// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . // // Includes // #include #include #include #include #include #include #include #include #ifdef NL_OS_WINDOWS #define NOMINMAX #include #endif // NL_OS_WINDOWS using namespace NLMISC; using namespace NL3D; // function to split a string into several substrings delimited by specified characters void split(const std::string &str, std::vector &tokens, const std::string &delimiters) { // Skip delimiters at beginning. std::string::size_type lastPos = str.find_first_not_of(delimiters, 0); // Find first "non-delimiter". std::string::size_type pos = str.find_first_of(delimiters, lastPos); while (std::string::npos != pos || std::string::npos != lastPos) { // Found a token, add it to the vector. tokens.push_back(str.substr(lastPos, pos - lastPos)); // Skip delimiters. Note the "not_of" lastPos = str.find_first_not_of(delimiters, pos); // Find next "non-delimiter" pos = str.find_first_of(delimiters, lastPos); } } #ifdef NL_OS_WINDOWS sint WINAPI WinMain(HINSTANCE /* hInstance */, HINSTANCE /* hPrevInstance */, LPSTR cmdline, int /* nCmdShow */) { // we can specify several shapes on command line // so we need to process it std::vector argv; // argv[0] is the fullpath to the executable but since it's not used, we can let it empty argv.push_back(""); // split the whole cmdline into args split(cmdline, argv, " "); // args number int argc = (int)argv.size(); #else sint main(int argc, char **argv) { #endif try { // create OpenGL driver NL3D::UDriver *Driver = UDriver::createDriver(); if (!Driver) throw 2; // create a window in 800x600 Driver->setDisplay(UDriver::CMode(800, 600, 32, true)); // set the title Driver->setWindowTitle(ucstring("NeL shape viewer")); // can use both dds and tga textures for shapes CPath::remapExtension ("dds", "tga", true); // create the light ULight *Light = ULight::createLight(); if (!Light) throw 3; // set mode of the light Light->setMode(ULight::DirectionalLight); // set position of the light Light->setPosition(CVector(-20.f, 30.f, 10.f)); // white light Light->setAmbiant(CRGBA(255, 255, 255)); // set and enable the light Driver->setLight(0, *Light); Driver->enableLight(0); // Create a scene NL3D::UScene *Scene = Driver->createScene(true); if (!Scene) throw 4; // create the camera UCamera Camera = Scene->getCam(); if (Camera.empty()) throw 5; Camera.setTransformMode (UTransformable::DirectMatrix); Camera.setPerspective ((float)Pi/2.f, 1.33f, 0.1f, 1000); // camera will look at entities Camera.lookAt (CVector(-10.f, 10.f, 0.f), CVector(0.f, 0.f, 0.f)); // create entities std::vector Entities; // create each entity for(int i = 1; i < argc; ++i) { // use the path of the shape to find its textures CPath::addSearchPath(CFile::getPath(argv[i]), true, false); // add an entity to the scene UInstance Entity = Scene->createInstance(argv[i]); // if we can't create entity, skip it if (Entity.empty()) continue; // we will rotate it later so use Euler rotation transform mode Entity.setTransformMode(UTransformable::RotEuler); // add entity to the vector Entities.push_back(Entity); } // initial angle float angle = 0.f; // main loop while (Driver->isActive()) { Driver->EventServer.pump(); // the background is black Driver->clearBuffers(CRGBA(0, 0, 0)); // increase the angle angle += 0.1f; if (angle >= NLMISC::Pi*2) angle = 0.f; // rotate all entities for(size_t i = 0; i < Entities.size(); ++i) { Entities[i].setRotEuler(0.f, 0.f, angle); } // animate the scene Scene->animate(NLMISC::CTime::getLocalTime() / 1000.0); // render the scene Scene->render(); // show the scene Driver->swapBuffers(); // escape will leave the program if (Driver->AsyncListener.isKeyPushed(KeyESCAPE)) { break; } // F3 will change the render mode else if (Driver->AsyncListener.isKeyPushed(KeyF3)) { UDriver::TPolygonMode p = Driver->getPolygonMode(); p = UDriver::TPolygonMode(((int)p+1)%3); Driver->setPolygonMode(p); } // F12 will take a screenshot else if (Driver->AsyncListener.isKeyPushed(KeyF12)) { CBitmap btm; Driver->getBuffer(btm); COFile fs(CFile::findNewFile("screenshot.png")); btm.writePNG(fs,24); } } // we are leaving the program // delete all entities for(size_t i = 0; i < Entities.size(); ++i) { Scene->deleteInstance(Entities[i]); } // delete the scene Driver->deleteScene(Scene); // delete the light delete Light; // release all textures and others elements Driver->release(); // delete the driver delete Driver; } catch(int a) { return a; } catch(...) { return EXIT_FAILURE; } return EXIT_SUCCESS; }