added simple demoreel and ps2 skeleton coded by claude fable 5

This commit is contained in:
aap
2026-08-09 01:39:54 +02:00
parent 92851aa1ed
commit 0a7eb48ce3
18 changed files with 1482 additions and 9 deletions
+301
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#include <assert.h>
#include <math.h>
#include "demoreel.h"
rw::EngineOpenParams engineOpenParams;
rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
rw::RGBA BackgroundColor = { 0, 0, 0, 0 };
SceneGlobals Scene;
float DemoTime;
float TimeDelta;
static DemoScene *scenes[] = {
&TunnelScene,
&ParticleScene,
&KnotScene,
};
static int numScenes = sizeof(scenes)/sizeof(scenes[0]);
static int curScene = -1;
static int nextScene = 0;
void
LookAt(rw::Frame *frame, rw::V3d pos, rw::V3d target)
{
static rw::V3d worldup = { 0.0f, 0.0f, 1.0f };
rw::Matrix m;
rw::V3d at, right, up;
at = rw::normalize(rw::sub(target, pos));
right = rw::cross(worldup, at);
if(rw::length(right) < 0.001f)
right.x = 1.0f, right.y = right.z = 0.0f;
right = rw::normalize(right);
up = rw::cross(at, right);
m.setIdentity();
m.right = right;
m.up = up;
m.at = at;
m.pos = pos;
m.optimize();
frame->transform(&m, rw::COMBINEREPLACE);
}
rw::RGBA
HSV(float h, float s, float v, rw::uint8 alpha)
{
rw::RGBA col;
float r, g, b;
float f, p, q, t;
int i;
h = h - floorf(h);
h *= 6.0f;
i = (int)h;
f = h - i;
p = v*(1.0f - s);
q = v*(1.0f - s*f);
t = v*(1.0f - s*(1.0f - f));
switch(i){
default:
case 0: r = v; g = t; b = p; break;
case 1: r = q; g = v; b = p; break;
case 2: r = p; g = v; b = t; break;
case 3: r = p; g = q; b = v; break;
case 4: r = t; g = p; b = v; break;
case 5: r = v; g = p; b = q; break;
}
col.red = (rw::uint8)(r*255.0f);
col.green = (rw::uint8)(g*255.0f);
col.blue = (rw::uint8)(b*255.0f);
col.alpha = alpha;
return col;
}
static void
SwitchScene(int n)
{
while(n < 0) n += numScenes;
n %= numScenes;
if(n == curScene)
return;
if(curScene >= 0)
scenes[curScene]->term();
curScene = n;
DemoTime = 0.0f;
scenes[curScene]->init();
}
rw::World*
CreateWorld(void)
{
rw::BBox bb;
bb.inf.x = bb.inf.y = bb.inf.z = -1000.0f;
bb.sup.x = bb.sup.y = bb.sup.z = 1000.0f;
return rw::World::create(&bb);
}
rw::Camera*
CreateCamera(rw::World *world)
{
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(70.0f, (float)sk::globals.width/sk::globals.height);
world->addCamera(camera);
return camera;
}
void
Initialize(void)
{
sk::globals.windowtitle = "librw demo reel";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
Initialize3D(void)
{
if(!sk::InitRW())
return false;
Scene.world = CreateWorld();
Scene.camera = CreateCamera(Scene.world);
#ifndef RW_PS2
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
#endif
SwitchScene(0);
return true;
}
void
Terminate3D(void)
{
if(curScene >= 0){
scenes[curScene]->term();
curScene = -1;
}
if(Scene.camera){
Scene.world->removeCamera(Scene.camera);
Scene.camera->destroy();
Scene.camera = nil;
}
if(Scene.world){
Scene.world->destroy();
Scene.world = nil;
}
sk::TerminateRW();
}
bool
attachPlugins(void)
{
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;
}
#ifndef RW_PS2
void
Gui(void)
{
static bool showWindow = true;
int i;
ImGui::Begin("Demo reel", &showWindow);
for(i = 0; i < numScenes; i++)
if(ImGui::RadioButton(scenes[i]->name, curScene == i))
nextScene = i;
ImGui::NewLine();
ImGui::Text("%.1f fps", 1.0f/TimeDelta);
ImGui::End();
}
#endif
void
Render(void)
{
Scene.camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Scene.camera->beginUpdate();
#ifndef RW_PS2
ImGui_ImplRW_NewFrame(TimeDelta);
#endif
scenes[curScene]->render();
#ifndef RW_PS2
Gui();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
#endif
Scene.camera->endUpdate();
Scene.camera->showRaster(0);
}
void
Idle(float timeDelta)
{
TimeDelta = timeDelta;
if(TimeDelta <= 0.0f) TimeDelta = 1.0f/60.0f;
if(TimeDelta > 0.1f) TimeDelta = 0.1f;
SwitchScene(nextScene);
nextScene = curScene;
DemoTime += TimeDelta;
scenes[curScene]->update(TimeDelta);
Render();
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
case sk::KEY_LEFT:
nextScene = curScene-1;
break;
case sk::KEY_RIGHT:
case ' ':
nextScene = curScene+1;
break;
default:
if(key >= '1' && key < '1'+numScenes)
nextScene = key-'1';
break;
}
}
sk::EventStatus
AppEventHandler(sk::Event e, void *param)
{
using namespace sk;
Rect *r;
#ifndef RW_PS2
ImGuiEventHandler(e, param);
#endif
switch(e){
case INITIALIZE:
Initialize();
return EVENTPROCESSED;
case RWINITIALIZE:
return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
case RWTERMINATE:
Terminate3D();
return EVENTPROCESSED;
case PLUGINATTACH:
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
case KEYDOWN:
KeyDown(*(int*)param);
return EVENTPROCESSED;
case RESIZE:
r = (Rect*)param;
if(r->w == 0) r->w = 1;
if(r->h == 0) r->h = 1;
sk::globals.width = r->w;
sk::globals.height = r->h;
if(Scene.camera)
sk::CameraSize(Scene.camera, r, 0.5f, 4.0f/3.0f);
break;
case IDLE:
Idle(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}