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2025-05-21 21:20:08 +03:00

1547 lines
38 KiB
C++

/*===============================================================================================
3D Demo Example
Copyright (c), Firelight Technologies Pty, Ltd 2005-2016.
Example to show occlusion
===============================================================================================*/
#include "../../../api/inc/fmod.hpp"
#include "../../../api/inc/fmod_errors.h"
#include "../../api/inc/fmod_event.hpp"
#include "../../api/inc/fmod_event_net.hpp"
#include <windows.h>
#include "gl/glut.h"
#include "soil/include/SOIL.h"
#include <math.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stack>
#include <string>
#include <crtdbg.h>
namespace FMOD
{
//#define SHOW_GUI_DEBUG_TEXT
#define GL_CLAMP_TO_EDGE 0x812F
void ERRCHECK(FMOD_RESULT result)
{
if (result != FMOD_OK)
{
printf("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
exit(-1);
}
}
int INTERFACE_UPDATETIME = 17; // milliseconds
bool fullscreen = false;
// window size
int width = 500;
int height = 500;
// mouse control
bool doRotate = false;
int xMouse = 0;
int yMouse = 0;
// listener orientation
float xRotation = 0.0f;
float yRotation = 90.0f;
// listerer position
float xListenerPos = -4.0f;
float yListenerPos = 1.3f;
float zListenerPos = 0.0f;
// keyboard control
bool moveForward = false;
bool moveBackward = false;
bool moveLeft = false;
bool moveRight = false;
bool moveUp = false;
bool moveDown = false;
bool moveFast = false;
bool ambientVolUp = false;
bool ambientVolDown = false;
bool masterVolUp = false;
bool masterVolDown = false;
const float PI = 3.14159265f;
float accumulatedTime = 0.0f;
// textures
GLuint texture;
GLuint skyboxTexture[6];
// sounds placement
struct Object
{
float xPos;
float yPos;
float zPos;
float intensity;
int sound;
FMOD::Event *event;
};
const int NUM_OBJECTS = 7;
Object objects[NUM_OBJECTS] =
{
{ -11.0f, 1.0f, 0.0f, 1.0f, 0, 0 },
{ 12.0f, 2.0f, 0.0f, 1.0f, 1, 0 },
{ 45.0f, 1.0f, 0.0f, 1.0f, 3, 0 },
{ -30.0f, 1.0f, 21.0f, 1.0f, 2, 0 },
{ -30.0f, 1.0f, -21.0f, 1.0f, 3, 0 },
{ 12.0f, 1.0f, -27.0f, 1.0f, 0, 0 },
{ 4.0f, 1.0f, 16.0f, 1.0f, 0, 0 },
};
// geometry structers for loading and drawing
struct Polygon
{
int numVertices;
int indicesOffset;
float directOcclusion;
float reverbOcclusion;
FMOD_VECTOR normal;
};
struct Mesh
{
int numVertices;
FMOD_VECTOR *vertices;
float (*texcoords)[2];
int numPolygons;
Polygon* polygons;
int numIndices;
int *indices;
FMOD::Geometry *geometry;
};
class GlutCloseClass
{
public:
GlutCloseClass() {};
~GlutCloseClass();
};
GlutCloseClass gCloseObject;
Mesh walls;
Mesh rotatingMesh;
Mesh doorList[4];
// fmod sounds structures
FMOD::EventSystem *fmodEventSystem = 0;
FMOD::EventProject *fmodEventProject = 0;
FMOD::EventGroup *fmodEventGroup = 0;
FMOD::EventParameter *fmodEventParameter = 0;
FMOD::System *fmodSystem = 0;
FMOD::Geometry *geometry = 0;
FMOD::DSP *global_lowpass = 0;
float ambientVolume = 0.2f;
float masterVolume;
/*
Global stack of strings to render
*/
#ifdef SHOW_GUI_DEBUG_TEXT
std::stack<std::string> debugText;
std::stack<std::string> statusText;
#endif
GLenum rendermode = GL_FILL;
bool showdebug = false;
bool showhelp = false;
void outputText(int x, int y, std::string text)
{
int i;
const char *txt = text.c_str();
glRasterPos2f(x, y);
for (i = 0; i < (int)text.length(); i++)
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, txt[i]);
}
}
#ifdef SHOW_GUI_DEBUG_TEXT
void renderText(int x, int y, std::stack<std::string> *text)
{
glColor3f(1.0f, 1.0f, 1.0f);
for (int count = 0; count < text->size(); count++)
{
outputText(x, y, text->top());
text->pop();
y -= 17;
}
}
#endif
void renderUiText()
{
/*
Render help text
*/
if (showhelp)
{
int x = 10;
int y = height - 20;
glColor3f(1.0f, 1.0f, 1.0f);
outputText(x, y, "F1 - Toggle help");
outputText(x, y-=18, "F2 - Toggle fullscreen");
outputText(x, y-=18, "F3 - Toggle wireframe rendering");
outputText(x, y-=18, "F11 - Toggle debug info");
outputText(x, y-=18, "--");
outputText(x, y-=18, "w - Move forward");
outputText(x, y-=18, "s - Move backward");
outputText(x, y-=18, "a - Move left");
outputText(x, y-=18, "d - Move right");
outputText(x, y-=18, "space - Move up");
outputText(x, y-=18, "c - Move down");
outputText(x, y-=18, "Mouse (hold left button) - look direction");
outputText(x, y-=18, "--");
// outputText(x, y-=18, "V/v - Master volume up/down");
outputText(x, y-=18, "Z/z - Ambient sound volume up/down");
}
else
{
glColor3f(1.0f, 1.0f, 1.0f);
outputText(10, height - 20, "F1 - Help");
}
/*
Render debug text
*/
#ifdef SHOW_GUI_DEBUG_TEXT
if (showdebug)
{
renderText(width - (width/2), height - 20, &debugText);
}
else
{
/*
Otherwise just pop everything off the stack
*/
for (int count = 0; count < debugText.size(); count++)
{
debugText.pop();
}
}
/*
Render status text
*/
renderText(10, 20, &statusText);
#endif
}
void initGeometry(const char* szFileName, Mesh& mesh, bool alter = false)
{
FMOD_RESULT result;
FILE* file = fopen(szFileName, "rb");
if (file)
{
// read vertices
fread(&mesh.numVertices, sizeof (mesh.numVertices), 1, file);
mesh.vertices = new FMOD_VECTOR[mesh.numVertices];
mesh.texcoords = new float[mesh.numVertices][2];
fread(mesh.vertices, sizeof (float) * 3, mesh.numVertices, file);
fread(mesh.texcoords, sizeof (float) * 2, mesh.numVertices, file);
fread(&mesh.numIndices, sizeof (mesh.numIndices), 1, file);
mesh.indices = new int[mesh.numIndices];
fread(mesh.indices, sizeof (int), mesh.numIndices, file);
fread(&mesh.numPolygons, sizeof (mesh.numPolygons), 1, file);
mesh.polygons = new Polygon[mesh.numPolygons];
// read polygons
for (int poly = 0; poly < mesh.numPolygons; poly++)
{
Polygon* polygon = &mesh.polygons[poly];
fread(&polygon->numVertices, sizeof (polygon->numVertices), 1, file);
fread(&polygon->indicesOffset, sizeof (polygon->indicesOffset), 1, file);
fread(&polygon->directOcclusion, sizeof (polygon->directOcclusion), 1, file);
fread(&polygon->reverbOcclusion, sizeof (polygon->reverbOcclusion), 1, file);
int* indices = &mesh.indices[polygon->indicesOffset];
// calculate polygon normal
float xN = 0.0f;
float yN = 0.0f;
float zN = 0.0f;
// todo: return an error if a polygon has less then 3 vertices.
for (int vertex = 0; vertex < polygon->numVertices - 2; vertex++)
{
float xA = mesh.vertices[indices[vertex + 1]].x -mesh.vertices[indices[0]].x;
float yA = mesh.vertices[indices[vertex + 1]].y -mesh.vertices[indices[0]].y;
float zA = mesh.vertices[indices[vertex + 1]].z -mesh.vertices[indices[0]].z;
float xB = mesh.vertices[indices[vertex + 2]].x -mesh.vertices[indices[0]].x;
float yB = mesh.vertices[indices[vertex + 2]].y -mesh.vertices[indices[0]].y;
float zB = mesh.vertices[indices[vertex + 2]].z -mesh.vertices[indices[0]].z;
// cross product
xN += yA * zB - zA * yB;
yN += zA * xB - xA * zB;
zN += xA * yB - yA * xB;
}
float fMagnidued = (float)sqrt(xN * xN + yN * yN + zN * zN);
if (fMagnidued > 0.0f) // a tollerance here might be called for
{
xN /= fMagnidued;
yN /= fMagnidued;
zN /= fMagnidued;
}
polygon->normal.x = xN;
polygon->normal.y = yN;
polygon->normal.z = zN;
}
fclose(file);
}
result = fmodSystem->createGeometry(mesh.numPolygons, mesh.numIndices, &mesh.geometry);
ERRCHECK(result);
/*
Tell FMOD about the geometry
*/
for (int poly = 0; poly < mesh.numPolygons; poly++)
{
Polygon* polygon = &mesh.polygons[poly];
FMOD_VECTOR vertices[16];
for (int i = 0; i < polygon->numVertices; i++)
vertices[i] = mesh.vertices[mesh.indices[polygon->indicesOffset + i]];
int polygonIndex = 0;
if (alter && polygon->directOcclusion == 0.85f)
{
// polygon->directOcclusion = 0.95f;
}
result = mesh.geometry->addPolygon(
polygon->directOcclusion,
polygon->reverbOcclusion,
false, // single sided
polygon->numVertices,
vertices,
&polygonIndex);
ERRCHECK(result);
}
}
void freeGeometry(Mesh& mesh)
{
mesh.geometry->release();
delete [] mesh.vertices;
delete [] mesh.texcoords;
delete [] mesh.polygons;
delete [] mesh.indices;
}
void inWater()
{
FMOD_RESULT result;
FMOD_REVERB_PROPERTIES reverbprops;
static bool inwater = false;
if (xListenerPos > -14.75f && xListenerPos < -7.6f
&& zListenerPos > -10.85f && zListenerPos < -3.75f
&& yListenerPos < 5.0f)
{
/*
Use opengl fog to make it look like we are in water
*/
if (!inwater)
{
glEnable(GL_FOG);
result = fmodEventSystem->getReverbPreset("UnderWater", &reverbprops);
ERRCHECK(result);
result = fmodEventSystem->setReverbProperties(&reverbprops);
ERRCHECK(result);
result = global_lowpass->setBypass(false);
ERRCHECK(result);
inwater = true;
}
}
else
{
/*
Disable fog (water)
*/
if (inwater)
{
glDisable(GL_FOG);
result = fmodEventSystem->getReverbPreset("StdReverb", &reverbprops);
ERRCHECK(result);
result = fmodEventSystem->setReverbProperties(&reverbprops);
ERRCHECK(result);
if (global_lowpass)
{
result = global_lowpass->setBypass(true);
ERRCHECK(result);
}
inwater = false;
}
}
}
void drawSkyBox()
{
glPushMatrix();
glTranslatef(xListenerPos, 0.0f, yListenerPos);
glDisable(GL_LIGHTING);
/*
Walls
*/
glBindTexture(GL_TEXTURE_2D, skyboxTexture[0]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-150.0f, -150.0f, -150.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-150.0f, 150.0f, -150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(150.0f, 150.0f, -150.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(150.0f, -150.0f, -150.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxTexture[1]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(150.0f, -150.0f, -150.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(150.0f, 150.0f,-150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(150.0f, 150.0f, 150.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(150.0f, -150.0f, 150.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxTexture[2]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-150.0f, -150.0f, 150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-150.0f, 150.0f, 150.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(150.0f, 150.0f, 150.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(150.0f, -150.0f, 150.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxTexture[3]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-150.0f, -150.0f, -150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-150.0f, 150.0f, -150.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-150.0f, 150.0f, 150.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-150.0f, -150.0f, 150.0f);
glEnd();
/*
Top
*/
glBindTexture(GL_TEXTURE_2D, skyboxTexture[4]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-150.0f, 150.0f, -150.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(150.0f, 150.0f, -150.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(150.0f, 150.0f, 150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-150.0f, 150.0f, 150.0f);
glEnd();
/*
Bottom
*/
glBindTexture(GL_TEXTURE_2D, skyboxTexture[5]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-150.0f, -150.0f, -150.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(150.0f, -150.0f, -150.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(150.0f, -150.0f, 150.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-150.0f, -150.0f, 150.0f);
glEnd();
glEnable(GL_LIGHTING);
glPopMatrix();
}
void drawWaterRoom()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glEnable(GL_BLEND);
glPushMatrix();
glColor4f(0.0f,0.1f,0.8f,1.0f);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
glVertex3f(-14.72f, 4.0f, -10.85f);
glVertex3f(-7.68f, 4.0f, -10.85f);
glVertex3f(-7.68f, 4.0f, -3.85f);
glVertex3f(-14.72f, 4.0f, -3.85f);
glEnd();
// Door
glBegin(GL_QUADS);
glVertex3f(-7.6f, 0.0f, -6.3f);
glVertex3f(-7.6f, 0.0f, -8.35f);
glVertex3f(-7.6f, 2.0f, -8.35f);
glVertex3f(-7.6f, 2.0f, -6.3f);
glEnd();
// Door
glBegin(GL_QUADS);
glVertex3f(-12.25, 0.0f, -3.75f);
glVertex3f(-10.17, 0.0f, -3.75f);
glVertex3f(-10.17, 2.0f, -3.75f);
glVertex3f(-12.25, 2.0f, -3.75f);
glEnd();
glEnable(GL_LIGHTING);
glPopMatrix();
glDisable(GL_BLEND);
}
void drawGeometry(Mesh& mesh)
{
FMOD_RESULT result;
FMOD_VECTOR pos;
result = mesh.geometry->getPosition(&pos);
ERRCHECK(result);
glPushMatrix();
// create matrix and set gl transformation for geometry
glTranslatef(pos.x, pos.y, pos.z);
FMOD_VECTOR forward;
FMOD_VECTOR up;
result = mesh.geometry->getRotation(&forward, &up);
ERRCHECK(result);
float matrix[16] =
{
up.y * forward.z - up.z * forward.y, up.x, forward.x, 0.0f,
up.z * forward.x - up.x * forward.z, up.y, forward.y, 0.0f,
up.x * forward.y - up.y * forward.x, up.z, forward.z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
glMultMatrixf(matrix);
// draw all polygons in object
glEnable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, rendermode);
for (int poly = 0; poly < mesh.numPolygons; poly++)
{
Polygon* polygon = &mesh.polygons[poly];
if (polygon->directOcclusion == 0.0f)
{
continue; // don't draw because it is an open door way
}
glBegin(GL_TRIANGLE_FAN);
glNormal3fv(&polygon->normal.x);
for (int i = 0; i < polygon->numVertices; i++)
{
int index = mesh.indices[polygon->indicesOffset + i];
glTexCoord2f(mesh.texcoords[index][0], mesh.texcoords[index][1]);
glVertex3fv(&mesh.vertices[index].x);
}
glEnd();
}
glPopMatrix();
}
void initObjects()
{
FMOD_RESULT result;
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[0].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[1].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[2].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[3].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[4].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[5].event);
ERRCHECK(result);
result = fmodEventGroup->getEvent("3DSoundEmit", FMOD_EVENT_DEFAULT, &objects[6].event);
ERRCHECK(result);
for (int i=0; i < NUM_OBJECTS; i++)
{
FMOD_VECTOR pos = { objects[i].xPos, objects[i].yPos, objects[i].zPos };
FMOD_VECTOR vel = { 0.0f, 0.0f, 0.0f };
if (objects[i].event)
{
result = objects[i].event->set3DAttributes(&pos, &vel);
ERRCHECK(result);
result = objects[i].event->start();
ERRCHECK(result);
}
}
}
void updateObjectSoundPos(Object* object)
{
FMOD_RESULT result;
if (object->event)
{
FMOD_VECTOR pos = { object->xPos, object->yPos, object->zPos };
FMOD_VECTOR oldPos;
object->event->get3DAttributes(&oldPos, 0);
FMOD_VECTOR vel;
vel.x = (pos.x - oldPos.x) * (1000.0f / (float)INTERFACE_UPDATETIME);
vel.y = (pos.y - oldPos.y) * (1000.0f / (float)INTERFACE_UPDATETIME);
vel.z = (pos.z - oldPos.z) * (1000.0f / (float)INTERFACE_UPDATETIME);
result = object->event->set3DAttributes(&pos, &vel);
// ERRCHECK(result);
}
}
void mouseFunc(int button, int state, int x, int y)
{
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
{
doRotate = true;
xMouse = x;
yMouse = y;
}
else
if (state == GLUT_UP)
{
doRotate = false;
}
break;
default:
break;
}
}
void motionFunc(int x, int y)
{
int test = 0;
int dx = x - xMouse;
int dy = y - yMouse;
// view rotation about y-axis
yRotation += (float)dx * 0.5f;
if (yRotation > 180.0f)
yRotation -= 360.0f;
else
if (yRotation < -180.0f)
yRotation += 360.0f;
// view rotation about x-axis
const float xExtent = 88.0f;
xRotation += (float)dy * 0.5f;
if (xRotation > xExtent)
xRotation = xExtent;
else
if (xRotation < -xExtent)
xRotation = -xExtent;
xMouse = x;
yMouse = y;
}
void doGeometryMovement()
{
FMOD_RESULT result;
bool doorMoving[4] = {true, true, true ,true};
// example of moving individual polygon vertices
int xGeometryWarpPos = -30.0f;
int zGeometryWarpPos = -21.0f;
int dx = xListenerPos - xGeometryWarpPos;
int dz = zListenerPos - zGeometryWarpPos;
if (dx * dx + dz * dz < 30.0f * 30.0f)
{
if (sin(accumulatedTime * 1.0f) > 0.0f)
{
static FMOD_VECTOR lastOffset = { 0.0f, 0.0f, 0.0f };
FMOD_VECTOR offset = { sin(accumulatedTime * 2.0f), 0.0f, cos(accumulatedTime * 2.0f) };
for (int poly = 0; poly < walls.numPolygons; poly++)
{
Polygon* polygon = &walls.polygons[poly];
for (int i = 0; i < polygon->numVertices; i++)
{
FMOD_VECTOR& vertex = walls.vertices[walls.indices[polygon->indicesOffset + i]];
dx = vertex.x - xGeometryWarpPos;
dz = vertex.z - zGeometryWarpPos;
if (dx * dx + dz * dz > 90.0f)
continue;
vertex.x -= lastOffset.x;
vertex.y -= lastOffset.y;
vertex.z -= lastOffset.z;
vertex.x += offset.x;
vertex.y += offset.y;
vertex.z += offset.z;
result = walls.geometry->setPolygonVertex(poly, i, &vertex);
ERRCHECK(result);
}
}
lastOffset = offset;
}
}
// example of rotation and a geometry object
FMOD_VECTOR up = { 0.0f, 1.0f, 0.0f };
FMOD_VECTOR forward = { (float)sin(accumulatedTime * 0.5f), 0.0f, (float)cos(accumulatedTime * 0.5f) };
result = rotatingMesh.geometry->setRotation(&forward, &up);
ERRCHECK(result);
FMOD_VECTOR pos;
pos.x = 12.0f;
pos.y = (float)sin(accumulatedTime) * 0.4f + 0.1f;
pos.z = 0.0f;
result = rotatingMesh.geometry->setPosition(&pos);
ERRCHECK(result);
drawGeometry(rotatingMesh);
// example of moving doors
// door 1
pos.x = 3.25f;
pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f;
if (pos.y < 0.0f)
{
pos.y = 0;
doorMoving[0] = false;
}
if (pos.y > 2.0f)
{
pos.y = 2.0f;
doorMoving[0] = false;
}
pos.z = 11.5f;
result = doorList[0].geometry->setPosition(&pos);
ERRCHECK(result);
// door 2
pos.x = 0.75f;
pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f;
if (pos.y < 0.0f)
{
pos.y = 0;
doorMoving[1] = false;
}
if (pos.y > 2.0f)
{
pos.y = 2.0f;
doorMoving[1] = false;
}
pos.z = 14.75f;
result = doorList[1].geometry->setPosition(&pos);
ERRCHECK(result);
// door 3
pos.x = 8.25f;
pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f;
if (pos.y < 0.0f)
{
pos.y = 0;
doorMoving[2] = false;
}
if (pos.y > 2.0f)
{
pos.y = 2.0f;
doorMoving[2] = false;
}
pos.z = 14.75f;
result = doorList[2].geometry->setPosition(&pos);
ERRCHECK(result);
// door 4
pos.x = 33.0f;
pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f;
if (pos.y < 0.0f)
{
pos.y = 0;
doorMoving[3] = false;
}
if (pos.y > 2.0f)
{
pos.y = 2.0f;
doorMoving[3] = false;
}
pos.z = -0.75f;
result = doorList[3].geometry->setPosition(&pos);
ERRCHECK(result);
}
void doSoundMovement()
{
objects[0].zPos = 10.0f * sin(accumulatedTime*0.3);
updateObjectSoundPos(&objects[0]);
objects[5].zPos = -22 + 8.0f * sin(accumulatedTime);
updateObjectSoundPos(&objects[5]);
}
void doListenerMovement()
{
// Update user movement
const float MOVEMENT_SPEED = 0.1f;
float forward = 0.0f;
if (moveForward)
{
forward += (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
if (moveBackward)
{
forward -= (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
float right = 0.0f;
if (moveLeft)
{
right -= (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
if (moveRight)
{
right += (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
float up = 0.0f;
if (moveUp)
{
up += (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
if (moveDown)
{
up -= (MOVEMENT_SPEED * (moveFast ? 2.0f : 1.0f));
}
float xRight = (float)cos(yRotation * (PI / 180.0f));
float yRight = 0.0f;
float zRight = (float)sin(yRotation * (PI / 180.0f));
xListenerPos += xRight * right;
yListenerPos += yRight * right;
zListenerPos += zRight * right;
float xForward = (float)sin(yRotation * (PI / 180.0f)) * cos(xRotation * (PI / 180.0f));
float yForward = -(float)sin(xRotation * (PI / 180.0f));
float zForward = -(float)cos(yRotation * (PI / 180.0f)) * cos(xRotation * (PI / 180.0f));
xListenerPos += xForward * forward;
yListenerPos += yForward * forward;
zListenerPos += zForward * forward;
yListenerPos += up;
if (yListenerPos < 1.0f)
{
yListenerPos = 1.0f;
}
// cross product
float xUp = yRight * zForward - zRight * yForward;
float yUp = zRight * xForward - xRight * zForward;
float zUp = xRight * yForward - yRight * xForward;
// Update listener
{
FMOD_VECTOR listenerVector;
listenerVector.x = xListenerPos;
listenerVector.y = yListenerPos;
listenerVector.z = zListenerPos;
static FMOD_VECTOR lastpos = { 0.0f, 0.0f, 0.0f };
static bool bFirst = true;
FMOD_VECTOR forward;
FMOD_VECTOR up;
FMOD_VECTOR vel;
forward.x = xForward;
forward.y = yForward;
forward.z = zForward;
up.x = xUp;
up.y = yUp;
up.z = zUp;
// ********* NOTE ******* READ NEXT COMMENT!!!!!
// vel = how far we moved last FRAME (m/f), then time compensate it to SECONDS (m/s).
vel.x = (listenerVector.x - lastpos.x) * (1000.0f / (float)INTERFACE_UPDATETIME);
vel.y = (listenerVector.y - lastpos.y) * (1000.0f / (float)INTERFACE_UPDATETIME);
vel.z = (listenerVector.z - lastpos.z) * (1000.0f / (float)INTERFACE_UPDATETIME);
if (bFirst)
{
bFirst = false;
vel.x = 0;
vel.y = 0;
vel.z = 0;
}
static FMOD_VECTOR lastVel = { 0.0f, 0.0f, 0.0f };
// store pos for next time
lastpos = listenerVector;
if (lastVel.x != 0.0f || lastVel.y != 0.0f || lastVel.z != 0.0f)
{
if (vel.x == 0.0f && vel.y == 0.0f && vel.z == 0.0f)
{
int test = 0;
}
}
lastVel = vel;
FMOD_RESULT result = fmodSystem->set3DListenerAttributes(0, &listenerVector, &vel, &forward, &up);
ERRCHECK(result);
}
}
void doUpdateVolume()
{
if (ambientVolUp)
{
char volumestring[64];
ambientVolume += 0.025;
if (ambientVolume > 1.0f)
{
ambientVolume = 1.0f;
}
sprintf(volumestring, "Ambient Volume: %0.3f", ambientVolume);
#ifdef SHOW_GUI_DEBUG_TEXT
statusText.push(volumestring);
#endif
}
else if (ambientVolDown)
{
char volumestring[64];
ambientVolume -= 0.025;
if (ambientVolume < 0.0f)
{
ambientVolume = 0.0f;
}
sprintf(volumestring,"Ambient Volume: %0.3f", ambientVolume);
#ifdef SHOW_GUI_DEBUG_TEXT
statusText.push(volumestring);
#endif
}
}
void timerFunc(int nValue)
{
static bool firsttime = true;
FMOD_RESULT result;
doGeometryMovement();
doSoundMovement();
doListenerMovement();
doUpdateVolume();
result = FMOD::NetEventSystem_Update();
ERRCHECK(result);
result = fmodEventSystem->update();
ERRCHECK(result);
accumulatedTime += (float)INTERFACE_UPDATETIME / 1000.0f;
glutPostRedisplay();
glutTimerFunc(INTERFACE_UPDATETIME, timerFunc, 0);
#if 0
if (firsttime)
{
SetWindowPos(
GetForegroundWindow(), // handle to window
HWND_TOPMOST, // placement-order handle
0, // horizontal position
0, // vertical position
width, // width
height, // height
SWP_NOMOVE
);
firsttime = false;
}
#endif
}
void keyboardFunc(unsigned char key, int x, int y)
{
switch (key)
{
case 'w':
moveForward = true;
break;
case 's':
moveBackward = true;
break;
case 'a':
moveLeft = true;
break;
case 'd':
moveRight = true;
break;
case ' ':
moveUp = true;
break;
case 'c':
moveDown = true;
break;
case 'z' :
ambientVolDown = true;
break;
case 'Z' :
ambientVolUp = true;
break;
case 'v':
masterVolDown = true;
break;
case 'V':
masterVolUp = true;
break;
case 'p':
{
float value;
fmodEventParameter->getValue(&value);
fmodEventParameter->setValue(value - 20.0f);
}
break;
case 'P':
{
float value;
fmodEventParameter->getValue(&value);
fmodEventParameter->setValue(value + 20.0f);
}
break;
case 'f':
moveFast = true;
break;
}
}
void keyboardUpFunc(unsigned char key, int x, int y)
{
switch (key)
{
case 'w':
moveForward = false;
break;
case 's':
moveBackward = false;
break;
case 'a':
moveLeft = false;
break;
case 'd':
moveRight = false;
break;
case ' ':
moveUp = false;
break;
case 'c':
moveDown = false;
break;
case 'z' :
ambientVolDown = false;
break;
case 'Z' :
ambientVolUp = false;
break;
case 'v':
masterVolDown = false;
break;
case 'V':
masterVolUp = false;
break;
case 'f':
moveFast = false;
break;
case 27:
exit(1);
break;
}
}
void specialKeyFunc(int key, int x, int y)
{
/* switch (key)
{
}*/
key = key;
}
void specialKeyUpFunc(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_F1:
showhelp = !showhelp;
break;
case GLUT_KEY_F2:
if(fullscreen)
{
glutPositionWindow(20,40);
glutReshapeWindow(500,500);
fullscreen = false;
}
else
{
glutFullScreen();
fullscreen = true;
}
break;
case GLUT_KEY_F3:
rendermode = (rendermode == GL_LINE ? GL_FILL : GL_LINE);
break;
case GLUT_KEY_F11:
showdebug = !showdebug;
break;
case GLUT_KEY_F8:
rotatingMesh.geometry->setActive(false);
walls.geometry->setActive(false);
break;
case GLUT_KEY_F9:
rotatingMesh.geometry->setActive(true);
walls.geometry->setActive(true);
break;
}
}
void display(void)
{
// Show listener position
{
char text[64];
sprintf(text, "Listener Pos: (%.2f, %.2f, %.2f)", xListenerPos, yListenerPos, zListenerPos);
#ifdef SHOW_GUI_DEBUG_TEXT
debugText.push(std::string(text));
#endif
}
// Show cpu usage position
{
char text[64];
float dsp, stream, geometry, update, total;
fmodSystem->getCPUUsage(&dsp, &stream, &geometry, &update, &total);
sprintf(text, "CPU Usage : (%.2f, %.2f, %.2f, %.2f, %.2f)", dsp, stream, geometry, update, total);
#ifdef SHOW_GUI_DEBUG_TEXT
debugText.push(std::string(text));
#endif
}
/*
3D RENDERING
*/
// update view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(
60.0, // fov
(float)width / (float)height, // aspect
0.1, // near
500.0 // far
);
glRotatef(xRotation, 1.0f, 0.0f, 0.0f);
glRotatef(yRotation, 0.0f, 1.0f, 0.0f);
glTranslatef(-xListenerPos, -yListenerPos, -zListenerPos);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.4, 0.6f, 1.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, texture );
// draw geometry
drawGeometry(walls);
drawGeometry(rotatingMesh);
drawGeometry(doorList[0]);
drawGeometry(doorList[1]);
drawGeometry(doorList[2]);
drawGeometry(doorList[3]);
// draw skybox
drawSkyBox();
glDisable(GL_TEXTURE_2D);
// draw sound objects
int object;
for (object = 0; object < NUM_OBJECTS; object++)
{
char txt[256];
float directOcclusion = 1.0f;
float reverbOcclusion = 1.0f;
// set colour baced on direct occlusion
// objects[object].channel->getOcclusion(&directOcclusion, &reverbOcclusion);
float intensity = 1.0f;// - directOcclusion;
glPolygonMode(GL_FRONT_AND_BACK, rendermode);
glPushMatrix();
glTranslatef(objects[object].xPos, objects[object].yPos, objects[object].zPos);
sprintf(txt, "Sound object (%d): %.2f, %.2f, %.2f", object, objects[object].xPos, objects[object].yPos, objects[object].zPos);
#ifdef SHOW_GUI_DEBUG_TEXT
debugText.push(std::string(txt));
#endif
glPushAttrib(GL_LIGHTING_BIT);
intensity *= 0.75f;
float color[4] = { intensity, intensity, 0.0f, 0.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
intensity *= 0.5f;
float ambient[4] = { intensity, intensity, 0.0f, 0.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glRotatef(accumulatedTime * 200.0f, 0.0f, 1.0f, 0.0f);
{
FMOD_VECTOR soundorientation;
float rad = (accumulatedTime * 200.0f);
rad *= 3.14159f;
rad /= 180.0f;
soundorientation.x = sinf(rad);
soundorientation.y = 0;
soundorientation.z = cosf(rad);
objects[object].event->set3DAttributes(0, 0, &soundorientation);
}
glutSolidTorus(0.15f, 0.6f, 8, 16);
glPopAttrib();
glPopMatrix();
}
/*
Draw blue transparent blue quads to entry to water room
*/
drawWaterRoom();
/*
Do water effects if we are in the water room
*/
inWater();
/*
2D RENDERING
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0f, (GLsizei)width, 0.0f, (GLsizei)height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_NORMALIZE);
glDisable(GL_DEPTH_TEST);
/*
Render text
*/
renderUiText();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK, rendermode);
// finish
glutSwapBuffers();
}
void reshapeFunc(int w, int h)
{
width = w;
height = h;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
}
GLuint loadTexturePNG(const char *filename)
{
GLuint texture = SOIL_load_OGL_texture(filename, 0, 0, 0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return texture;
}
GLuint loadTexture(const char *filename)
{
GLuint texture;
int width;
int height;
unsigned char *data;
FILE *file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL )
return 0;
width = 128;
height = 128;
data = (unsigned char*)malloc(width * height * 3);
fread(data, width * height * 3, 1, file );
fclose(file);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(
GL_TEXTURE_2D,
3,
width,
height,
GL_RGB,
GL_UNSIGNED_BYTE,
data);
free(data);
return texture;
}
void init(void)
{
FMOD_RESULT result;
bool listenerflag = true;
FMOD_VECTOR listenerpos = { 0.0f, 0.0f, 0.0f };
FMOD_SPEAKERMODE speakermode;
printf("==================================================================\n");
printf("3D example. Copyright (c) Firelight Technologies 2004-2016.\n");
printf("==================================================================\n\n");
result = FMOD::EventSystem_Create(&fmodEventSystem);
ERRCHECK(result);
result = FMOD::NetEventSystem_Init(fmodEventSystem);
ERRCHECK(result);
result = fmodEventSystem->getSystemObject(&fmodSystem);
ERRCHECK(result);
result = fmodSystem->getDriverCaps(0,0,0,&speakermode);
ERRCHECK(result);
result = fmodSystem->setSpeakerMode(speakermode);
ERRCHECK(result);
result = fmodEventSystem->init(64, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_OCCLUSION_LOWPASS | FMOD_INIT_HRTF_LOWPASS, 0, FMOD_EVENT_INIT_NORMAL);
ERRCHECK(result);
result = fmodEventSystem->setMediaPath("..\\media\\");
ERRCHECK(result);
result = fmodEventSystem->load("examples.fev", 0, &fmodEventProject);
ERRCHECK(result);
result = fmodEventProject->getGroup("FeatureDemonstration/3D Events", true, &fmodEventGroup);
ERRCHECK(result);
/*
Create a programmer created lowpass filter to apply to everything.
*/
result = fmodSystem->createDSPByType(FMOD_DSP_TYPE_LOWPASS, &global_lowpass);
ERRCHECK(result);
result = global_lowpass->setParameter(FMOD_DSP_LOWPASS_CUTOFF, 1000);
ERRCHECK(result);
result = global_lowpass->setBypass(true); // turn it off to start with.
ERRCHECK(result);
result = fmodSystem->addDSP(global_lowpass, 0);
ERRCHECK(result);
initObjects();
result = fmodSystem->setGeometrySettings(200.0f);
ERRCHECK(result);
printf("Loading geometry...");
// load objects
initGeometry("../media/walls.bin", walls, true);
initGeometry("../media/center.bin", rotatingMesh);
initGeometry("../media/door.bin", doorList[0]);
initGeometry("../media/door.bin", doorList[1]);
initGeometry("../media/door.bin", doorList[2]);
initGeometry("../media/door.bin", doorList[3]);
printf("done.\n");
// place doors in desired orientatins
FMOD_VECTOR up = { 0.0f, 1.0f, 0.0f };
FMOD_VECTOR forward = { 1.0f, 0.0f, 0.0f };
result = doorList[1].geometry->setRotation(&forward, &up);
ERRCHECK(result);
result = doorList[2].geometry->setRotation(&forward, &up);
ERRCHECK(result);
result = doorList[3].geometry->setRotation(&forward, &up);
ERRCHECK(result);
/*
Load textures
*/
printf("Loading textures...\n");
texture = loadTexture("../media/texture.img");
skyboxTexture[0] = loadTexturePNG("../media/skybox/bluesky/front.png");
skyboxTexture[1] = loadTexturePNG("../media/skybox/bluesky/right.png");
skyboxTexture[2] = loadTexturePNG("../media/skybox/bluesky/back.png");
skyboxTexture[3] = loadTexturePNG("../media/skybox/bluesky/left.png");
skyboxTexture[4] = loadTexturePNG("../media/skybox/bluesky/top.png");
skyboxTexture[5] = loadTexturePNG("../media/skybox/bluesky/bottom.png");
printf("done.\n");
// setup lighting
GLfloat lightDiffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat lightPosition[] = {300.0, 1000.0, 400.0, 0.0};
GLfloat lightAmbiant[] = {1.25, 1.25, 1.25, 1.0};
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbiant);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0f);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
// setup fog(water)
GLfloat fogColor[4] = {0.0f,0.1f,0.9f,1.0f};
glFogi(GL_FOG_MODE, GL_EXP); // Fog Mode
glFogfv(GL_FOG_COLOR, fogColor); // Set Fog Color
glFogf(GL_FOG_DENSITY, 0.15f); // How Dense Will The Fog Be
glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value
glFogf(GL_FOG_START, 0.0f); // Fog Start Depth
glFogf(GL_FOG_END, 1.0f); // Fog End Depth
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GlutCloseClass::~GlutCloseClass()
{
glDeleteTextures( 1, &texture );
freeGeometry(walls);
freeGeometry(rotatingMesh);
freeGeometry(doorList[0]);
freeGeometry(doorList[1]);
freeGeometry(doorList[2]);
freeGeometry(doorList[3]);
fmodEventSystem->release();
FMOD::NetEventSystem_Shutdown();
_CrtDumpMemoryLeaks();
}
}
using namespace FMOD;
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("FMOD Ex 3D Demo");
glutDisplayFunc(display);
glutReshapeFunc(reshapeFunc);
glutMouseFunc(mouseFunc);
glutMotionFunc(motionFunc);
glutKeyboardFunc(keyboardFunc);
glutKeyboardUpFunc(keyboardUpFunc);
glutSpecialFunc(specialKeyFunc);
glutSpecialUpFunc(specialKeyUpFunc);
glutTimerFunc(INTERFACE_UPDATETIME, timerFunc, 0);
init();
Sleep(1000);
glutMainLoop();
return 0;
}