2019-04-08 13:53:35 -03:00

262 lines
5.0 KiB
C++

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