Модель почти готова. Не хватает только:
- Слюдяной пленки
- и Акцизной марки
Тут нам даже не придется писать новых шейдеров. Для пленки мы возьмем наш “зеркальный” шейдер (как для позолоченных принтов) с белым шумом в качестве главной текстуры (uTex0) и “странслируем” ее в полупрозрачную 8×1 текстуру glass01.bmp (uTex3), имитирующую стеклянное отражение. Это просто белая прозрачная текстура с 1 НЕпрозрачным пикселем (сгенерирована программно).
1. Сгрузим glass01.bmp файл здесьи сохраним его в C:\CPP\engine\dt\common\img\materials\glass01.bmp
Обновленный model descriptor:
2. Копируем нижеследующий код в Текстовый редактор и сохраняем его (overwrite) to/as
C:\CPP\a997modeler\dt\models\misc\marlboro01\root01.txt
<texture_as="tx0" src="marlboro03small.png" ckey="#00ff00"/>
<mt_type="phong" uTex0_use="tx0" />
<vs="box_tank" whl="53,83,21" ext=1 sectR=1 />
<a="front v" xywh="2,1,323,495" mark="box_front"/>
<a="back v" xywh="2,1,323,495" mark="box_back"/>
<a="right all" xywh="327,1,128,495" mark="box_right"/>
<a="left all" xywh="457,1,128,495" mark="box_left"/>
<a="top" xywh="588,1,323,133"/>
<a="bottom" xywh="587,136,324,134"/>
//golden prints
<vs="box" whl="55.1,85.1,23.1" />
<texture_as="whitenoise" src="/dt/common/img/whitenoise/wn64_blur3.bmp"/>
<texture_as="gold" src="/dt/common/img/materials/gold02roman.bmp" />
<mt_type="mirror" uAlphaBlending uTex1mask_use="tx0" uTex1alphaChannelN=1 uTex0_use="whitenoise" uTex0translateChannelN=0 uTex3_use="gold" />
//side golden prints
<a="right" xywh="342,12,101,10" whl="x,1.8,18.1" pxyz="x,39.8, -0.3" /> //Please do not litter
<a="right" xywh="339,144,105,89" whl="x,15.35,18.9" pxyz="x,10.3,-0.12" /> //For special offers...
<a="left" xywh="475,15,95,48" whl="x,8.4,17" pxyz="x,36, 0.3" /> //Underage sale...
//front prints
<group>
//bottom golden print "20 class a..."
<a="front" xywh="20,498,289,13" whl="47.5,2,x" pxyz="1,-36,x" />
//blazon/emblem
<mt_type="mirror" uAlphaBlending uTex2nm_use="tx0" uTex0_use="whitenoise" uTex0translateChannelN=0 uTex3_use="gold" />
<a="front" xywh2nm="589,415,128,94" whl="20.7,16,x" pxyz="0.3,6.1,x" /> //emblem
//"Marlboro
<mt_type="phong" uAlphaBlending uTex2nm_use="tx0" uColor="#1E211E" />
<a="front" xywh2nm="590,275,301,136" whl="49.2,23.3,x" pxyz="0.21,-18,x" /> //marlboro
</group>
<clone ay=180 />
//joint (slit) between the pack and the lid
<group>
<mt_adjust uTex2nm_use="tx0" >
<a2mesh wh="50,1" xywh2nm="582,497,1,4" all markedAs="box_right" onThe="right" py=24.6 az=31 />
<a2mesh wh="50,1" xywh2nm="582,497,1,4" all markedAs="box_left" onThe="left" py=24.6 az=-31 />
<a2mesh wh="53,1" xywh2nm="582,497,1,4" all markedAs="box_front" py=17.8 />
<a2mesh wh="6 ,1" xywh2nm="582,497,1,4" all markedAs="box_back" onThe="back" py=31.5 px=23.5 />
<a2mesh wh="6 ,1" xywh2nm="582,497,1,4" all markedAs="box_back" onThe="back" py=31.5 px=-23.5 />
</mt_adjust>
</group sizeD="0.1,0,0.1">
//sealing ribbon
<mt_type="wire" lineWidth=1.5 uColor="130,90,0" zBufferUpdate=no />
<line>
<p pxyz="-27.6,16.5 ,0" />
<p dz=10.5 /> //left side half
<p dxyz="1.1,0,1.1" /> //front left rib
<p dx=53 /> //front side
<p dxyz="1.1,0,-1.1" /> //front right rib
<p dz=-21 /> //right side
<p dxyz="-1.1,0,-1.1" /> //back right rib
<p dx=-53 /> //back side
<p dxyz="-1.1,0,1.1" /> //back left rib
<p dz=16 /> //left half
<p dxyz="-1,0,5" /> //ribbon "tail"
<p dz=1 />
</line >
//clear-film
<texture_as="glass" src="/dt/common/img/materials/glass01.bmp" />
<texture_as="whitenoise2" src="/dt/common/img/whitenoise/wn64_blur1.bmp"/>
<vs="box_tank" whl="53,83,21" ext=1 sectR=1 />
<group>
<mt_type="mirror" uAlphaFactor=0.9 uTex0_use="whitenoise2" uTex0translateChannelN=1 uTex3_use="glass" />
<a="front h,back h,right,left" />
<mt_type="mirror" uAlphaFactor=0.9 uTex0_use="whitenoise2" uTex0translateChannelN=1 uTex3_use="glass" uTex2nm_use="tx0" />
<a="top all" xywh2nm="724,420,223,90"/>
<a="bottom all" xywh2nm="724,420,223,90" mark="film_bottom"/>
</group sizeD="0.2,0.1,0.2" >
//Excise stamp
<mt_type="phong" uTex0_use="tx0" />
<a2mesh wh="22,13" xywh="916,3,100,57" flip=180 all markedAs="film_bottom" onThe="bottom" pxyz="-15,4,0" az=-5 detachBy=0.05 />
Новый код – с 57-й строки.
Обратите внимание:
- Для верхней и нижней проекций мы также используем normal map (строка 64), прямоугольное голубое изображение внизу справа.
- Для акцизной марки мы использовали не “mt_adjust” как раньше, а новый material (строка 69).
- В 70-й строке, в a2mesh, новый параметр – detachBy=0.05. Это инструкция ModelLoader-у сдвинуть вырезанный фрагмент чуть-чуть от “родительской” поверхности чтобы избежать взаимо-наложения с поверхностью пленки.
Поскольку у нас появились полу-прозрачные поверхности, это поднимает новую проблему – прозрачные поверхности не должны переписывать (update) z-buffer на случай если придется что-то рендрить под (за) такой поверхностью. Для этого в классе Material добавлены 2 новые переменные:
- zBuffer – использовать ли z-buffer testing или нет. По умолчанию – да.
- zBufferUpdate – обновлять ли z-buffer или нет. По умолчанию – да.
3. Заменим Material.h код на:
#pragma once
#include "MyColor.h"
#include <string>
class Material
{
public:
char shaderType[20] = "";
int shaderN = -1;
int primitiveType = GL_TRIANGLES;
MyColor uColor;
int uTex0 = -1;
int uTex1mask = -1;
int uTex2nm = -1;
int uTex3 = -1;
int uTex1alphaChannelN = 3; //default - alpha channel for mask
int uTex1alphaNegative = 0; //default - alpha channel not negative
int uTex0translateChannelN = -1; //translate tex0 to tex3 by channelN. Default -1 - don't translate
int uAlphaBlending = 0; //for semi-transparency
float uAlphaFactor = 1; //for semi-transparency
float uAmbient = 0.4f; //ambient light
//specular light parameters
float uSpecularIntencity = 0.8f;
float uSpecularMinDot = 0.8f;
float uSpecularPowerOf = 20.0f;
float lineWidth = 1;
int zBuffer = 1;
int zBufferUpdate = 1;
public:
int pickShaderNumber() { return pickShaderNumber(this); };
static int pickShaderNumber(Material* pMT);
void setShaderType(std::string needType) { setShaderType(this, needType); };
static void setShaderType(Material* pMT, std::string needType) { myStrcpy_s(pMT->shaderType, 20, (char*)needType.c_str()); };
void clear() { clear(this); };
static void clear(Material* pMT);
int assignShader(std::string needType) { return assignShader(this, needType); };
static int assignShader(Material* pMT, std::string needType);
};
Эти новые переменные будут использоваться классом DrawJob для под-настройки рендринга. Функция – executeDrawJob(..).
4. Заменим DrawJob.cpp код на:
#include "DrawJob.h"
#include "platform.h"
#include "utils.h"
#include "Shader.h"
#include "Texture.h"
//static arrays (vectors) of all loaded DrawJobs, VBO ids
std::vector<DrawJob*> DrawJob::drawJobs;
std::vector<unsigned int> DrawJob::buffersIds;
DrawJob::DrawJob() {
drawJobs.push_back(this);
}
DrawJob::~DrawJob() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (glVAOid > 0)
glDeleteVertexArrays(1, &glVAOid);
}
int DrawJob::newBufferId() {
unsigned int bufferId;
glGenBuffers(1, &bufferId);
buffersIds.push_back(bufferId);
return (int)bufferId;
}
unsigned int activeVBOid;
int DrawJob::buildVAOforShader(DrawJob* pDJ, int shaderN) {
//delete VAO if exists already
if (pDJ->glVAOid > 0) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteVertexArrays(1, &(pDJ->glVAOid));
}
glGenVertexArrays(1, &pDJ->glVAOid);
glBindVertexArray(pDJ->glVAOid);
//open shader descriptor to access variables locations
Shader* pShader = Shader::shaders.at(pDJ->mt.shaderN);
activeVBOid = 0;
attachAttribute(pShader->l_aPos, 3, &pDJ->aPos);
attachAttribute(pShader->l_aNormal, 3, &pDJ->aNormal);
attachAttribute(pShader->l_aTuv, 2, &pDJ->aTuv);
attachAttribute(pShader->l_aTuv2, 2, &pDJ->aTuv2); //for normal map
attachAttribute(pShader->l_aTangent, 3, &pDJ->aTangent); //for normal map
attachAttribute(pShader->l_aBinormal, 3, &pDJ->aBinormal); //for normal map
if (pDJ->glEBOid > 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pDJ->glEBOid);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
int DrawJob::attachAttribute(int varLocationInShader, int attributeSizeInFloats, AttribRef* pAR) {
if (varLocationInShader < 0)
return 0; //not used in this shader
if (pAR->glVBOid == 0) {
mylog("ERROR in DrawJob::attachAttribute, nk such attribute/VBO\n");
return -1;
}
glEnableVertexAttribArray(varLocationInShader);
if (activeVBOid != pAR->glVBOid) {
activeVBOid = pAR->glVBOid;
//attach input stream data
glBindBuffer(GL_ARRAY_BUFFER, activeVBOid);
}
glVertexAttribPointer(varLocationInShader, attributeSizeInFloats, GL_FLOAT, GL_FALSE, pAR->stride, (void*)(long)pAR->offset);
return 1;
}
int DrawJob::executeDrawJob(DrawJob* pDJ, float* uMVP, float* uMV3x3, float* uMM, float* uVectorToLight, float* uCameraPosition, float sizeUnitPixelsSize, Material* pMt) {
if (pMt == NULL)
pMt = &(pDJ->mt);
glBindVertexArray(pDJ->glVAOid);
Shader* pShader = Shader::shaders.at(pMt->shaderN);
glUseProgram(pShader->GLid);
//input uniforms
glUniformMatrix4fv(pShader->l_uMVP, 1, GL_FALSE, (const GLfloat*)uMVP);
if (pShader->l_uMV3x3 >= 0)
glUniformMatrix3fv(pShader->l_uMV3x3, 1, GL_FALSE, (const GLfloat*)uMV3x3);
if (pShader->l_uMM >= 0)
glUniformMatrix4fv(pShader->l_uMM, 1, GL_FALSE, (const GLfloat*)uMM);
if (pShader->l_uVectorToLight >= 0)
glUniform3fv(pShader->l_uVectorToLight, 1, (const GLfloat*)uVectorToLight);
if (pShader->l_uCameraPosition >= 0)
glUniform3fv(pShader->l_uCameraPosition, 1, (const GLfloat*)uCameraPosition);
//attach textures
if (pShader->l_uTex0 >= 0) {
int textureId = Texture::getGLid(pMt->uTex0);
//pass textureId to shader program
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
glBindTexture(GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
glUniform1i(pShader->l_uTex0, 0);
}
if (pShader->l_uTex1mask >= 0) {
int textureId = Texture::getGLid(pMt->uTex1mask);
//pass textureId to shader program
glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
glBindTexture(GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
glUniform1i(pShader->l_uTex1mask, 1);
}
if (pShader->l_uTex2nm >= 0) {
int textureId = Texture::getGLid(pMt->uTex2nm);
//pass textureId to shader program
glActiveTexture(GL_TEXTURE2); // activate the texture unit first before binding texture
glBindTexture(GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 2.
glUniform1i(pShader->l_uTex2nm, 2);
}
if (pShader->l_uTex0translateChannelN >= 0) {
glUniform1i(pShader->l_uTex0translateChannelN, pMt->uTex0translateChannelN);
if (pShader->l_uTex3 >= 0 && pMt->uTex3 >= 0) {
int textureId = Texture::getGLid(pMt->uTex3);
//pass textureId to shader program
glActiveTexture(GL_TEXTURE3); // activate the texture unit first before binding texture
glBindTexture(GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 3.
glUniform1i(pShader->l_uTex3, 3);
}
}
//material uniforms
if (pShader->l_uTex1alphaChannelN >= 0)
glUniform1i(pShader->l_uTex1alphaChannelN, pMt->uTex1alphaChannelN);
if (pShader->l_uTex1alphaNegative >= 0)
glUniform1i(pShader->l_uTex1alphaNegative, pMt->uTex1alphaNegative);
if (pShader->l_uColor >= 0)
glUniform4fv(pShader->l_uColor, 1, pMt->uColor.forGL());
if (pShader->l_uAlphaFactor >= 0)
glUniform1f(pShader->l_uAlphaFactor, pMt->uAlphaFactor);
if (pShader->l_uAlphaBlending >= 0)
glUniform1i(pShader->l_uAlphaBlending, pMt->uAlphaBlending);
if (pShader->l_uAmbient >= 0)
glUniform1f(pShader->l_uAmbient, pMt->uAmbient);
if (pShader->l_uSpecularIntencity >= 0)
glUniform1f(pShader->l_uSpecularIntencity, pMt->uSpecularIntencity);
if (pShader->l_uSpecularMinDot >= 0)
glUniform1f(pShader->l_uSpecularMinDot, pMt->uSpecularMinDot);
if (pShader->l_uSpecularPowerOf >= 0)
glUniform1f(pShader->l_uSpecularPowerOf, pMt->uSpecularPowerOf);
//adjust render settings
if (lineWidthIsImportant(pMt->primitiveType)) {
float lw = sizeUnitPixelsSize * pMt->lineWidth;
glLineWidth(lw);
}
if (pMt->zBuffer > 0) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
else
glDisable(GL_DEPTH_TEST);
if (pMt->zBufferUpdate > 0)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
if (pShader->l_uAlphaBlending >= 0 && pMt->uAlphaBlending > 0) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
glDisable(GL_BLEND);
//execute
if (pDJ->glEBOid == 0) {
glDrawArrays(pMt->primitiveType, 0, pDJ->pointsN);
}
else { //use EBO
glDrawElements(pMt->primitiveType, pDJ->pointsN, GL_UNSIGNED_SHORT, 0);
}
glBindVertexArray(0);
return 1;
}
int DrawJob::cleanUp() {
int itemsN = drawJobs.size();
//delete all drawJobs
for (int i = 0; i < itemsN; i++) {
DrawJob* pDJ = drawJobs.at(i);
delete pDJ;
}
drawJobs.clear();
//delete Buffers
itemsN = buffersIds.size();
//delete all buffers
for (int i = 0; i < itemsN; i++) {
unsigned int id = buffersIds.at(i);
glDeleteBuffers(1, &id);
}
buffersIds.clear();
return 1;
}
int DrawJob::setDesirableOffsetsForSingleVBO(DrawJob* pDJ, int* pStride, int shaderN, int VBOid) {
//sets desirable offsets and stride according to given shader needs
//assuming that we have 1 single VBO
Shader* pSh = Shader::shaders.at(shaderN);
int stride = 0;
pDJ->aPos.offset = 0; //attribute o_aPos, always 0
stride += sizeof(float) * 3; //aPos size - 3 floats (x,y,z)
if (pSh->l_aNormal >= 0) { //attribute normal
pDJ->aNormal.offset = stride;
stride += sizeof(float) * 3;
}
if (pSh->l_aTuv >= 0) { //attribute TUV (texture coordinates)
pDJ->aTuv.offset = stride; //attribute TUV (texture coordinates)
stride += sizeof(float) * 2;
}
if (pSh->l_aTuv2 >= 0) { //for normal map
pDJ->aTuv2.offset = stride;
stride += sizeof(float) * 2;
}
if (pSh->l_aTangent >= 0) { //for normal map
pDJ->aTangent.offset = stride;
stride += sizeof(float) * 3;
}
if (pSh->l_aBinormal >= 0) { //for normal map
pDJ->aBinormal.offset = stride;
stride += sizeof(float) * 3;
}
*pStride = stride;
//add stride and VBOid to all attributes
AttribRef* pAR = NULL;
pAR = &pDJ->aPos; pAR->glVBOid = VBOid; pAR->stride = stride;
pAR = &pDJ->aNormal; pAR->glVBOid = VBOid; pAR->stride = stride;
pAR = &pDJ->aTuv; pAR->glVBOid = VBOid; pAR->stride = stride;
pAR = &pDJ->aTuv2; pAR->glVBOid = VBOid; pAR->stride = stride;
pAR = &pDJ->aTangent; pAR->glVBOid = VBOid; pAR->stride = stride;
pAR = &pDJ->aBinormal; pAR->glVBOid = VBOid; pAR->stride = stride;
return 1;
}
bool DrawJob::lineWidthIsImportant(int primitiveType) {
if (primitiveType == GL_TRIANGLES) return false;
if (primitiveType == GL_TRIANGLE_STRIP) return false;
if (primitiveType == GL_TRIANGLE_FAN) return false;
return true;
}
Чтение/установки – в ModelLoader-е, в функции fillProps_mt(..).
5. Заменим ModelLoader.cpp код на:
#include "ModelLoader.h"
#include "platform.h"
#include "TheGame.h"
#include "DrawJob.h"
#include "Texture.h"
#include "utils.h"
#include "Polygon.h"
extern TheGame theGame;
int ModelLoader::loadModel(std::vector<GameSubj*>* pSubjsVector0, std::string sourceFile, std::string subjClass) {
//returns element's (Subj) number or -1
int subjN = pSubjsVector0->size();
GameSubj* pGS = theGame.newGameSubj(subjClass);
pSubjsVector0->push_back(pGS);
//pGS->djStartN = DrawJob::drawJobs.size();
ModelLoader* pML = new ModelLoader(pSubjsVector0, subjN, NULL, sourceFile);
processSource(pML);
delete pML;
//pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
return subjN;
}
int ModelLoader::setValueFromIntHashMap(int* pInt, std::map<std::string, int> intHashMap, std::string varName, std::string tagStr) {
if (!varExists(varName, tagStr))
return 0;
std::string str0 = getStringValue(varName, tagStr);
if (intHashMap.find(str0) == intHashMap.end()) {
mylog("ERROR in ModelLoader::setValueFromIntMap, %s not found, %s\n", varName.c_str(), tagStr.c_str());
return -1;
}
*pInt = intHashMap[getStringValue(varName, tagStr)];
return 1;
}
int ModelLoader::setTexture(ModelLoader* pML, int* pInt, std::string txName) {
ModelBuilder* pMB = pML->pModelBuilder;
bool resetTexture = false;
std::string varName = txName + "_use";
if (varExists(varName, pML->currentTag)) {
if (setValueFromIntHashMap(pInt, pMB->texturesHashMap, varName, pML->currentTag) == 0) {
mylog("ERROR in ModelLoader::setTexture: texture not in hashMap: %s\n", pML->currentTag.c_str());
return -1;
}
resetTexture = true;
}
else{
varName = txName + "_src";
if (varExists(varName, pML->currentTag)) {
std::string txFile = getStringValue(varName, pML->currentTag);
varName = txName + "_ckey";
unsigned int intCkey = 0;
setUintColorValue(&intCkey, varName, pML->currentTag);
*pInt = Texture::loadTexture(buildFullPath(pML, txFile), intCkey);
resetTexture = true;
}
}
if(resetTexture)
return 1;
return 0; //texture wasn't reset
}
int ModelLoader::setMaterialTextures(ModelLoader* pML, Material* pMT) {
if (setTexture(pML, &pMT->uTex0, "uTex0") > 0)
pMT->uColor.clear();
setTexture(pML, &pMT->uTex1mask, "uTex1mask");
setTexture(pML, &pMT->uTex2nm, "uTex2nm");
setTexture(pML, &pMT->uTex3, "uTex3");
return 1;
}
int ModelLoader::fillProps_mt(Material* pMT, std::string tagStr, ModelLoader* pML) {
setCharsValue(pMT->shaderType, 20, "mt_type", tagStr);
setMaterialTextures(pML, pMT);
//color
if (varExists("uColor", tagStr)) {
unsigned int uintColor = 0;
setUintColorValue(&uintColor, "uColor", tagStr);
pMT->uColor.setUint32(uintColor);
pMT->uTex0 = -1;
}
//mylog("mt.uTex0=%d, mt.uTex1mask=%d\n", mt.uTex0, mt.uTex1mask);
if (varExists("primitiveType", tagStr)) {
std::string str0 = getStringValue("primitiveType", tagStr);
if (str0.compare("GL_POINTS") == 0) pMT->primitiveType = GL_POINTS;
else if (str0.compare("GL_LINES") == 0) pMT->primitiveType = GL_LINES;
else if (str0.compare("GL_LINE_STRIP") == 0) pMT->primitiveType = GL_LINE_STRIP;
else if (str0.compare("GL_LINE_LOOP") == 0) pMT->primitiveType = GL_LINE_LOOP;
else if (str0.compare("GL_TRIANGLE_STRIP") == 0) pMT->primitiveType = GL_TRIANGLE_STRIP;
else if (str0.compare("GL_TRIANGLE_FAN") == 0) pMT->primitiveType = GL_TRIANGLE_FAN;
else pMT->primitiveType = GL_TRIANGLES;
}
setIntValue(&pMT->uTex1alphaChannelN, "uTex1alphaChannelN", tagStr);
setIntValue(&pMT->uTex0translateChannelN, "uTex0translateChannelN", tagStr);
setFloatValue(&pMT->uAlphaFactor, "uAlphaFactor", tagStr);
if (pMT->uAlphaFactor < 1)
pMT->uAlphaBlending = 1;
setIntBoolValue(&pMT->uAlphaBlending, "uAlphaBlending", tagStr);
if (pMT->uAlphaBlending > 0)
pMT->zBufferUpdate = 0;
setFloatValue(&pMT->uAmbient, "uAmbient", tagStr);
setFloatValue(&pMT->uSpecularIntencity, "uSpecularIntencity", tagStr);
setFloatValue(&pMT->uSpecularMinDot, "uSpecularMinDot", tagStr);
setFloatValue(&pMT->uSpecularPowerOf, "uSpecularPowerOf", tagStr);
setFloatValue(&pMT->lineWidth, "lineWidth", tagStr);
setIntBoolValue(&pMT->zBuffer, "zBuffer", tagStr);
if (pMT->zBuffer < 1)
pMT->zBufferUpdate = 0;
setIntBoolValue(&pMT->zBufferUpdate, "zBufferUpdate", tagStr);
return 1;
}
int ModelLoader::processTag(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->tagName.compare("texture_as") == 0) {
//saves texture N in texturesMap under given name
std::string keyName = getStringValue("texture_as", pML->currentTag);
if (pMB->texturesHashMap.find(keyName) != pMB->texturesHashMap.end())
return pMB->texturesHashMap[keyName];
else { //add new
std::string txFile = getStringValue("src", pML->currentTag);
unsigned int intCkey = 0;
setUintColorValue(&intCkey, "ckey", pML->currentTag);
int txN = Texture::loadTexture(buildFullPath(pML, txFile), intCkey);
pMB->texturesHashMap[keyName] = txN;
//mylog("%s=%d\n", keyName.c_str(), pMB->texturesMap[keyName]);
return txN;
}
}
if (pML->tagName.compare("mt_type") == 0) {
//sets current material
ModelBuilder* pMB = pML->pModelBuilder;
if (!pML->closedTag) {
//save previous material in stack
if (pMB->usingMaterialN >= 0)
pMB->materialsStack.push_back(pMB->usingMaterialN);
}
Material mt;
fillProps_mt(&mt, pML->currentTag, pML);
pMB->usingMaterialN = pMB->getMaterialN(pMB, &mt);
return 1;
}
if (pML->tagName.compare("/mt_type") == 0) {
//restore previous material
if (pMB->materialsStack.size() > 0) {
pMB->usingMaterialN = pMB->materialsStack.back();
pMB->materialsStack.pop_back();
}
return 1;
}
if (pML->tagName.compare("vs") == 0) {
//sets virtual shape
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->closedTag) {
if (pMB->pCurrentVShape != NULL)
delete pMB->pCurrentVShape;
}
else { //open tag
//save previous vshape in stack
if (pMB->pCurrentVShape != NULL)
pMB->vShapesStack.push_back(pMB->pCurrentVShape);
}
pMB->pCurrentVShape = new VirtualShape();
fillProps_vs(pMB->pCurrentVShape, pML->currentTag);
return 1;
}
if (pML->tagName.compare("/vs") == 0) {
//restore previous virtual shape
if (pMB->vShapesStack.size() > 0) {
if (pMB->pCurrentVShape != NULL)
delete(pMB->pCurrentVShape);
pMB->pCurrentVShape = pMB->vShapesStack.back();
pMB->vShapesStack.pop_back();
}
return 1;
}
if (pML->tagName.compare("group") == 0) {
std::string notAllowed[] = { "pxyz","axyz","align","headTo" };
int notAllowedLn = sizeof(notAllowed) / sizeof(notAllowed[0]);
for (int i = 0; i < notAllowedLn; i++)
if (varExists(notAllowed[i], pML->currentTag)) {
mylog("ERROR in ModelLoader::processTag: use %s in </group>: %s\n", notAllowed[i].c_str(), pML->currentTag.c_str());
return -1;
}
pMB->lockGroup(pMB);
//mark
if (varExists("mark", pML->currentTag))
addMark(pMB->pCurrentGroup->marks, getStringValue("mark", pML->currentTag));
return 1;
}
if (pML->tagName.compare("/group") == 0) {
GroupTransform gt;
fillProps_gt(>, pMB, pML->currentTag);
gt.executeGroupTransform(pMB);
pMB->releaseGroup(pMB);
return 1;
}
if (pML->tagName.compare("a") == 0)
return processTag_a(pML); //apply
if (pML->tagName.compare("clone") == 0)
return processTag_clone(pML);
if (pML->tagName.compare("/clone") == 0)
return processTag_clone(pML);
if (pML->tagName.compare("do") == 0)
return processTag_do(pML);
if (pML->tagName.compare("a2mesh") == 0)
return processTag_a2mesh(pML);
if (pML->tagName.compare("mt_adjust") == 0) {
if (pML->pMaterialAdjust != NULL)
mylog("ERROR in ModelLoader::processTag %s, pMaterialAdjust is still busy. File: %s\n", pML->currentTag.c_str(), pML->fullPath.c_str());
pML->pMaterialAdjust = new (MaterialAdjust);
fillProps_mt(pML->pMaterialAdjust, pML->currentTag, pML);
pML->pMaterialAdjust->setWhat2adjust(pML->pMaterialAdjust, pML->currentTag);
return 1;
}
if (pML->tagName.compare("/mt_adjust") == 0) {
if (pML->pMaterialAdjust != NULL) {
delete pML->pMaterialAdjust;
pML->pMaterialAdjust = NULL;
}
return 1;
}
if (pML->tagName.compare("line") == 0) {
Material mt;
//save previous material in stack
if (pMB->usingMaterialN >= 0){
pMB->materialsStack.push_back(pMB->usingMaterialN);
memcpy(&mt, pMB->materialsList.at(pMB->usingMaterialN),sizeof(Material));
}
mt.primitiveType = GL_LINE_STRIP;
fillProps_mt(&mt, pML->currentTag, pML);
pMB->usingMaterialN = pMB->getMaterialN(pMB, &mt);
//line starts
pML->lineStartsAt = pMB->vertices.size();
return 1;
}
if (pML->tagName.compare("/line") == 0) {
pMB->vertices.back()->endOfSequence = 1;
pML->lineStartsAt = -1;
//restore previous material
if (pMB->materialsStack.size() > 0) {
pMB->usingMaterialN = pMB->materialsStack.back();
pMB->materialsStack.pop_back();
}
return 1;
}
if (pML->tagName.compare("p") == 0) {
//line point
Vertex01* pV = new Vertex01();
if (pMB->vertices.size() > pML->lineStartsAt)
memcpy(pV, pMB->vertices.back(), sizeof(Vertex01));
pV->subjN = pMB->usingSubjN;
pV->materialN = pMB->usingMaterialN;
setFloatArray(pV->aPos, 3, "pxyz", pML->currentTag);
setFloatValue(&pV->aPos[0], "px", pML->currentTag);
setFloatValue(&pV->aPos[1], "py", pML->currentTag);
setFloatValue(&pV->aPos[2], "pz", pML->currentTag);
float dPos[3] = { 0,0,0 };
setFloatArray(dPos, 3, "dxyz", pML->currentTag);
setFloatValue(&dPos[0], "dx", pML->currentTag);
setFloatValue(&dPos[1], "dy", pML->currentTag);
setFloatValue(&dPos[2], "dz", pML->currentTag);
if (!v3equals(dPos, 0))
for (int i = 0; i < 3; i++)
pV->aPos[i] += dPos[i];
pMB->vertices.push_back(pV);
return 1;
}
mylog("ERROR in ModelLoader::processTag, unhandled tag %s, file %s\n", pML->currentTag.c_str(), pML->fullPath.c_str());
return -1;
}
int ModelLoader::fillProps_vs(VirtualShape* pVS, std::string tagStr) {
//sets virtual shape
setCharsValue(pVS->shapeType, 20, "vs", tagStr);
setFloatArray(pVS->whl, 3, "whl", tagStr);
//extensions
float ext;
if (varExists("ext", tagStr)) {
setFloatValue(&ext, "ext", tagStr);
pVS->setExt(ext);
}
if (varExists("extX", tagStr)) {
setFloatValue(&ext, "extX", tagStr);
pVS->setExtX(ext);
}
if (varExists("extY", tagStr)) {
setFloatValue(&ext, "extY", tagStr);
pVS->setExtY(ext);
}
if (varExists("extZ", tagStr)) {
setFloatValue(&ext, "extZ", tagStr);
pVS->setExtZ(ext);
}
setFloatValue(&pVS->extU, "extU", tagStr);
setFloatValue(&pVS->extD, "extD", tagStr);
setFloatValue(&pVS->extL, "extL", tagStr);
setFloatValue(&pVS->extR, "extR", tagStr);
setFloatValue(&pVS->extF, "extF", tagStr);
setFloatValue(&pVS->extB, "extB", tagStr);
//sections
setIntValue(&pVS->sectionsR, "sectR", tagStr);
setIntValue(&pVS->sections[0], "sectX", tagStr);
setIntValue(&pVS->sections[1], "sectY", tagStr);
setIntValue(&pVS->sections[2], "sectZ", tagStr);
//mylog("pVS->shapeType=%s whl=%fx%fx%f\n", pVS->shapeType, pVS->whl[0], pVS->whl[1], pVS->whl[2]);
return 1;
}
int ModelLoader::processTag_a(ModelLoader* pML) {
//apply
ModelBuilder* pMB = pML->pModelBuilder;
std::string tagStr = pML->currentTag;
pMB->lockGroup(pMB);
//mark
if (varExists("mark", tagStr))
addMark(pMB->pCurrentGroup->marks, getStringValue("mark", tagStr));
std::vector<std::string> applyTosVector = splitString(pML->getStringValue("a", tagStr), ",");
Material* pMT = pMB->materialsList.at(pMB->usingMaterialN);
int texN = pMT->uTex1mask;
if (texN < 0)
texN = pMT->uTex0;
float xywh[4] = { 0,0,1,1 };
TexCoords* pTC = NULL;
if (varExists("xywh", tagStr)) {
setFloatArray(xywh, 4, "xywh", tagStr);
std::string flipStr = getStringValue("flip", tagStr);
TexCoords tc;
tc.set(texN, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
pTC = &tc;
}
TexCoords* pTC2nm = NULL;
if (varExists("xywh2nm", tagStr)) {
setFloatArray(xywh, 4, "xywh2nm", tagStr);
std::string flipStr = getStringValue("flip2nm", tagStr);
TexCoords tc2nm;
tc2nm.set(pMT->uTex2nm, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
pTC2nm = &tc2nm;
}
//adjusted VirtualShape
VirtualShape* pVS_a = new VirtualShape(*pMB->pCurrentVShape);
fillProps_vs(pVS_a, tagStr);
for (int aN = 0; aN < (int)applyTosVector.size(); aN++) {
pMB->buildFace(pMB, applyTosVector.at(aN), pVS_a, pTC, pTC2nm);
}
delete pVS_a;
//mylog("vertsN=%d\n",pMB->vertices.size());
GroupTransform GT_a;
fillProps_gt(>_a, pMB, tagStr);
GT_a.executeGroupTransform(pMB);
pMB->releaseGroup(pMB);
return 1;
}
int ModelLoader::processTag_clone(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->tagName.compare("clone") == 0) {
//mark what to clone
GroupTransform gt;
gt.pGroup = pMB->pLastClosedGroup;
gt.flagSelection(>, &pMB->vertices, &pMB->triangles);
//cloning
pMB->lockGroup(pMB);
gt.cloneFlagged(pMB, &pMB->vertices, &pMB->triangles, &pMB->vertices, &pMB->triangles);
}
GroupTransform gt;
fillProps_gt(>, pMB, pML->currentTag);
gt.executeGroupTransform(pMB);
if (pML->tagName.compare("/clone") == 0 || pML->closedTag) {
pMB->releaseGroup(pMB);
}
return 1;
}
int ModelLoader::addMark(char* marks, std::string newMark) {
if (newMark.empty())
return 0;
std::string allMarks;
allMarks.assign(marks);
allMarks.append("<" + newMark + ">");
myStrcpy_s(marks, 124, allMarks.c_str());
return 1;
}
int ModelLoader::fillProps_gt(GroupTransform* pGT, ModelBuilder* pMB, std::string tagStr) {
pGT->pGroup = pMB->pCurrentGroup;
//position
setFloatArray(pGT->shift, 3, "pxyz", tagStr);
setFloatValue(&pGT->shift[0], "px", tagStr);
setFloatValue(&pGT->shift[1], "py", tagStr);
setFloatValue(&pGT->shift[2], "pz", tagStr);
//angles
setFloatArray(pGT->spin, 3, "axyz", tagStr);
setFloatValue(&pGT->spin[0], "ax", tagStr);
setFloatValue(&pGT->spin[1], "ay", tagStr);
setFloatValue(&pGT->spin[2], "az", tagStr);
//scale
setFloatArray(pGT->scale, 3, "scale", tagStr);
pGT->onThe = getStringValue("onThe", tagStr);
pGT->allign = getStringValue("allign", tagStr);
pGT->headZto = getStringValue("headZto", tagStr);
//limit to
if (varExists("all", tagStr))
pGT->pGroup = NULL;
if (varExists("lastClosedGroup", tagStr))
pGT->pGroup = pMB->pLastClosedGroup;
if (varExists("markedAs", tagStr))
pGT->limit2mark(pGT, getStringValue("markedAs", tagStr));
setFloatArray(pGT->pMin, 3, "xyzMin", tagStr);
setFloatArray(pGT->pMax, 3, "xyzMax", tagStr);
if (varExists("sizeD", tagStr)) { //re-size
float sizeD[3];
setFloatArray(sizeD, 3, "sizeD", tagStr);
//bounding box
pGT->flagSelection(pGT, &pMB->vertices, NULL);
float bbMin[3];
float bbMax[3];
pGT->buildBoundingBoxFlagged(bbMin, bbMax, &pMB->vertices);
for (int i = 0; i < 3; i++) {
float size = bbMax[i] - bbMin[i];
pGT->scale[i] = (size + sizeD[i]) / size;
}
}
return 1;
}
int ModelLoader::processTag_do(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
GroupTransform gt;
fillProps_gt(>, pMB, pML->currentTag);
gt.flagSelection(>, &pMB->vertices, &pMB->triangles);
gt.transformFlagged(>, &pMB->vertices);
return 1;
}
int ModelLoader::processTag_a2mesh(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
std::string tagStr = pML->currentTag;
GroupTransform gt;
fillProps_gt(>, pMB, pML->currentTag);
gt.flagSelection(>, &pMB->vertices, &pMB->triangles);
//clone a copy
std::vector<Vertex01*> vx1;
std::vector<Triangle01*> tr1;
gt.cloneFlagged(NULL, &vx1, &tr1, &pMB->vertices, &pMB->triangles);
// build transform and inverted martrices
mat4x4 transformMatrix;
gt.buildTransformMatrix(>, &transformMatrix);
mat4x4 transformMatrixInverted;
mat4x4_invert(transformMatrixInverted, transformMatrix);
//move/rotate cloned
gt.flagAll(&vx1, &tr1);
//gt.transformFlagged(&pMB->vertices, &transformMatrixInverted);
gt.transformFlaggedMx(&vx1, &transformMatrixInverted);
//gt.cloneFlagged(pMB, &pMB->vertices, &pMB->triangles, &vx1, &tr1);
float wh[2];
setFloatArray(wh, 2, "wh", tagStr);
Polygon frame;
frame.setRectangle(&frame, wh[0], wh[1]);
//destination arrays
std::vector<Vertex01*> vx2;
std::vector<Triangle01*> tr2;
Polygon triangle;
for (int i = tr1.size() - 1; i >= 0; i--) {
triangle.setTriangle(&triangle, tr1.at(i), &vx1);
Polygon intersection;
int pointsN = Polygon::xyIntersection(&intersection, &frame, &triangle);
if (pointsN > 2) {
Polygon::buildTriangles(&intersection);
GroupTransform::flagAll(&intersection.vertices, &intersection.triangles);
GroupTransform::cloneFlagged(NULL, &vx2, &tr2, &intersection.vertices, &intersection.triangles);
}
}
gt.flagAll(&vx2, &tr2);
//at this point we have cutted fragment facing us
int vxTotal = vx2.size();
int trTotal = tr2.size();
//apply adjusted material ?
if (pML->pMaterialAdjust != NULL) {
//scan vertices to find new (unupdated) material
int materialNsrc = -1; //which N to replace
int materialNdst = -1; //replace by N
for (int vN = 0; vN < vxTotal; vN++) {
Vertex01* pV = vx2.at(vN);
if (pV->flag < 0)
continue;
if (materialNsrc == pV->materialN)
continue;
//have new material
materialNsrc = pV->materialN;
Material mt;
Material* pMt0 = pMB->materialsList.at(materialNsrc);
memcpy(&mt, pMt0, sizeof(Material));
//modify material
MaterialAdjust::adjust(&mt, pML->pMaterialAdjust);
materialNdst = pMB->getMaterialN(pMB, &mt);
if (materialNsrc != materialNdst) {
//replace mtN in vx and tr arrays
for (int vN2 = vN; vN2 < vxTotal; vN2++) {
Vertex01* pV2 = vx2.at(vN2);
if (pV2->flag < 0)
continue;
if (materialNsrc == pV2->materialN)
pV2->materialN = materialNdst;
}
for (int tN2 = 0; tN2 < trTotal; tN2++) {
Triangle01* pT2 = tr2.at(tN2);
if (pT2->flag < 0)
continue;
if (materialNsrc == pT2->materialN)
pT2->materialN = materialNdst;
}
materialNsrc = materialNdst;
}
}
}
else { // pML->pMaterialAdjust == NULL, use pMB->usingMaterialN
for (int vN2 = 0; vN2 < vxTotal; vN2++) {
Vertex01* pV2 = vx2.at(vN2);
if (pV2->flag < 0)
continue;
pV2->materialN = pMB->usingMaterialN;
}
for (int tN2 = 0; tN2 < trTotal; tN2++) {
Triangle01* pT2 = tr2.at(tN2);
if (pT2->flag < 0)
continue;
pT2->materialN = pMB->usingMaterialN;
}
}
//apply xywh/2nm ?
if (varExists("xywh", tagStr) || varExists("xywh2nm", tagStr)) {
Material* pMT = pMB->materialsList.at(vx2.at(0)->materialN);
float xywh[4] = { 0,0,1,1 };
TexCoords* pTC = NULL;
if (varExists("xywh", tagStr)) {
setFloatArray(xywh, 4, "xywh", tagStr);
std::string flipStr = getStringValue("flip", tagStr);
int texN = pMT->uTex1mask;
if (texN < 0)
texN = pMT->uTex0;
TexCoords tc;
tc.set(texN, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
pTC = &tc;
}
TexCoords* pTC2nm = NULL;
if (varExists("xywh2nm", tagStr)) {
setFloatArray(xywh, 4, "xywh2nm", tagStr);
std::string flipStr = getStringValue("flip2nm", tagStr);
TexCoords tc2nm;
tc2nm.set(pMT->uTex2nm, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
pTC2nm = &tc2nm;
}
pMB->applyTexture2flagged(&vx2, "front", pTC, false);
pMB->applyTexture2flagged(&vx2, "front", pTC2nm, true);
}
float detachBy =0;
setFloatValue(&detachBy, "detachBy", tagStr);
if (detachBy != 0) {
mat4x4 mx;
mat4x4_translate(mx, 0, 0, detachBy);
gt.transformFlaggedMx(&vx2, &mx);
}
//move/rotate back
gt.transformFlaggedMx(&vx2, &transformMatrix);
//clone back to modelBuilder arrays
gt.cloneFlagged(pMB, &pMB->vertices, &pMB->triangles, &vx2, &tr2);
//clear memory
for (int i = vx1.size() - 1; i >= 0; i--)
delete vx1.at(i);
vx1.clear();
for (int i = tr1.size() - 1; i >= 0; i--)
delete tr1.at(i);
tr1.clear();
for (int i = vx2.size() - 1; i >= 0; i--)
delete vx2.at(i);
vx2.clear();
for (int i = tr2.size() - 1; i >= 0; i--)
delete tr2.at(i);
tr2.clear();
return 1;
}
- Другое изменение тут – обработка параметра detachBy для тага a2mesh (строки 562-568).
TheGame.cpp тоже задет. Поскольку мы теперь отключаем z-buffer для каких-то DrawJobs, теперь нам надо убедиться, что он включен прежде чем чистить z-buffer (строка 50).
6.Заменим TheGame.cpp код на:
#include "TheGame.h"
#include "platform.h"
#include "utils.h"
#include "linmath.h"
#include "Texture.h"
#include "Shader.h"
#include "DrawJob.h"
#include "ModelBuilder.h"
#include "TexCoords.h"
#include "ModelLoader.h"
extern std::string filesRoot;
extern float degrees2radians;
std::vector<GameSubj*> TheGame::gameSubjs;
int TheGame::getReady() {
bExitGame = false;
Shader::loadShaders();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
int subjN = ModelLoader::loadModel(&gameSubjs, "/dt/models/misc/marlboro01/root01.txt", "");
GameSubj* pGS = gameSubjs.at(subjN);
pGS->name.assign("box1");
pGS->ownSpeed.setDegrees(1.5, 1, 0.5);
pGS->ownCoords.setDegrees(0,30, 0);
//===== set up camera
mainCamera.ownCoords.setDegrees(15, 180, 0); //set camera angles/orientation
mainCamera.viewRangeDg = 20;
mainCamera.stageSize[0] = 80;
mainCamera.stageSize[1] = 120;
memcpy(mainCamera.lookAtPoint, pGS->ownCoords.pos, sizeof(float) * 3);
mainCamera.onScreenResize();
//===== set up light
v3set(dirToMainLight, -1, 1, 1);
vec3_norm(dirToMainLight, dirToMainLight);
return 1;
}
int TheGame::drawFrame() {
myPollEvents();
//glClearColor(0.0, 0.0, 0.5, 1.0);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mat4x4 mProjection, mViewProjection, mMVP, mMV4x4;
//mat4x4_ortho(mProjection, -(float)screenSize[0] / 2, (float)screenSize[0] / 2, -(float)screenSize[1] / 2, (float)screenSize[1] / 2, 100.f, 500.f);
float nearClip = mainCamera.focusDistance - 55;
float farClip = mainCamera.focusDistance + 55;
if (nearClip < 0) nearClip = 0;
mat4x4_perspective(mProjection, mainCamera.viewRangeDg * degrees2radians, screenAspectRatio, nearClip, farClip);
mat4x4_mul(mViewProjection, mProjection, mainCamera.lookAtMatrix);
mViewProjection[1][3] = 0; //keystone effect
//scan subjects
int subjsN = gameSubjs.size();
for (int subjN = 0; subjN < subjsN; subjN++) {
GameSubj* pGS = gameSubjs.at(subjN);
//behavior - apply rotation speed
pGS->moveSubj();
//prepare subject for rendering
pGS->buildModelMatrix(pGS);
//build MVP matrix for given subject
mat4x4_mul(mMVP, mViewProjection, pGS->ownModelMatrix);
//build Model-View (rotation) matrix for normals
mat4x4_mul(mMV4x4, mainCamera.lookAtMatrix, (vec4*)pGS->ownCoords.getRotationMatrix());
//convert to 3x3 matrix
float mMV3x3[3][3];
for (int y = 0; y < 3; y++)
for (int x = 0; x < 3; x++)
mMV3x3[y][x] = mMV4x4[y][x];
//subj's distance from camera
float cameraSpacePos[4];
mat4x4_mul_vec4plus(cameraSpacePos, mainCamera.lookAtMatrix, pGS->ownCoords.pos, 1);
float zDistance = abs(cameraSpacePos[2]);
float cotangentA = 1.0f / tanf(degrees2radians * mainCamera.viewRangeDg / 2.0);
float halfScreenVertSizeInUnits = zDistance / cotangentA;
float sizeUnitPixelsSize = screenSize[1] / 2.0 / halfScreenVertSizeInUnits;
//render subject
for (int i = 0; i < pGS->djTotalN; i++) {
DrawJob* pDJ = DrawJob::drawJobs.at(pGS->djStartN + i);
pDJ->execute((float*)mMVP, *mMV3x3, (float*)pGS->ownModelMatrix, dirToMainLight, mainCamera.ownCoords.pos, sizeUnitPixelsSize, NULL);
}
}
//synchronization
while (1) {
long long int currentMillis = getSystemMillis();
long long int millisSinceLastFrame = currentMillis - lastFrameMillis;
if (millisSinceLastFrame >= millisPerFrame) {
lastFrameMillis = currentMillis;
break;
}
}
mySwapBuffers();
return 1;
}
int TheGame::cleanUp() {
int itemsN = gameSubjs.size();
//delete all UISubjs
for (int i = 0; i < itemsN; i++) {
GameSubj* pGS = gameSubjs.at(i);
delete pGS;
}
gameSubjs.clear();
//clear all other classes
Texture::cleanUp();
Shader::cleanUp();
DrawJob::cleanUp();
return 1;
}
int TheGame::onScreenResize(int width, int height) {
if (screenSize[0] == width && screenSize[1] == height)
return 0;
screenSize[0] = width;
screenSize[1] = height;
screenAspectRatio = (float)width / height;
glViewport(0, 0, width, height);
mainCamera.onScreenResize();
mylog(" screen size %d x %d\n", width, height);
return 1;
}
GameSubj* TheGame::newGameSubj(std::string subjClass) {
return (new GameSubj());
}
int TheGame::run() {
getReady();
while (!bExitGame) {
drawFrame();
}
cleanUp();
return 1;
}
- Другое изменение тут – mainCamera.viewRangeDg = 20; 30 градусов было широковато, слишком сильная перспектива, 20 градусов выглядит натуральнее.
- И новая скорость вращения (строка 29).
7. Компиляция и запуск. Результат:
До:
(просто проекции)
После:
С золочеными и тиснеными принтами, со стыком пачка-крышка как normal map, с золотой лентой/пломбой/линией.
А теперь еще и с пленкой и с акцизной маркой.
- На Андроиде проверено тоже.
Теперь модель полностью готова. Наконец, могу спокойно эту пачку выкурить. Или оставить ее на память о Проекте?