Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
239 lines
8.1 KiB
C++
239 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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