khanat-code-old/code/nel/samples/3d/shape_viewer/main.cpp
2017-03-15 20:29:34 +01:00

233 lines
6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Includes
//
#include <nel/misc/path.h>
#include <nel/misc/file.h>
#include <nel/misc/common.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_light.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_instance.h>
#ifdef NL_OS_WINDOWS
#ifndef NL_COMP_MINGW
#define NOMINMAX
#endif
#include <windows.h>
#endif // NL_OS_WINDOWS
using namespace NLMISC;
using namespace NL3D;
// function to split a string into several substrings delimited by specified characters
void split(const std::string &str, std::vector<std::string> &tokens, const std::string &delimiters)
{
// Skip delimiters at beginning.
std::string::size_type lastPos = str.find_first_not_of(delimiters, 0);
// Find first "non-delimiter".
std::string::size_type pos = str.find_first_of(delimiters, lastPos);
while (std::string::npos != pos || std::string::npos != lastPos)
{
// Found a token, add it to the vector.
tokens.push_back(str.substr(lastPos, pos - lastPos));
// Skip delimiters. Note the "not_of"
lastPos = str.find_first_not_of(delimiters, pos);
// Find next "non-delimiter"
pos = str.find_first_of(delimiters, lastPos);
}
}
#ifdef NL_OS_WINDOWS
sint WINAPI WinMain(HINSTANCE /* hInstance */, HINSTANCE /* hPrevInstance */, LPSTR cmdline, int /* nCmdShow */)
{
// we can specify several shapes on command line
// so we need to process it
std::vector<std::string> argv;
// argv[0] is the fullpath to the executable but since it's not used, we can let it empty
argv.push_back("");
// split the whole cmdline into args
split(cmdline, argv, " ");
// args number
int argc = (int)argv.size();
#else
sint main(int argc, char **argv)
{
#endif
NLMISC::CApplicationContext myApplicationContext;
try
{
// create OpenGL driver
NL3D::UDriver *Driver = UDriver::createDriver();
if (!Driver) throw 2;
// create a window in 800x600
Driver->setDisplay(UDriver::CMode(800, 600, 32, true));
// set the title
Driver->setWindowTitle(ucstring("NeL shape viewer"));
// can use both dds and tga textures for shapes
CPath::remapExtension ("dds", "tga", true);
// create the light
ULight *Light = ULight::createLight();
if (!Light) throw 3;
// set mode of the light
Light->setMode(ULight::DirectionalLight);
// set position of the light
Light->setPosition(CVector(-20.f, 30.f, 10.f));
// white light
Light->setAmbiant(CRGBA(255, 255, 255));
// set and enable the light
Driver->setLight(0, *Light);
Driver->enableLight(0);
// Create a scene
NL3D::UScene *Scene = Driver->createScene(true);
if (!Scene) throw 4;
// create the camera
UCamera Camera = Scene->getCam();
if (Camera.empty()) throw 5;
Camera.setTransformMode (UTransformable::DirectMatrix);
Camera.setPerspective ((float)Pi/2.f, 1.33f, 0.1f, 1000);
// camera will look at entities
Camera.lookAt (CVector(-10.f, 10.f, 0.f), CVector(0.f, 0.f, 0.f));
// create entities
std::vector<UInstance> Entities;
// create each entity
for(int i = 1; i < argc; ++i)
{
// use the path of the shape to find its textures
CPath::addSearchPath(CFile::getPath(argv[i]), true, false);
// add an entity to the scene
UInstance Entity = Scene->createInstance(argv[i]);
// if we can't create entity, skip it
if (Entity.empty()) continue;
// we will rotate it later so use Euler rotation transform mode
Entity.setTransformMode(UTransformable::RotEuler);
// add entity to the vector
Entities.push_back(Entity);
}
// initial angle
float angle = 0.f;
// main loop
while (Driver->isActive())
{
Driver->EventServer.pump();
// the background is black
Driver->clearBuffers(CRGBA(0, 0, 0));
// increase the angle
angle += 0.1f;
if (angle >= NLMISC::Pi*2) angle = 0.f;
// rotate all entities
for(size_t i = 0; i < Entities.size(); ++i)
{
Entities[i].setRotEuler(0.f, 0.f, angle);
}
// animate the scene
Scene->animate(NLMISC::CTime::getLocalTime() / 1000.0);
// render the scene
Scene->render();
// show the scene
Driver->swapBuffers();
// escape will leave the program
if (Driver->AsyncListener.isKeyPushed(KeyESCAPE))
{
break;
}
// F3 will change the render mode
else if (Driver->AsyncListener.isKeyPushed(KeyF3))
{
UDriver::TPolygonMode p = Driver->getPolygonMode();
p = UDriver::TPolygonMode(((int)p+1)%3);
Driver->setPolygonMode(p);
}
// F12 will take a screenshot
else if (Driver->AsyncListener.isKeyPushed(KeyF12))
{
CBitmap btm;
Driver->getBuffer(btm);
COFile fs(CFile::findNewFile("screenshot.png"));
btm.writePNG(fs,24);
}
}
// we are leaving the program
// delete all entities
for(size_t i = 0; i < Entities.size(); ++i)
{
Scene->deleteInstance(Entities[i]);
}
// delete the scene
Driver->deleteScene(Scene);
// delete the light
delete Light;
// release all textures and others elements
Driver->release();
// delete the driver
delete Driver;
}
catch(int a)
{
return a;
}
catch(...)
{
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}