summaryrefslogtreecommitdiffstats
path: root/Samples/OculusRoomTiny/OculusRoomModel.cpp
blob: e12751ad4b2b04f3c6998e71cb7052264ca44ec8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
/************************************************************************************

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));
}