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authorBrad Davis <[email protected]>2013-06-27 11:25:32 -0800
committerBrad Davis <[email protected]>2013-06-28 10:47:29 -0700
commitebefcc885f74461cd0e3f19b5ae3622dc6cf6dbc (patch)
tree2b16db7350fce54c2e6c1b1c4020d67419cb1164 /Samples/OculusRoomTiny/OculusRoomModel.cpp
parent0ade748e1845694c5cbe562fb823e56f09773e27 (diff)
SDK 0.2.2
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+/************************************************************************************
+
+Filename : OculusRoomModel.cpp
+Content : Creates a simple room scene from hard-coded geometry
+Created : October 4, 2012
+
+Copyright : Copyright 2012-2013 Oculus, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#include "RenderTiny_Device.h"
+
+using namespace OVR;
+using namespace OVR::RenderTiny;
+
+
+//-------------------------------------------------------------------------------------
+// ***** Room Model
+
+// This model is hard-coded out of axis-aligned solid-colored slabs.
+// Room unit dimensions are in meters. Player starts in the middle.
+//
+
+enum BuiltinTexture
+{
+ Tex_None,
+ Tex_Checker,
+ Tex_Block,
+ Tex_Panel,
+ Tex_Count
+};
+
+struct Slab
+{
+ float x1, y1, z1;
+ float x2, y2, z2;
+ Color c;
+};
+
+struct SlabModel
+{
+ int Count;
+ Slab* pSlabs;
+ BuiltinTexture tex;
+};
+
+Slab FloorSlabs[] =
+{
+ // Floor
+ { -10.0f, -0.1f, -20.0f, 10.0f, 0.0f, 20.1f, Color(128,128,128) }
+};
+
+SlabModel Floor = {sizeof(FloorSlabs)/sizeof(Slab), FloorSlabs, Tex_Checker};
+
+Slab CeilingSlabs[] =
+{
+ { -10.0f, 4.0f, -20.0f, 10.0f, 4.1f, 20.1f, Color(128,128,128) }
+};
+
+SlabModel Ceiling = {sizeof(FloorSlabs)/sizeof(Slab), CeilingSlabs, Tex_Panel};
+
+Slab RoomSlabs[] =
+{
+ // Left Wall
+ { -10.1f, 0.0f, -20.0f, -10.0f, 4.0f, 20.0f, Color(128,128,128) },
+ // Back Wall
+ { -10.0f, -0.1f, -20.1f, 10.0f, 4.0f, -20.0f, Color(128,128,128) },
+
+ // Right Wall
+ { 10.0f, -0.1f, -20.0f, 10.1f, 4.0f, 20.0f, Color(128,128,128) },
+};
+
+SlabModel Room = {sizeof(RoomSlabs)/sizeof(Slab), RoomSlabs, Tex_Block};
+
+Slab FixtureSlabs[] =
+{
+ // Right side shelf
+ { 9.5f, 0.75f, 3.0f, 10.1f, 2.5f, 3.1f, Color(128,128,128) }, // Verticals
+ { 9.5f, 0.95f, 3.7f, 10.1f, 2.75f, 3.8f, Color(128,128,128) },
+ { 9.5f, 1.20f, 2.5f, 10.1f, 1.30f, 3.8f, Color(128,128,128) }, // Horizontals
+ { 9.5f, 2.00f, 3.0f, 10.1f, 2.10f, 4.2f, Color(128,128,128) },
+
+ // Right railing
+ { 5.0f, 1.1f, 20.0f, 10.0f, 1.2f, 20.1f, Color(128,128,128) },
+ // Bars
+ { 9.0f, 1.1f, 20.0f, 9.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { 8.0f, 1.1f, 20.0f, 8.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { 7.0f, 1.1f, 20.0f, 7.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { 6.0f, 1.1f, 20.0f, 6.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { 5.0f, 1.1f, 20.0f, 5.1f, 0.0f, 20.1f, Color(128,128,128) },
+
+ // Left railing
+ { -10.0f, 1.1f, 20.0f, -5.0f, 1.2f, 20.1f, Color(128,128,128) },
+ // Bars
+ { -9.0f, 1.1f, 20.0f, -9.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { -8.0f, 1.1f, 20.0f, -8.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { -7.0f, 1.1f, 20.0f, -7.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { -6.0f, 1.1f, 20.0f, -6.1f, 0.0f, 20.1f, Color(128,128,128) },
+ { -5.0f, 1.1f, 20.0f, -5.1f, 0.0f, 20.1f, Color(128,128,128) },
+
+ // Bottom Floor 2
+ { -15.0f, -6.1f, 18.0f, 15.0f, -6.0f, 30.0f, Color(128,128,128) },
+};
+
+SlabModel Fixtures = {sizeof(FixtureSlabs)/sizeof(Slab), FixtureSlabs};
+
+Slab FurnitureSlabs[] =
+{
+ // Table
+ { -1.8f, 0.7f, 1.0f, 0.0f, 0.8f, 0.0f, Color(128,128,88) },
+ { -1.8f, 0.7f, 0.0f, -1.8f+0.1f, 0.0f, 0.0f+0.1f, Color(128,128,88) }, // Leg 1
+ { -1.8f, 0.7f, 1.0f, -1.8f+0.1f, 0.0f, 1.0f-0.1f, Color(128,128,88) }, // Leg 2
+ { 0.0f, 0.7f, 1.0f, 0.0f-0.1f, 0.0f, 1.0f-0.1f, Color(128,128,88) }, // Leg 2
+ { 0.0f, 0.7f, 0.0f, 0.0f-0.1f, 0.0f, 0.0f+0.1f, Color(128,128,88) }, // Leg 2
+
+ // Chair
+ { -1.4f, 0.5f, -1.1f, -0.8f, 0.55f, -0.5f, Color(88,88,128) }, // Set
+ { -1.4f, 1.0f, -1.1f, -1.4f+0.06f, 0.0f, -1.1f+0.06f, Color(88,88,128) }, // Leg 1
+ { -1.4f, 0.5f, -0.5f, -1.4f+0.06f, 0.0f, -0.5f-0.06f, Color(88,88,128) }, // Leg 2
+ { -0.8f, 0.5f, -0.5f, -0.8f-0.06f, 0.0f, -0.5f-0.06f, Color(88,88,128) }, // Leg 2
+ { -0.8f, 1.0f, -1.1f, -0.8f-0.06f, 0.0f, -1.1f+0.06f, Color(88,88,128) }, // Leg 2
+ { -1.4f, 0.97f,-1.05f,-0.8f, 0.92f, -1.10f, Color(88,88,128) }, // Back high bar
+};
+
+SlabModel Furniture = {sizeof(FurnitureSlabs)/sizeof(Slab), FurnitureSlabs};
+
+Slab PostsSlabs[] =
+{
+ // Posts
+ { 0, 0.0f, 0.0f, 0.1f, 1.3f, 0.1f, Color(128,128,128) },
+ { 0, 0.0f, 0.4f, 0.1f, 1.3f, 0.5f, Color(128,128,128) },
+ { 0, 0.0f, 0.8f, 0.1f, 1.3f, 0.9f, Color(128,128,128) },
+ { 0, 0.0f, 1.2f, 0.1f, 1.3f, 1.3f, Color(128,128,128) },
+ { 0, 0.0f, 1.6f, 0.1f, 1.3f, 1.7f, Color(128,128,128) },
+ { 0, 0.0f, 2.0f, 0.1f, 1.3f, 2.1f, Color(128,128,128) },
+ { 0, 0.0f, 2.4f, 0.1f, 1.3f, 2.5f, Color(128,128,128) },
+ { 0, 0.0f, 2.8f, 0.1f, 1.3f, 2.9f, Color(128,128,128) },
+ { 0, 0.0f, 3.2f, 0.1f, 1.3f, 3.3f, Color(128,128,128) },
+ { 0, 0.0f, 3.6f, 0.1f, 1.3f, 3.7f, Color(128,128,128) },
+};
+
+SlabModel Posts = {sizeof(PostsSlabs)/sizeof(Slab), PostsSlabs};
+
+
+// Temporary helper class used to initialize fills used by model.
+class FillCollection
+{
+public:
+ Ptr<ShaderFill> LitSolid;
+ Ptr<ShaderFill> LitTextures[4];
+
+ FillCollection(RenderDevice* render);
+
+};
+
+FillCollection::FillCollection(RenderDevice* render)
+{
+ Ptr<Texture> builtinTextures[Tex_Count];
+
+ // Create floor checkerboard texture.
+ {
+ Color checker[256*256];
+ for (int j = 0; j < 256; j++)
+ for (int i = 0; i < 256; i++)
+ checker[j*256+i] = (((i/4 >> 5) ^ (j/4 >> 5)) & 1) ?
+ Color(180,180,180,255) : Color(80,80,80,255);
+ builtinTextures[Tex_Checker] = *render->CreateTexture(Texture_RGBA|Texture_GenMipmaps, 256, 256, checker);
+ builtinTextures[Tex_Checker]->SetSampleMode(Sample_Anisotropic|Sample_Repeat);
+ }
+
+ // Ceiling panel texture.
+ {
+ Color panel[256*256];
+ for (int j = 0; j < 256; j++)
+ for (int i = 0; i < 256; i++)
+ panel[j*256+i] = (i/4 == 0 || j/4 == 0) ?
+ Color(80,80,80,255) : Color(180,180,180,255);
+ builtinTextures[Tex_Panel] = *render->CreateTexture(Texture_RGBA|Texture_GenMipmaps, 256, 256, panel);
+ builtinTextures[Tex_Panel]->SetSampleMode(Sample_Anisotropic|Sample_Repeat);
+ }
+
+ // Wall brick textures.
+ {
+ Color block[256*256];
+ for (int j = 0; j < 256; j++)
+ for (int i = 0; i < 256; i++)
+ block[j*256+i] = (((j/4 & 15) == 0) || (((i/4 & 15) == 0) && ((((i/4 & 31) == 0) ^ ((j/4 >> 4) & 1)) == 0))) ?
+ Color(60,60,60,255) : Color(180,180,180,255);
+ builtinTextures[Tex_Block] = *render->CreateTexture(Texture_RGBA|Texture_GenMipmaps, 256, 256, block);
+ builtinTextures[Tex_Block]->SetSampleMode(Sample_Anisotropic|Sample_Repeat);
+ }
+
+ LitSolid = *new ShaderFill(*render->CreateShaderSet());
+ LitSolid->GetShaders()->SetShader(render->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ LitSolid->GetShaders()->SetShader(render->LoadBuiltinShader(Shader_Fragment, FShader_LitGouraud));
+
+ for (int i = 1; i < Tex_Count; i++)
+ {
+ LitTextures[i] = *new ShaderFill(*render->CreateShaderSet());
+ LitTextures[i]->GetShaders()->SetShader(render->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ LitTextures[i]->GetShaders()->SetShader(render->LoadBuiltinShader(Shader_Fragment, FShader_LitTexture));
+ LitTextures[i]->SetTexture(0, builtinTextures[i]);
+ }
+
+}
+
+
+
+// Helper function to create a model out of Slab arrays.
+Model* CreateModel(Vector3f pos, SlabModel* sm, const FillCollection& fills)
+{
+ Model* m = new Model(Prim_Triangles);
+ m->SetPosition(pos);
+
+ for(int i=0; i< sm->Count; i++)
+ {
+ Slab &s = sm->pSlabs[i];
+ m->AddSolidColorBox(s.x1, s.y1, s.z1, s.x2, s.y2, s.z2, s.c);
+ }
+
+ if (sm->tex > 0)
+ m->Fill = fills.LitTextures[sm->tex];
+ else
+ m->Fill = fills.LitSolid;
+ return m;
+}
+
+
+// Adds sample models and lights to the argument scene.
+void PopulateRoomScene(Scene* scene, RenderDevice* render)
+{
+ FillCollection fills(render);
+
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,0), &Room, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,0), &Floor, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,0), &Ceiling, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,0), &Fixtures, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,0), &Furniture, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(0,0,4), &Furniture, fills)));
+ scene->World.Add(Ptr<Model>(*CreateModel(Vector3f(-3,0,3), &Posts, fills)));
+
+
+ scene->SetAmbient(Vector4f(0.65f,0.65f,0.65f,1));
+ scene->AddLight(Vector3f(-2,4,-2), Vector4f(8,8,8,1));
+ scene->AddLight(Vector3f(3,4,-3), Vector4f(2,1,1,1));
+ scene->AddLight(Vector3f(-4,3,25), Vector4f(3,6,3,1));
+}
+