Moved some temp code out of main_loop.cpp, ref #43

--HG--
branch : multipass-stereo
This commit is contained in:
kaetemi 2013-06-27 02:43:51 +02:00
parent bcc048145c
commit 7fa2a05195
3 changed files with 261 additions and 169 deletions

View file

@ -78,7 +78,7 @@
#include "world_database_manager.h" #include "world_database_manager.h"
#include "continent_manager.h" #include "continent_manager.h"
#include "ig_callback.h" #include "ig_callback.h"
#include "fog_map.h" //#include "fog_map.h"
#include "movie_shooter.h" #include "movie_shooter.h"
#include "sound_manager.h" #include "sound_manager.h"
#include "graph.h" #include "graph.h"
@ -154,6 +154,7 @@
#include "ping.h" #include "ping.h"
#include "profiling.h" #include "profiling.h"
#include "main_loop_debug.h" #include "main_loop_debug.h"
#include "main_loop_temp.h"
/////////// ///////////
@ -166,14 +167,7 @@ using namespace NLNET;
using namespace std; using namespace std;
// TMP TMP
static void viewportToScissor(const CViewport &vp, CScissor &scissor)
{
scissor.X = vp.getX();
scissor.Y = vp.getY();
scissor.Width = vp.getWidth();
scissor.Height = vp.getHeight();
}
//////////// ////////////
@ -2385,169 +2379,11 @@ bool mainLoop()
// TMP TMP // TMP TMP
static volatile bool dumpValidPolys = false; static volatile bool dumpValidPolys = false;
if (dumpValidPolys) if (dumpValidPolys) { tempDumpValidPolys(); dumpValidPolys = false; }
{
struct CPolyDisp : public CInterfaceElementVisitor
{
virtual void visitCtrl(CCtrlBase *ctrl)
{
CCtrlPolygon *cp = dynamic_cast<CCtrlPolygon *>(ctrl);
if (cp)
{
sint32 cornerX, cornerY;
cp->getParent()->getCorner(cornerX, cornerY, cp->getParentPosRef());
for(sint32 y = 0; y < (sint32) Screen.getHeight(); ++y)
{
for(sint32 x = 0; x < (sint32) Screen.getWidth(); ++x)
{
if (cp->contains(CVector2f((float) (x - cornerX), (float) (y - cornerY))))
{
((CRGBA *) &Screen.getPixels()[0])[x + (Screen.getHeight() - 1 - y) * Screen.getWidth()] = CRGBA::Magenta;
}
}
}
}
}
CBitmap Screen;
} polyDisp;
Driver->getBuffer(polyDisp.Screen);
CInterfaceManager::getInstance()->visit(&polyDisp);
COFile output("poly.tga");
polyDisp.Screen.writeTGA(output);
dumpValidPolys = false;
};
// TMP TMP // TMP TMP
static volatile bool dumpColPolys = false; static volatile bool dumpColPolys = false;
if (dumpColPolys) if (dumpColPolys) { tempDumpColPolys(); }
{
CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland();
if (pw)
{
static CMaterial material;
static CMaterial wiredMaterial;
static CMaterial texturedMaterial;
static CVertexBuffer vb;
static bool initDone = false;
if (!initDone)
{
vb.setVertexFormat(CVertexBuffer::PositionFlag);
vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
material.initUnlit();
material.setDoubleSided(true);
material.setZFunc(CMaterial::lessequal);
wiredMaterial.initUnlit();
wiredMaterial.setDoubleSided(true);
wiredMaterial.setZFunc(CMaterial::lessequal);
wiredMaterial.setColor(CRGBA(255, 255, 255, 250));
wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace);
wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
wiredMaterial.setBlend(true);
wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
texturedMaterial.initUnlit();
texturedMaterial.setDoubleSided(true);
texturedMaterial.setZFunc(CMaterial::lessequal);
initDone = true;
}
// just add a projected texture
R2::getEditor().getIslandCollision().loadEntryPoints();
R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance();
CVectorD playerPos = UserEntity->pos();
R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y));
static CSString currIsland;
if (island && island->Island != currIsland)
{
currIsland = island->Island;
CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga");
newTex->setWrapS(ITexture::Clamp);
newTex->setWrapT(ITexture::Clamp);
texturedMaterial.setTexture(0, newTex);
texturedMaterial.texEnvOpRGB(0, CMaterial::Replace);
texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
texturedMaterial.setTexCoordGen(0, true);
texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
CMatrix mat;
CVector scale((float) (island->XMax - island->XMin),
(float) (island->YMax - island->YMin), 0.f);
scale.x = 1.f / favoid0(scale.x);
scale.y = 1.f / favoid0(scale.y);
scale.z = 0.f;
mat.setScale(scale);
mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f));
//
CMatrix uvScaleMat;
//
uint texWidth = (uint) (island->XMax - island->XMin);
uint texHeight = (uint) (island->YMax - island->YMin);
float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth);
float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight);
//
uvScaleMat.setScale(CVector(UScale, - VScale, 0.f));
uvScaleMat.setPos(CVector(0.f, VScale, 0.f));
//
texturedMaterial.enableUserTexMat(0, true);
texturedMaterial.setUserTexMat(0, uvScaleMat * mat);
}
const CFrustum &frust = MainCam.getFrustum();
//
IDriver *driver = ((CDriverUser *) Driver)->getDriver();
driver->enableFog(true);
const CRGBA clearColor = CRGBA(0, 0, 127, 0);
driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor);
CViewport vp;
vp.init(0.f, 0.f, 1.f, 1.f);
driver->setupViewport(vp);
CScissor scissor;
viewportToScissor(vp, scissor);
driver->setupScissor(scissor);
//
driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective);
driver->setupViewMatrix(MainCam.getMatrix().inverted());
driver->setupModelMatrix(CMatrix::Identity);
//
//
const CVector localFrustCorners[8] =
{
CVector(frust.Left, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Bottom),
CVector(frust.Left, frust.Near, frust.Bottom),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near)
};
// roughly compute covered zones
//
/*
sint frustZoneMinX = INT_MAX;
sint frustZoneMaxX = INT_MIN;
sint frustZoneMinY = INT_MAX;
sint frustZoneMaxY = INT_MIN;
for(uint k = 0; k < sizeofarray(localFrustCorners); ++k)
{
CVector corner = camMat * localFrustCorners[k];
sint zoneX = (sint) (corner.x / 160.f) - zoneMinX;
sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY;
frustZoneMinX = std::min(frustZoneMinX, zoneX);
frustZoneMinY = std::min(frustZoneMinY, zoneY);
frustZoneMaxX = std::max(frustZoneMaxX, zoneX);
frustZoneMaxY = std::max(frustZoneMaxY, zoneY);
}
*/
const uint TRI_BATCH_SIZE = 10000; // batch size for rendering
static std::vector<TPackedZoneBaseSPtr> zones;
zones.clear();
pw->getZones(zones);
for(uint k = 0; k < zones.size(); ++k)
{
zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners);
}
}
}
if (ClientCfg.R2EDEnabled) if (ClientCfg.R2EDEnabled)
{ {

View file

@ -0,0 +1,226 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include <nel/misc/types_nl.h>
#include "main_loop_temp.h"
#include "global.h"
// tempDumpValidPolys
#include <nel/gui/interface_element.h>
#include <nel/gui/ctrl_polygon.h>
#include "interface_v3/interface_manager.h"
// tempDumpColPolys
#include <nel/3d/packed_world.h>
#include "r2/editor.h"
#include "user_entity.h"
#include <nel/3d/driver_user.h>
using namespace NLMISC;
using namespace NL3D;
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// TMP TMP
void tempDumpValidPolys()
{
struct CPolyDisp : public CInterfaceElementVisitor
{
virtual void visitCtrl(CCtrlBase *ctrl)
{
CCtrlPolygon *cp = dynamic_cast<CCtrlPolygon *>(ctrl);
if (cp)
{
sint32 cornerX, cornerY;
cp->getParent()->getCorner(cornerX, cornerY, cp->getParentPosRef());
for(sint32 y = 0; y < (sint32) Screen.getHeight(); ++y)
{
for(sint32 x = 0; x < (sint32) Screen.getWidth(); ++x)
{
if (cp->contains(CVector2f((float) (x - cornerX), (float) (y - cornerY))))
{
((CRGBA *) &Screen.getPixels()[0])[x + (Screen.getHeight() - 1 - y) * Screen.getWidth()] = CRGBA::Magenta;
}
}
}
}
}
CBitmap Screen;
} polyDisp;
Driver->getBuffer(polyDisp.Screen);
CInterfaceManager::getInstance()->visit(&polyDisp);
COFile output("poly.tga");
polyDisp.Screen.writeTGA(output);
}
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// TMP TMP
static void viewportToScissor(const CViewport &vp, CScissor &scissor)
{
scissor.X = vp.getX();
scissor.Y = vp.getY();
scissor.Width = vp.getWidth();
scissor.Height = vp.getHeight();
}
// TMP TMP
void tempDumpColPolys()
{
CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland();
if (pw)
{
static CMaterial material;
static CMaterial wiredMaterial;
static CMaterial texturedMaterial;
static CVertexBuffer vb;
static bool initDone = false;
if (!initDone)
{
vb.setVertexFormat(CVertexBuffer::PositionFlag);
vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
material.initUnlit();
material.setDoubleSided(true);
material.setZFunc(CMaterial::lessequal);
wiredMaterial.initUnlit();
wiredMaterial.setDoubleSided(true);
wiredMaterial.setZFunc(CMaterial::lessequal);
wiredMaterial.setColor(CRGBA(255, 255, 255, 250));
wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace);
wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
wiredMaterial.setBlend(true);
wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
texturedMaterial.initUnlit();
texturedMaterial.setDoubleSided(true);
texturedMaterial.setZFunc(CMaterial::lessequal);
initDone = true;
}
// just add a projected texture
R2::getEditor().getIslandCollision().loadEntryPoints();
R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance();
CVectorD playerPos = UserEntity->pos();
R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y));
static CSString currIsland;
if (island && island->Island != currIsland)
{
currIsland = island->Island;
CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga");
newTex->setWrapS(ITexture::Clamp);
newTex->setWrapT(ITexture::Clamp);
texturedMaterial.setTexture(0, newTex);
texturedMaterial.texEnvOpRGB(0, CMaterial::Replace);
texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
texturedMaterial.setTexCoordGen(0, true);
texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
CMatrix mat;
CVector scale((float) (island->XMax - island->XMin),
(float) (island->YMax - island->YMin), 0.f);
scale.x = 1.f / favoid0(scale.x);
scale.y = 1.f / favoid0(scale.y);
scale.z = 0.f;
mat.setScale(scale);
mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f));
//
CMatrix uvScaleMat;
//
uint texWidth = (uint) (island->XMax - island->XMin);
uint texHeight = (uint) (island->YMax - island->YMin);
float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth);
float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight);
//
uvScaleMat.setScale(CVector(UScale, - VScale, 0.f));
uvScaleMat.setPos(CVector(0.f, VScale, 0.f));
//
texturedMaterial.enableUserTexMat(0, true);
texturedMaterial.setUserTexMat(0, uvScaleMat * mat);
}
const CFrustum &frust = MainCam.getFrustum();
//
IDriver *driver = ((CDriverUser *) Driver)->getDriver();
driver->enableFog(true);
const CRGBA clearColor = CRGBA(0, 0, 127, 0);
driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor);
CViewport vp;
vp.init(0.f, 0.f, 1.f, 1.f);
driver->setupViewport(vp);
CScissor scissor;
viewportToScissor(vp, scissor);
driver->setupScissor(scissor);
//
driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective);
driver->setupViewMatrix(MainCam.getMatrix().inverted());
driver->setupModelMatrix(CMatrix::Identity);
//
//
const CVector localFrustCorners[8] =
{
CVector(frust.Left, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Top),
CVector(frust.Right, frust.Near, frust.Bottom),
CVector(frust.Left, frust.Near, frust.Bottom),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near),
CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near),
CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near)
};
// roughly compute covered zones
//
/*
sint frustZoneMinX = INT_MAX;
sint frustZoneMaxX = INT_MIN;
sint frustZoneMinY = INT_MAX;
sint frustZoneMaxY = INT_MIN;
for(uint k = 0; k < sizeofarray(localFrustCorners); ++k)
{
CVector corner = camMat * localFrustCorners[k];
sint zoneX = (sint) (corner.x / 160.f) - zoneMinX;
sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY;
frustZoneMinX = std::min(frustZoneMinX, zoneX);
frustZoneMinY = std::min(frustZoneMinY, zoneY);
frustZoneMaxX = std::max(frustZoneMaxX, zoneX);
frustZoneMaxY = std::max(frustZoneMaxY, zoneY);
}
*/
const uint TRI_BATCH_SIZE = 10000; // batch size for rendering
static std::vector<TPackedZoneBaseSPtr> zones;
zones.clear();
pw->getZones(zones);
for(uint k = 0; k < zones.size(); ++k)
{
zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners);
}
}
}
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
/* end of file */

View file

@ -0,0 +1,30 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef CL_MAIN_LOOP_TEMP_H
#define CL_MAIN_LOOP_TEMP_H
#include <nel/misc/types_nl.h>
// TMP TMP
void tempDumpValidPolys();
// TMP TMP
void tempDumpColPolys();
#endif // CL_MAIN_LOOP_TEMP_H
/* end of file */