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finished lights example
This commit is contained in:
parent
af20de4522
commit
0921a2b003
10
TODO
10
TODO
@ -1,8 +1,18 @@
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TODO:
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- tristrips
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- examples
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skeleton + interface
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camera
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camtex
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subrast
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matfx1 (more new shaders)
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hanim1
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fog
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imlight?
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patch?
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- morphing
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- Pipelines (PDS, Xbox, PC)
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- bsp
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driver
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- metrics
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@ -55,10 +55,21 @@ ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
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vtx_dst += cmd_list->VtxBuffer.Size;
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}
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int vertexAlpha = rw::GetRenderState(rw::VERTEXALPHA);
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int srcBlend = rw::GetRenderState(rw::SRCBLEND);
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int dstBlend = rw::GetRenderState(rw::DESTBLEND);
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int ztest = rw::GetRenderState(rw::ZTESTENABLE);
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void *tex = rw::GetRenderStatePtr(rw::TEXTURERASTER);
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int addrU = rw::GetRenderState(rw::TEXTUREADDRESSU);
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int addrV = rw::GetRenderState(rw::TEXTUREADDRESSV);
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int filter = rw::GetRenderState(rw::TEXTUREFILTER);
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int cullmode = rw::GetRenderState(rw::CULLMODE);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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rw::SetRenderState(rw::ZTESTENABLE, 0);
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rw::SetRenderState(rw::CULLMODE, rw::CULLNONE);
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int vtx_offset = 0;
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for(int n = 0; n < draw_data->CmdListsCount; n++){
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@ -85,6 +96,16 @@ ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
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}
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vtx_offset += cmd_list->VtxBuffer.Size;
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}
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rw::SetRenderState(rw::VERTEXALPHA,vertexAlpha);
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rw::SetRenderState(rw::SRCBLEND, srcBlend);
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rw::SetRenderState(rw::DESTBLEND, dstBlend);
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rw::SetRenderState(rw::ZTESTENABLE, ztest);
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex);
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rw::SetRenderState(rw::TEXTUREADDRESSU, addrU);
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rw::SetRenderState(rw::TEXTUREADDRESSV, addrV);
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rw::SetRenderState(rw::TEXTUREFILTER, filter);
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rw::SetRenderState(rw::CULLMODE, cullmode);
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}
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bool
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@ -3,6 +3,7 @@
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#include "rwbase.h"
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#include "rwplg.h"
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#include "rwengine.h"
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#include "rwrender.h"
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namespace rw {
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@ -57,6 +58,23 @@ Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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engine->device.im3DTransform(vertices, numVertices, world, flags);
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}
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void
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RenderLine(int32 vert1, int32 vert2)
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{
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int16 indices[2];
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indices[0] = vert1;
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indices[1] = vert2;
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RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indices, 2);
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}
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void
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RenderTriangle(int32 vert1, int32 vert2, int32 vert3)
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{
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int16 indices[3];
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indices[0] = vert1;
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indices[1] = vert2;
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indices[2] = vert3;
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RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, 3);
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}
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void
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RenderPrimitive(PrimitiveType primType)
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{
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engine->device.im3DRenderPrimitive(primType);
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@ -860,7 +860,7 @@ struct World
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static int32 numAllocated;
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static World *create(void);
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static World *create(BBox *bbox = nil); // TODO: should probably make this non-optional
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void destroy(void);
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void addLight(Light *light);
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void removeLight(Light *light);
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@ -127,6 +127,8 @@ enum TransformFlags
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};
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void Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags);
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void RenderLine(int32 vert1, int32 vert2);
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void RenderTriangle(int32 vert1, int32 vert2, int32 vert3);
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void RenderPrimitive(PrimitiveType primType);
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void RenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices);
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void End(void);
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@ -19,7 +19,7 @@ int32 World::numAllocated = 0;
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PluginList World::s_plglist(sizeof(World));
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World*
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World::create(void)
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World::create(BBox *bbox)
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{
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World *world = (World*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_WORLD);
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if(world == nil){
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440
tools/lights/lights.cpp
Normal file
440
tools/lights/lights.cpp
Normal file
@ -0,0 +1,440 @@
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#include <rw.h>
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#include <skeleton.h>
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#include "main.h"
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rw::Light *BaseAmbientLight;
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bool BaseAmbientLightOn;
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rw::Light *CurrentLight;
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rw::Light *AmbientLight;
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rw::Light *PointLight;
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rw::Light *DirectLight;
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rw::Light *SpotLight;
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rw::Light *SpotSoftLight;
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float LightRadius = 100.0f;
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float LightConeAngle = 45.0f;
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rw::RGBAf LightColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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rw::RGBA LightSolidColor = { 255, 255, 0, 255 };
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bool LightOn = true;
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bool LightDrawOn = true;
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rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
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rw::int32 LightTypeIndex = 1;
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rw::BBox RoomBBox;
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rw::Light*
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CreateBaseAmbientLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
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assert(light);
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light->setColor(0.5f, 0.5f, 0.5f);
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return light;
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}
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rw::Light*
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CreateAmbientLight(void)
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{
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return rw::Light::create(rw::Light::AMBIENT);
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}
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rw::Light*
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CreateDirectLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
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assert(light);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreatePointLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::POINT);
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assert(light);
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light->radius = LightRadius;
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEREPLACE);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreateSpotLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::SPOT);
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assert(light);
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light->radius = LightRadius;
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light->setAngle(LightConeAngle/180.0f*M_PI);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreateSpotSoftLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
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assert(light);
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light->radius = LightRadius;
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light->setAngle(LightConeAngle/180.0f*M_PI);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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void
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LightsDestroy(void)
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{
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// TODO
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}
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void
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LightsUpdate(void)
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{
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static rw::int32 oldLightTypeIndex = -1;
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// Switch to a different light
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if((LightOn && oldLightTypeIndex != LightTypeIndex) || CurrentLight == nil){
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oldLightTypeIndex = LightTypeIndex;
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// remove first
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if(CurrentLight)
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CurrentLight->world->removeLight(CurrentLight);
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switch(LightTypeIndex){
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case 0: CurrentLight = AmbientLight; break;
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case 1: CurrentLight = PointLight; break;
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case 2: CurrentLight = DirectLight; break;
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case 3: CurrentLight = SpotLight; break;
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case 4: CurrentLight = SpotSoftLight; break;
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}
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World->addLight(CurrentLight);
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}
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if(CurrentLight){
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CurrentLight->setColor(LightColor.red, LightColor.green, LightColor.blue);
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CurrentLight->radius = LightRadius;
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CurrentLight->setAngle(LightConeAngle / 180.0f * M_PI);
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}
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// Remove light from world if not used
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if(!LightOn && CurrentLight){
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CurrentLight->world->removeLight(CurrentLight);
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CurrentLight = nil;
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}
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}
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#define POINT_LIGHT_RADIUS_FACTOR 0.05f
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void
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DrawPointLight(void)
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{
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enum { NUMVERTS = 50 };
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS];
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rw::int32 i;
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rw::V3d point;
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rw::V3d *pos = &CurrentLight->getFrame()->getLTM()->pos;
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for(i = 0; i < NUMVERTS; i++){
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point.x = pos->x +
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cosf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
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point.y = pos->y +
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sinf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
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point.z = pos->z;
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, LightSolidColor.alpha);
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shape[i].setX(point.x);
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shape[i].setY(point.y);
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shape[i].setZ(point.z);
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}
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rw::im3d::Transform(shape, NUMVERTS, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE);
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rw::im3d::RenderLine(NUMVERTS-1, 0);
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rw::im3d::End();
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}
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void
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DrawCone(float coneAngle, float coneSize, float coneRatio)
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{
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enum { NUMVERTS = 10 };
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS+1];
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rw::int16 indices[NUMVERTS*3];
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rw::int32 i;
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rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
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rw::V3d *pos = &matrix->pos;
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// cone
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for(i = 1; i < NUMVERTS+1; i++){
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float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI) *
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sinf(coneAngle/180.0f*M_PI);
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float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI) *
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sinf(coneAngle/180.0f*M_PI);
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float coneAngleD = cosf(coneAngle/180.0f*M_PI);
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rw::V3d up = rw::scale(matrix->up, sinValue*coneSize);
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rw::V3d right = rw::scale(matrix->right, cosValue*coneSize);
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rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
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shape[i].setX(pos->x + at.x + up.x + right.x);
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shape[i].setY(pos->y + at.y + up.y + right.y);
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shape[i].setZ(pos->z + at.z + up.z + right.z);
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}
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for(i = 0; i < NUMVERTS; i++){
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indices[i*3 + 0] = 0;
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indices[i*3 + 1] = i+2;
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indices[i*3 + 2] = i+1;
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}
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indices[NUMVERTS*3-2] = 1;
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for(i = 0; i < NUMVERTS+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 128);
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shape[0].setX(pos->x);
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shape[0].setY(pos->y);
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shape[0].setZ(pos->z);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, 0);
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
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rw::im3d::RenderTriangle(0, NUMVERTS, 1);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
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rw::im3d::End();
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for(i = 0; i < NUMVERTS+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 255);
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float coneAngleD = cosf(coneAngle/180.0f*M_PI);
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rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
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shape[0].setX(pos->x + at.x);
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shape[0].setY(pos->y + at.y);
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shape[0].setZ(pos->z + at.z);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
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if(coneRatio > 0.0f){
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
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rw::im3d::RenderTriangle(0, NUMVERTS, 1);
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}else
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, indices, NUMVERTS*3);
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rw::im3d::End();
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// lines
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at = rw::scale(matrix->at, -0.05f);
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shape[0].setX(pos->x + at.x);
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shape[0].setY(pos->y + at.y);
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shape[0].setZ(pos->z + at.z);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, indices, NUMVERTS*3);
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rw::im3d::End();
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}
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void
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DrawDirectLight(void)
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{
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enum { NUMVERTS = 20 };
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const float DIAMETER = 1.5f;
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const float CONE_ANGLE = 45.0f;
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const float CONE_SIZE = 3.0f;
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const float LENGTH = 5.0f;
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS*2+1];
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rw::int16 indices[NUMVERTS*3];
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rw::int32 i;
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rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
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rw::V3d *pos = &matrix->pos;
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// cylinder
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for(i = 0; i < NUMVERTS*2; i += 2){
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float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI);
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float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI);
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rw::V3d up = rw::scale(matrix->up, sinValue*DIAMETER);
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rw::V3d right = rw::scale(matrix->right, cosValue*DIAMETER);
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rw::V3d at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
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shape[i].setX(pos->x + at.x + up.x + right.x);
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shape[i].setY(pos->y + at.y + up.y + right.y);
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shape[i].setZ(pos->z + at.z + up.z + right.z);
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at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
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shape[i+1].setX(pos->x + at.x + up.x + right.x);
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shape[i+1].setY(pos->y + at.y + up.y + right.y);
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shape[i+1].setZ(pos->z + at.z + up.z + right.z);
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}
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for(i = 0; i < NUMVERTS*2+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 128);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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rw::im3d::Transform(shape, NUMVERTS*2, nil, 0);
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP);
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rw::im3d::RenderTriangle(2*NUMVERTS-2, 2*NUMVERTS-1, 0);
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rw::im3d::RenderTriangle(2*NUMVERTS-1, 1, 0);
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rw::im3d::End();
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// bottom cap
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for(i = 0; i < NUMVERTS*2+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 255);
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rw::V3d at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
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shape[NUMVERTS*2].setX(pos->x + at.x);
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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
36
tools/lights/lights.h
Normal file
@ -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);
|
@ -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;
|
||||
|
||||
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);
|
||||
}
|
||||
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::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
7
tools/lights/main.h
Normal 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;
|
Loading…
Reference in New Issue
Block a user