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/*
Copyright (C) 2001 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "cssysdef.h"
#include "cssys/sysfunc.h"
#include "csutil/cscolor.h"
#include "cstool/csview.h"
#include "cstool/initapp.h"
#include "csutil/cmdhelp.h"
#include "simplept.h"
#include "iutil/eventq.h"
#include "iutil/eventh.h"
#include "iutil/comp.h"
#include "iutil/event.h"
#include "iutil/objreg.h"
#include "iutil/csinput.h"
#include "iutil/virtclk.h"
#include "iengine/sector.h"
#include "iengine/engine.h"
#include "iengine/camera.h"
#include "iengine/light.h"
#include "iengine/statlght.h"
#include "iengine/texture.h"
#include "iengine/mesh.h"
#include "iengine/movable.h"
#include "iengine/material.h"
#include "imesh/thing/polygon.h"
#include "imesh/thing/thing.h"
#include "imesh/object.h"
#include "ivideo/graph3d.h"
#include "ivideo/graph2d.h"
#include "ivideo/txtmgr.h"
#include "ivideo/texture.h"
#include "ivideo/material.h"
#include "ivideo/fontserv.h"
#include "igraphic/imageio.h"
#include "imap/parser.h"
#include "ivaria/reporter.h"
#include "ivaria/stdrep.h"
#include "iutil/vfs.h"
CS_IMPLEMENT_APPLICATION
//-----------------------------------------------------------------------------
void CreatePolygon (iThingState *th, int v1, int v2, int v3, int v4,
iMaterialWrapper *mat)
{
iPolygon3D* p = th->CreatePolygon ();
p->SetMaterial (mat);
p->CreateVertex (v1);
p->CreateVertex (v2);
p->CreateVertex (v3);
p->CreateVertex (v4);
p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), -6);
}
//-----------------------------------------------------------------------------
// The global system driver
Simple *simple;
Simple::Simple ()
{
view = NULL;
engine = NULL;
loader = NULL;
g3d = NULL;
kbd = NULL;
vc = NULL;
}
Simple::~Simple ()
{
// @@@ this is a bug in the engine that turns up when using the software
// implementation of OpenGL procedural textures: The texture is created
// by the software renderer, so it must also be uncached by the software
// renderer. This is not correctly done by the engine.
// To fix the problem, we do the following: Set the engine context to
// the real graphics renderer and uncache the wall texture used in our
// small room. Then set the engine context to the procedural texture and
// close the system. This will shut down the engine, uncaching all
// textures used in the world that is displayed on the procedural texture.
// Note that this fixes one error, but only to dig up the next one
// which is now related to lightmap caching. I give up! My knowledge
// about the texture cache is not enough to fix that. -- mgeisse
if (engine && g3d)
{
engine->SetContext(g3d);
engine->GetSectors()->Remove(engine->GetSectors()->FindByName("room"));
engine->SetContext(
ProcTexture->GetTextureHandle()->GetProcTextureInterface());
}
if (view) view->DecRef ();
if (engine) engine->DecRef ();
if (loader) loader->DecRef();
if (g3d) g3d->DecRef ();
if (kbd) kbd->DecRef ();
if (vc) vc->DecRef ();
delete ProcTexture;
csInitializer::DestroyApplication (object_reg);
}
static bool SimpleEventHandler (iEvent& ev)
{
if (ev.Type == csevBroadcast && ev.Command.Code == cscmdProcess)
{
simple->SetupFrame ();
return true;
}
else if (ev.Type == csevBroadcast && ev.Command.Code == cscmdFinalProcess)
{
simple->FinishFrame ();
return true;
}
else
{
return simple ? simple->HandleEvent (ev) : false;
}
}
bool Simple::Initialize (int argc, const char* const argv[])
{
object_reg = csInitializer::CreateEnvironment (argc, argv);
if (!object_reg) return false;
if (!csInitializer::RequestPlugins (object_reg,
CS_REQUEST_VFS,
CS_REQUEST_SOFTWARE3D,
CS_REQUEST_ENGINE,
CS_REQUEST_FONTSERVER,
CS_REQUEST_IMAGELOADER,
CS_REQUEST_LEVELLOADER,
CS_REQUEST_REPORTER,
CS_REQUEST_REPORTERLISTENER,
CS_REQUEST_END))
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"Can't initialize plugins!");
return false;
}
if (!csInitializer::SetupEventHandler (object_reg, SimpleEventHandler))
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"Can't initialize event handler!");
return false;
}
// Check for commandline help.
if (csCommandLineHelper::CheckHelp (object_reg))
{
csCommandLineHelper::Help (object_reg);
return false;
}
// The virtual clock.
vc = CS_QUERY_REGISTRY (object_reg, iVirtualClock);
// Find the pointer to engine plugin
engine = CS_QUERY_REGISTRY (object_reg, iEngine);
if (!engine)
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"No iEngine plugin!");
return false;
}
loader = CS_QUERY_REGISTRY (object_reg, iLoader);
if (!loader)
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"No iLoader plugin!");
return false;
}
g3d = CS_QUERY_REGISTRY (object_reg, iGraphics3D);
if (!g3d)
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"No iGraphics3D pluginn");
return false;
}
kbd = CS_QUERY_REGISTRY (object_reg, iKeyboardDriver);
if (!kbd)
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"No iKeyboardDriver pluginn");
return false;
}
// Open the main system. This will open all the previously loaded plug-ins.
if (!csInitializer::OpenApplication (object_reg))
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"Error opening system!");
return false;
}
// Setup the texture manager
iTextureManager* txtmgr = g3d->GetTextureManager ();
txtmgr->SetVerbose (true);
// Initialize the texture manager
txtmgr->ResetPalette ();
csReport (object_reg, CS_REPORTER_SEVERITY_NOTIFY,
"crystalspace.application.simplept",
"Simple Procedural Texture Crystal Space Application version 0.1.");
// First disable the lighting cache. Our app is simple enough
// not to need this.
engine->SetLightingCacheMode (0);
// Create our world.
csReport (object_reg, CS_REPORTER_SEVERITY_NOTIFY,
"crystalspace.application.simplept",
"Creating world!...");
if (!loader->LoadTexture ("stone", "/lib/std/stone4.gif"))
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"Error loading 'stone4' texture!");
return false;
}
iMaterialWrapper* tm = engine->GetMaterialList ()->FindByName ("stone");
// Create the procedural texture and a material for it
ProcTexture = new csEngineProcTex ();
// Find the pointer to VFS.
iVFS* VFS = CS_QUERY_REGISTRY (object_reg, iVFS);
if (!VFS)
{
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"No iVFS plugin!");
return false;
}
if (!ProcTexture->Initialize (g3d, engine, VFS, loader))
{
VFS->DecRef ();
csReport (object_reg, CS_REPORTER_SEVERITY_ERROR,
"crystalspace.application.simplept",
"Could not initialize procedural texture!");
return false;
}
VFS->DecRef ();
iTextureWrapper *tw = engine->GetTextureList ()->NewTexture
(ProcTexture->GetTextureHandle());
iMaterialWrapper *ProcMat = engine->CreateMaterial ("procmat", tw);
room = engine->CreateSector ("proctex-room");
iMeshWrapper* walls = engine->CreateSectorWallsMesh (room, "walls");
iThingState* walls_state = SCF_QUERY_INTERFACE (walls->GetMeshObject (),
iThingState);
walls_state->CreateVertex (csVector3 (-8, -8, -5));
walls_state->CreateVertex (csVector3 (-3, -3, +8));
walls_state->CreateVertex (csVector3 (+3, -3, +8));
walls_state->CreateVertex (csVector3 (+8, -8, -5));
walls_state->CreateVertex (csVector3 (-8, +8, -5));
walls_state->CreateVertex (csVector3 (-3, +3, +8));
walls_state->CreateVertex (csVector3 (+3, +3, +8));
walls_state->CreateVertex (csVector3 (+8, +8, -5));
CreatePolygon (walls_state, 0, 1, 2, 3, tm);
CreatePolygon (walls_state, 1, 0, 4, 5, tm);
CreatePolygon (walls_state, 2, 1, 5, 6, ProcMat);
CreatePolygon (walls_state, 3, 2, 6, 7, tm);
CreatePolygon (walls_state, 0, 3, 7, 4, tm);
CreatePolygon (walls_state, 7, 6, 5, 4, tm);
walls_state->DecRef ();
walls->DecRef ();
iStatLight* light;
light = engine->CreateLight (NULL, csVector3 (0, 0, 0), 20,
csColor (1, 1, 1), false);
room->GetLights ()->Add (light->QueryLight ());
light->DecRef ();
engine->Prepare ();
csReport (object_reg, CS_REPORTER_SEVERITY_NOTIFY,
"crystalspace.application.simplept",
"Created.");
view = new csView (engine, g3d);
view->GetCamera ()->SetSector (room);
view->GetCamera ()->GetTransform ().SetOrigin (csVector3 (0, 0, 0));
iGraphics2D* g2d = g3d->GetDriver2D ();
view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ());
txtmgr->SetPalette ();
return true;
}
bool Simple::HandleEvent (iEvent& Event)
{
if (Event.Type == csevKeyDown && Event.Key.Code == CSKEY_ESC)
{
iEventQueue* q = CS_QUERY_REGISTRY (object_reg, iEventQueue);
if (q)
{
q->GetEventOutlet()->Broadcast (cscmdQuit);
q->DecRef ();
}
return true;
}
return false;
}
void Simple::SetupFrame ()
{
// First get elapsed time from the system driver.
csTicks elapsed_time, current_time;
elapsed_time = vc->GetElapsedTicks ();
current_time = vc->GetCurrentTicks ();
// Now rotate the camera according to keyboard state
float speed = (elapsed_time / 1000.0) * (0.03 * 20);
iCamera* c = view->GetCamera();
if (kbd->GetKeyState (CSKEY_RIGHT))
c->GetTransform ().RotateThis (CS_VEC_ROT_RIGHT, speed);
if (kbd->GetKeyState (CSKEY_LEFT))
c->GetTransform ().RotateThis (CS_VEC_ROT_LEFT, speed);
if (kbd->GetKeyState (CSKEY_PGUP))
c->GetTransform ().RotateThis (CS_VEC_TILT_UP, speed);
if (kbd->GetKeyState (CSKEY_PGDN))
c->GetTransform ().RotateThis (CS_VEC_TILT_DOWN, speed);
if (kbd->GetKeyState (CSKEY_UP))
c->Move (CS_VEC_FORWARD * 4 * speed);
if (kbd->GetKeyState (CSKEY_DOWN))
c->Move (CS_VEC_BACKWARD * 4 * speed);
// Update our procedural texture
ProcTexture->Update (current_time);
// Tell 3D driver we're going to display 3D things.
if (!g3d->BeginDraw (
engine->GetBeginDrawFlags () | CSDRAW_3DGRAPHICS))
return;
// Tell the camera to render into the frame buffer.
view->Draw ();
}
void Simple::FinishFrame ()
{
g3d->FinishDraw ();
g3d->Print (NULL);
}
void Simple::Start ()
{
csDefaultRunLoop(object_reg);
}
/*---------------------------------------------------------------------*
* Main function
*---------------------------------------------------------------------*/
int main (int argc, char* argv[])
{
srand (time (NULL));
// Create our main class.
simple = new Simple ();
// Initialize the main system. This will load all needed plug-ins
// (3D, 2D, network, sound, ...) and initialize them.
if (simple->Initialize (argc, argv))
simple->Start ();
delete simple;
return 0;
}
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