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; }
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(); }