Add LightingInstance
Still need to work on PropertyGrid for it
This commit is contained in:
@@ -71,7 +71,6 @@ Application::Application(HWND parentWindow) : _propWindow(NULL) { //: GApp(setti
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CreateDirectory(tempPath.c_str(), NULL);
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_hWndMain = parentWindow;
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_hideSky = false;
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HMODULE hThisInstance = GetModuleHandle(NULL);
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@@ -296,7 +295,6 @@ void Application::onInit() {
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void Application::onCleanup() {
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clearInstances();
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sky->~Sky();
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}
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void Application::onLogic() {
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@@ -409,90 +407,10 @@ int Application::getMode()
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return _mode;
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}
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void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c)
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{
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rd->disableLighting();
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Color3 outline = Color3::cyan();
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float offsetSize = 0.05F;
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//X
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Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, from.y + offsetSize, from.z + offsetSize), Vector3(to.x + offsetSize, from.y - offsetSize, from.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, to.y + offsetSize, from.z + offsetSize), Vector3(to.x + offsetSize, to.y - offsetSize, from.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, to.y + offsetSize, to.z + offsetSize), Vector3(to.x + offsetSize, to.y - offsetSize, to.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, from.y + offsetSize, to.z + offsetSize), Vector3(to.x + offsetSize, from.y - offsetSize, to.z - offsetSize))), rd, outline, Color4::clear());
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//Y
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Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y - offsetSize + 0.1, from.z + offsetSize), Vector3(from.x - offsetSize, to.y + offsetSize - 0.1, from.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y - offsetSize + 0.1, from.z + offsetSize), Vector3(to.x - offsetSize, to.y + offsetSize - 0.1, from.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y - offsetSize + 0.1, to.z + offsetSize), Vector3(to.x - offsetSize, to.y + offsetSize-0.1, to.z - offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y - offsetSize + 0.1, to.z + offsetSize), Vector3(from.x - offsetSize, to.y + offsetSize - 0.1, to.z - offsetSize))), rd, outline, Color4::clear());
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//Z
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Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y + offsetSize, from.z - offsetSize), Vector3(from.x - offsetSize, from.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, to.y + offsetSize, from.z - offsetSize), Vector3(from.x - offsetSize, to.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y + offsetSize, from.z - offsetSize), Vector3(to.x - offsetSize, from.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
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Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, to.y + offsetSize, from.z - offsetSize), Vector3(to.x - offsetSize, to.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
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if(_mode == ARROWS)
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{
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AABox box;
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c.toWorldSpace(Box(from, to)).getBounds(box);
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float max = box.high().y - pos.y;
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Draw::arrow(pos, Vector3(0, 1.5+max, 0), rd);
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Draw::arrow(pos, Vector3(0, (-1.5)-max, 0), rd);
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max = box.high().x - pos.x;
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Draw::arrow(pos, Vector3(1.5+max, 0, 0), rd);
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Draw::arrow(pos, Vector3((-1.5)-max, 0, 0), rd);
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max = box.high().z - pos.z;
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Draw::arrow(pos, Vector3(0, 0, 1.5+max), rd);
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Draw::arrow(pos, Vector3(0, 0, (-1.5)-max), rd);
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}
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else if(_mode == RESIZE)
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{
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Color3 sphereColor = outline;
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Vector3 gamepoint = pos;
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Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
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float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
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if(distance < 200)
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{
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float multiplier = distance * 0.025F/2;
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if(multiplier < 0.25F)
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multiplier = 0.25F;
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Vector3 position = pos + (c.lookVector()*((size.z)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.lookVector()*((size.z)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos + (c.rightVector()*((size.x)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.rightVector()*((size.x)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos + (c.upVector()*((size.y)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.upVector()*((size.y)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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}
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}
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rd->enableLighting();
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}
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void Application::exitApplication()
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{
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}
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void Application::onGraphics(RenderDevice* rd) {
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G3D::uint8 num = 0;
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@@ -521,57 +439,11 @@ void Application::onGraphics(RenderDevice* rd) {
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ScreenToClient(_hWndMain, &mousepos);
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}
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LightingParameters lighting(G3D::toSeconds(2, 00, 00, PM));
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lighting.ambient = Color3(0.6F,0.6F,0.6F);
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renderDevice->setProjectionAndCameraMatrix(*cameraController.getCamera());
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renderDevice->setProjectionAndCameraMatrix(*cameraController.getCamera());
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// TODO: stick this into its own rendering thing
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if(!_hideSky) {
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renderDevice->clear(sky.isNull(), true, true);
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if (sky.notNull()) sky->render(renderDevice, lighting);
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} else {
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rd->setColorClearValue(Color4(0.0f, 0.0f, 0.0f, 0.0f));
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renderDevice->clear(true, true, true);
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toggleSky();
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}
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// Setup lighting
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renderDevice->enableLighting();
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// Moved a lot of code to lighting
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g_dataModel->getLighting()->update();
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renderDevice->setShadeMode(RenderDevice::SHADE_SMOOTH);
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renderDevice->setAmbientLightColor(Color3(1,1,1));
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renderDevice->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor, true, true));
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renderDevice->setAmbientLightColor(lighting.ambient);
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rd->beforePrimitive();
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CoordinateFrame forDraw = rd->getObjectToWorldMatrix();
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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_dataModel->getWorkspace()->render(rd);
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_dataModel->getWorkspace()->renderName(rd);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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rd->setObjectToWorldMatrix(forDraw);
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rd->afterPrimitive();
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for(size_t i = 0; i < _dataModel->getSelectionService()->getSelection().size(); i++)
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{
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if(PartInstance* part = dynamic_cast<PartInstance*>(g_dataModel->getSelectionService()->getSelection()[i]))
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{
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Vector3 size = part->getSize();
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Vector3 pos = part->getPosition();
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drawOutline(Vector3(0+size.x/2, 0+size.y/2, 0+size.z/2) ,Vector3(0-size.x/2,0-size.y/2,0-size.z/2), rd, lighting, Vector3(size.x/2, size.y/2, size.z/2), Vector3(pos.x, pos.y, pos.z), part->getCFrame());
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}
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}
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renderDevice->disableLighting();
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if (sky.notNull()) {
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sky->renderLensFlare(renderDevice, lighting);
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}
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renderDevice->push2D();
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_dataModel->getGuiRoot()->renderGUI(renderDevice, m_graphicsWatch.FPS());
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renderDevice->pop2D();
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@@ -655,7 +527,6 @@ void Application::run() {
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cameraSound = GetFileInPath("/content/sounds/SWITCH3.wav");
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clickSound = GetFileInPath("/content/sounds/switch.wav");
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dingSound = GetFileInPath("/content/sounds/electronicpingshort.wav");
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sky = Sky::create(NULL, ExePath() + "/content/sky/");
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RealTime now=0, lastTime=0;
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double simTimeRate = 1.0f;
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float fps=30.0f;
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@@ -734,17 +605,6 @@ void Application::resizeWithParent(HWND parentWindow)
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}
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// These should be moved into a "Lighting" class
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G3D::SkyRef Application::getSky()
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{
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return sky;
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}
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void Application::toggleSky()
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{
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_hideSky = !_hideSky;
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}
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void Application::resize3DView(int w, int h)
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{
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Rect2D newViewport = Rect2D::xywh(0, 0, w, h);
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