finished lights example

This commit is contained in:
aap 2021-03-03 02:00:52 +01:00
parent af20de4522
commit 0921a2b003
10 changed files with 708 additions and 173 deletions

10
TODO
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@ -1,8 +1,18 @@
TODO:
- tristrips
- examples
skeleton + interface
camera
camtex
subrast
matfx1 (more new shaders)
hanim1
fog
imlight?
patch?
- morphing
- Pipelines (PDS, Xbox, PC)
- bsp
driver
- metrics

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@ -55,10 +55,21 @@ ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.Size;
}
int vertexAlpha = rw::GetRenderState(rw::VERTEXALPHA);
int srcBlend = rw::GetRenderState(rw::SRCBLEND);
int dstBlend = rw::GetRenderState(rw::DESTBLEND);
int ztest = rw::GetRenderState(rw::ZTESTENABLE);
void *tex = rw::GetRenderStatePtr(rw::TEXTURERASTER);
int addrU = rw::GetRenderState(rw::TEXTUREADDRESSU);
int addrV = rw::GetRenderState(rw::TEXTUREADDRESSV);
int filter = rw::GetRenderState(rw::TEXTUREFILTER);
int cullmode = rw::GetRenderState(rw::CULLMODE);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::SetRenderState(rw::ZTESTENABLE, 0);
rw::SetRenderState(rw::CULLMODE, rw::CULLNONE);
int vtx_offset = 0;
for(int n = 0; n < draw_data->CmdListsCount; n++){
@ -85,6 +96,16 @@ ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
rw::SetRenderState(rw::VERTEXALPHA,vertexAlpha);
rw::SetRenderState(rw::SRCBLEND, srcBlend);
rw::SetRenderState(rw::DESTBLEND, dstBlend);
rw::SetRenderState(rw::ZTESTENABLE, ztest);
rw::SetRenderStatePtr(rw::TEXTURERASTER, tex);
rw::SetRenderState(rw::TEXTUREADDRESSU, addrU);
rw::SetRenderState(rw::TEXTUREADDRESSV, addrV);
rw::SetRenderState(rw::TEXTUREFILTER, filter);
rw::SetRenderState(rw::CULLMODE, cullmode);
}
bool

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@ -3,6 +3,7 @@
#include "rwbase.h"
#include "rwplg.h"
#include "rwengine.h"
#include "rwrender.h"
namespace rw {
@ -57,6 +58,23 @@ Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
engine->device.im3DTransform(vertices, numVertices, world, flags);
}
void
RenderLine(int32 vert1, int32 vert2)
{
int16 indices[2];
indices[0] = vert1;
indices[1] = vert2;
RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indices, 2);
}
void
RenderTriangle(int32 vert1, int32 vert2, int32 vert3)
{
int16 indices[3];
indices[0] = vert1;
indices[1] = vert2;
indices[2] = vert3;
RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, 3);
}
void
RenderPrimitive(PrimitiveType primType)
{
engine->device.im3DRenderPrimitive(primType);

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@ -860,7 +860,7 @@ struct World
static int32 numAllocated;
static World *create(void);
static World *create(BBox *bbox = nil); // TODO: should probably make this non-optional
void destroy(void);
void addLight(Light *light);
void removeLight(Light *light);

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@ -127,6 +127,8 @@ enum TransformFlags
};
void Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags);
void RenderLine(int32 vert1, int32 vert2);
void RenderTriangle(int32 vert1, int32 vert2, int32 vert3);
void RenderPrimitive(PrimitiveType primType);
void RenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices);
void End(void);

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@ -19,7 +19,7 @@ int32 World::numAllocated = 0;
PluginList World::s_plglist(sizeof(World));
World*
World::create(void)
World::create(BBox *bbox)
{
World *world = (World*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_WORLD);
if(world == nil){

440
tools/lights/lights.cpp Normal file
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@ -0,0 +1,440 @@
#include <rw.h>
#include <skeleton.h>
#include "main.h"
rw::Light *BaseAmbientLight;
bool BaseAmbientLightOn;
rw::Light *CurrentLight;
rw::Light *AmbientLight;
rw::Light *PointLight;
rw::Light *DirectLight;
rw::Light *SpotLight;
rw::Light *SpotSoftLight;
float LightRadius = 100.0f;
float LightConeAngle = 45.0f;
rw::RGBAf LightColor = { 1.0f, 1.0f, 1.0f, 1.0f };
rw::RGBA LightSolidColor = { 255, 255, 0, 255 };
bool LightOn = true;
bool LightDrawOn = true;
rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
rw::int32 LightTypeIndex = 1;
rw::BBox RoomBBox;
rw::Light*
CreateBaseAmbientLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
light->setColor(0.5f, 0.5f, 0.5f);
return light;
}
rw::Light*
CreateAmbientLight(void)
{
return rw::Light::create(rw::Light::AMBIENT);
}
rw::Light*
CreateDirectLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreatePointLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::POINT);
assert(light);
light->radius = LightRadius;
rw::Frame *frame = rw::Frame::create();
assert(frame);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEREPLACE);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotSoftLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
void
LightsDestroy(void)
{
// TODO
}
void
LightsUpdate(void)
{
static rw::int32 oldLightTypeIndex = -1;
// Switch to a different light
if((LightOn && oldLightTypeIndex != LightTypeIndex) || CurrentLight == nil){
oldLightTypeIndex = LightTypeIndex;
// remove first
if(CurrentLight)
CurrentLight->world->removeLight(CurrentLight);
switch(LightTypeIndex){
case 0: CurrentLight = AmbientLight; break;
case 1: CurrentLight = PointLight; break;
case 2: CurrentLight = DirectLight; break;
case 3: CurrentLight = SpotLight; break;
case 4: CurrentLight = SpotSoftLight; break;
}
World->addLight(CurrentLight);
}
if(CurrentLight){
CurrentLight->setColor(LightColor.red, LightColor.green, LightColor.blue);
CurrentLight->radius = LightRadius;
CurrentLight->setAngle(LightConeAngle / 180.0f * M_PI);
}
// Remove light from world if not used
if(!LightOn && CurrentLight){
CurrentLight->world->removeLight(CurrentLight);
CurrentLight = nil;
}
}
#define POINT_LIGHT_RADIUS_FACTOR 0.05f
void
DrawPointLight(void)
{
enum { NUMVERTS = 50 };
rw::RWDEVICE::Im3DVertex shape[NUMVERTS];
rw::int32 i;
rw::V3d point;
rw::V3d *pos = &CurrentLight->getFrame()->getLTM()->pos;
for(i = 0; i < NUMVERTS; i++){
point.x = pos->x +
cosf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
point.y = pos->y +
sinf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
point.z = pos->z;
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, LightSolidColor.alpha);
shape[i].setX(point.x);
shape[i].setY(point.y);
shape[i].setZ(point.z);
}
rw::im3d::Transform(shape, NUMVERTS, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE);
rw::im3d::RenderLine(NUMVERTS-1, 0);
rw::im3d::End();
}
void
DrawCone(float coneAngle, float coneSize, float coneRatio)
{
enum { NUMVERTS = 10 };
rw::RWDEVICE::Im3DVertex shape[NUMVERTS+1];
rw::int16 indices[NUMVERTS*3];
rw::int32 i;
rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
rw::V3d *pos = &matrix->pos;
// cone
for(i = 1; i < NUMVERTS+1; i++){
float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI) *
sinf(coneAngle/180.0f*M_PI);
float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI) *
sinf(coneAngle/180.0f*M_PI);
float coneAngleD = cosf(coneAngle/180.0f*M_PI);
rw::V3d up = rw::scale(matrix->up, sinValue*coneSize);
rw::V3d right = rw::scale(matrix->right, cosValue*coneSize);
rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
shape[i].setX(pos->x + at.x + up.x + right.x);
shape[i].setY(pos->y + at.y + up.y + right.y);
shape[i].setZ(pos->z + at.z + up.z + right.z);
}
for(i = 0; i < NUMVERTS; i++){
indices[i*3 + 0] = 0;
indices[i*3 + 1] = i+2;
indices[i*3 + 2] = i+1;
}
indices[NUMVERTS*3-2] = 1;
for(i = 0; i < NUMVERTS+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 128);
shape[0].setX(pos->x);
shape[0].setY(pos->y);
shape[0].setZ(pos->z);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::im3d::Transform(shape, NUMVERTS+1, nil, 0);
rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
rw::im3d::RenderTriangle(0, NUMVERTS, 1);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
for(i = 0; i < NUMVERTS+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 255);
float coneAngleD = cosf(coneAngle/180.0f*M_PI);
rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
shape[0].setX(pos->x + at.x);
shape[0].setY(pos->y + at.y);
shape[0].setZ(pos->z + at.z);
rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
if(coneRatio > 0.0f){
rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
rw::im3d::RenderTriangle(0, NUMVERTS, 1);
}else
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, indices, NUMVERTS*3);
rw::im3d::End();
// lines
at = rw::scale(matrix->at, -0.05f);
shape[0].setX(pos->x + at.x);
shape[0].setY(pos->y + at.y);
shape[0].setZ(pos->z + at.z);
rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, indices, NUMVERTS*3);
rw::im3d::End();
}
void
DrawDirectLight(void)
{
enum { NUMVERTS = 20 };
const float DIAMETER = 1.5f;
const float CONE_ANGLE = 45.0f;
const float CONE_SIZE = 3.0f;
const float LENGTH = 5.0f;
rw::RWDEVICE::Im3DVertex shape[NUMVERTS*2+1];
rw::int16 indices[NUMVERTS*3];
rw::int32 i;
rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
rw::V3d *pos = &matrix->pos;
// cylinder
for(i = 0; i < NUMVERTS*2; i += 2){
float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI);
float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI);
rw::V3d up = rw::scale(matrix->up, sinValue*DIAMETER);
rw::V3d right = rw::scale(matrix->right, cosValue*DIAMETER);
rw::V3d at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
shape[i].setX(pos->x + at.x + up.x + right.x);
shape[i].setY(pos->y + at.y + up.y + right.y);
shape[i].setZ(pos->z + at.z + up.z + right.z);
at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
shape[i+1].setX(pos->x + at.x + up.x + right.x);
shape[i+1].setY(pos->y + at.y + up.y + right.y);
shape[i+1].setZ(pos->z + at.z + up.z + right.z);
}
for(i = 0; i < NUMVERTS*2+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 128);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::im3d::Transform(shape, NUMVERTS*2, nil, 0);
rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP);
rw::im3d::RenderTriangle(2*NUMVERTS-2, 2*NUMVERTS-1, 0);
rw::im3d::RenderTriangle(2*NUMVERTS-1, 1, 0);
rw::im3d::End();
// bottom cap
for(i = 0; i < NUMVERTS*2+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 255);
rw::V3d at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
shape[NUMVERTS*2].setX(pos->x + at.x);
shape[NUMVERTS*2].setY(pos->y + at.y);
shape[NUMVERTS*2].setZ(pos->z + at.z);
for(i = 0; i < NUMVERTS; i++){
indices[i*3+0] = NUMVERTS*2;
indices[i*3+1] = (i+1)*2 + 1;
indices[i*3+2] = i*2 + 1;
}
indices[NUMVERTS*3-2] = 1;
rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
// top cap
at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
shape[NUMVERTS*2].setX(pos->x + at.x);
shape[NUMVERTS*2].setY(pos->y + at.y);
shape[NUMVERTS*2].setZ(pos->z + at.z);
for(i = 0; i < NUMVERTS; i++){
indices[i*3+0] = NUMVERTS*2;
indices[i*3+1] = i*2;
indices[i*3+2] = (i+1)*2;
}
rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
// cone
DrawCone(CONE_ANGLE, CONE_SIZE, -2.0f);
}
void
DrawCurrentLight(void)
{
rw::SetRenderState(rw::TEXTURERASTER, nil);
rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
rw::SetRenderState(rw::ZTESTENABLE, 1);
switch(LightTypeIndex){
case 1: DrawPointLight(); break;
case 2: DrawDirectLight(); break;
case 3:
case 4: DrawCone(LightConeAngle, LightRadius*POINT_LIGHT_RADIUS_FACTOR, 1.0f); break;
}
}
void
LightRotate(float xAngle, float yAngle)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == PointLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d pos = lightFrame->matrix.pos;
pos = rw::scale(pos, -1.0f);
lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
lightFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
lightFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
pos = rw::scale(pos, -1.0f);
lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
}
void
ClampPosition(rw::V3d *pos, rw::V3d *delta, rw::BBox *bbox)
{
if(pos->x + delta->x < bbox->inf.x)
delta->x = bbox->inf.x - pos->x;
else if(pos->x + delta->x > bbox->sup.x)
delta->x = bbox->sup.x - pos->x;
if(pos->y + delta->y < bbox->inf.y)
delta->y = bbox->inf.y - pos->y;
else if(pos->y + delta->y > bbox->sup.y)
delta->y = bbox->sup.y - pos->y;
if(pos->z + delta->z < bbox->inf.z)
delta->z = bbox->inf.z - pos->z;
else if(pos->z + delta->z > bbox->sup.z)
delta->z = bbox->sup.z - pos->z;
}
void
LightTranslateXY(float xDelta, float yDelta)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d right = rw::scale(cameraMatrix->right, xDelta);
rw::V3d up = rw::scale(cameraMatrix->up, yDelta);
rw::V3d delta = rw::add(right, up);
ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}
void
LightTranslateZ(float zDelta)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d delta = rw::scale(cameraMatrix->at, zDelta);
ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}

36
tools/lights/lights.h Normal file
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@ -0,0 +1,36 @@
extern rw::Light *BaseAmbientLight;
extern bool BaseAmbientLightOn;
extern rw::Light *CurrentLight;
extern rw::Light *AmbientLight;
extern rw::Light *PointLight;
extern rw::Light *DirectLight;
extern rw::Light *SpotLight;
extern rw::Light *SpotSoftLight;
extern float LightRadius;
extern float LightConeAngle;
extern rw::RGBAf LightColor;
extern bool LightOn;
extern bool LightDrawOn;
extern rw::V3d LightPos;
extern rw::int32 LightTypeIndex;
extern rw::BBox RoomBBox;
rw::Light *CreateBaseAmbientLight(void);
rw::Light *CreateAmbientLight(void);
rw::Light *CreateDirectLight(void);
rw::Light *CreatePointLight(void);
rw::Light *CreateSpotLight(void);
rw::Light *CreateSpotSoftLight(void);
void LightsUpdate(void);
void DrawCurrentLight(void);
void LightRotate(float xAngle, float yAngle);
void LightTranslateXY(float xDelta, float yDelta);
void LightTranslateZ(float zDelta);

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@ -2,134 +2,45 @@
#include <skeleton.h>
#include <assert.h>
#include "main.h"
#include "lights.h"
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
struct SceneGlobals {
rw::World *world;
rw::Camera *camera;
} Scene;
rw::EngineOpenParams engineOpenParams;
float FOV = 70.0f;
rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
rw::World *World;
rw::Camera *Camera;
rw::V3d Xaxis = { 1.0f, 0.0, 0.0f };
rw::V3d Yaxis = { 0.0f, 1.0, 0.0f };
rw::V3d Zaxis = { 0.0f, 0.0, 1.0f };
rw::Light *BaseAmbientLight;
bool BaseAmbientLightOn;
rw::Light *CurrentLight;
rw::Light *AmbientLight;
rw::Light *PointLight;
rw::Light *DirectLight;
rw::Light *SpotLight;
rw::Light *SpotSoftLight;
float LightRadius = 100.0f;
float LightConeAngle = 45.0f;
rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
void
Init(void)
rw::World*
CreateWorld(void)
{
sk::globals.windowtitle = "Light test";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
rw::BBox bb;
bb.inf.x = bb.inf.y = bb.inf.z = -100.0f;
bb.sup.x = bb.sup.y = bb.sup.z = 100.0f;
return rw::World::create(&bb);
}
bool
attachPlugins(void)
rw::Camera*
CreateCamera(rw::World *world)
{
rw::ps2::registerPDSPlugin(40);
rw::ps2::registerPluginPDSPipes();
rw::registerMeshPlugin();
rw::registerNativeDataPlugin();
rw::registerAtomicRightsPlugin();
rw::registerMaterialRightsPlugin();
rw::xbox::registerVertexFormatPlugin();
rw::registerSkinPlugin();
rw::registerUserDataPlugin();
rw::registerHAnimPlugin();
rw::registerMatFXPlugin();
rw::registerUVAnimPlugin();
rw::ps2::registerADCPlugin();
return true;
}
rw::Light*
CreateBaseAmbientLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
light->setColor(0.5f, 0.5f, 0.5f);
return light;
}
rw::Light*
CreateAmbientLight(void)
{
return rw::Light::create(rw::Light::AMBIENT);
}
rw::Light*
CreateDirectLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreatePointLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::POINT);
assert(light);
light->radius = LightRadius;
rw::Frame *frame = rw::Frame::create();
assert(frame);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEREPLACE);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotSoftLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
rw::Camera *camera;
camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
assert(camera);
camera->setNearPlane(0.1f);
camera->setFarPlane(300.0f);
camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
world->addCamera(camera);
return camera;
}
bool
@ -208,17 +119,35 @@ CreateTestScene(rw::World *world)
pos.z = zOffset + 25.0f;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// BBox
pos.x = 25.0f;
pos.y = 25.0f;
pos.z = zOffset - 25.0f;
RoomBBox.initialize(&pos);
pos.x = -25.0f;
pos.y = -25.0f;
pos.z = zOffset + 25.0f;
RoomBBox.addPoint(&pos);
return 1;
}
bool
InitRW(void)
void
Initialize(void)
{
sk::globals.windowtitle = "Lights example";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
Initialize3D(void)
{
// rw::platform = rw::PLATFORM_D3D8;
if(!sk::InitRW())
return false;
Scene.world = rw::World::create();
World = CreateWorld();
BaseAmbientLight = CreateBaseAmbientLight();
AmbientLight = CreateAmbientLight();
@ -227,13 +156,9 @@ InitRW(void)
SpotLight = CreateSpotLight();
SpotSoftLight = CreateSpotSoftLight();
Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
Scene.camera->setNearPlane(0.1f);
Scene.camera->setFarPlane(300.0f);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
Scene.world->addCamera(Scene.camera);
Camera = CreateCamera(World);
CreateTestScene(Scene.world);
CreateTestScene(World);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
@ -241,101 +166,167 @@ InitRW(void)
return true;
}
void
SwitchToLight(rw::Light *light)
bool
attachPlugins(void)
{
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = light;
Scene.world->addLight(CurrentLight);
rw::ps2::registerPDSPlugin(40);
rw::ps2::registerPluginPDSPipes();
rw::registerMeshPlugin();
rw::registerNativeDataPlugin();
rw::registerAtomicRightsPlugin();
rw::registerMaterialRightsPlugin();
rw::xbox::registerVertexFormatPlugin();
rw::registerSkinPlugin();
rw::registerUserDataPlugin();
rw::registerHAnimPlugin();
rw::registerMatFXPlugin();
rw::registerUVAnimPlugin();
rw::ps2::registerADCPlugin();
return true;
}
void
Gui(void)
{
// ImGui::ShowDemoWindow(&show_demo_window);
// ImGui::ShowDemoWindow(nil);
static bool showLightWindow = true;
ImGui::Begin("Lights", &showLightWindow);
static int lightswitch = 0;
if(ImGui::RadioButton("Light Off", &lightswitch, 0)){
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = nil;
}
if(ImGui::RadioButton("Ambient Light", &lightswitch, 1)){
SwitchToLight(AmbientLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Directional Light", &lightswitch, 2)){
SwitchToLight(DirectLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Point Light", &lightswitch, 3)){
SwitchToLight(PointLight);
}
if(ImGui::RadioButton("Spot Light", &lightswitch, 4)){
SwitchToLight(SpotLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Soft Spot Light", &lightswitch, 5)){
SwitchToLight(SpotSoftLight);
ImGui::Checkbox("Light", &LightOn);
ImGui::Checkbox("Draw Light", &LightDrawOn);
if(ImGui::Checkbox("Base Ambient", &BaseAmbientLightOn)){
if(BaseAmbientLightOn){
if(BaseAmbientLight->world == nil)
World->addLight(BaseAmbientLight);
}else{
if(BaseAmbientLight->world)
World->removeLight(BaseAmbientLight);
}
}
ImGui::RadioButton("Ambient Light", &LightTypeIndex, 0);
ImGui::RadioButton("Point Light", &LightTypeIndex, 1);
ImGui::RadioButton("Directional Light", &LightTypeIndex, 2);
ImGui::RadioButton("Spot Light", &LightTypeIndex, 3);
ImGui::RadioButton("Soft Spot Light", &LightTypeIndex, 4);
ImGui::ColorEdit3("Color", (float*)&LightColor);
float radAngle = LightConeAngle/180.0f*M_PI;
ImGui::SliderAngle("Cone angle", &radAngle, 0.0f, 180.0f);
LightConeAngle = radAngle/M_PI*180.0f;
ImGui::SliderFloat("Radius", &LightRadius, 0.1f, 500.0f);
ImGui::End();
}
void
Draw(float timeDelta)
Render(float timeDelta)
{
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
rw::RGBA clearcol = rw::makeRGBA(clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255);
Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Scene.camera->beginUpdate();
Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Camera->beginUpdate();
ImGui_ImplRW_NewFrame(timeDelta);
Scene.world->render();
World->render();
if(LightDrawOn && CurrentLight)
DrawCurrentLight();
Gui();
ImGui::EndFrame();
ImGui::Render();
Scene.camera->endUpdate();
Scene.camera->showRaster(0);
Camera->endUpdate();
Camera->showRaster(0);
}
void
Idle(float timeDelta)
{
LightsUpdate();
Render(timeDelta);
}
int MouseX, MouseY;
int MouseDeltaX, MouseDeltaY;
int MouseButtons;
int CtrlDown;
bool RotateLight;
bool TranslateLightXY;
bool TranslateLightZ;
void
KeyUp(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
CtrlDown = 0;
break;
}
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
CtrlDown = 1;
break;
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
void
MouseBtn(sk::MouseState *mouse)
{
MouseButtons = mouse->buttons;
RotateLight = !CtrlDown && !!(MouseButtons&1);
TranslateLightXY = CtrlDown && !!(MouseButtons&1);
TranslateLightZ = CtrlDown && !!(MouseButtons&4);
}
void
MouseMove(sk::MouseState *mouse)
{
MouseDeltaX = mouse->posx - MouseX;
MouseDeltaY = mouse->posy - MouseY;
MouseX = mouse->posx;
MouseY = mouse->posy;
if(RotateLight)
LightRotate(-MouseDeltaX, MouseDeltaY);
if(TranslateLightXY)
LightTranslateXY(-MouseDeltaX*0.1f, -MouseDeltaY*0.1f);
if(TranslateLightZ)
LightTranslateZ(-MouseDeltaY*0.1f);
}
sk::EventStatus
AppEventHandler(sk::Event e, void *param)
{
using namespace sk;
Rect *r;
MouseState *ms;
ImGuiEventHandler(e, param);
ImGuiIO &io = ImGui::GetIO();
switch(e){
case INITIALIZE:
Init();
Initialize();
return EVENTPROCESSED;
case RWINITIALIZE:
return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
case PLUGINATTACH:
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
case KEYDOWN:
@ -344,6 +335,16 @@ AppEventHandler(sk::Event e, void *param)
case KEYUP:
KeyUp(*(int*)param);
return EVENTPROCESSED;
case MOUSEBTN:
if(!io.WantCaptureMouse){
ms = (MouseState*)param;
MouseBtn(ms);
}else
MouseButtons = 0;
return EVENTPROCESSED;
case MOUSEMOVE:
MouseMove((MouseState*)param);
return EVENTPROCESSED;
case RESIZE:
r = (Rect*)param;
// TODO: register when we're minimized
@ -352,13 +353,13 @@ AppEventHandler(sk::Event e, void *param)
sk::globals.width = r->w;
sk::globals.height = r->h;
if(Scene.camera){
sk::CameraSize(Scene.camera, r);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
if(::Camera){
sk::CameraSize(::Camera, r);
::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
}
break;
case IDLE:
Draw(*(float*)param);
Idle(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;

7
tools/lights/main.h Normal file
View File

@ -0,0 +1,7 @@
extern rw::World *World;
extern rw::Camera *Camera;
extern rw::V3d Xaxis;
extern rw::V3d Yaxis;
extern rw::V3d Zaxis;