2 #include <msp/core/application.h>
3 #include <msp/core/getopt.h>
4 #include <msp/datafile/directorysource.h>
5 #include <msp/datafile/packsource.h>
6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/simplewindow.h>
9 #include <msp/gl/animatedobject.h>
10 #include <msp/gl/animation.h>
11 #include <msp/gl/animationplayer.h>
12 #include <msp/gl/blend.h>
13 #include <msp/gl/camera.h>
14 #include <msp/gl/framebuffer.h>
15 #include <msp/gl/light.h>
16 #include <msp/gl/lighting.h>
17 #include <msp/gl/mesh.h>
18 #include <msp/gl/object.h>
19 #include <msp/gl/renderer.h>
20 #include <msp/gl/resources.h>
21 #include <msp/gl/simplescene.h>
22 #include <msp/gl/technique.h>
23 #include <msp/gl/tests.h>
24 #include <msp/input/mouse.h>
25 #include <msp/io/print.h>
26 #include <msp/time/timestamp.h>
27 #include <msp/time/utils.h>
32 class Viewer: public RegisteredApplication<Viewer>
35 class Resources: public GL::Resources
38 DataFile::DirectorySource dir_source;
39 DataFile::PackSource pack_source;
44 void add_directory(const string &);
45 void add_pack(const string &);
48 Graphics::SimpleGLWindow window;
51 GL::Renderable *renderable;
52 GL::AnimatedObject *anim_object;
53 GL::AnimationPlayer *anim_player;
55 GL::Lighting lighting;
63 Time::TimeStamp last_tick;
69 T *load(const string &);
77 void button_press(unsigned);
78 void button_release(unsigned);
79 void axis_motion(unsigned, float, float);
86 Viewer::Viewer(int argc, char **argv):
87 window(1024, 768, false),
99 list<string> resource_locations;
100 string animation_name;
101 string renderable_name;
103 getopt.add_option('r', "resources", resource_locations, GetOpt::REQUIRED_ARG);
104 getopt.add_option('a', "animation", animation_name, GetOpt::REQUIRED_ARG);
105 getopt.add_argument("renderable", renderable_name);
108 for(list<string>::const_iterator i=resource_locations.begin(); i!=resource_locations.end(); ++i)
111 resources.add_directory(*i);
114 string ext = FS::extpart(*i);
116 resources.add_pack(*i);
118 DataFile::load(resources, *i);
122 GL::Object *object = 0;
124 string ext = FS::extpart(renderable_name);
128 if(FS::exists(renderable_name))
131 DataFile::load(*mesh, renderable_name);
132 resources.add("__"+renderable_name, mesh);
135 mesh = &resources.get<GL::Mesh>(renderable_name);
137 object = new GL::Object;
138 GL::Technique *tech = new GL::Technique;
140 object->set_mesh(mesh);
141 object->set_technique(tech);
144 resources.add("__.tech", tech);
145 resources.add("__.object", object);
147 else if(ext==".object")
148 renderable = load<GL::Object>(renderable_name);
149 else if(ext==".scene")
151 GL::SimpleScene *scene = new GL::SimpleScene;
152 DataFile::load(*scene, renderable_name, resources);
156 throw usage_error("Unknown renderable type");
158 if(!animation_name.empty())
161 throw usage_error("Must have an object to animate");
163 GL::Animation *anim = load<GL::Animation>(animation_name);
164 anim_player = new GL::AnimationPlayer;
165 anim_object = new GL::AnimatedObject(*object);
166 anim_player->play(*anim_object, *anim);
167 renderable = anim_object;
170 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Viewer::exit), 0));
171 mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::button_press), false));
172 mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::button_release), false));
173 mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::axis_motion), false));
175 light.set_position(GL::Vector4(0, 0, 1, 0));
176 lighting.attach(0, light);
178 camera.set_up_direction(GL::Vector3(0, 0, 1));
183 T *Viewer::load(const string &name)
188 DataFile::load(*thing, name, resources);
189 resources.add("__"+name, thing);
193 return &resources.get<T>(name);
205 return Application::main();
212 Time::TimeStamp t = Time::now();
218 anim_player->tick(dt);
223 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
225 GL::Bind bind_depth(GL::DepthTest::lequal());
226 GL::Bind bind_blend(GL::Blend::alpha());
227 GL::Renderer renderer(&camera);
228 renderer.set_lighting(&lighting);
229 renderable->render(renderer);
231 window.swap_buffers();
234 void Viewer::button_press(unsigned btn)
243 axis_motion(0, 0, 0);
257 void Viewer::button_release(unsigned btn)
263 void Viewer::axis_motion(unsigned axis, float, float delta)
267 float dx = (axis==0 ? delta : 0);
268 float dy = (axis==1 ? delta : 0);
286 float x = mouse.get_axis_value(0);
287 float y = mouse.get_axis_value(1);
289 light_yaw = yaw+x*M_PI;
290 light_pitch = pitch-y*M_PI;
296 void Viewer::update_camera()
300 float cp = cos(pitch);
301 float sp = sin(pitch);
302 camera.set_position(GL::Vector3(-cy*cp*distance, -sy*cp*distance, -sp*distance));
303 camera.set_depth_clip(distance*0.02, distance*50);
304 camera.look_at(GL::Vector3(0, 0, 0));
307 void Viewer::update_light()
309 float cy = cos(light_yaw);
310 float sy = sin(light_yaw);
311 float cp = cos(light_pitch);
312 float sp = sin(light_pitch);
313 light.set_position(GL::Vector4(-cy*cp, -sy*cp, -sp, 0));
317 Viewer::Resources::Resources()
319 add_source(dir_source);
320 add_source(pack_source);
323 void Viewer::Resources::add_directory(const string &dir)
325 dir_source.add_directory(dir);
328 void Viewer::Resources::add_pack(const string &pack)
330 pack_source.add_pack_file(pack);