseFrame(const char *pText, const MFMatrix &mat, int parentID)
{
	char frameName[64];
	const char *pName = GetNextToken(pText, &pText, frameName);

	MFMatrix worldMatrix = mat;

	F3DBone *pBone = NULL;

	if(!MFString_CaseCmpN(pName, "bn_", 3) || !MFString_CaseCmpN(pName, "z_", 2))
	{
		int boneID = pModel->GetSkeletonChunk()->bones.size();
		pBone = &pModel->GetSkeletonChunk()->bones[boneID];

		F3DBone *pParent = parentID == -1 ? NULL : &pModel->GetSkeletonChunk()->bones[parentID];
		parentID = boneID;

		MFString_Copy(pBone->name, pName);
		MFString_Copy(pBone->parentName, pParent ? pParent->name : "");

		pBone->worldMatrix = mat;
	}

	if(MFString_Compare(pName, "{"))
		SkipToken(pText, "{");

	const char *pTok = GetNextToken(pText, &pText);

	while(MFString_Compare(pTok, "}"))
	{
		if(!MFString_Compare(pTok, "Frame"))
		{
			pText = ParseFrame(pText, worldMatrix, parentID);
		}
		else if(!MFString_Compare(pTok, "FrameTransformMatrix"))
		{
			SkipToken(pText, "{");

			MFMatrix localMatrix;
			GetFloatArray(pText, (float*)&localMatrix, 16, &pText);

			worldMatrix.Multiply(localMatrix, worldMatrix);

			if(pBone)
			{
				pBone->boneMatrix = localMatrix;
				pBone->worldMatrix = worldMatrix;
			}

			SkipToken(pText, ";");
			SkipToken(pText, "}");
		}
		else if(!MFString_Compare(pTok, "Mesh"))
		{
			gMeshChunks.push(XMeshChunk::Create(worldMatrix, pText, pName));
			SkipSection(pText);
		}
		else
		{
			MFDebug_Warn(4, MFStr("Unexpected token '%s'\n", pTok));
			SkipSection(pText);
		}

		pTok = GetNextToken(pText, &pText);
	}

	return pText;
}
예제 #15
0
MF_API void MFParticleSystem_AddParticle(MFParticleEmitter *pEmitter)
{
	MFParticleEmitterParameters *pE = &pEmitter->params;
	MFParticleSystem *pParticleSystem = pE->pParticleSystem;

	MFParticle *pNew = NULL;
	if(pParticleSystem->particles.GetLength() < pParticleSystem->params.maxActiveParticles)
		pNew = pParticleSystem->particles.Create();

	if(pNew)
	{
		MFParticleParameters *pP = &pParticleSystem->params;

		pNew->colour = pP->colour;
		pNew->life = pP->life;
		pNew->rot = 0.0f;
		pNew->size = pP->size;

		switch(pE->type)
		{
			case MFET_Point:
				pNew->pos = pE->position.GetTrans();
				break;

			case MFET_Sphere:
			case MFET_Disc:
			{
				MFVector offset;

				do
				{
					offset = MakeVector(MFRand_Range(-pE->radius, pE->radius), MFRand_Range(-pE->radius, pE->radius), MFRand_Range(-pE->radius, pE->radius));
				}
				while(offset.MagSquared3() > pE->radius*pE->radius);

				if(pE->type == MFET_Disc)
				{
					// flatten it on to the disc
					float dist = offset.Dot3(pE->position.GetYAxis());
					offset -= pE->position.GetYAxis()*dist;
				}

				pNew->pos = pE->position.GetTrans() + offset;

				break;
			}
		}

		switch(pE->behaviour)
		{
			case MFEB_Direction:
				pNew->velocity.Normalise3(pE->startVector);
				break;
			case MFEB_TargetAttract:
				pNew->velocity.Normalise3(pE->startVector - pE->position.GetTrans());
				break;
			case MFEB_TargetRepel:
				pNew->velocity.Normalise3(pE->position.GetTrans() - pE->startVector);
				break;
		}

		pNew->velocity *= pE->velocity + MFRand_Range(-pE->velocityScatter, pE->velocityScatter);

		if(pE->directionScatter)
		{
			MFVector scatter;

			do
			{
				scatter = MakeVector(MFRand_Range(-1, 1), MFRand_Range(-1, 1), MFRand_Range(-1, 1));

				float dist = scatter.Dot3(pE->position.GetYAxis());
				scatter -= pE->position.GetYAxis()*dist;
			}
			while(scatter.MagSquared3() < 0.000001f);

			scatter.Normalise3();

			MFMatrix scatterMat;
			scatterMat.SetRotation(scatter, MFRand_Unit()*pE->directionScatter);

			pNew->velocity = ApplyMatrixH(pNew->velocity, scatterMat);
		}
	}
}
void CPUSkinningAlgorithm::transformGeometry(
    SkinnedGeometry           *skinGeo,
    Skeleton                  *skel,
    CPUSkinningDataAttachment *data)
{
    const SkinnedGeometry::MFPropIndicesType *mfOrigIdx   =
        skinGeo->getMFPropIndices();
    const SkinnedGeometry::MFPropertiesType  *mfOrigProps =
        skinGeo->getMFProperties();
    SkinnedGeometry::MFPropertiesType        *mfProps     =
        data->editMFProperties();

    const GeoVec4fProperty *jointIdxProp    =
        dynamic_cast<const GeoVec4fProperty *>(
            (*mfOrigProps)[skinGeo->getJointIndexProperty()]);
    const GeoVec4fProperty *jointWeightProp =
        dynamic_cast<const GeoVec4fProperty *>(
            (*mfOrigProps)[skinGeo->getJointWeightProperty()]);

    if(skinGeo->getIndex(skinGeo->getJointIndexProperty ()) !=
       skinGeo->getIndex(skinGeo->getJointWeightProperty())   )
    {
        SWARNING << "CPUSkinningAlgorithm::transformGeometry: "
                 << "Multi indexed geometry not supported!"
                 << std::endl;
        return;
    }

    mfProps->resize(mfOrigProps->size(), NULL);

    const MFMatrix *mfJointMat       = NULL;
    const MFMatrix *mfJointNormalMat = NULL;

    // if the geometry has a non-identity bind shape matrix
    // premultiply joint matrices with bind shape matrix and store in data
    // attachment
    if(skinGeo->getBindShapeMatrix().equals(Matrix::identity(), Eps) == false)
    {
        mfJointMat               = skel->getMFJointMatrices ();
        MFMatrix *mfJointBindMat = data->editMFJointMatrices();

        mfJointBindMat->resize(mfJointMat->size());

        for(UInt32 i = 0; i < mfJointMat->size(); ++i)
        {
            (*mfJointBindMat)[i] = (*mfJointMat)[i];
            (*mfJointBindMat)[i].mult(skinGeo->getBindShapeMatrix());
        }

        mfJointMat = data->getMFJointMatrices();

        if(skel->getCalcNormalMatrices() == true)
        {
            mfJointNormalMat               = skel->getMFJointNormalMatrices ();
            MFMatrix *mfJointNormalBindMat = data->editMFJointNormalMatrices();

            mfJointNormalBindMat->resize(mfJointNormalMat->size());

            for(UInt32 i = 0; i < mfJointNormalMat->size(); ++i)
            {
                (*mfJointNormalBindMat)[i] = (*mfJointNormalMat)[i];
                (*mfJointNormalBindMat)[i].mult(skinGeo->getBindShapeMatrix());
            }

            mfJointNormalMat = data->getMFJointNormalMatrices();
        }
        else
        {
            mfJointNormalMat = data->getMFJointMatrices();
        }
    }
    else
    {
        mfJointMat = skel->getMFJointMatrices();

        if(skel->getCalcNormalMatrices() == true)
        {
            mfJointNormalMat = skel->getMFJointNormalMatrices();
        }
        else
        {
            mfJointNormalMat = skel->getMFJointMatrices();
        }
    }

    // transform all properties

    for(UInt16 i = 0; i < mfProps->size(); ++i)
    {
        // do not transform the vertex joint indices/weights
        if(i == skinGeo->getJointIndexProperty () ||
           i == skinGeo->getJointWeightProperty()   )
        {
            continue;
        }

        GeoIntegralProperty *origPropIdx = (*mfOrigIdx  )[i];
        GeoVectorProperty   *origProp    = (*mfOrigProps)[i];
        GeoVectorProperty   *prop        = (*mfProps    )[i];

        if(origProp == NULL)
            continue;

        if(prop == NULL)
        {
            GeoVectorPropertyUnrecPtr newProp =
                dynamic_pointer_cast<GeoVectorProperty>(origProp->clone());

            mfProps->replace(i, newProp);
            prop = newProp;
        }
        else if(prop->size() != origProp->size())
        {
            prop->resize(origProp->size());
        }

        switch(origProp->getUsage() & GeoProperty::UsageSpaceMask)
        {
        case GeoProperty::UsageObjectSpace:
        {
             transformObjectSpaceProperty(
                 mfJointMat,
                 jointIdxProp, jointWeightProp,
                 origPropIdx, origProp, prop);
        }
        break;

        case GeoProperty::UsageTangentSpace:
        {
            transformTangentSpaceProperty(
                mfJointNormalMat,
                jointIdxProp, jointWeightProp,
                origPropIdx, origProp, prop);
        }
        break;

        default:
            // only need to transform object/tangent space properties
            break;
        }
    }
}
예제 #17
0
MF_API MFMatrix *MFAnimation_CalculateMatrices(MFAnimation *pAnimation, MFMatrix *pLocalToWorld)
{
	MFAnimationBone *pAnims = pAnimation->pTemplate->pBones;
	MFModelBone *pBones = pAnimation->pBones;
	MFMatrix *pMats = pAnimation->pMatrices;

	float t = pAnimation->blendLayer.frameTime;
	MFDebug_Assert(t >= pAnimation->pTemplate->startTime && t <= pAnimation->pTemplate->endTime, "Frame time outside animation range...");

	// find the frame number for each bone
	for(uint32 a=0; a<pAnimation->numBones; a++)
	{
		int map = pAnimation->pBoneMap[a];

		if(map != -1)
		{
			float *pTimes = pAnims[map].pTime;
			int lastFrames = pAnims[map].numFrames-1;

			if(t == pTimes[lastFrames])
			{
				pAnimation->blendLayer.pCurFrames[a].tweenStart = lastFrames;
				pAnimation->blendLayer.pCurFrames[a].tweenEnd = lastFrames;
				pAnimation->blendLayer.pCurFrames[a].tween = 0;
			}
			else
			{
				// TODO: change this to a binary search...
				for(int b=0; b<lastFrames; b++)
				{
					float t1 = pTimes[b];
					float t2 = pTimes[b+1];

					if(t >= pTimes[b] && t < pTimes[b+1])
					{
						pAnimation->blendLayer.pCurFrames[a].tweenStart = b;
						pAnimation->blendLayer.pCurFrames[a].tweenEnd = b+1;
						pAnimation->blendLayer.pCurFrames[a].tween = (t-t1) / (t2-t1);
						break;
					}
				}
			}
		}
	}

	// calculate the matrix for each bone
	for(uint32 a=0; a<pAnimation->numBones; a++)
	{
		int map = pAnimation->pBoneMap[a];

		if(map != -1)
		{
			MFMatrix &m1 = pAnims[map].pFrames[pAnimation->blendLayer.pCurFrames[a].tweenStart].key;
			MFMatrix &m2 = pAnims[map].pFrames[pAnimation->blendLayer.pCurFrames[a].tweenEnd].key;

			gWorkingMats[a].Tween(m1, m2, pAnimation->blendLayer.pCurFrames[a].tween);
		}
		else
		{
			gWorkingMats[a] = pBones[a].boneMatrix;
		}
	}

	// build the animation matrix for each bone...
	// TODO: this could be much faster
	for(uint32 a=0; a<pAnimation->numBones; a++)
	{
		MFMatrix boneMat = MFMatrix::identity;

		int b = (int)a;
		do
		{
			boneMat.Multiply(gWorkingMats[b]);
			b = pBones[b].parent;
		}
		while(b != -1);

//		pMats[a].Multiply(boneMat, pBones[a].invWorldMatrix);
		pMats[a].Multiply(pBones[a].invWorldMatrix, boneMat);

		if(pLocalToWorld)
			pMats[a].Multiply(*pLocalToWorld);
	}

	return pAnimation->pMatrices;
}
예제 #18
0
void Fretboard::Draw(float time, dBChart *pSong, int track)
{
	MFCALLSTACKc;

	MFView_Push();

	MFRect rect;
	MFView_GetViewport(&rect);

	float aspect = rect.width / rect.height;
	aspect = MFClamp(0.82f, aspect, 2.0f);
	MFView_SetAspectRatio(aspect);

	if(viewPoint == 0)
	{
		// incoming
		MFView_ConfigureProjection(MFDEGREES(65.0f)/aspect, 1.0f, 100.0f);

		// Setup the Camera in 3D space.
		MFMatrix cameraMatrix;
		MFVector start = MakeVector( 0, 8, 3 );
		MFVector dir = MakeVector( 0, 5, -8 );
		dir = (dir-start) * (1.0f/1.777777777f);
		cameraMatrix.LookAt(start + dir*aspect, MakeVector(0.0f, 0.0f, 5.0f));
		MFView_SetCameraMatrix(cameraMatrix);
	}
	else if(viewPoint == 1)
	{
		// overhead
		MFView_ConfigureProjection(MFDEGREES(45.0f), 1.0f, 100.0f);
/*
		float aspect = MFDisplay_GetNativeAspectRatio();
		MFView_SetAspectRatio(aspect);

		MFRect projRect;
		projRect.y = 15;
		projRect.height = -30;
		projRect.x = -projRect.y * aspect;
		projRect.width = -projRect.height * aspect;
		MFView_SetOrtho(&projRect);
*/

		// Setup the Camera in 3D space.
		MFMatrix cameraMatrix;
		cameraMatrix.LookAt(MakeVector(0, 30, 10), MakeVector(0, 0, 10), MakeVector(0, 0, 1));
		MFView_SetCameraMatrix(cameraMatrix);
	}
	else if(viewPoint == 2)
	{
		// overhead
		MFView_ConfigureProjection(MFDEGREES(45.0f), 1.0f, 100.0f);
/*
		float aspect = MFDisplay_GetNativeAspectRatio();
		MFView_SetAspectRatio(aspect);

		MFRect projRect;
		projRect.y = 15;
		projRect.height = -30;
		projRect.x = -projRect.y * aspect;
		projRect.width = -projRect.height * aspect;
		MFView_SetOrtho(&projRect);
*/

		// Setup the Camera in 3D space.
		MFMatrix cameraMatrix;
		cameraMatrix.LookAt(MakeVector(0, 20, 13), MakeVector(0, 0, 13), MakeVector(-1, 0, 0));
		MFView_SetCameraMatrix(cameraMatrix);
	}

	MFView_SetProjection();

	MFMaterial *pFB = pSong->pFretboard ? pSong->pFretboard : pFretboard;
	MFMaterial_SetMaterial(pFB);
	MFPrimitive(PT_TriStrip, 0);

	int start = -4;
	int end = 60;
	int fadeStart = end - 10;

	float fretboardRepeat = 15.0f;
	float fretboardWidth = 7.0f;

	float columnWidth = fretboardWidth / 5.0f;
	float ringBorder = 0.1f;

	// draw the fretboard...
	MFBegin(((end-start) / 4) * 2 + 2);
	MFSetColourV(MFVector::white);

	float halfFB = fretboardWidth*0.5f;

	float offset = time*scrollSpeed;
	float topTime = time + end/scrollSpeed;
	float bottomTime = time + start/scrollSpeed;

	int a;
	float textureOffset = fmodf(offset, fretboardRepeat);
	for(a=start; a<end; a+=4)
	{
		float z = (float)a;
		MFSetTexCoord1(1.0f, 1.0f - (z+textureOffset) / fretboardRepeat);
		MFSetPosition(halfFB, 0.0f, z);
		MFSetTexCoord1(0.0f, 1.0f - (z+textureOffset) / fretboardRepeat);
		MFSetPosition(-halfFB, 0.0f, z);
	}

	float z = (float)a;
	MFSetTexCoord1(1.0f, 1.0f - (z+textureOffset) / fretboardRepeat);
	MFSetPosition(halfFB, 0.0f, z);
	MFSetTexCoord1(0.0f, 1.0f - (z+textureOffset) / fretboardRepeat);
	MFSetPosition(-halfFB, 0.0f, z);

	MFEnd();

	// draw the selection region
	MFMaterial_SetMaterial(pFrets);
	MFPrimitive(PT_TriStrip, 0);

	if(gEditor.selectStart != gEditor.selectEnd)
	{
		float selectStartTime = GETSECONDS(pSong->CalculateTimeOfTick(gEditor.selectStart));
		float selectEndTime = GETSECONDS(pSong->CalculateTimeOfTick(gEditor.selectEnd));

		if(selectStartTime < topTime && selectEndTime > bottomTime)
		{
			selectStartTime = (MFMax(bottomTime, selectStartTime) - time) * scrollSpeed;
			selectEndTime = (MFMin(topTime, selectEndTime) - time) * scrollSpeed;

			MFBegin(4);
			MFSetColour(1.0f, 0.0f, 0.0f, 0.5f);
			MFSetPosition(-halfFB, 0.0f, selectEndTime);
			MFSetPosition(halfFB, 0.0f, selectEndTime);
			MFSetPosition(-halfFB, 0.0f, selectStartTime);
			MFSetPosition(halfFB, 0.0f, selectStartTime);
			MFEnd();
		}
	}

	// draw the fretboard edges and bar lines
	const float barWidth = 0.2f;

	MFMaterial_SetMaterial(pBar);
	MFPrimitive(PT_TriStrip, 0);

	MFBegin(4);
	MFSetColour(0.0f, 0.0f, 0.0f, 0.8f);
	MFSetTexCoord1(0,0);
	MFSetPosition(-halfFB, 0.0f, barWidth);
	MFSetTexCoord1(1,0);
	MFSetPosition(halfFB, 0.0f, barWidth);
	MFSetTexCoord1(0,1);
	MFSetPosition(-halfFB, 0.0f, -barWidth);
	MFSetTexCoord1(1,1);
	MFSetPosition(halfFB, 0.0f, -barWidth);
	MFEnd();

	MFMaterial_SetMaterial(pEdge);
	MFPrimitive(PT_TriStrip, 0);
	MFBegin(34);

	MFSetColour(0.0f, 0.0f, 0.0f, 0.3f);
	for(int col=1; col<5; col++)
	{
		if(col > 1)
			MFSetPosition(-halfFB + columnWidth*(float)col - 0.02f, 0.0f, (float)end);

		MFSetTexCoord1(0,0);
		MFSetPosition(-halfFB + columnWidth*(float)col - 0.02f, 0.0f, (float)end);
		MFSetTexCoord1(1,0);
		MFSetPosition(-halfFB + columnWidth*(float)col + 0.02f, 0.0f, (float)end);
		MFSetTexCoord1(0,1);
		MFSetPosition(-halfFB + columnWidth*(float)col - 0.02f, 0.0f, (float)start);
		MFSetTexCoord1(1,1);
		MFSetPosition(-halfFB + columnWidth*(float)col + 0.02f, 0.0f, (float)start);

		MFSetPosition(-halfFB + columnWidth*(float)col + 0.02f, 0.0f, (float)start);
	}
	MFSetColourV(MFVector::white);
	MFSetPosition(-halfFB - 0.1f, 0.0f, (float)end);

	MFSetTexCoord1(0,0);
	MFSetPosition(-halfFB - 0.1f, 0.0f, (float)end);
	MFSetTexCoord1(1,0);
	MFSetPosition(-halfFB + 0.1f, 0.0f, (float)end);
	MFSetTexCoord1(0,1);
	MFSetPosition(-halfFB - 0.1f, 0.0f, (float)start);
	MFSetTexCoord1(1,1);
	MFSetPosition(-halfFB + 0.1f, 0.0f, (float)start);

	MFSetPosition(-halfFB + 0.1f, 0.0f, (float)start);
	MFSetPosition(halfFB - 0.1f, 0.0f, (float)end);

	MFSetTexCoord1(0,0);
	MFSetPosition(halfFB - 0.1f, 0.0f, (float)end);
	MFSetTexCoord1(1,0);
	MFSetPosition(halfFB + 0.1f, 0.0f, (float)end);
	MFSetTexCoord1(0,1);
	MFSetPosition(halfFB - 0.1f, 0.0f, (float)start);
	MFSetTexCoord1(1,1);
	MFSetPosition(halfFB + 0.1f, 0.0f, (float)start);

	MFEnd();

	// draw the frets....
	MFMaterial_SetMaterial(pBar);
	MFPrimitive(PT_TriStrip, 0);

	int bottomTick = pSong->CalculateTickAtTime((int64)(bottomTime*1000000.0f));
	int res = pSong->GetRes();
	int ticks = bHalfFrets ? res/2 : res;
	int fretBeat = bottomTick + ticks - 1;
	fretBeat -= fretBeat % ticks;
	float fretTime = GETSECONDS(pSong->CalculateTimeOfTick(fretBeat));

	while(fretTime < topTime)
	{
		bool halfBeat = (fretBeat % res) != 0;
		bool bar = false;

		if(!halfBeat)
		{
			GHEvent *pLastTS = pSong->sync.GetMostRecentEvent(GHE_TimeSignature, fretBeat);

			if(pLastTS)
				bar = ((fretBeat - pLastTS->tick) % (pLastTS->parameter*res)) == 0;
			else if(fretBeat == 0)
				bar = true;
		}

		float bw = bar ? barWidth : barWidth*0.5f;
		MFBegin(4);

		float position = (fretTime - time) * scrollSpeed;

		if(!halfBeat)
			MFSetColourV(MFVector::white);
		else
			MFSetColourV(MakeVector(1,1,1,0.3f));
		MFSetTexCoord1(0,0);
		MFSetPosition(-halfFB, 0.0f, position + bw);
		MFSetTexCoord1(1,0);
		MFSetPosition(halfFB, 0.0f, position + bw);
		MFSetTexCoord1(0,1);
		MFSetPosition(-halfFB, 0.0f, position + -bw);
		MFSetTexCoord1(1,1);
		MFSetPosition(halfFB, 0.0f, position + -bw);

		MFEnd();

		fretBeat += ticks;
		fretTime = GETSECONDS(pSong->CalculateTimeOfTick(fretBeat));
	}

	// draw the notes...
	GHEventManager &noteStream = pSong->notes[track];
	GHEvent *pEv = noteStream.First();

	int64 topTimeus = (int64)(topTime*1000000.0f);
	while(pEv && pEv->time < topTimeus)
	{
		if((pEv->event == GHE_Note || pEv->event == GHE_Special) && pEv->tick + pEv->parameter >= bottomTick)
		{
			float evTime = GETSECONDS(pEv->time);

			// TODO: we need to calculate the end of the hold...
			float noteEnd = evTime;
			if(pEv->parameter)
				noteEnd = GETSECONDS(pSong->CalculateTimeOfTick(pEv->tick + pEv->parameter));

			if(pEv->event == GHE_Note && pEv->played != 1)
			{
				// draw a note
				int key = pEv->key;
				bool tap = false;

				// check if there is a previous note, and it is in range
				if(pEv->Prev() && pEv->Prev()->tick < pEv->tick && pEv->Prev()->tick > pEv->tick - (res/2) && pEv->Prev()->key != pEv->key
					&& (!pEv->Next() || !(pEv->Next()->tick == pEv->tick))
					&& !pEv->Prev()->parameter && !(pEv->Prev()->Prev() && pEv->Prev()->Prev()->tick == pEv->Prev()->tick))
				{
					tap = true;
				}

				int noteX = gConfig.controls.leftyFlip[0] ? 4-key : key;

				float position = (GETSECONDS(pEv->time) - time)*scrollSpeed;
				float xoffset = -halfFB + columnWidth*0.5f + (float)noteX*columnWidth;

				if(pEv->parameter)
				{
					MFMaterial_SetMaterial(pFrets);

					float whammyTop = (noteEnd - time)*scrollSpeed;

					MFPrimitive(PT_TriStrip, 0);

					// TODO: we could consider not drawing this part of the hold line.. seems reasonable that it terminates at the line...
					if(gEditor.state == GHPS_Stopped)
					{
						if(position < 0.0f)
						{
							MFBegin(4);
							MFSetColourV(gColours[key]);
							MFSetPosition(xoffset - 0.2f, 0.0f, MFMin(whammyTop, 0.0f));
							MFSetPosition(xoffset + 0.2f, 0.0f, MFMin(whammyTop, 0.0f));
							MFSetPosition(xoffset - 0.2f, 0.0f, position);
							MFSetPosition(xoffset + 0.2f, 0.0f, position);
							MFEnd();
						}
					}

					if(whammyTop > 0.0f)
					{
						// this half could have waves cruising down it if we wanted to support the whammy...
						MFBegin(4);
						MFSetColourV(gColours[key]);
						MFSetPosition(xoffset - 0.2f, 0.0f, MFMin(whammyTop, (float)end));
						MFSetPosition(xoffset + 0.2f, 0.0f, MFMin(whammyTop, (float)end));
						MFSetPosition(xoffset - 0.2f, 0.0f, MFMax(position, 0.0f));
						MFSetPosition(xoffset + 0.2f, 0.0f, MFMax(position, 0.0f));
						MFEnd();
					}
				}

				if(evTime >= bottomTime)
				{
					MFMatrix mat;
					mat.SetScale(MakeVector(0.5f/20, 0.5f/20, 0.5f/20));
					mat.Translate(MakeVector(xoffset, 0.03f, position));
					MFModel_SetWorldMatrix(pButton, mat);

					MFStateBlock *pSB = MFStateBlock_CreateTemporary(64);
					MFStateBlock_SetVector(pSB, MFSCV_DiffuseColour, pEv->played == -1 ? MakeVector(0.3f, 0.3f, 0.3f, 1.0f) : MFVector::white);
//					MFStateBlock_SetVector(pSB, MFSCV_DiffuseColour, position < 0.0f ? MakeVector(0.3f, 0.3f, 0.3f, 1.0f) : MFVector::white);

//					MFRenderer_SetRenderStateOverride(MFRS_MaterialOverride, (uint32&)(tap ? pButtonMat[key] : pButtonRing[key]));
					MFRenderer_AddModel(pButton, pSB, MFView_GetViewState());

					// render the note time
					if(bRenderNoteTimes)
					{
						MFView_Push();
						MFView_SetOrtho(&rect);

						MFVector pos;
						MFView_TransformPoint3DTo2D(MakeVector(xoffset, 0.0f, position), &pos);
						pos.x += 16.0f;
						pos.y -= 26.0f;

						int minutes = (int)(pEv->time / 60000000);
						int seconds = (int)((pEv->time % 60000000) / 1000000);
						int milliseconds = (int)((pEv->time % 1000000) / 1000);
						MFFont_DrawTextf(pText, pos, 20.0f, MFVector::yellow, "%s: %d:%02d.%d\nTick: %g", MFTranslation_GetString(pStrings, TRACK_TIME), minutes, seconds, milliseconds, (float)pEv->tick/res);

						MFView_Pop();
					}
				}
			}

			if(pEv->event == GHE_Special)
			{
//				static MFVector specialColours[3] = { MakeVector(1,0,0,1), MakeVector(1,1,0,1), MakeVector(0,0,1,1) };
//				static float specialX[3] = { halfFB + 0.2f, halfFB + 1, -halfFB - 1 };
//				static float specialWidth[3] = { 0.8f, 0.8f, 0.8f };
				static MFVector specialColours[3] = { MakeVector(1,0,0,0.5f), MakeVector(1,1,0,0.5f), MakeVector(0,0,1,0.5f) };
				static float specialX[3] = { -halfFB, halfFB - 0.8f, -halfFB };
				static float specialWidth[3] = { 0.8f, 0.8f, fretboardWidth };

				float bottom = (evTime - time)*scrollSpeed;
				float top = (noteEnd - time)*scrollSpeed;

				int key = pEv->key;

				MFMaterial_SetMaterial(pFrets);

				MFPrimitive(PT_TriStrip, 0);
				MFBegin(4);
				MFSetColourV(specialColours[key]);
				MFSetPosition(specialX[key], 0.0f, MFMin(top, (float)end));
				MFSetPosition(specialX[key]+specialWidth[key], 0.0f, MFMin(top, (float)end));
				MFSetPosition(specialX[key], 0.0f, MFMax(bottom, (float)start));
				MFSetPosition(specialX[key]+specialWidth[key], 0.0f, MFMax(bottom, (float)start));
				MFEnd();
			}
		}

		pEv = pEv->Next();
	}

//	MFRenderer_SetRenderStateOverride(MFRS_MaterialOverride, NULL);

	// draw circles at the bottom..
	MFMaterial_SetMaterial(pRing);
	for(int a=0; a<5; a++)
	{
		DrawRing(-halfFB + (float)a*columnWidth + columnWidth*ringBorder, 0.0f, columnWidth*(1.0f-ringBorder*2));
	}

	for(int a=0; a<5; a++)
	{
		dBControlType keys_righty[] = { dBCtrl_Edit_Note0, dBCtrl_Edit_Note1, dBCtrl_Edit_Note2, dBCtrl_Edit_Note3, dBCtrl_Edit_Note4 };
		dBControlType keys_lefty[] = { dBCtrl_Edit_Note4, dBCtrl_Edit_Note3, dBCtrl_Edit_Note2, dBCtrl_Edit_Note1, dBCtrl_Edit_Note0 };
		dBControlType *keys = gConfig.controls.leftyFlip[0] ? keys_lefty : keys_righty;

		int ringPos = gConfig.controls.leftyFlip[0] ? 4-a : a;

		MFMaterial_SetMaterial(pColourRing[a]);
		DrawRing(-halfFB + (float)ringPos*columnWidth, 0.0f, columnWidth, !TestControl(keys[a], GHCT_Hold));
	}

	// render trigger particles
	MFParticleSystem_Draw(pParticles);

	// render text and stuff
	MFView_SetOrtho(&rect);

	pEv = pSong->sync.GetNextEvent(bottomTick);

	while(pEv && pEv->time < topTimeus)
	{
		float evTime = GETSECONDS(pEv->time);

		if(evTime > bottomTime)
		{
			if(pEv->event == GHE_BPM)
			{
				float position = (evTime - time) * scrollSpeed;

				MFVector pos;
				MFView_TransformPoint3DTo2D(MakeVector(halfFB + 0.2f, 0.0f, position), &pos);
				pos.y -= 12.0f;
				MFFont_DrawTextf(pText, pos, 24.0f, MakeVector(0,0.5f,0,1), "%s: %g", MFTranslation_GetString(pStrings, TRACK_BPM), (float)pEv->parameter * 0.001f);
			}
			if(pEv->event == GHE_Anchor)
			{
				int minutes = (int)(pEv->time / 60000000);
				int seconds = (int)((pEv->time%60000000)/1000000);
				int milliseconds = (int)((pEv->time%1000000)/1000);

				float position = (evTime - time) * scrollSpeed;

				MFVector pos;
				MFView_TransformPoint3DTo2D(MakeVector(halfFB + 0.2f, 0.0f, position), &pos);
				pos.y -= 12.0f;
				MFFont_DrawTextf(pText, pos, 24.0f, MakeVector(0,0.5f,0,1), "A: %02d:%02d.%03d\n   %s: %g", minutes, seconds, milliseconds, MFTranslation_GetString(pStrings, TRACK_BPM), (float)pEv->parameter * 0.001f);
			}
			else if(pEv->event == GHE_TimeSignature)
			{
				float position = (evTime - time) * scrollSpeed;

				MFVector pos;
				MFView_TransformPoint3DTo2D(MakeVector(-halfFB - 0.2f, 0.0f, position), &pos);
				const char *pString = MFStr("TS: %d/4", pEv->parameter);
				pos.x -= MFFont_GetStringWidth(pText, pString, 24.0f);
				pos.y -= 12.0f;
				MFFont_DrawTextf(pText, pos, 24.0f, MFVector::yellow, pString);
			}
		}

		pEv = pEv->Next();
	}

	// render events
	pEv = pSong->events.GetNextEvent(bottomTick);

	int lastChecked = -1;
	float yEventOffset = -12.0f;
	while(pEv && pEv->time < topTimeus)
	{
		float evTime = GETSECONDS(pEv->time);

		if(evTime > bottomTime)
		{
			if(pEv->event == GHE_Event)
			{
				if(lastChecked != pEv->tick)
				{
					yEventOffset = -12.0f;
					lastChecked = pEv->tick;

					if(pSong->sync.FindEvent(GHE_TimeSignature, pEv->tick, 0))
					{
						yEventOffset -= 24.0f;
					}
				}

				float position = (evTime - time) * scrollSpeed;

				MFVector pos;
				MFView_TransformPoint3DTo2D(MakeVector(-halfFB - 0.2f, 0.0f, position), &pos);

				if(!MFString_CompareN(pEv->GetString(), "section ", 8))
				{
					// draw a line across?

					pos.x -= MFFont_GetStringWidth(pText, &pEv->GetString()[8], 24.0f);
					pos.y += yEventOffset;
					MFFont_DrawTextf(pText, pos, 24.0f, MFVector::blue, &pEv->GetString()[8]);
				}
				else
				{
					pos.x -= MFFont_GetStringWidth(pText, pEv->GetString(), 24.0f);
					pos.y += yEventOffset;
					MFFont_DrawTextf(pText, pos, 24.0f, MFVector::white, pEv->GetString());
				}

				yEventOffset -= 24.0f;
			}
		}

		pEv = pEv->Next();
	}

	// render track events
	pEv = pSong->notes[track].GetNextEvent(bottomTick);

	lastChecked = -1;
	yEventOffset = -12.0f;
	while(pEv && pEv->time < topTimeus)
	{
		float evTime = GETSECONDS(pEv->time);

		if(evTime > bottomTime)
		{
			if(pEv->event == GHE_Event)
			{
				if(lastChecked != pEv->tick)
				{
					yEventOffset = -12.0f;
					lastChecked = pEv->tick;

					if(pSong->sync.FindEvent(GHE_TimeSignature, pEv->tick, 0))
					{
						yEventOffset -= 24.0f;
					}

					GHEvent *pOther = pSong->events.FindEvent(GHE_Event, pEv->tick, 0);
					while(pOther && pOther->tick == pEv->tick)
					{
						yEventOffset -= 24.0f;
						pOther = pOther->Next();
					}
				}

				float position = (evTime - time) * scrollSpeed;

				MFVector pos;
				MFView_TransformPoint3DTo2D(MakeVector(-halfFB - 0.2f, 0.0f, position), &pos);

				pos.x -= MFFont_GetStringWidth(pText, pEv->GetString(), 24.0f);
				pos.y += yEventOffset;
				MFFont_DrawTextf(pText, pos, 24.0f, MakeVector(0.6f, 0.8f, 1.0f, 1.0f), pEv->GetString());

				yEventOffset -= 24.0f;
			}
		}

		pEv = pEv->Next();
	}

	MFView_Pop();
}