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SRenderSystem.cpp
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#include "SRenderSystem.h"
using namespace lf;
SRenderSystem::SRenderSystem()
{
rwin = CLFRender::getInstance().createRenderWindow(
core::vector2di(300, 0), // Position of the upper left corner
core::vector2d<s32>(1280, 1024), // Size of the window.
32, // Number of color bits to use,
32, // Number of bits to use in the depth buffer.
render::EWCF_AUTOCLOSE, // This parameter is actually a list of
render::EAAF_16); // Anti-aliasing factor.
rwin->setWindowCaption(L"Lightfeather Tutorial 1");
rwin->setVisible(true);
rwin->addKeyListener(this);
rwin->addMouseListener(this);
core::stringc mediaDir = CLFOS::getInstance().getFileSystem()->getApplicationDirectory();
CLFPersistence::getInstance().getFileSystem()->addSearchPath(mediaDir.c_str());
core::stringc lfmediaDir = "/home/ersitzt/lf/examples/media";
CLFPersistence::getInstance().getFileSystem()->addSearchPath(lfmediaDir.c_str());
scn = rwin->getRenderLayer3D()->getScene();
CLFRender::getInstance().setAutoSleep(0);
}
SRenderSystem::~SRenderSystem()
{
//dtor
}
void SRenderSystem::configure(entityx::ptr<EventManager> event_manager)
{
std::cout << "SRenderSystem configure" << std::endl;
event_manager->subscribe<ComponentAddedEvent<ModelComponent>>(*this);
event_manager->subscribe<ComponentAddedEvent<CameraComponent>>(*this);
event_manager->subscribe<ComponentAddedEvent<LightComponent>>(*this);
event_manager->subscribe<PositionChangedEvent>(*this);
this->events = event_manager;
setup2D();
setupScene();
}
void SRenderSystem::receive(const PositionChangedEvent &poschange)
{
entityx::Entity ent = poschange.entity;
entityx::ptr<PositionComponent> pos = ent.component<PositionComponent>();
entityx::ptr<RotationComponent> rot = ent.component<RotationComponent>();
if(pos && rot)
{
entityx::ptr<ModelComponent> model = ent.component<ModelComponent>();
entityx::ptr<CameraComponent> camera = ent.component<CameraComponent>();
entityx::ptr<LightComponent> light = ent.component<LightComponent>();
entityx::ptr<ListenerComponent> listener = ent.component<ListenerComponent>();
if(model)
{
model->componentnode->setPosition(pos->getPositionLF());
model->componentnode->setRotation(rot->getRotationLF());
core::quaternion qt = rot->getRotationLF();
//std::cout << "node : " << ent.id() << " pos : " << model->componentnode->getRotationQuaternion().X << " - " << model->componentnode->getRotationQuaternion().Y << " - " << model->componentnode->getRotationQuaternion().Z << std::endl;
}
if(camera)
{
camera->cam->setPosition(pos->getPositionLF());
camera->cam->setRotation(rot->getRotationLF());
}
if(light)
{
light->light->setPosition(pos->getPositionLF());
light->light->setRotation(rot->getRotationLF());
}
if(listener)
{
this->events->emit<ListenerPositionChangedEvent>(pos->getPositionLF());
}
}
}
void SRenderSystem::receive(const ComponentAddedEvent<ModelComponent> &modelcomponent)
{
entityx::ptr<ModelComponent> node = modelcomponent.component;
entityx::Entity ent = modelcomponent.entity;
entityx::ptr<PositionComponent> pos = ent.component<PositionComponent>();
entityx::ptr<RotationComponent> rot = ent.component<RotationComponent>();
scn->addSceneNode(node->componentnode);
node->componentnode->setPosition(pos->getPositionLF());
node->componentnode->setRotation(rot->getRotationLF());
}
void SRenderSystem::receive(const ComponentAddedEvent<CameraComponent> &cameracomponent)
{
entityx::ptr<CameraComponent> camera = cameracomponent.component;
rwin->getRenderLayer3D()->addCamera(camera->cam);
}
void SRenderSystem::receive(const ComponentAddedEvent<PlayerComponent> &playercomponent)
{
entityx::ptr<PlayerComponent> player = playercomponent.component;
entityx::Entity ent = playercomponent.entity;
}
void SRenderSystem::receive(const ComponentAddedEvent<LightComponent> &lightcomponent)
{
entityx::ptr<LightComponent> lightcomp = lightcomponent.component;
entityx::Entity ent = lightcomponent.entity;
entityx::ptr<PositionComponent> pos = ent.component<PositionComponent>();
entityx::ptr<RotationComponent> rot = ent.component<RotationComponent>();
lightcomp->light->setPosition(pos->getPositionLF());
lightcomp->light->setRotation(rot->getRotationLF());
scn->addLight(lightcomp->light);
//scn->addSceneNode(lightcomp->light);
scene::CSceneStateLight *cstLgt = new scene::CSceneStateLight(lightcomp->light, true);
scn->getRootSceneNode()->addSceneState(cstLgt);
cstLgt->drop();
}
void SRenderSystem::update(entityx::ptr<EntityManager> es, entityx::ptr<EventManager> events, double dt)
{
u32 polycount = rwin->getTotalPolygonCount();
u32 oneSecFPS = rwin->getOneSecondFPS();
// Only update the window caption if either the FPS,
// or the number of polygons has changed.
if(lastFPS != oneSecFPS || lastPolyCount != polycount)
{
wchar_t tmp[256];
snwprintf(tmp,
256,
L"Lightfeather Tutorial 1 - Polys: %u FPS(1sec): %d",
polycount,
oneSecFPS);
rwin->setWindowCaption(tmp);
lastFPS = oneSecFPS;
lastPolyCount = polycount;
}
/** TODO (ersitzt#1#): per static method oder per event ????? */
//SSoundSystem::setListenerPosition(cam->getPosition());
//events->emit<ListenerPositionChangedEvent>(cam->getPosition());
//std::cout << "cam : " << cam->getPosition().X << " - " << cam->getPosition().Y << " - " << cam->getPosition().Z <<std::endl;
CLFRender::getInstance().update();
}
void SRenderSystem::setup2D()
{
CLFPersistence::getInstance().load("gui/plastique.lfgt"); // Load GUI theme.
gui::CGUIManager *pane = new gui::CGUIManager(core::CColorI(0, 0, 0, 255),false);
rwin->addGUIManager(pane);
pane->drop();
res::CTexture *ltexture = CLFPersistence::getInstance().loadTexture("lightfeather.png", "lflogo");
pane->drawImage(ltexture,core::vector2d<s32>(rwin->getInnerSize().X - 210,rwin->getInnerSize().Y - 128), core::vector2d<s32>(256, 128), gui::ETT_TEST);
}
void SRenderSystem::setupScene()
{
// btCollisionShape* fallShape = new btSphereShape(4);
// cam = new scene::C3DCamera(rwin, core::PI / 3.0f, 1.0f, 1000.0f, true);
// cam->setBackgroundColor(core::CColorI(0, 0, 0, 0));
// cam->setPosition(core::vector3df(0.0f, 0.0f, 0.0f));
// scene::CFPSController *ctrl = new scene::CFPSController(rwin, cam, true);
// scn->addSceneNodeController(ctrl);
// ctrl->drop();
// rwin->getRenderLayer3D()->addCamera(cam);
// render::CRenderStateLighting *rstLgt = new render::CRenderStateLighting(true);
// cam->replaceRenderState(rstLgt);
// rstLgt->drop();
// // For nicer specular highlights.
// render::CRenderStateSpecularLighting *rstSpl = new render::CRenderStateSpecularLighting(true, true);
// cam->replaceRenderState(rstSpl);
// rstSpl->drop();
// /* Set ambient light. Everything becomes lit, even if no light is directly
// shining on geometry. Thus, it's no longer displayed completely black.
// Actually this is the default for the camera. I just wanted to have it
// here so you can change it and see the effect it has.
// */
// render::CRenderStateAmbientLight *rstAmb = new render::CRenderStateAmbientLight(core::CColorI(50, 50, 50, 255));
// cam->replaceRenderState(rstAmb);
// rstAmb->drop();
// light = new scene::CLight(
// core::CColorF(0.4f, 0.0f, 0.0f, 1.0f), core::CColorF(1.0f, 1.0f, 1.0f, 1.0f), core::CColorF(0.0f, 0.0f, 0.0f, 1.0f), 200.0f, 0.0f, 0.0f, 1.0f / 500.0f, 0.0f);
// light->setPosition(cam->getPosition());
// scn->addLight(light);
// scn->addSceneNode(light);
// scene::CSceneStateLight *cstLgt = new scene::CSceneStateLight(light, true);
// scn->getRootSceneNode()->addSceneState(cstLgt);
// cstLgt->drop();
// cam->drop();
// light->drop();
core::stringc blenderDir = "/home/ersitzt/Blender";
CLFPersistence::getInstance().getFileSystem()->addSearchPath(blenderDir.c_str());
CLFPersistence::getInstance().load("asteroid7.lfm");
res::CModel *model = CResourceManager::getInstance().getResource<res::CModel>("Asteroid.mesh");
model->getMesh(0)->getVertexBuffer()->setColor(0, 0, core::CColorI(255, 0, 0, 255));
scene::CModelSceneNode *modelNode = new scene::CModelSceneNode(model);
}
void SRenderSystem::keyPressed(input::CKeyEvent& event)
{
// Just so you see that it gets triggered with every key press.
// std::cout << "Key pressed" << std::endl;
switch(event.getKey())
{
case input::KEY_ESCAPE:
// We close the window, so on the next call to
// CLFRender::update() it will return false and
// the application will be terminated.
rwin->closeWindow();
break;
default:
break;
}
}
void SRenderSystem::mouseClicked(input::CMouseEvent& event)
{
// res::CModel *bulletmodel = CResourceManager::getInstance().getResource<res::CModel>("Asteroid.mesh");
// bulletmodel->getMesh(0)->getVertexBuffer()->setColor(0, 0, core::CColorI(255, 255, 255, 255));
// scene::CModelSceneNode *bulletNode = new scene::CModelSceneNode(bulletmodel);
//
// btVector3 camtarget = btVector3(cam->getTarget().X ,cam->getTarget().Y,cam->getTarget().Z);
// btVector3 camposition = btVector3(cam->getPosition().X ,cam->getPosition().Y,cam->getPosition().Z);
// //btDefaultMotionState *motionstate = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), camposition));
// GravityMotionState *motionstate = new GravityMotionState(btTransform(btQuaternion(0,0,0,1), camposition), bulletNode);
// btScalar mass = 5;
// btVector3 fallInertia(0,0,0);
// btCollisionShape* fallShape = new btSphereShape(4);
// fallShape->calculateLocalInertia(mass,fallInertia);
// btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,motionstate,fallShape,fallInertia);
// fallRigidBody = new btRigidBody(fallRigidBodyCI);
// dynamicsWorld->addRigidBody(fallRigidBody);
// fallRigidBody->applyCentralImpulse((camtarget - camposition).normalized() * 5000);
// scn->addSceneNode(bulletNode);
// bulletNode->drop();
}