void MySample::Create() { CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); cString ExecutableDirectory; CPUTFileSystem::GetExecutableDirectory(&ExecutableDirectory); ExecutableDirectory.append(_L(ASSET_LOCATION)); pAssetLibrary->SetMediaDirectoryName(ExecutableDirectory); #ifdef ENABLE_GUI CPUTGuiControllerOGL *pGUI = (CPUTGuiControllerOGL*)CPUTGetGuiController(); std::string mediaDirectory = ws2s(pAssetLibrary->GetMediaDirectoryName()); std::string fontDirectory("Font/"); CPUTFont *pFont = CPUTFont::CreateFont(SYSTEM_LOCATION + fontDirectory, "arial_64.fnt"); pGUI->SetFont(pFont); // // Create some controls // CPUTDropdown *pDropdownMethod; pGUI->CreateText(_L("Test Font"), ID_IGNORE_CONTROL_ID, ID_MAIN_PANEL, &pTextMethod); pTextMethod->SetColor(1.0f, 1.0f, 1.0f, 1.0f); CreateInstancingControlButtons(); #endif CPUTFileSystem::GetExecutableDirectory(&ExecutableDirectory); ExecutableDirectory.append(_L(ASSET_LOCATION)); pAssetLibrary->SetMediaDirectoryName(ExecutableDirectory); int width, height; mpWindow->GetClientDimensions(&width, &height); DEBUG_PRINT(_L("Resize Window")); ResizeWindow(width, height); mpScene = new CPUTScene(); DEBUG_PRINT(_L("Load Scene")); // Load the scene if (CPUTFAILED(mpScene->LoadScene(SCENE_FILE))) { LOGI("Failed to Load Scene, try loading asset set individually"); CPUTAssetSet *pAssetSet = NULL; pAssetSet = pAssetLibrary->GetAssetSet( ASSET_SET_FILE ); mpScene->AddAssetSet(pAssetSet); pAssetSet->Release(); } LOGI("Loaded the scene"); // Get the camera. Get the first camera encountered in the scene or // if there are none, create a new one. unsigned int numAssets = mpScene->GetNumAssetSets(); for (unsigned int i = 0; i < numAssets; ++i) { CPUTAssetSet *pAssetSet = mpScene->GetAssetSet(i); if (pAssetSet->GetCameraCount() > 0) { mpCamera = pAssetSet->GetFirstCamera(); break; } } // Create the camera if (mpCamera == NULL) { mpCamera = new CPUTCamera(); pAssetLibrary->AddCamera( _L(""), _L("SampleStart Camera"), _L(""), mpCamera ); mpCamera->SetPosition( 0.0f, cameraY, 100.0f ); // Set the projection matrix for all of the cameras to match our window. // TODO: this should really be a viewport matrix. Otherwise, all cameras will have the same FOV and aspect ratio, etc instead of just viewport dimensions. mpCamera->SetAspectRatio(((float)width)/((float)height)); } mpCamera->SetFov(DegToRad(90.0)); // TODO: Fix converter's FOV bug (Maya generates cameras for which fbx reports garbage for fov) mpCamera->SetFarPlaneDistance(100000.0f); mpCamera->Update(); mpCameraController = new CPUTCameraControllerFPS(); mpCameraController->SetCamera(mpCamera); mpCameraController->SetLookSpeed(0.004f); mpCameraController->SetMoveSpeed(150.0f); // retrieve function pointer glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC) ( eglGetProcAddress( "glDrawElementsInstanced" ) ); if( glDrawElementsInstancedEXT == NULL ) { LOGE( "Failed to load extension pointer" ); } currentRowCount = NUM_ROWS / 1.5; currentColCount = NUM_COLUMNS; LOGI("Getting handles for materials"); // get handles to switch instancing / non instancing pAssetLibrary->PrintAssetLibrary(); supportMaterial = pAssetLibrary->GetMaterialByName("instanceV2/Material/concreteMultiMaterial.mtl"); techMaterial = pAssetLibrary->GetMaterialByName("instanceV2/Material/techALowMultiMataterial.mtl"); isInstanced = true; CPUTModel *pModel = pAssetLibrary->GetModelByName( _L( ".instangeGrptechALow" ) ); pModel->SetDrawModelCallBack((DrawModelCallBackFunc)drawCallback); pModel = pAssetLibrary->GetModelByName( _L( ".instangeGrpconcrete" ) ); pModel->SetDrawModelCallBack((DrawModelCallBackFunc)drawCallback); UINT supportCount = supportMaterial->GetMaterialEffectCount(); UINT techCount = techMaterial->GetMaterialEffectCount(); glFrontFace(GL_CW); UpdateMatrixBuffers(); }
//----------------------------------------------------------------------------- CPUTResult CPUTAssetSet::LoadAssetSet(std::string name, int numSystemMaterials, std::string *pSystemMaterialNames) { CPUTResult result = CPUT_SUCCESS; // if not found, load the set file CPUTConfigFile ConfigFile; result = ConfigFile.LoadFile(name); if( !CPUTSUCCESS(result) ) { return result; } // ASSERT( CPUTSUCCESS(result), "Failed loading set file '" + name + "'." ); mAssetCount = ConfigFile.BlockCount() + 1; // Add one for the implied root node mppAssetList = new CPUTRenderNode*[mAssetCount]; mppAssetList[0] = mpRootNode; mpRootNode->AddRef(); CPUTAssetLibrary *pAssetLibrary = (CPUTAssetLibrary*)CPUTAssetLibrary::GetAssetLibrary(); CPUTAnimation *pDefaultAnimation = NULL; for(UINT ii=0; ii<mAssetCount-1; ii++) // Note: -1 because we added one for the root node (we don't load it) { CPUTConfigBlock *pBlock = ConfigFile.GetBlock(ii); ASSERT(pBlock != NULL, "Cannot find block"); if( !pBlock ) { return CPUT_ERROR_PARAMETER_BLOCK_NOT_FOUND; } std::string nodeType = pBlock->GetValueByName("type")->ValueAsString(); CPUTRenderNode *pParentNode = NULL; // TODO: use Get*() instead of Load*() ? std::string name = pBlock->GetValueByName("name")->ValueAsString(); int parentIndex; CPUTRenderNode *pNode = NULL; if(0==nodeType.compare("null")) { pNode = pNode = CPUTNullNode::Create(); result = ((CPUTNullNode*)pNode)->LoadNullNode(pBlock, &parentIndex); pParentNode = mppAssetList[parentIndex+1]; std::string &parentPrefix = pParentNode->GetPrefix(); std::string prefix = parentPrefix; prefix.append("."); prefix.append(name); pNode->SetPrefix(prefix); // pNode->SetPrefix( parentPrefix + "." + name ); pAssetLibrary->AddNullNode("", parentPrefix + name, "", (CPUTNullNode*)pNode); // Add this null's name to our prefix // Append this null's name to our parent's prefix pNode->SetParent( pParentNode ); pParentNode->AddChild( pNode ); } else if(0==nodeType.compare("model")) { CPUTConfigEntry *pValue = pBlock->GetValueByName( "instance" ); CPUTModel *pModel = CPUTModel::Create(); if( pValue == &CPUTConfigEntry::sNullConfigValue ) { // Not found. So, not an instance. pModel->LoadModel(pBlock, &parentIndex, NULL, numSystemMaterials, pSystemMaterialNames); } else { int instance = pValue->ValueAsInt(); // If the current node is an instance of itself then it has no "master" model if(ii == instance) { // TODO: create instance model object pModel->LoadModel(pBlock, &parentIndex, NULL, numSystemMaterials, pSystemMaterialNames); } else { pModel->LoadModel(pBlock, &parentIndex, (CPUTModel*)mppAssetList[instance+1], numSystemMaterials, pSystemMaterialNames); } } pParentNode = mppAssetList[parentIndex+1]; pModel->SetParent( pParentNode ); pParentNode->AddChild( pModel ); std::string &parentPrefix = pParentNode->GetPrefix(); pModel->SetPrefix( parentPrefix ); pAssetLibrary->AddModel(name, parentPrefix, "", pModel); pModel->UpdateBoundsWorldSpace(); #ifdef SUPPORT_DRAWING_BOUNDING_BOXES // Create a mesh for rendering the bounding box // TODO: There is definitely a better way to do this. But, want to see the bounding boxes! pModel->CreateBoundingBoxMesh(); #endif pNode = pModel; } else if(0==nodeType.compare("light")) { pNode = CPUTLight::Create(); ((CPUTLight*)pNode)->LoadLight(pBlock, &parentIndex); pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start pNode->SetParent( pParentNode ); pParentNode->AddChild( pNode ); std::string &parentPrefix = pParentNode->GetPrefix(); pNode->SetPrefix( parentPrefix ); pAssetLibrary->AddLight(name, parentPrefix, "", (CPUTLight*)pNode); } else if(0==nodeType.compare("camera")) { pNode = CPUTCamera::Create(CPUT_PERSPECTIVE); ((CPUTCamera*)pNode)->LoadCamera(pBlock, &parentIndex); pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start pNode->SetParent( pParentNode ); pParentNode->AddChild( pNode ); std::string &parentPrefix = pParentNode->GetPrefix(); pNode->SetPrefix( parentPrefix ); pAssetLibrary->AddCamera(name, parentPrefix, "", (CPUTCamera*)pNode); if( !mpFirstCamera ) { mpFirstCamera = (CPUTCamera*)pNode; mpFirstCamera->AddRef();} ++mCameraCount; } else { ASSERT(0,"Unsupported node type '" + nodeType + "'."); } CPUTConfigEntry *pAnimValue = pBlock->GetValueByName( "Animation0" ); //int autoPlayAnimationIndex = pBlock->GetValueByName( "DefaultAnimation" ); for(int i = 1; pAnimValue != &CPUTConfigEntry::sNullConfigValue; ++i ) { CPUTAnimation *pCurrentAnimation = pAssetLibrary->GetAnimation(pAnimValue->ValueAsString()); //First Animation will be default for now if(pCurrentAnimation != NULL && i == 1 /*autoPlayAnimationIndex*/) { pDefaultAnimation = pCurrentAnimation ; pCurrentAnimation->AddRef(); } std::stringstream animName; animName << "Animation" << i; pAnimValue = pBlock->GetValueByName(animName.str()); pNode->mAnimationList.push_back(pCurrentAnimation); } // Add the node to our asset list (i.e., the linear list, not the hierarchical) mppAssetList[ii+1] = pNode; // Don't AddRef.Creating it set the refcount to 1. We add it to the list, and then we're done with it. // Net effect is 0 (+1 to add to list, and -1 because we're done with it) // pNode->AddRef(); } //Set the default animation to the current Asset Set if(pDefaultAnimation != NULL && mAssetCount > 1) { //Apply Animation to root of the setfile mppAssetList[1]->SetAnimation(pDefaultAnimation); } SAFE_RELEASE(pDefaultAnimation); return result; }