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unit principale;
interface
{$DEFINE WIND}
{$DEFINE GRASS}
{$DEFINE USE_BSPTREE}
{.$DEFINE DRAW_BOX}
{.$DEFINE COLOR_FACES}
uses
{$IFDEF MSWINDOWS}
Winapi.Windows,
{$ENDIF}
System.SysUtils, System.Types, System.UITypes, System.Classes, System.Variants, System.Math,
FMX.Types, FMX.Controls, FMX.Forms, FMX.Graphics, FMX.Dialogs,
FMX.Viewport3D, System.Math.Vectors, FMX.MaterialSources, FMX.Controls3D,
FMX.Objects3D, GBEGrass, System.Threading, FMX.Types3D, FMX.Ani,
FMX.Controls.Presentation, FMX.StdCtrls, FMX.Objects;
type
PGrass = ^TGrass;
TGrass = record
Position : TPoint3D;
RotationY: Single;
Texture : TMaterialSource;
Ticks : Single;
Next : PGrass;
X1, X2 : Single;
Right : PGrass;
Left : PGrass;
procedure GetPoint(Side: Integer; var P: TPoint3D);
procedure GetLine(var A, B: TPoint3D);
function GetSide(G: PGrass; Side: Integer): Single;
function DoSplit(V1, V2: Single): PGrass;
function Origin: TPoint3D;
end;
TfPrincipale = class(TForm)
Viewport3D: TViewport3D;
TextureMaterialSource: TTextureMaterialSource;
Dummy: TDummy;
FloatAnimation: TFloatAnimation;
FloatAnimation1: TFloatAnimation;
FloatAnimation2: TFloatAnimation;
TextureMaterialSource1: TTextureMaterialSource;
TextureMaterialSource2: TTextureMaterialSource;
FloatAnimation3: TFloatAnimation;
ColorMaterialSource1: TColorMaterialSource;
ColorMaterialSource2: TColorMaterialSource;
procedure FormCreate(Sender: TObject);
procedure FloatAnimationProcess(Sender: TObject);
procedure DummyRender(Sender: TObject; Context: TContext3D);
private
{ Déclarations privées }
Grass: TArray<TGrass>;
ZSort: TList;
QuadDeclarion: TVertexDeclaration;
Matrix: TMatrix3D;
Tree: PGrass;
Ticks: Single;
function BuildBSPTree(Tree: PGrass): PGrass;
function GetBestBSPNode(var Tree: PGrass): PGrass;
procedure RenderBSPTree(Context: TContext3D; Node: PGrass);
procedure RenderNode(Context: TContext3D; Node: PGrass);
public
{ Déclarations publiques }
end;
var
fPrincipale: TfPrincipale;
implementation
{$R *.fmx}
const
QuadSize = 2.5;
var
{ 0---1
| |
3---2
}
QuadVertices: array[0..3, 0..4] of Single = (
({ xyz: }-QuadSize, -QuadSize, 0, { uv: } 0, 0),
({ xyz: }+QuadSize, -QuadSize, 0, { uv: } 1, 0),
({ xyz: }+QuadSize, +QuadSize, 0, { uv: } 1, 1),
({ xyz: }-QuadSize, +QuadSize, 0, { uv: } 0, 1)
);
QuadIndices: array[0..1, 0..2] of Word = (
(0, 1, 2),
(2, 3, 0)
);
function TfPrincipale.BuildBSPTree(Tree: PGrass): PGrass;
var
L1, L2: PGrass;
Next: PGrass;
v1,v2: Single;
begin
if Tree = nil then
Exit(nil);
// Trouver le noeuds pour lequel il y a autant d'enfants à droite qu'à gauche avec
// le minimum de "split" (quand deux faces se croisent et qu'il n'est pas possible de les ordonner)
Result := GetBestBSPNode(Tree);
l1 := nil; // right list
l2 := nil; // left list
while Tree<>nil do
begin
Next := Tree.Next;
v1 := Result.GetSide(Tree, -1);
v2 := Result.GetSide(Tree, +1);
if (v1<=0) and (v2<=0) then
begin
Tree.Next := l1;
l1 := Tree; // add wall to Right list
end else
if (v1>=0) and (v2>=0) then
begin
Tree.Next := l2;
l2 := Tree; // add wall to Left list
end else
if (v1<0) then
begin
Tree.Next := l1;
l1 := Tree; // add partial wall to Right list
Tree := Tree.DoSplit(-v1, v2); // cut wall
Tree.Next := l2;
l2 := Tree; // add other part to Left list
end else begin
Tree.Next := l2;
l2 := Tree; // add partial wall to Left list
Tree := Tree.DoSplit(v1, -v2); // cut wall
Tree.Next:=l1;
l1 := Tree; // add other part to Right list
end;
Tree := Next; // next wall in the list
end;
Result.Right := BuildBSPTree(l2);
Result.Left := BuildBSPTree(l1);
end;
function TfPrincipale.GetBestBSPNode(var Tree: PGrass): PGrass;
var
i, j: PGrass;
Best : Integer;
v1, v2: Single;
Count: Integer;
Split: Integer;
MaxSplit: Integer;
begin
Best := MaxInt;
MaxSplit := MaxInt;
i := Tree;
Result := nil;
while i <> nil do
begin
Count := 0;
Split := 0;
j := Tree;
while j <> nil do
begin
if j <> i then
begin
v1 := i.GetSide(j, -1);
v2 := i.GetSide(j, +1);
if (v1 <= 0) and (v2 <= 0) then
Inc(Count)
else
if (v1 > 0) and (v2 > 0) then
Dec(Count)
else begin
Inc(Split);
Inc(Count);
end;
end;
j := j.Next;
end;
Count := Abs(Count);
if (Count < Best) or ((Count = Best) and (Split < MaxSplit)) then
begin
Best := Count;
MaxSplit := Split;
Result := i;
end;
i := i.Next;
end;
if Result = nil then
Result := Tree;
if Result = Tree then
Tree := Result.Next
else begin
i := Tree;
while i.Next <> Result do
i := i.Next;
i.Next := Result.Next;
end;
end;
procedure TfPrincipale.RenderBSPTree(Context: TContext3D; Node: PGrass);
var
A, B, C: TPoint3D;
Side: Single;
DeltaX: Single;
begin
if Node = nil then
Exit;
Node.GetLine(A, B);
A := A * Matrix;
B := B * Matrix;
C := TPoint3D.Create(0, 0, -20); // DesignCamera
Side := (A.Z - B.Z) * (A.X - C.X) - (A.X - B.X) * (A.Z - C.Z);
if Side < 0 then
RenderBSPTree(Context, Node.Right)
else
RenderBSPTree(Context, Node.Left);
{$IFDEF COLOR_FACES}
if Side <= 0 then
Node.Texture := ColorMaterialSource1 // TextureMaterialSource
else
Node.Texture := ColorMaterialSource2; // TextureMaterialSource1;
{$ENDIF}
RenderNode(Context, Node);
// Context.SetMatrix(Matrix);
// if Node.Left <> nil then
// begin
// Context.DrawLine(Node.Origin, Node.Left.Origin, 1, TAlphaColorRec.Red);
// end;
// if Node.Right <> nil then
// begin
// Context.DrawLine(Node.Origin, Node.Right.Origin, 1, TAlphaColorRec.Blue);
// end;
if Side < 0 then
RenderBSPTree(Context, Node.Left)
else
RenderBSPTree(Context, Node.Right);
end;
procedure TfPrincipale.RenderNode(Context: TContext3D; Node: PGrass);
var
DeltaX: Single;
begin
// Appliquer la déformation
DeltaX := {$IFDEF WIND}Sin(Ticks + Node.Ticks){$ELSE}0{$ENDIF};
// AllocConsole;
// WriteLn('Ticks = ', Ticks:0:2, ' DeltaX = ', DeltaX:0:2);
QuadVertices[0, 0] := Node.X1 + QuadSize / 3 * DeltaX;
QuadVertices[0, 3] := (Node.X1 + QuadSize) / (2 * QuadSize);
QuadVertices[1, 0] := Node.X2 + QuadSize / 3 * DeltaX;
QuadVertices[1, 3] := (Node.X2 + QuadSize) / (2 * QuadSize);
QuadVertices[2, 0] := Node.X2;
QuadVertices[2, 3] := QuadVertices[1, 3];
QuadVertices[3, 0] := Node.X1;
QuadVertices[3, 3] := QuadVertices[0, 3];
// Positionner dans l'espace
Context.SetMatrix(TMatrix3D.CreateTranslation(Node.Position)
* TMatrix3D.CreateRotationY(Node.RotationY)
* Matrix);
// dessiner un carré
Context.DrawPrimitives(
TPrimitivesKind.Triangles,
@QuadVertices,
@QuadIndices,
QuadDeclarion,
5 * SizeOf(Single), // x, y, z, u, v
4, // 4 Vertices
Sizeof(Word),
6, // 6 Points (2 triangles)
Node.Texture.Material,
1
);
{$IFDEF DRAW_BOX}
Context.DrawRect(
TPoint3D.Create(QuadVertices[2,0],QuadVertices[0,1],QuadVertices[0,2]),
TPoint3D.Create(QuadVertices[3,0],QuadVertices[2,1],QuadVertices[2,2]),
1,
TAlphaColorRec.Red
);
{$ENDIF}
end;
procedure TfPrincipale.DummyRender(Sender: TObject; Context: TContext3D);
var
Index: Integer;
Iter : PGrass;
DeltaX: Single;
begin
Ticks := Time() * 500000;
// dessiner les deux faces
Context.PushContextStates;
Context.SetContextState(TContextState.csAllFace);
{$IFNDEF USE_BSPTREE}
Context.SetContextState(TContextState.csZWriteOff);
{$ENDIF}
Matrix := Context.CurrentMatrix;
{$IFDEF USE_BSPTREE}
RenderBSPTree(Context, Tree);
{$ELSE}
for Index := 0 to Length(Grass) - 1 do
begin
RenderNode(Context, @Grass[Index]);
end;
{$ENDIF}
Context.PopContextStates;
end;
procedure TfPrincipale.FloatAnimationProcess(Sender: TObject);
begin
dummy.Repaint; // Permet de forcer le OnRender
end;
procedure TfPrincipale.FormCreate(Sender: TObject);
var
i : integer;
begin
SetLength(QuadDeclarion, 2);
QuadDeclarion[0].Format := TVertexFormat.Vertex;
QuadDeclarion[0].Offset := 0;
QuadDeclarion[1].Format := TVertexFormat.TexCoord0;
QuadDeclarion[1].Offset := 3 * SizeOf(Single);
randomize;
{$IFDEF GRASS}
Dummy.OnRender := DummyRender; // ajout pour que ça fonctionne en copiant le code
SetLength(Grass, 300);
for i := 0 to Length(Grass) - 1 do
begin
Grass[i].X1 := - QuadSize;
Grass[i].X2 := + QuadSize;
Grass[i].Position.x := 30 * (Random() - 0.5);
Grass[i].Position.y := 0;
Grass[i].Position.z := 30 * (Random() - 0.5);
Grass[i].RotationY := Random() * 2*PI;
if i mod 30 = 0 then
Grass[i].Texture := TextureMaterialSource
else begin
if i mod 15 = 0 then
Grass[i].Texture := TextureMaterialSource1
else
Grass[i].Texture := TextureMaterialSource2;
end;
Grass[i].Ticks := Random(360);
{$IFDEF USE_BSPTREE}
if i > 0 then
Grass[i - 1].Next := @Grass[i];
{$ENDIF}
end;
{$IFDEF USE_BSPTREE}
Tree := BuildBSPTree(@Grass[0]);
{$ENDIF}
{$ELSE}
for i := 0 to 399 do // On crée 200 TGBEGrass
begin
with TGBEGrass.Create(nil) do
begin
position.x := random(30)-15; // Un peu d'aléatoire pour les placer
position.z := random(30)-15;
rotationangle.Y := random(360);
if i mod 30 = 0 then MaterialSource := TextureMaterialSource1
else
begin
if i mod 15 = 0 then MaterialSource := TextureMaterialSource
else MaterialSource := TextureMaterialSource2; // On affecte la texture
end;
zwrite := false; // Pas terrible mais seul suterfuge pour pallier le problème de transparence
width := 5;
height := 5;
depth := 0;
parent := dummy;
temps := random(1000)/1000;
end;
end;
{$ENDIF}
end;
{ TGrass }
function TGrass.DoSplit(V1, V2: Single): PGrass;
begin
New(Result);
Result.Position := Self.Position;
Result.RotationY := Self.RotationY;
Result.Texture := Self.Texture;
Result.Ticks := Self.Ticks;
Result.X2 := Self.X2;
Result.X1 := (X2 * V1 + X1 * V2)/(V1 + V2);
Self.X2 := Result.X1;
end;
procedure TGrass.GetLine(var A, B: TPoint3D);
begin
GetPoint(-1, A);
GetPoint(+1, B);
end;
procedure TGrass.GetPoint(Side: Integer; var P: TPoint3D);
begin
if Side < 0 then
P.X := X1
else
P.X := x2;
P.Y := 0;
P.Z := 0;
P := P * TMatrix3D.CreateTranslation(Position)
* TMatrix3D.CreateRotationY(RotationY);
end;
function TGrass.GetSide(G: PGrass; Side: Integer): Single;
var
A, B, C: TPoint3D;
begin
GetLine(A, B);
G.GetPoint(Side, C);
Result := (A.Z - B.Z) * (A.X - C.X) - (A.X - B.X) * (A.Z - C.Z);
end;
function TGrass.Origin: TPoint3D;
begin
Result := Position * TMatrix3D.CreateRotationY(RotationY);
end;
end. |
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