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Individual toggles for bounding box visualisation.

Thomas Buck 10 vuotta sitten
vanhempi
commit
2218ccfcad
8 muutettua tiedostoa jossa 36 lisäystä ja 9 poistoa
  1. 3
    0
      ChangeLog.md
  2. 1
    1
      TODO.md
  3. 1
    1
      include/Camera.h
  4. 4
    2
      include/Room.h
  5. 5
    0
      include/StaticMesh.h
  6. 16
    1
      src/Render.cpp
  7. 3
    2
      src/Room.cpp
  8. 3
    2
      src/StaticMesh.cpp

+ 3
- 0
ChangeLog.md Näytä tiedosto

@@ -2,6 +2,9 @@
2 2
 
3 3
 ## OpenRaider (0.1.3) xythobuz <xythobuz@xythobuz.de>
4 4
 
5
+    [ 20140109 ]
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+    * Display of Bounding Boxes can be individually toggled for Rooms/StaticMeshes
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+
5 8
     [ 20140108 ]
6 9
     * FPS and Camera position now displayed in imgui Overlay
7 10
     * Removed many unnecessary includes

+ 1
- 1
TODO.md Näytä tiedosto

@@ -21,5 +21,5 @@
21 21
 
22 22
 * Depend on physfs for easier file location management
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 * Depend on libcdio, use it to read original CDs or CUE/TOC/ISO images
24
-* Add ability to play the FMVs. Format? VLC can play them!
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+* Add ability to play the FMVs. QuickTime, ima4 Audio, h264 avc1 Video!
25 25
 

+ 1
- 1
include/Camera.h Näytä tiedosto

@@ -25,7 +25,7 @@ class Camera {
25 25
 
26 26
     //! \fixme The Y axis seems to be the source of all evil?
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     static void setPosition(glm::vec3 p) { pos = glm::vec3(p.x, -p.y, p.z); }
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-    static glm::vec3 getPosition() { return pos; }
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+    static glm::vec3 getPosition() { return glm::vec3(pos.x, -pos.y, pos.z); }
29 29
 
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     static glm::vec2 getRotation() { return rot; }
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     static glm::mat4 getProjectionMatrix() { return projection; }

+ 4
- 2
include/Room.h Näytä tiedosto

@@ -62,6 +62,9 @@ class Room {
62 62
     Sprite& getSprite(unsigned long index);
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     void addSprite(Sprite* s);
64 64
 
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+    static void setShowBoundingBox(bool s) { showBoundingBox = s; }
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+    static bool getShowBoundingBox() { return showBoundingBox; }
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+
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   private:
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     glm::vec3 pos;
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     glm::mat4 model;
@@ -79,8 +82,7 @@ class Room {
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     std::vector<std::unique_ptr<Sector>> sectors;
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     std::vector<std::unique_ptr<Light>> lights;
81 84
 
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-    // Was used for "depth sorting" render list, but never assigned...?!
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-    //float dist; // Distance to near plane, move to room?
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+    static bool showBoundingBox;
84 86
 };
85 87
 
86 88
 #endif

+ 5
- 0
include/StaticMesh.h Näytä tiedosto

@@ -20,10 +20,15 @@ class StaticMesh {
20 20
 
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     int getID() { return id; }
22 22
 
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+    static void setShowBoundingBox(bool s) { showBoundingBox = s; }
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+    static bool getShowBoundingBox() { return showBoundingBox; }
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+
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   private:
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     int id;
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     int mesh;
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     std::unique_ptr<BoundingBox> bbox1, bbox2;
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+
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+    static bool showBoundingBox;
27 32
 };
28 33
 
29 34
 #endif

+ 16
- 1
src/Render.cpp Näytä tiedosto

@@ -11,6 +11,7 @@
11 11
 #include "global.h"
12 12
 #include "Camera.h"
13 13
 #include "Log.h"
14
+#include "StaticMesh.h"
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 #include "World.h"
15 16
 #include "system/Shader.h"
16 17
 #include "system/Window.h"
@@ -180,7 +181,7 @@ void Render::displayUI() {
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             item = 2;
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         else if (mode == RenderMode::Solid)
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             item = 3;
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-        if (ImGui::Combo("Mode", &item, modeStrings, modeStringCount)) {
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+        if (ImGui::Combo("Render Mode", &item, modeStrings, modeStringCount)) {
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             if (item == 0)
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                 mode = RenderMode::LoadScreen;
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             else if (item == 1)
@@ -191,12 +192,26 @@ void Render::displayUI() {
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                 mode = RenderMode::Solid;
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         }
193 194
 
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+        ImGui::Separator();
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+        ImGui::Text("Camera:");
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         bool updateViewFrustum = Camera::getUpdateViewFrustum();
195 198
         if (ImGui::Checkbox("Update Frustum##render", &updateViewFrustum)) {
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             Camera::setUpdateViewFrustum(updateViewFrustum);
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         }
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         ImGui::SameLine();
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         ImGui::Checkbox("Show Frustum##render", &displayViewFrustum);
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+
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+        ImGui::Separator();
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+        ImGui::Text("Bounding Boxes:");
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+        bool showBoundingBox = Room::getShowBoundingBox();
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+        if (ImGui::Checkbox("Room##bbox", &showBoundingBox)) {
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+            Room::setShowBoundingBox(showBoundingBox);
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+        }
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+        ImGui::SameLine();
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+        bool showBoundingBox2 = StaticMesh::getShowBoundingBox();
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+        if (ImGui::Checkbox("StaticMesh##bbox", &showBoundingBox2)) {
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+            StaticMesh::setShowBoundingBox(showBoundingBox2);
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+        }
200 215
     }
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 }
202 217
 

+ 3
- 2
src/Room.cpp Näytä tiedosto

@@ -7,12 +7,13 @@
7 7
 
8 8
 #include "global.h"
9 9
 #include "Log.h"
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-#include "Render.h"
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 #include "Room.h"
12 11
 
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 #include <glm/gtc/matrix_transform.hpp>
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 #include <glm/gtx/intersect.hpp>
15 14
 
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+bool Room::showBoundingBox = false;
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+
16 17
 Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
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            int a, int x, int z) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
18 19
                                   alternateRoom(a), numXSectors(x), numZSectors(z) {
@@ -28,7 +29,7 @@ void Room::display(glm::mat4 VP) {
28 29
         m->display(VP);
29 30
     }
30 31
 
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-    if (Render::getMode() == RenderMode::Wireframe)
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+    if (showBoundingBox)
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         bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
33 34
 }
34 35
 

+ 3
- 2
src/StaticMesh.cpp Näytä tiedosto

@@ -6,14 +6,15 @@
6 6
  */
7 7
 
8 8
 #include "global.h"
9
-#include "Render.h"
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 #include "World.h"
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 #include "StaticMesh.h"
12 11
 
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+bool StaticMesh::showBoundingBox = false;
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+
13 14
 void StaticMesh::display(glm::mat4 MVP) {
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     getWorld().getMesh(mesh).display(MVP);
15 16
 
16
-    if (Render::getMode() == RenderMode::Wireframe) {
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+    if (showBoundingBox) {
17 18
         bbox1->display(MVP, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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         bbox2->display(MVP, glm::vec3(1.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
19 20
     }

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