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VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
247 lines
8.1 KiB
C++
247 lines
8.1 KiB
C++
/*************************************************************************/
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/* test_render.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_render.h"
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#include "core/math/math_funcs.h"
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#include "core/math/quick_hull.h"
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#include "core/os/keyboard.h"
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#include "core/os/main_loop.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "servers/display_server.h"
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#include "servers/rendering_server.h"
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#define OBJECT_COUNT 50
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namespace TestRender {
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class TestMainLoop : public MainLoop {
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RID test_cube;
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RID instance;
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RID camera;
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RID viewport;
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RID light;
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RID scenario;
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struct InstanceInfo {
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RID instance;
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Transform base;
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Vector3 rot_axis;
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};
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List<InstanceInfo> instances;
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float ofs;
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bool quit;
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protected:
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public:
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virtual void input_event(const Ref<InputEvent> &p_event) {
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if (p_event->is_pressed())
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quit = true;
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}
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virtual void init() {
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print_line("INITIALIZING TEST RENDER");
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RenderingServer *vs = RenderingServer::get_singleton();
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test_cube = vs->get_test_cube();
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scenario = vs->scenario_create();
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Vector<Vector3> vts;
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/*
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Vector<Plane> sp = Geometry::build_sphere_planes(2,5,5);
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Geometry::MeshData md2 = Geometry::build_convex_mesh(sp);
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vts=md2.vertices;
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*/
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/*
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static const int s = 20;
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for(int i=0;i<s;i++) {
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Basis rot(Vector3(0,1,0),i*Math_PI/s);
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for(int j=0;j<s;j++) {
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Vector3 v;
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v.x=Math::sin(j*Math_PI*2/s);
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v.y=Math::cos(j*Math_PI*2/s);
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vts.push_back( rot.xform(v*2 ) );
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}
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}*/
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/*for(int i=0;i<100;i++) {
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vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
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}*/
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/*
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vts.push_back(Vector3(0,0,1));
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vts.push_back(Vector3(0,0,-1));
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vts.push_back(Vector3(0,1,0));
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vts.push_back(Vector3(0,-1,0));
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vts.push_back(Vector3(1,0,0));
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vts.push_back(Vector3(-1,0,0));*/
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vts.push_back(Vector3(1, 1, 1));
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vts.push_back(Vector3(1, -1, 1));
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vts.push_back(Vector3(-1, 1, 1));
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vts.push_back(Vector3(-1, -1, 1));
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vts.push_back(Vector3(1, 1, -1));
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vts.push_back(Vector3(1, -1, -1));
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vts.push_back(Vector3(-1, 1, -1));
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vts.push_back(Vector3(-1, -1, -1));
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Geometry::MeshData md;
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Error err = QuickHull::build(vts, md);
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print_line("ERR: " + itos(err));
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test_cube = vs->mesh_create();
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vs->mesh_add_surface_from_mesh_data(test_cube, md);
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//vs->scenario_set_debug(scenario,RS::SCENARIO_DEBUG_WIREFRAME);
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/*
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RID sm = vs->shader_create();
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//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
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//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
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vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
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RID tcmat = vs->mesh_surface_get_material(test_cube,0);
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vs->material_set_shader(tcmat,sm);
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*/
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List<String> cmdline = OS::get_singleton()->get_cmdline_args();
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int object_count = OBJECT_COUNT;
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if (cmdline.size() > 0 && cmdline[cmdline.size() - 1].to_int()) {
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object_count = cmdline[cmdline.size() - 1].to_int();
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};
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for (int i = 0; i < object_count; i++) {
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InstanceInfo ii;
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ii.instance = vs->instance_create2(test_cube, scenario);
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ii.base.translate(Math::random(-20, 20), Math::random(-20, 20), Math::random(-20, 18));
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ii.base.rotate(Vector3(0, 1, 0), Math::randf() * Math_PI);
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ii.base.rotate(Vector3(1, 0, 0), Math::randf() * Math_PI);
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vs->instance_set_transform(ii.instance, ii.base);
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ii.rot_axis = Vector3(Math::random(-1, 1), Math::random(-1, 1), Math::random(-1, 1)).normalized();
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instances.push_back(ii);
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}
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camera = vs->camera_create();
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// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
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viewport = vs->viewport_create();
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Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
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vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
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vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
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vs->viewport_set_active(viewport, true);
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vs->viewport_attach_camera(viewport, camera);
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vs->viewport_set_scenario(viewport, scenario);
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vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 3, 30)));
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vs->camera_set_perspective(camera, 60, 0.1, 1000);
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/*
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RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 );
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light = vs->instance_create( lightaux );
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*/
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RID lightaux;
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lightaux = vs->directional_light_create();
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//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2(lightaux, scenario);
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Transform lla;
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//lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0));
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lla.set_look_at(Vector3(), Vector3(-0.000000, -0.836026, -0.548690), Vector3(0, 1, 0));
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vs->instance_set_transform(light, lla);
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lightaux = vs->omni_light_create();
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//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
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vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4);
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vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8);
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//vs->light_set_shadow( lightaux, true );
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//light = vs->instance_create( lightaux );
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ofs = 0;
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quit = false;
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}
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virtual bool iteration(float p_time) {
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RenderingServer *vs = RenderingServer::get_singleton();
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//Transform t;
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//t.rotate(Vector3(0, 1, 0), ofs);
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//t.translate(Vector3(0,0,20 ));
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//vs->camera_set_transform(camera, t);
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ofs += p_time * 0.05;
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//return quit;
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for (List<InstanceInfo>::Element *E = instances.front(); E; E = E->next()) {
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Transform pre(Basis(E->get().rot_axis, ofs), Vector3());
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vs->instance_set_transform(E->get().instance, pre * E->get().base);
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/*
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if( !E->next() ) {
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vs->free( E->get().instance );
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instances.erase(E );
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}*/
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}
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return quit;
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}
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virtual bool idle(float p_time) {
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return quit;
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}
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virtual void finish() {
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}
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};
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MainLoop *test() {
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return memnew(TestMainLoop);
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}
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} // namespace TestRender
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