/*************************************************************************/ /* test_render.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "test_render.h" #include "core/math/math_funcs.h" #include "core/math/quick_hull.h" #include "core/os/keyboard.h" #include "core/os/main_loop.h" #include "core/os/os.h" #include "core/print_string.h" #include "servers/display_server.h" #include "servers/visual_server.h" #define OBJECT_COUNT 50 namespace TestRender { class TestMainLoop : public MainLoop { RID test_cube; RID instance; RID camera; RID viewport; RID light; RID scenario; struct InstanceInfo { RID instance; Transform base; Vector3 rot_axis; }; List instances; float ofs; bool quit; protected: public: virtual void input_event(const Ref &p_event) { if (p_event->is_pressed()) quit = true; } virtual void init() { print_line("INITIALIZING TEST RENDER"); VisualServer *vs = VisualServer::get_singleton(); test_cube = vs->get_test_cube(); scenario = vs->scenario_create(); Vector vts; /* Vector sp = Geometry::build_sphere_planes(2,5,5); Geometry::MeshData md2 = Geometry::build_convex_mesh(sp); vts=md2.vertices; */ /* static const int s = 20; for(int i=0;imesh_create(); vs->mesh_add_surface_from_mesh_data(test_cube, md); //vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME); /* RID sm = vs->shader_create(); //vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);"); //vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);"); vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));"); RID tcmat = vs->mesh_surface_get_material(test_cube,0); vs->material_set_shader(tcmat,sm); */ List cmdline = OS::get_singleton()->get_cmdline_args(); int object_count = OBJECT_COUNT; if (cmdline.size() > 0 && cmdline[cmdline.size() - 1].to_int()) { object_count = cmdline[cmdline.size() - 1].to_int(); }; for (int i = 0; i < object_count; i++) { InstanceInfo ii; ii.instance = vs->instance_create2(test_cube, scenario); ii.base.translate(Math::random(-20, 20), Math::random(-20, 20), Math::random(-20, 18)); ii.base.rotate(Vector3(0, 1, 0), Math::randf() * Math_PI); ii.base.rotate(Vector3(1, 0, 0), Math::randf() * Math_PI); vs->instance_set_transform(ii.instance, ii.base); ii.rot_axis = Vector3(Math::random(-1, 1), Math::random(-1, 1), Math::random(-1, 1)).normalized(); instances.push_back(ii); } camera = vs->camera_create(); // vs->camera_set_perspective( camera, 60.0,0.1, 100.0 ); viewport = vs->viewport_create(); Size2i screen_size = DisplayServer::get_singleton()->window_get_size(); vs->viewport_set_size(viewport, screen_size.x, screen_size.y); vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size)); vs->viewport_set_active(viewport, true); vs->viewport_attach_camera(viewport, camera); vs->viewport_set_scenario(viewport, scenario); vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 3, 30))); vs->camera_set_perspective(camera, 60, 0.1, 1000); /* RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI ); vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 ); vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 ); vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 ); light = vs->instance_create( lightaux ); */ RID lightaux; lightaux = vs->directional_light_create(); //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) ); vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0)); //vs->light_set_shadow( lightaux, true ); light = vs->instance_create2(lightaux, scenario); Transform lla; //lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0)); lla.set_look_at(Vector3(), Vector3(-0.000000, -0.836026, -0.548690), Vector3(0, 1, 0)); vs->instance_set_transform(light, lla); lightaux = vs->omni_light_create(); //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) ); vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0)); vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4); vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8); //vs->light_set_shadow( lightaux, true ); //light = vs->instance_create( lightaux ); ofs = 0; quit = false; } virtual bool iteration(float p_time) { VisualServer *vs = VisualServer::get_singleton(); //Transform t; //t.rotate(Vector3(0, 1, 0), ofs); //t.translate(Vector3(0,0,20 )); //vs->camera_set_transform(camera, t); ofs += p_time * 0.05; //return quit; for (List::Element *E = instances.front(); E; E = E->next()) { Transform pre(Basis(E->get().rot_axis, ofs), Vector3()); vs->instance_set_transform(E->get().instance, pre * E->get().base); /* if( !E->next() ) { vs->free( E->get().instance ); instances.erase(E ); }*/ } return quit; } virtual bool idle(float p_time) { return quit; } virtual void finish() { } }; MainLoop *test() { return memnew(TestMainLoop); } } // namespace TestRender