Пример #1
0
int main() {


	cv::namedWindow("render", cv::WINDOW_NORMAL);

//	cv::Mat map = cv::imread("test_map.bmp", cv::IMREAD_GRAYSCALE);

    EdgeMap map;

/*
map.push_back(Edge(-9.950000f, 8.350000f, -0.400000f, -8.300000f, 150));
map.push_back(Edge(-0.400000f, -8.300000f, 12.400000f, 4.100000f, 150));
map.push_back(Edge(12.400000f, 4.100000f, 1.000000f, 1.800000f, 150));
map.push_back(Edge(1.000000f, 1.800000f, -9.950000f, 8.350000f, 150));
*/
    map.push_back(Edge(10.0f, 10.0f, 10.0f, -10.0f, 100));
    map.push_back(Edge(10.0f, -10.0f, 1.0f, -1.0f, 100));
	
    map.push_back(Edge(1.0f, -1.0f, -10.0f, -10.0f, 100));

    map.push_back(Edge(-10.0f, -10.0f, -10.0f, 10.0f, 100));
    map.push_back(Edge(-10.0f, 10.0f, 10.0f, 10.0f, 100));

    int wndWidth = 1440;
	int wndHeight = 900;

	cv::Mat render(wndHeight,wndWidth, CV_8UC3);

	float df = 0.0f;
	float ds = 0.0f;
	float x = 0.0f;
    float y = 0.0f;
	float angle = -M_PI/2.0f;
	float dangle = 0.3f;
	float fov = M_PI/3.0f;

    std::vector<Sprite> sprites;

    Sprite ballSprite;
//    ballSprite.states.push_back(cv::imread("svidetel.jpg"));
//    ballSprite.x = 32;
//    ballSprite.y = -32;
//    ballSprite.width = 2;
    sprites.push_back(ballSprite);

    Texpack texpack;
    texpack[50] = Texture(cv::imread("wall_window.bmp"));
    texpack[100] = Texture(cv::imread("wood_wall.jpeg"));
    texpack[150] = Texture(cv::imread("brick_wall.jpeg"));
    texpack[200] = Texture(cv::imread("doom_door.jpeg"));

    for(int i = 1; i<15; i++) {
        char buf[1000];
        sprintf(buf,"doom_door_%d.jpg", i);
        texpack[200].addFrame(cv::imread(buf));
    }
    for(int i = 14; i>0; i--) {
        char buf[1000];
        sprintf(buf,"doom_door_%d.jpg", i);
        texpack[200].addFrame(cv::imread(buf));
    }

    texpack[200].animationTime = 2;
    texpack[200].animationType = Texture::ANIMATION_FRAMES;

	cv::Mat bgImageRaw = cv::imread("bg.png");
	cv::Mat bgImage;
	cv::resize(bgImageRaw, bgImage, cv::Size(2.0f*M_PI*(float)wndWidth/fov,wndHeight));

	double prevTime = getTime();
	while(1) {

        double cTime = getTime();

        animateTextures(texpack, cTime);

        calcNewPosition(map, x, y, angle, df, ds, dangle, cTime - prevTime);

        moveSprites(sprites);

        prevTime = cTime;

        newRenderAt(render, map, bgImage, fov, wndWidth, texpack, sprites, x, y, angle);
		cv::imshow("render",render);

/*
        cv::Mat mapD;
        cv::resize(map, mapD, cv::Size(640,640), 0, 0, cv::INTER_NEAREST);
        cv::line(mapD, cv::Point(x*10.0f,-y*10.0f), cv::Point(x + cos(-angle - fov/2.0f)*1000, y + sin(-angle - fov/2.0f)*1000)*10.0f, cv::Scalar(0,255,0,0),1);
        cv::line(mapD, cv::Point(x*10.0f,-y*10.0f), cv::Point(x + cos(-angle + fov/2.0f)*1000, y + sin(-angle + fov/2.0f)*1000)*10.0f, cv::Scalar(0,255,0,0),1);
        cv::imshow("map", mapD);
*/

        int k = cv::waitKey(1);

		if((char)k == 'q') {
			break;
		} else if((char)k == ',') {
            ds = 5.0f;
		} else if((char)k == '.') {
            ds = -5.0f;
		} else if((char)k == 'a') {
            dangle = +1.0f;
		} else if((char)k == 'd') {
            dangle = -1.0f;
		} else if((char)k == 's') {
            df = -5.0f;
		} else if((char)k == 'w') {
            df = 5.0f;
		} else if((char)k == '[') {
			fov -= M_PI/180.0f;
            //myLidar = VirtualLidar(fov, render.cols, 0);
		} else if((char)k == ']') {
			fov += M_PI/180.0f;
            //myLidar = VirtualLidar(fov, render.cols, 0);
		} else if((char)k == 'e'){
			ds = 0;
			df = 0;
			dangle = 0;
		} else {

            if(df > 1)
                df -= 5;
            else if(df < -1)
                df += 5;
            else
                df = 0;

            if(ds > 1)
                ds -= 5;
            else if(ds < -1)
                ds += 5;
            else
                ds = 0;

            if(dangle > 0.5f) {
                dangle -= 1.0f;
            } else if(dangle < -0.5f) {
                dangle += 1.0f;
            } else {
                dangle = 0;
            }
		}

	}
	return 0;
}
Пример #2
0
void MFixedRenderer::drawScene(MScene * scene, MOCamera * camera)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawScene);
	struct MEntityLight
	{
		MBox3d lightBox;
		MOLight * light;
	};
	
	struct MSubMeshPass
	{
		unsigned int subMeshId;
		unsigned int lightsNumber;
		MObject3d * object;
		MOLight * lights[4];
	};
	
	// sub objects
	#define MAX_TRANSP_SUBOBJ 4096
	static int transpList[MAX_TRANSP_SUBOBJ];
	static float transpZList[MAX_TRANSP_SUBOBJ];
	static MSubMeshPass transpSubObjs[MAX_TRANSP_SUBOBJ];
	
	// lights list
	#define MAX_ENTITY_LIGHTS 256
	static int entityLightsList[MAX_ENTITY_LIGHTS];
	static float entityLightsZList[MAX_ENTITY_LIGHTS];
	static MEntityLight entityLights[MAX_ENTITY_LIGHTS];

	
	// get render
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	render->enableLighting();
	render->enableBlending();

	
	// make frustum
	MFrustum * frustum = camera->getFrustum();
	frustum->makeVolume(camera);
	
	// update visibility
	updateVisibility(scene, camera);
	
	// fog
	enableFog(camera);
	
	// camera
	MVector3 cameraPos = camera->getTransformedPosition();
	
	
	// transp sub obj number
	unsigned int transpSubObsNumber = 0;
	
	// lights
	unsigned int l;
	unsigned int lSize = scene->getLightsNumber();
	
	// entities
	unsigned int i;
	unsigned int eSize = scene->getEntitiesNumber();
	for(i=0; i<eSize; i++)
	{
		// get entity
		MOEntity * entity = scene->getEntityByIndex(i);
		MMesh * mesh = entity->getMesh();
		
		if(! entity->isActive())
			continue;
		
		if(! entity->isVisible())
		{
			if(mesh)
			{
				MArmature * armature = mesh->getArmature();
				MArmatureAnim * armatureAnim = mesh->getArmatureAnim();
				if(armature)
				{
					// animate armature
					if(armatureAnim)
						animateArmature(
										mesh->getArmature(),
										mesh->getArmatureAnim(),
										entity->getCurrentFrame()
										);
					
					// TODO : optimize and add a tag to desactivate it
					updateSkinning(mesh, armature);
					(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
				}
			}
			
			continue;
		}
		
		// draw mesh
		if(mesh)
		{
			MVector3 scale = entity->getTransformedScale();
			MBox3d * entityBox = entity->getBoundingBox();
			
			float minScale = scale.x;
			minScale = MIN(minScale, scale.y);
			minScale = MIN(minScale, scale.z);
			minScale = 1.0f / minScale;
			
			unsigned int entityLightsNumber = 0;
			for(l=0; l<lSize; l++)
			{
				// get entity
				MOLight * light = scene->getLightByIndex(l);
				
				if(! light->isActive())
					continue;
				
				if(! light->isVisible())
					continue;
				
				// light box
				MVector3 lightPos = light->getTransformedPosition();
				MVector3 localPos = entity->getInversePosition(lightPos);
				
				float localRadius = light->getRadius() * minScale;
				
				MBox3d lightBox(
								MVector3(localPos - localRadius),
								MVector3(localPos + localRadius)
								);
				
				if(! entityBox->isInCollisionWith(&lightBox))
					continue;
				
				MEntityLight * entityLight = &entityLights[entityLightsNumber];
				entityLight->lightBox = lightBox;
				entityLight->light = light;
				
				entityLightsNumber++;
				if(entityLightsNumber == MAX_ENTITY_LIGHTS)
					break;
			}
			
			// animate armature
			if(mesh->getArmature() && mesh->getArmatureAnim())
				animateArmature(
								mesh->getArmature(),
								mesh->getArmatureAnim(),
								entity->getCurrentFrame()
								);
			
			// animate textures
			if(mesh->getTexturesAnim())
				animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
			
			// animate materials
			if(mesh->getMaterialsAnim())
				animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
			
			unsigned int s;
			unsigned int sSize = mesh->getSubMeshsNumber();
			for(s=0; s<sSize; s++)
			{
				MSubMesh * subMesh = &mesh->getSubMeshs()[s];
				MBox3d * box = subMesh->getBoundingBox();
				
				// check if submesh visible
				if(sSize > 1)
				{
					MVector3 * min = box->getMin();
					MVector3 * max = box->getMax();
					
					MVector3 points[8] = {
						entity->getTransformedVector(MVector3(min->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, min->y, max->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, max->z))
					};
					
					if(! frustum->isVolumePointsVisible(points, 8))
						continue;
				}
				
				// subMesh center
				MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
				center = entity->getTransformedVector(center);
				
				// sort entity lights
				unsigned int lightsNumber = 0;
				for(l=0; l<entityLightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[l];
					if(! box->isInCollisionWith(&entityLight->lightBox))
						continue;
					
					MOLight * light = entityLight->light;
					
					float z = (center - light->getTransformedPosition()).getLength();
					entityLightsList[lightsNumber] = l;
					entityLightsZList[l] = (1.0f/z)*light->getRadius();
					lightsNumber++;
				}
				
				if(lightsNumber > 1)
					sortFloatList(entityLightsList, entityLightsZList, 0, (int)lightsNumber-1);
				
				// local lights
				if(lightsNumber > 4)
					lightsNumber = 4;
				
				for(l=0; l<lightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[entityLightsList[l]];
					MOLight * light = entityLight->light;
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				
				// draw opaques
				drawOpaques(subMesh, mesh->getArmature());
				
				if(subMesh->hasTransparency())
				{
					if(transpSubObsNumber < MAX_TRANSP_SUBOBJ)
					{
						// transparent subMesh pass
						MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
						
						// lights
						subMeshPass->lightsNumber = lightsNumber;
						for(l=0; l<lightsNumber; l++)
							subMeshPass->lights[l] = entityLights[entityLightsList[l]].light;
						
						// z distance to camera
						float z = getDistanceToCam(camera, center);
						
						// set values
						transpList[transpSubObsNumber] = transpSubObsNumber;
						transpZList[transpSubObsNumber] = z;
						subMeshPass->subMeshId = s;
						subMeshPass->object = entity;
						
						transpSubObsNumber++;
					}
				}
				
				render->popMatrix();
			}
			
			mesh->updateBoundingBox();
			(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
		}
	}
	
	
	// texts
	unsigned int tSize = scene->getTextsNumber();
	for(i=0; i<tSize; i++)
	{
		MOText * text = scene->getTextByIndex(i);
		if(text->isActive() && text->isVisible())
		{
			// transparent pass
			MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
			
			// center
			MBox3d * box = text->getBoundingBox();
			MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
			center = text->getTransformedVector(center);
			
			// z distance to camera
			float z = getDistanceToCam(camera, center);
			
			// set values
			transpList[transpSubObsNumber] = transpSubObsNumber;
			transpZList[transpSubObsNumber] = z;
			subMeshPass->object = text;
			
			transpSubObsNumber++;
		}
	}
	
	
	// sort transparent list
	if(transpSubObsNumber > 1)
		sortFloatList(transpList, transpZList, 0, (int)transpSubObsNumber-1);
	
	// draw transparents
	for(i=0; i<transpSubObsNumber; i++)
	{
		MSubMeshPass * subMeshPass = &transpSubObjs[transpList[i]];
		MObject3d * object = subMeshPass->object;
		
		// objects
		switch(object->getType())
		{
			case M_OBJECT3D_ENTITY:
			{
				MOEntity * entity = (MOEntity *)object;
				unsigned int subMeshId = subMeshPass->subMeshId;
				MMesh * mesh = entity->getMesh();
				MSubMesh * subMesh = &mesh->getSubMeshs()[subMeshId];
				
				// animate armature
				if(mesh->getArmature() && mesh->getArmatureAnim())
					animateArmature(
									mesh->getArmature(),
									mesh->getArmatureAnim(),
									entity->getCurrentFrame()
									);
				
				// animate textures
				if(mesh->getTexturesAnim())
					animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
				
				// animate materials
				if(mesh->getMaterialsAnim())
					animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
				
				// lights
				for(l=0; l<subMeshPass->lightsNumber; l++)
				{
					MOLight * light = subMeshPass->lights[l];
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=subMeshPass->lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				drawTransparents(subMesh, mesh->getArmature());
				render->popMatrix();
				
				mesh->updateBoundingBox();
				(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
			}
				break;
				
			case M_OBJECT3D_TEXT:
			{
				MOText * text = (MOText *)object;
				
				render->pushMatrix();
				render->multMatrix(text->getMatrix());
				drawText(text);
				render->popMatrix();
			}
				break;
		}
	}
	
	render->disableLighting();
	render->disableFog();	
}