Browse Source

Individual toggles for bounding box visualisation.

Thomas Buck 10 years ago
parent
commit
2218ccfcad
8 changed files with 36 additions and 9 deletions
  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 View File

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

+ 1
- 1
TODO.md View File

21
 
21
 
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 * Depend on physfs for easier file location management
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 * 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
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 * Depend on libcdio, use it to read original CDs or CUE/TOC/ISO images
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-* 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!
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25
 

+ 1
- 1
include/Camera.h View File

25
 
25
 
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     //! \fixme The Y axis seems to be the source of all evil?
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     //! \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 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); }
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29
 
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     static glm::vec2 getRotation() { return rot; }
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     static glm::vec2 getRotation() { return rot; }
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     static glm::mat4 getProjectionMatrix() { return projection; }
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     static glm::mat4 getProjectionMatrix() { return projection; }

+ 4
- 2
include/Room.h View File

62
     Sprite& getSprite(unsigned long index);
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     Sprite& getSprite(unsigned long index);
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     void addSprite(Sprite* s);
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     void addSprite(Sprite* s);
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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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   private:
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     glm::vec3 pos;
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     glm::vec3 pos;
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     glm::mat4 model;
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     glm::mat4 model;
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     std::vector<std::unique_ptr<Sector>> sectors;
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     std::vector<std::unique_ptr<Sector>> sectors;
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     std::vector<std::unique_ptr<Light>> lights;
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     std::vector<std::unique_ptr<Light>> lights;
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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;
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 };
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 };
85
 
87
 
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 #endif
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 #endif

+ 5
- 0
include/StaticMesh.h View File

20
 
20
 
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     int getID() { return id; }
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     int getID() { return id; }
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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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   private:
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     int id;
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     int id;
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     int mesh;
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     int mesh;
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     std::unique_ptr<BoundingBox> bbox1, bbox2;
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     std::unique_ptr<BoundingBox> bbox1, bbox2;
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+
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+    static bool showBoundingBox;
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 };
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 };
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 #endif
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 #endif

+ 16
- 1
src/Render.cpp View File

11
 #include "global.h"
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 #include "global.h"
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 #include "Camera.h"
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 #include "Camera.h"
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 #include "Log.h"
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 #include "Log.h"
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+#include "StaticMesh.h"
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 #include "World.h"
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 #include "World.h"
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 #include "system/Shader.h"
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 #include "system/Shader.h"
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 #include "system/Window.h"
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 #include "system/Window.h"
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             item = 2;
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             item = 2;
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         else if (mode == RenderMode::Solid)
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         else if (mode == RenderMode::Solid)
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             item = 3;
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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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             if (item == 0)
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                 mode = RenderMode::LoadScreen;
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                 mode = RenderMode::LoadScreen;
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             else if (item == 1)
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             else if (item == 1)
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                 mode = RenderMode::Solid;
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                 mode = RenderMode::Solid;
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         }
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         }
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+        ImGui::Separator();
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+        ImGui::Text("Camera:");
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         bool updateViewFrustum = Camera::getUpdateViewFrustum();
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         bool updateViewFrustum = Camera::getUpdateViewFrustum();
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         if (ImGui::Checkbox("Update Frustum##render", &updateViewFrustum)) {
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         if (ImGui::Checkbox("Update Frustum##render", &updateViewFrustum)) {
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             Camera::setUpdateViewFrustum(updateViewFrustum);
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             Camera::setUpdateViewFrustum(updateViewFrustum);
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         }
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         }
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         ImGui::SameLine();
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         ImGui::SameLine();
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         ImGui::Checkbox("Show Frustum##render", &displayViewFrustum);
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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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+        }
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     }
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     }
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 }
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 }
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+ 3
- 2
src/Room.cpp View File

7
 
7
 
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 #include "global.h"
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 #include "global.h"
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 #include "Log.h"
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 #include "Log.h"
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-#include "Render.h"
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 #include "Room.h"
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 #include "Room.h"
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11
 
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 #include <glm/gtc/matrix_transform.hpp>
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 #include <glm/gtc/matrix_transform.hpp>
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 #include <glm/gtx/intersect.hpp>
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 #include <glm/gtx/intersect.hpp>
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14
 
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+bool Room::showBoundingBox = false;
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+
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 Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
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 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),
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            int a, int x, int z) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
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                                   alternateRoom(a), numXSectors(x), numZSectors(z) {
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                                   alternateRoom(a), numXSectors(x), numZSectors(z) {
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         m->display(VP);
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         m->display(VP);
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     }
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     }
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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));
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         bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
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 }
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 }
34
 
35
 

+ 3
- 2
src/StaticMesh.cpp View File

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

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