mirror of
https://github.com/aap/librw.git
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396 lines
9.4 KiB
C++
396 lines
9.4 KiB
C++
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#include <rw.h>
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#include <skeleton.h>
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#include "viewer.h"
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#include "camexamp.h"
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#define TEXSIZE 256
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rw::Camera *MainCamera;
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rw::Camera *SubCamera;
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rw::Raster *SubCameraRaster;
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rw::Raster *SubCameraZRaster;
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rw::Raster *SubCameraMainCameraSubRaster;
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rw::Raster *SubCameraMainCameraSubZRaster;
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TextureCamera CameraTexture;
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rw::int32 CameraSelected = 0;
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rw::int32 ProjectionIndex = 0;
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bool SubCameraMiniView = true;
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CameraData SubCameraData;
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void
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CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera)
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{
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data->camera = camera;
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if(type & FARCLIPPLANE) data->farClipPlane = camera->farPlane;
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if(type & NEARCLIPPLANE) data->nearClipPlane = camera->nearPlane;
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if(type & PROJECTION) data->projection = camera->projection;
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if(type & OFFSET) data->offset = camera->viewOffset;
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if(type & VIEWWINDOW) data->viewWindow = camera->viewWindow;
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if(type & MATRIX) data->matrix = &camera->getFrame()->matrix;
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}
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void
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CameraSetData(CameraData *data, CameraDataType type)
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{
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if(type & FARCLIPPLANE) data->camera->setFarPlane(data->farClipPlane);
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if(type & NEARCLIPPLANE) data->camera->setNearPlane(data->nearClipPlane);
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if(type & PROJECTION) data->camera->setProjection(data->projection);
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if(type & OFFSET) data->camera->setViewOffset(&data->offset);
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if(type & VIEWWINDOW) data->camera->setViewWindow(&data->viewWindow);
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}
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void
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ProjectionCallback(void)
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{
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if(ProjectionIndex == 0)
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SubCameraData.projection = rw::Camera::PERSPECTIVE;
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else
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SubCameraData.projection = rw::Camera::PARALLEL;
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CameraSetData(&SubCameraData, PROJECTION);
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}
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void
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ClipPlaneCallback(void)
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{
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CameraSetData(&SubCameraData, (CameraDataType)(NEARCLIPPLANE | FARCLIPPLANE));
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}
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void
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ChangeViewOffset(float deltaX, float deltaY)
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{
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SubCameraData.offset.x += deltaX;
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SubCameraData.offset.y += deltaY;
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if(SubCameraData.offset.x > 5.0f)
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SubCameraData.offset.x = 5.0f;
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if(SubCameraData.offset.x < -5.0f)
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SubCameraData.offset.x = -5.0f;
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if(SubCameraData.offset.y > 5.0f)
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SubCameraData.offset.y = 5.0f;
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if(SubCameraData.offset.y < -5.0f)
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SubCameraData.offset.y = -5.0f;
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CameraSetData(&SubCameraData, OFFSET);
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}
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void
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ChangeViewWindow(float deltaX, float deltaY)
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{
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SubCameraData.viewWindow.x += deltaX;
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SubCameraData.viewWindow.y += deltaY;
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if(SubCameraData.viewWindow.x > 5.0f)
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SubCameraData.viewWindow.x = 5.0f;
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if(SubCameraData.viewWindow.x < 0.01f)
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SubCameraData.viewWindow.x = 0.01f;
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if(SubCameraData.viewWindow.y > 5.0f)
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SubCameraData.viewWindow.y = 5.0f;
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if(SubCameraData.viewWindow.y < 0.01f)
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SubCameraData.viewWindow.y = 0.01f;
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CameraSetData(&SubCameraData, VIEWWINDOW);
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}
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void
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CamerasCreate(rw::World *world)
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{
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rw::V3d offset = { 3.0f, 0.0f, 8.0f };
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float rotate = -90.0f;
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SubCamera = ViewerCreate(world);
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ViewerMove(SubCamera, &offset);
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ViewerRotate(SubCamera, rotate, 0.0f);
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MainCamera = ViewerCreate(world);
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CameraQueryData(&SubCameraData, ALL, SubCamera);
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SubCameraData.nearClipPlane = 0.3f;
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CameraSetData(&SubCameraData, NEARCLIPPLANE);
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SubCameraData.farClipPlane = 5.0f;
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CameraSetData(&SubCameraData, FARCLIPPLANE);
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CameraTexture.camera = SubCamera;
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CameraTextureInit(&CameraTexture);
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SubCameraData.cameraTexture = &CameraTexture;
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SubCameraMainCameraSubRaster = rw::Raster::create(0, 0, 0, rw::Raster::CAMERA);
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SubCameraMainCameraSubZRaster = rw::Raster::create(0, 0, 0, rw::Raster::ZBUFFER);
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}
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void
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CamerasDestroy(rw::World *world)
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{
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SubCameraMiniViewSelect(false);
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if(MainCamera){
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ViewerDestroy(MainCamera, world);
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MainCamera = nil;
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}
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if(SubCamera){
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ViewerDestroy(SubCamera, world);
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SubCamera = nil;
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}
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CameraTextureTerm(&CameraTexture);
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if(SubCameraMainCameraSubRaster){
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SubCameraMainCameraSubRaster->destroy();
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SubCameraMainCameraSubRaster = nil;
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}
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if(SubCameraMainCameraSubZRaster){
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SubCameraMainCameraSubZRaster->destroy();
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SubCameraMainCameraSubZRaster = nil;
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}
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}
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void
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UpdateSubRaster(rw::Camera *camera, rw::Rect *rect)
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{
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rw::Rect subRect;
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subRect.x = rect->w * 0.75f;
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subRect.y = 0;
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subRect.w = rect->w * 0.25f;
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subRect.h = rect->h * 0.25f;
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SubCameraMainCameraSubRaster->subRaster(camera->frameBuffer, &subRect);
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SubCameraMainCameraSubZRaster->subRaster(camera->zBuffer, &subRect);
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}
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void
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CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio)
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{
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static bool RasterInit;
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if(MainCamera == nil)
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return;
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sk::CameraSize(MainCamera, rect, viewWindow, aspectRatio);
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UpdateSubRaster(MainCamera, rect);
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if(RasterInit)
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SubCameraMiniViewSelect(false);
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sk::CameraSize(SubCamera, rect, viewWindow, aspectRatio);
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SubCameraRaster = SubCamera->frameBuffer;
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SubCameraZRaster = SubCamera->zBuffer;
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RasterInit = true;
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SubCameraMiniViewSelect(CameraSelected == 0);
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CameraQueryData(&SubCameraData, VIEWWINDOW, SubCamera);
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}
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void
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RenderSubCamera(rw::RGBA *backgroundColor, rw::int32 clearMode, rw::World *world)
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{
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SubCamera->clear(backgroundColor, clearMode);
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SubCamera->beginUpdate();
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world->render();
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SubCamera->endUpdate();
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}
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void
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RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world)
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{
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rw::Raster *saveRaster, *saveZRaster;
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saveRaster = CameraTexture.camera->frameBuffer;
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saveZRaster = CameraTexture.camera->zBuffer;
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CameraTexture.camera->frameBuffer = CameraTexture.raster;
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CameraTexture.camera->zBuffer = CameraTexture.zRaster;
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CameraTexture.camera->clear(foregroundColor, clearMode);
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CameraTexture.camera->beginUpdate();
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world->render();
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CameraTexture.camera->endUpdate();
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CameraTexture.camera->frameBuffer = saveRaster;
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CameraTexture.camera->zBuffer = saveZRaster;
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}
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void
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SubCameraMiniViewSelect(bool select)
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{
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if(select){
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SubCamera->frameBuffer = SubCameraMainCameraSubRaster;
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SubCamera->zBuffer = SubCameraMainCameraSubZRaster;
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}else{
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SubCamera->frameBuffer = SubCameraRaster;
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SubCamera->zBuffer = SubCameraZRaster;
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}
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}
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void
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CameraTextureInit(TextureCamera *ct)
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{
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ct->raster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::CAMERATEXTURE);
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assert(ct->raster);
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ct->zRaster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::ZBUFFER);
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assert(ct->zRaster);
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ct->texture = rw::Texture::create(ct->raster);
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ct->texture->setFilter(rw::Texture::FilterMode::LINEAR);
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}
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void
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CameraTextureTerm(TextureCamera *ct)
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{
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if(ct->raster){
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ct->raster->destroy();
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ct->raster = nil;
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}
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if(ct->zRaster){
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ct->zRaster->destroy();
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ct->zRaster = nil;
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}
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if(ct->texture){
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ct->texture->raster = nil;
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ct->texture->destroy();
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ct->texture = nil;
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}
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}
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void
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DrawCameraFrustum(CameraData *c)
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{
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rw::RGBA yellow = { 255, 255, 0, 64 };
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rw::RGBA red = { 255, 0, 0, 255 };
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rw::RWDEVICE::Im3DVertex frustum[13];
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// lines
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rw::uint16 indicesL[] = {
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1, 2, 2, 3, 3, 4, 4, 1,
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5, 6, 6, 7, 7, 8, 8, 5,
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9, 10, 10, 11, 11, 12, 12, 9,
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5, 9, 6, 10, 7, 11, 8, 12,
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0, 0
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};
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// triangles
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rw::uint16 indicesT[] = {
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5, 6, 10,
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10, 9, 5,
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6, 7, 11,
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11, 10, 6,
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7, 8, 12,
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12, 11, 7,
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8, 5, 9,
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9, 12, 8,
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7, 6, 5,
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5, 8, 7,
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9, 10, 11,
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11, 12, 9
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};
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float signs[4][2] = {
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{ 1, 1 },
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{ -1, 1 },
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{ -1, -1 },
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{ 1, -1 }
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};
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float depth[3];
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depth[0] = 1.0f; // view window
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depth[1] = c->nearClipPlane;
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depth[2] = c->farClipPlane;
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int k = 0;
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frustum[k].setX(c->offset.x);
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frustum[k].setY(c->offset.y);
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frustum[k].setZ(0.0f);
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k++;
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for(int i = 0; i < 3; i++) // depths
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for(int j = 0; j < 4; j++){ // planes
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if(c->projection == rw::Camera::PERSPECTIVE){
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frustum[k].setX(-c->offset.x + depth[i]*(signs[j][0]*c->viewWindow.x + c->offset.x));
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frustum[k].setY(c->offset.y + depth[i]*(signs[j][1]*c->viewWindow.y - c->offset.y));
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frustum[k].setZ(depth[i]);
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}else{
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frustum[k].setX(-c->offset.x + signs[j][0]*c->viewWindow.x + depth[i]*c->offset.x);
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frustum[k].setY(c->offset.y + signs[j][1]*c->viewWindow.y - depth[i]*c->offset.y);
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frustum[k].setZ(depth[i]);
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}
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k++;
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}
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for(int i = 0; i < 5; i++)
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frustum[i].setColor(red.red, red.green, red.blue, red.alpha);
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for(int i = 5; i < 13; i++)
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frustum[i].setColor(yellow.red, yellow.green, yellow.blue, 255);
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rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
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rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indicesL, 34);
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rw::im3d::End();
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for(int i = 5; i < 13; i++)
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frustum[i].setColor(yellow.red, yellow.green, yellow.blue, yellow.alpha);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesT, 36);
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rw::im3d::End();
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}
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void
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DrawCameraViewplaneTexture(CameraData *c)
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{
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rw::RGBA white = { 255, 255, 255, 255 };
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rw::RWDEVICE::Im3DVertex frustum[4];
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rw::uint16 indicesV[] = {
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2, 1, 0,
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0, 3, 2,
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0, 1, 2,
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2, 3, 0
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};
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float uvValues[4][2] = {
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{ 0.0f, 0.0f },
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{ 1.0f, 0.0f },
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{ 1.0f, 1.0f },
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{ 0.0f, 1.0f }
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};
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float signs[4][2] = {
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{ 1, 1 },
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{ -1, 1 },
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{ -1, -1 },
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{ 1, -1 }
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};
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for(int j = 0; j < 4; j++){
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frustum[j].setX(signs[j][0]*c->viewWindow.x);
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frustum[j].setY(signs[j][1]*c->viewWindow.y);
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frustum[j].setZ(1.0f);
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}
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for(int i = 0; i < 4; i++){
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frustum[i].setColor(white.red, white.green, white.blue, white.alpha);
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frustum[i].setU(uvValues[i][0]);
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frustum[i].setV(uvValues[i][1]);
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}
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderStatePtr(rw::TEXTURERASTER, c->cameraTexture->texture->raster);
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rw::im3d::Transform(frustum, 4, c->camera->getFrame()->getLTM(), rw::im3d::VERTEXUV);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesV, 12);
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rw::im3d::End();
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}
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