262 lines
5.0 KiB
C++
262 lines
5.0 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <testbed/framework/model.h>
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#include <testbed/framework/view_model.h>
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#include <testbed/framework/test.h>
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Model::Model()
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{
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m_viewModel = nullptr;
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g_draw = &m_draw;
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g_camera = &m_camera;
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g_profiler = &m_profiler;
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g_profilerSt = &m_profilerSt;
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#if (PROFILE_JSON == 1)
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g_jsonProfiler = &m_jsonProfiler;
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#endif
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m_test = nullptr;
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClearDepth(1.0f);
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Action_ResetCamera();
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m_setTest = true;
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m_pause = true;
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m_singlePlay = false;
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}
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Model::~Model()
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{
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g_draw = nullptr;
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g_camera = nullptr;
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g_profiler = nullptr;
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g_profilerSt = nullptr;
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#if (PROFILE_JSON == 1)
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g_jsonProfiler = nullptr;
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#endif
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delete m_test;
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}
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void Model::Action_SaveTest()
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{
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m_test->Save();
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}
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void Model::Command_Press_Key(int button)
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{
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m_test->KeyDown(button);
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}
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void Model::Command_Release_Key(int button)
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{
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m_test->KeyUp(button);
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}
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void Model::Command_Press_Mouse_Left(const b3Vec2& ps)
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{
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftDown(pw);
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}
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void Model::Command_Release_Mouse_Left(const b3Vec2& ps)
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{
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftUp(pw);
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}
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void Model::Command_Move_Cursor(const b3Vec2& ps)
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{
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b3Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseMove(pw);
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}
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void Model::Update()
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{
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m_draw.EnableDrawPoints(g_settings->drawPoints);
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m_draw.EnableDrawLines(g_settings->drawLines);
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m_draw.EnableDrawTriangles(g_settings->drawTriangles);
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m_draw.SetViewMatrix(g_camera->BuildViewMatrix());
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m_draw.SetProjectionMatrix(g_camera->BuildProjectionMatrix());
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glViewport(0, 0, GLsizei(m_camera.m_width), GLsizei(m_camera.m_height));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_setTest)
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{
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delete m_test;
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m_test = g_tests[g_settings->testID].create();
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m_setTest = false;
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m_pause = true;
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Action_ResetCamera();
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}
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if (g_settings->drawGrid)
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{
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const i32 h = 21;
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const i32 w = 21;
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b3Vec3 vs[h * w];
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b3Vec3 t;
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t.x = -0.5f * float32(w) + 0.5f;
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t.y = 0.0f;
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t.z = -0.5f * float32(h) + 0.5f;
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for (u32 i = 0; i < h; ++i)
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{
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for (u32 j = 0; j < w; ++j)
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{
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u32 iv = i * w + j;
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b3Vec3 v;
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v.x = float32(j);
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v.y = 0.0f;
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v.z = float32(i);
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v += t;
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vs[iv] = v;
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}
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}
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b3Color color(0.2f, 0.2f, 0.2f, 1.0f);
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// Left-Right Lines
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u32 hv1 = (h - 1) / 2 * w + 0;
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u32 hv2 = (h - 1) / 2 * w + (w - 1);
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{
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b3Vec3 v1 = vs[hv1];
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b3Vec3 v2 = vs[hv2];
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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}
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for (u32 i = 0; i < h; ++i)
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{
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if (i == hv1)
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{
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continue;
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}
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u32 iv1 = i * w + 0;
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u32 iv2 = i * w + (w - 1);
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b3Vec3 v1 = vs[iv1];
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b3Vec3 v2 = vs[iv2];
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b3Draw_draw->DrawSegment(v1, v2, color);
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}
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// Up-Bottom Lines
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u32 wv1 = 0 * w + (w - 1) / 2;
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u32 wv2 = (h - 1) * w + (w - 1) / 2;
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{
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b3Vec3 v1 = vs[wv1];
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b3Vec3 v2 = vs[wv2];
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b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
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}
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for (u32 j = 0; j < w; ++j)
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{
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if (j == wv1)
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{
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continue;
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}
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u32 iv1 = 0 * w + j;
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u32 iv2 = (h - 1) * w + j;
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b3Vec3 v1 = vs[iv1];
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b3Vec3 v2 = vs[iv2];
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b3Draw_draw->DrawSegment(v1, v2, color);
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}
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}
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//
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if (m_pause)
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{
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if (m_singlePlay)
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{
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// !
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g_testSettings->inv_hertz = g_testSettings->hertz > 0.0f ? 1.0f / g_testSettings->hertz : 0.0f;
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m_singlePlay = false;
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}
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else
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{
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// !
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g_testSettings->inv_hertz = 0.0f;
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}
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}
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else
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{
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// !
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g_testSettings->inv_hertz = g_testSettings->hertz > 0.0f ? 1.0f / g_testSettings->hertz : 0.0f;
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}
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m_test->Step();
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m_draw.Flush();
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}
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#if (PROFILE_JSON == 1)
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static inline void RecurseEvents(ProfilerNode* node)
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{
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g_jsonProfiler->BeginEvent(node->name, node->t0);
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g_jsonProfiler->EndEvent(node->name, node->t1);
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for (u32 i = 0; i < node->children.Count(); ++i)
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{
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RecurseEvents(node->children[i]);
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}
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}
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void Model::UpdateJson()
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{
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m_jsonProfiler.BeginEvents();
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ProfilerNode* root = m_profiler.GetRoot();
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if (root)
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{
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RecurseEvents(root);
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}
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m_jsonProfiler.EndEvents();
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}
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#endif |