#include <cmath>
#include <msp/core/application.h>
#include <msp/core/getopt.h>
+#include <msp/datafile/directorysource.h>
+#include <msp/datafile/packsource.h>
+#include <msp/fs/stat.h>
#include <msp/fs/utils.h>
#include <msp/graphics/simplewindow.h>
+#include <msp/gl/animatedobject.h>
+#include <msp/gl/animation.h>
+#include <msp/gl/animationplayer.h>
#include <msp/gl/blend.h>
#include <msp/gl/camera.h>
+#include <msp/gl/directionallight.h>
#include <msp/gl/framebuffer.h>
-#include <msp/gl/light.h>
#include <msp/gl/lighting.h>
#include <msp/gl/mesh.h>
#include <msp/gl/object.h>
-#include <msp/gl/tests.h>
+#include <msp/gl/sequence.h>
+#include <msp/gl/sequencebuilder.h>
+#include <msp/gl/sequencetemplate.h>
+#include <msp/gl/renderer.h>
+#include <msp/gl/resources.h>
+#include <msp/gl/simplescene.h>
+#include <msp/gl/technique.h>
+#include <msp/gl/windowview.h>
#include <msp/input/mouse.h>
#include <msp/io/print.h>
+#include <msp/strings/regex.h>
+#include <msp/time/timestamp.h>
+#include <msp/time/utils.h>
using namespace std;
using namespace Msp;
class Viewer: public RegisteredApplication<Viewer>
{
private:
- Graphics::SimpleGLWindow window;
+ struct Options
+ {
+ list<string> resource_locations;
+ string animation_name;
+ string renderable_name;
+ Graphics::WindowOptions wnd_opts;
+ Graphics::GLOptions gl_opts;
+
+ Options(int, char **);
+ };
+
+ class Resources: public GL::Resources
+ {
+ private:
+ DataFile::DirectorySource dir_source;
+ DataFile::PackSource pack_source;
+
+ public:
+ Resources();
+
+ void add_directory(const string &);
+ void add_pack(const string &);
+ };
+
+ Options opts;
+ Graphics::Display display;
+ Graphics::Window window;
+ Graphics::GLContext gl_ctx;
Input::Mouse mouse;
- GL::Object *object;
- GL::Mesh *mesh;
- GL::Light light;
+ Resources resources;
+ GL::WindowView view;
+ GL::Sequence *sequence;
+ GL::Renderable *renderable;
+ GL::AnimatedObject *anim_object;
+ GL::AnimationPlayer *anim_player;
+ GL::DirectionalLight light;
GL::Lighting lighting;
GL::Camera camera;
float yaw;
float light_yaw;
float light_pitch;
unsigned dragging;
+ Time::TimeStamp last_tick;
public:
Viewer(int, char **);
+private:
+ template<typename T>
+ T *load(const string &);
+public:
~Viewer();
virtual int main();
};
+Viewer::Options::Options(int argc, char **argv)
+{
+ string window_size;
+
+ GetOpt getopt;
+ getopt.add_option('r', "resources", resource_locations, GetOpt::REQUIRED_ARG);
+ getopt.add_option('a', "animation", animation_name, GetOpt::REQUIRED_ARG);
+ getopt.add_option('w', "window-size", window_size, GetOpt::REQUIRED_ARG);
+ getopt.add_argument("renderable", renderable_name);
+ getopt(argc, argv);
+
+ wnd_opts.width = 1024;
+ wnd_opts.height = 768;
+ if (!window_size.empty())
+ {
+ RegMatch m = Regex("^([1-9][0-9]*)x([1-9][0-9]*)$").match(window_size);
+ if(!m)
+ throw usage_error("Invalid window size");
+
+ wnd_opts.width = lexical_cast<unsigned>(m[1].str);
+ wnd_opts.height = lexical_cast<unsigned>(m[2].str);
+ }
+ gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
+ gl_opts.core_profile = true;
+}
+
Viewer::Viewer(int argc, char **argv):
- window(1024, 768, false),
+ opts(argc, argv),
+ window(display, opts.wnd_opts),
+ gl_ctx(window, opts.gl_opts),
mouse(window),
- object(0),
- mesh(0),
+ view(window, gl_ctx),
+ sequence(0),
+ renderable(0),
+ anim_object(0),
+ anim_player(0),
yaw(0),
pitch(0),
distance(10),
light_pitch(0),
dragging(0)
{
- if(argc<2)
- throw usage_error("Filename must be provided");
+ for(list<string>::const_iterator i=opts.resource_locations.begin(); i!=opts.resource_locations.end(); ++i)
+ {
+ if(FS::is_dir(*i))
+ resources.add_directory(*i);
+ else
+ {
+ string ext = FS::extpart(*i);
+ if(ext==".mdp")
+ resources.add_pack(*i);
+ else
+ DataFile::load(resources, *i);
+ }
+ }
- string fn = argv[1];
- string ext = FS::extpart(fn);
+ GL::Object *object = 0;
+ string ext = FS::extpart(opts.renderable_name);
if(ext==".mesh")
{
- mesh = new GL::Mesh;
- DataFile::load(*mesh, fn);
+ GL::Mesh *mesh = 0;
+ if(FS::exists(opts.renderable_name))
+ {
+ mesh = new GL::Mesh;
+ DataFile::load(*mesh, opts.renderable_name);
+ resources.add("__"+opts.renderable_name, mesh);
+ }
+ else
+ mesh = &resources.get<GL::Mesh>(opts.renderable_name);
+
+ object = new GL::Object;
+ GL::Technique *tech = new GL::Technique;
+ tech->add_method(0);
+ object->set_mesh(mesh);
+ object->set_technique(tech);
+ renderable = object;
+
+ resources.add("__.tech", tech);
+ resources.add("__.object", object);
}
else if(ext==".object")
+ renderable = load<GL::Object>(opts.renderable_name);
+ else if(ext==".scene")
{
- object = new GL::Object;
- DataFile::load(*object, fn);
+ if(FS::exists(opts.renderable_name))
+ {
+ GL::Scene::GenericLoader ldr(resources);
+ IO::BufferedFile in(opts.renderable_name);
+ DataFile::Parser parser(in, opts.renderable_name);
+ ldr.load(parser);
+ renderable = ldr.get_object();
+ }
+ else
+ renderable = &resources.get<GL::Scene>(opts.renderable_name);
+ }
+ else if(ext==".seq")
+ {
+ GL::SequenceTemplate *tmpl = load<GL::SequenceTemplate>(opts.renderable_name);
+ GL::SequenceBuilder bld(*tmpl);
+ sequence = bld.build(view);
}
else
- throw usage_error("Don't know how to view this file");
+ throw usage_error("Unknown renderable type");
+
+ if(!opts.animation_name.empty())
+ {
+ if(!object)
+ throw usage_error("Must have an object to animate");
+
+ GL::Animation *anim = load<GL::Animation>(opts.animation_name);
+ anim_player = new GL::AnimationPlayer;
+ anim_object = new GL::AnimatedObject(*object);
+ anim_player->play(*anim_object, *anim);
+ renderable = anim_object;
+ }
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Viewer::exit), 0));
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Viewer::button_press));
- mouse.signal_button_release.connect(sigc::mem_fun(this, &Viewer::button_release));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Viewer::axis_motion));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::button_press), false));
+ mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::button_release), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Viewer::axis_motion), false));
- light.set_position(GL::Vector4(0, 0, 1, 0));
- lighting.attach(0, light);
+ light.set_direction(GL::Vector3(0, 0, -1));
+ lighting.attach(light);
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
+
+ if(!sequence)
+ {
+ sequence = new GL::Sequence();
+ GL::Sequence::Step &step = sequence->add_step(0, *renderable);
+ step.set_lighting(&lighting);
+ step.set_depth_test(GL::LEQUAL);
+ }
+
+ view.set_content(sequence);
+ view.set_camera(&camera);
+}
+
+template<typename T>
+T *Viewer::load(const string &name)
+{
+ if(FS::exists(name))
+ {
+ T *thing = new T;
+ DataFile::load(*thing, name, resources);
+ resources.add("__"+name, thing);
+ return thing;
+ }
+ else
+ return &resources.get<T>(name);
}
Viewer::~Viewer()
{
- delete object;
- delete mesh;
+ delete anim_player;
+ delete anim_object;
+ delete sequence;
}
int Viewer::main()
void Viewer::tick()
{
- window.tick();
-
- GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-
- camera.apply();
+ if(anim_player)
+ {
+ Time::TimeStamp t = Time::now();
+ Time::TimeDelta dt;
+ if(last_tick)
+ dt = t-last_tick;
+ last_tick = t;
- GL::Bind bind_lighting(lighting);
- GL::Bind bind_depth(GL::DepthTest::lequal());
- GL::Bind bind_blend(GL::Blend::alpha());
- if(object)
- object->render();
- else if(mesh)
- mesh->draw();
+ anim_player->tick(dt);
+ }
- window.swap_buffers();
+ display.tick();
+ view.render();
}
void Viewer::button_press(unsigned btn)
float sy = sin(light_yaw);
float cp = cos(light_pitch);
float sp = sin(light_pitch);
- light.set_position(GL::Vector4(-cy*cp, -sy*cp, -sp, 0));
+ light.set_direction(GL::Vector3(cy*cp, sy*cp, sp));
+}
+
+
+Viewer::Resources::Resources()
+{
+ add_source(dir_source);
+ add_source(pack_source);
+}
+
+void Viewer::Resources::add_directory(const string &dir)
+{
+ dir_source.add_directory(dir);
+}
+
+void Viewer::Resources::add_pack(const string &pack)
+{
+ pack_source.add_pack_file(pack);
}