mirror of
https://github.com/aap/librw.git
synced 2024-11-24 12:45:43 +00:00
subrast example
This commit is contained in:
parent
d13bd898fe
commit
47487afc04
@ -209,6 +209,14 @@ project "lights"
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removeplatforms { "*null" }
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removeplatforms { "ps2" }
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project "subrast"
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kind "WindowedApp"
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characterset ("MBCS")
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skeltool("subrast")
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flags { "WinMain" }
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removeplatforms { "*null" }
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removeplatforms { "ps2" }
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project "ska2anm"
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kind "ConsoleApp"
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characterset ("MBCS")
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@ -47,6 +47,8 @@ InitRW(void)
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if(!rw::Engine::start())
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return false;
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rw::Charset::open();
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rw::Image::setSearchPath("./");
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return true;
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}
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@ -54,6 +56,8 @@ InitRW(void)
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void
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TerminateRW(void)
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{
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rw::Charset::close();
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// TODO: delete all tex dicts
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rw::Engine::stop();
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rw::Engine::close();
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@ -128,8 +128,16 @@ Charset::flushBuffer(void)
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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uint32 cull = rw::GetRenderState(rw::CULLMODE);
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uint32 ztest = rw::GetRenderState(rw::ZTESTENABLE);
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rw::SetRenderState(rw::CULLMODE, rw::CULLNONE);
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rw::SetRenderState(rw::ZTESTENABLE, 0);
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im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST,
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vertices, numChars*4, indices, numChars*6);
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rw::SetRenderState(rw::CULLMODE, cull);
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rw::SetRenderState(rw::ZTESTENABLE, ztest);
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}
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numChars = 0;
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@ -18,7 +18,7 @@
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namespace rw {
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namespace d3d {
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bool32 isP8supported = 1;
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bool32 isP8supported = 1; // set to 0 when actual d3d device is used
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// stolen from d3d8to9
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static uint32
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@ -944,6 +944,9 @@ setRenderSurfaces(Camera *cam)
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Raster *fbuf = cam->frameBuffer;
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assert(fbuf);
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{
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if(fbuf->parent)
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fbuf = fbuf->parent;
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D3dRaster *natras = GETD3DRASTEREXT(fbuf);
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assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE);
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if(natras->texture == nil)
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@ -959,6 +962,9 @@ setRenderSurfaces(Camera *cam)
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Raster *zbuf = cam->zBuffer;
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if(zbuf){
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if(zbuf->parent)
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zbuf = zbuf->parent;
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D3dRaster *natras = GETD3DRASTEREXT(zbuf);
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assert(zbuf->type == Raster::ZBUFFER);
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setDepthSurface(natras->texture);
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@ -967,6 +973,19 @@ setRenderSurfaces(Camera *cam)
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}
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static void
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setViewport(Raster *fb)
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{
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D3DVIEWPORT9 vp;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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vp.X = fb->offsetX;
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vp.Y = fb->offsetY;
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vp.Width = fb->width;
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vp.Height = fb->height;
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d3ddevice->SetViewport(&vp);
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}
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static void
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beginUpdate(Camera *cam)
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{
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@ -1046,23 +1065,14 @@ beginUpdate(Camera *cam)
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setRenderSurfaces(cam);
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D3DVIEWPORT9 vp;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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vp.X = cam->frameBuffer->offsetX;
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vp.Y = cam->frameBuffer->offsetY;
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vp.Width = cam->frameBuffer->width;
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vp.Height = cam->frameBuffer->height;
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d3ddevice->SetViewport(&vp);
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setViewport(cam->frameBuffer);
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// TODO: figure out when to call this
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d3ddevice->BeginScene();
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}
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static void
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endUpdate(Camera *cam)
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{
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// TODO: figure out when to call this
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d3ddevice->EndScene();
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}
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@ -1314,7 +1324,6 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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RECT r;
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GetClientRect(d3d9Globals.window, &r);
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BOOL icon = IsIconic(d3d9Globals.window);
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Raster *ras = cam->frameBuffer;
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if(!icon &&
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(r.right != d3d9Globals.present.BackBufferWidth || r.bottom != d3d9Globals.present.BackBufferHeight)){
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@ -1328,7 +1337,8 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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setRenderSurfaces(cam);
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d3ddevice->Clear(0, 0, mode, c, 1.0f, 0);
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setViewport(cam->frameBuffer); // need to set this for the clear to work correctly
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d3ddevice->Clear(0, nil, mode, c, 1.0f, 0);
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}
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static void
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@ -1604,6 +1614,8 @@ startD3D(void)
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// d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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rw::d3d::isP8supported = 0;
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assert(d3d::d3ddevice == nil);
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BOOL icon = IsIconic(d3d9Globals.window);
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@ -1225,6 +1225,50 @@ setFrameBuffer(Camera *cam)
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}
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}
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static Rect
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getFramebufferRect(Raster *frameBuffer)
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{
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Rect r;
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Raster *fb = frameBuffer->parent;
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if(fb->type == Raster::CAMERA){
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#ifdef LIBRW_SDL2
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SDL_GetWindowSize(glGlobals.window, &r.w, &r.h);
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#else
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glfwGetFramebufferSize(glGlobals.window, &r.w, &r.h);
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#endif
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}else{
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r.w = fb->width;
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r.h = fb->height;
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}
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r.x = 0;
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r.y = 0;
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// Got a subraster
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if(frameBuffer != fb){
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r.x = frameBuffer->offsetX;
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// GL y offset is from bottom
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r.y = r.h - frameBuffer->height - frameBuffer->offsetY;
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r.w = frameBuffer->width;
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r.h = frameBuffer->height;
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}
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return r;
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}
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static void
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setViewport(Raster *frameBuffer)
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{
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Rect r = getFramebufferRect(frameBuffer);
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if(r.w != glGlobals.presentWidth || r.h != glGlobals.presentHeight ||
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r.x != glGlobals.presentOffX || r.y != glGlobals.presentOffY){
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glViewport(r.x, r.y, r.w, r.h);
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glGlobals.presentWidth = r.w;
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glGlobals.presentHeight = r.h;
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glGlobals.presentOffX = r.x;
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glGlobals.presentOffY = r.y;
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}
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}
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static void
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beginUpdate(Camera *cam)
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{
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@ -1279,10 +1323,10 @@ beginUpdate(Camera *cam)
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proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
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proj[15] = 0.0f;
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}else{
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proj[10] = -(cam->farPlane+cam->nearPlane)*invz;
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proj[10] = 2.0f*invz;
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proj[11] = 0.0f;
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proj[14] = 2.0f*invz;
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proj[14] = -(cam->farPlane+cam->nearPlane)*invz;
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proj[15] = 1.0f;
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}
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memcpy(&cam->devProj, &proj, sizeof(RawMatrix));
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@ -1301,39 +1345,7 @@ beginUpdate(Camera *cam)
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setFrameBuffer(cam);
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int w, h;
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int x, y;
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Raster *fb = cam->frameBuffer->parent;
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if(fb->type == Raster::CAMERA){
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#ifdef LIBRW_SDL2
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SDL_GetWindowSize(glGlobals.window, &w, &h);
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#else
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glfwGetFramebufferSize(glGlobals.window, &w, &h);
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#endif
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}else{
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w = fb->width;
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h = fb->height;
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}
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x = 0;
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y = 0;
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// Got a subraster
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if(cam->frameBuffer != fb){
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x = cam->frameBuffer->offsetX;
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// GL y offset is from bottom
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y = h - cam->frameBuffer->height - cam->frameBuffer->offsetY;
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w = cam->frameBuffer->width;
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h = cam->frameBuffer->height;
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}
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if(w != glGlobals.presentWidth || h != glGlobals.presentHeight ||
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x != glGlobals.presentOffX || y != glGlobals.presentOffY){
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glViewport(x, y, w, h);
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glGlobals.presentWidth = w;
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glGlobals.presentHeight = h;
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glGlobals.presentOffX = x;
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glGlobals.presentOffY = y;
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}
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setViewport(cam->frameBuffer);
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}
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static void
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@ -1349,6 +1361,15 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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setFrameBuffer(cam);
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// make sure we're only clearing the part of the framebuffer
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// that is subrastered
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bool setScissor = cam->frameBuffer != cam->frameBuffer->parent;
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if(setScissor){
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Rect r = getFramebufferRect(cam->frameBuffer);
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glScissor(r.x, r.y, r.w, r.h);
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glEnable(GL_SCISSOR_TEST);
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}
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convColor(&colf, col);
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glClearColor(colf.red, colf.green, colf.blue, colf.alpha);
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mask = 0;
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@ -1361,12 +1382,17 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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glDepthMask(GL_TRUE);
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glClear(mask);
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glDepthMask(rwStateCache.zwrite);
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if(setScissor)
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glDisable(GL_SCISSOR_TEST);
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}
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static void
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showRaster(Raster *raster, uint32 flags)
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{
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// TODO: do this properly!
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// glViewport(raster->offsetX, raster->offsetY,
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// raster->width, raster->height);
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#ifdef LIBRW_SDL2
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if(flags & Raster::FLIPWAITVSYNCH)
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SDL_GL_SetSwapInterval(1);
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@ -1746,8 +1772,8 @@ initOpenGL(void)
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// printf("%d %s\n", i, ext);
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}
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*/
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gl3Caps.dxtSupported = GLAD_GL_EXT_texture_compression_s3tc;
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gl3Caps.astcSupported = GLAD_GL_KHR_texture_compression_astc_ldr;
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gl3Caps.dxtSupported = !!GLAD_GL_EXT_texture_compression_s3tc;
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gl3Caps.astcSupported = !!GLAD_GL_KHR_texture_compression_astc_ldr;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl3Caps.maxAnisotropy);
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@ -87,8 +87,8 @@ Raster::subRaster(Raster *parent, Rect *r)
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return;
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this->width = r->w;
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this->height = r->h;
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this->offsetX += r->x;
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this->offsetY += r->y;
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this->offsetX = parent->offsetX + r->x;
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this->offsetY = parent->offsetY + r->y;
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this->parent = parent->parent;
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}
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BIN
tools/subrast/files/clump.dff
Normal file
BIN
tools/subrast/files/clump.dff
Normal file
Binary file not shown.
BIN
tools/subrast/files/textures/whiteash.png
Normal file
BIN
tools/subrast/files/textures/whiteash.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
352
tools/subrast/main.cpp
Normal file
352
tools/subrast/main.cpp
Normal file
@ -0,0 +1,352 @@
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#include <rw.h>
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#include <skeleton.h>
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#include <assert.h>
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#include "subrast.h"
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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rw::EngineOpenParams engineOpenParams;
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float FOV = 70.0f;
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rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
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rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
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rw::RGBA BorderColor = { 128, 128, 128, 0 };
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rw::Clump *Clump = nil;
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rw::Light *MainLight = nil;
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rw::Light *AmbientLight = nil;
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rw::World *World;
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rw::Charset *Charset;
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const char *SubCameraCaption[4] = {
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"Perspective view",
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"Parallel view: Z-axis",
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"Parallel view: X-axis",
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"Parallel view: Y-axis"
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};
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rw::V3d Xaxis = { 1.0f, 0.0, 0.0f };
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rw::V3d Yaxis = { 0.0f, 1.0, 0.0f };
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rw::V3d Zaxis = { 0.0f, 0.0, 1.0f };
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rw::World*
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CreateWorld(void)
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{
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rw::BBox bb;
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bb.inf.x = bb.inf.y = bb.inf.z = -100.0f;
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bb.sup.x = bb.sup.y = bb.sup.z = 100.0f;
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return rw::World::create(&bb);
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}
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rw::Light*
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CreateAmbientLight(rw::World *world)
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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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World->addLight(light);
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return light;
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}
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rw::Light*
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CreateMainLight(rw::World *world)
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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, 30.0f, rw::COMBINEREPLACE);
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frame->rotate(&Yaxis, 30.0f, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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World->addLight(light);
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return light;
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}
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rw::Clump*
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CreateClump(rw::World *world)
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{
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rw::Clump *clump;
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rw::StreamFile in;
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rw::Image::setSearchPath("files/textures/");
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const char *filename = "files/clump.dff";
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if(in.open(filename, "rb") == NULL){
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printf("couldn't open file\n");
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return false;
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}
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if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
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return false;
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clump = rw::Clump::streamRead(&in);
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in.close();
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if(clump == nil)
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return false;
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rw::Frame *frame = clump->getFrame();
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frame->rotate(&Xaxis, -120.0f, rw::COMBINEREPLACE);
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frame->rotate(&Yaxis, 45.0f, rw::COMBINEPOSTCONCAT);
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World->addClump(clump);
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return clump;
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}
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void
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RotateClump(float xAngle, float yAngle)
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{
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rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
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rw::Frame *frame = Clump->getFrame();
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rw::V3d pos = frame->matrix.pos;
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pos = rw::scale(pos, -1.0f);
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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frame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
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frame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
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pos = rw::scale(pos, -1.0f);
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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}
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void
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Initialize(void)
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{
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sk::globals.windowtitle = "Sub-raster example";
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sk::globals.width = 1280;
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sk::globals.height = 800;
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sk::globals.quit = 0;
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}
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bool
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Initialize3D(void)
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{
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if(!sk::InitRW())
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return false;
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Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor);
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World = CreateWorld();
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AmbientLight = CreateAmbientLight(World);
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MainLight = CreateMainLight(World);
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Clump = CreateClump(World);
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CreateCameras(World);
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UpdateSubRasters(Camera, sk::globals.width, sk::globals.height);
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rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
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rw::SetRenderState(rw::ZTESTENABLE, 1);
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rw::SetRenderState(rw::ZWRITEENABLE, 1);
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ImGui_ImplRW_Init();
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ImGui::StyleColorsClassic();
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return true;
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}
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void
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Terminate3D(void)
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{
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DestroyCameras(World);
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if(AmbientLight){
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World->removeLight(AmbientLight);
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AmbientLight->destroy();
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AmbientLight = nil;
|
||||
}
|
||||
|
||||
if(MainLight){
|
||||
World->removeLight(MainLight);
|
||||
rw::Frame *frame = MainLight->getFrame();
|
||||
MainLight->setFrame(nil);
|
||||
frame->destroy();
|
||||
MainLight->destroy();
|
||||
MainLight = nil;
|
||||
}
|
||||
|
||||
if(Clump){
|
||||
World->removeClump(Clump);
|
||||
Clump->destroy();
|
||||
Clump = nil;
|
||||
}
|
||||
|
||||
if(World){
|
||||
World->destroy();
|
||||
World = nil;
|
||||
}
|
||||
|
||||
if(Charset){
|
||||
Charset->destroy();
|
||||
Charset = 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;
|
||||
}
|
||||
|
||||
void
|
||||
DisplayOnScreenInfo(void)
|
||||
{
|
||||
for(int i = 0; i < 4; i++){
|
||||
rw::Raster *scr = SubCameras[i]->frameBuffer;
|
||||
|
||||
rw::int32 scrw = scr->width;
|
||||
rw::int32 scrh = scr->height;
|
||||
|
||||
rw::int32 captionWidth = strlen(SubCameraCaption[i])*Charset->desc.width;
|
||||
|
||||
if(captionWidth < scrw && scrh > Charset->desc.height*2){
|
||||
rw::int32 x = scr->offsetX + (scrw - captionWidth)/2;
|
||||
rw::int32 y = scr->offsetY + Charset->desc.height;
|
||||
Charset->print(SubCameraCaption[i], x, y, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rw::RGBA BackgroundColors[] = {
|
||||
{ 64, 64, 64, 0 },
|
||||
{ 128, 0, 0, 0 },
|
||||
{ 0, 128, 0, 0 },
|
||||
{ 0, 0, 128, 0 },
|
||||
};
|
||||
void
|
||||
Render(float timeDelta)
|
||||
{
|
||||
Camera->clear(&BorderColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
|
||||
|
||||
for(int i = 0; i < 4; i++){
|
||||
SubCameras[i]->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
|
||||
// SubCameras[i]->clear(&BackgroundColors[i], rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
|
||||
SubCameras[i]->beginUpdate();
|
||||
World->render();
|
||||
SubCameras[i]->endUpdate();
|
||||
}
|
||||
|
||||
Camera->beginUpdate();
|
||||
DisplayOnScreenInfo();
|
||||
Camera->endUpdate();
|
||||
|
||||
Camera->showRaster(0);
|
||||
}
|
||||
|
||||
void
|
||||
Idle(float timeDelta)
|
||||
{
|
||||
Render(timeDelta);
|
||||
}
|
||||
|
||||
int MouseX, MouseY;
|
||||
int MouseDeltaX, MouseDeltaY;
|
||||
int MouseButtons;
|
||||
|
||||
bool Rotating;
|
||||
|
||||
void
|
||||
KeyUp(int key)
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
KeyDown(int key)
|
||||
{
|
||||
switch(key){
|
||||
case sk::KEY_ESC:
|
||||
sk::globals.quit = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
MouseBtn(sk::MouseState *mouse)
|
||||
{
|
||||
MouseButtons = mouse->buttons;
|
||||
Rotating = !!(MouseButtons&1);
|
||||
}
|
||||
|
||||
void
|
||||
MouseMove(sk::MouseState *mouse)
|
||||
{
|
||||
MouseDeltaX = mouse->posx - MouseX;
|
||||
MouseDeltaY = mouse->posy - MouseY;
|
||||
MouseX = mouse->posx;
|
||||
MouseY = mouse->posy;
|
||||
if(Rotating)
|
||||
RotateClump(-MouseDeltaX, MouseDeltaY);
|
||||
}
|
||||
|
||||
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:
|
||||
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 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
|
||||
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(::Camera){
|
||||
sk::CameraSize(::Camera, r);
|
||||
::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
|
||||
|
||||
UpdateSubRasters(::Camera, r->w, r->h);
|
||||
}
|
||||
break;
|
||||
case IDLE:
|
||||
Idle(*(float*)param);
|
||||
return EVENTPROCESSED;
|
||||
}
|
||||
return sk::EVENTNOTPROCESSED;
|
||||
}
|
592
tools/subrast/subrast.cpp
Normal file
592
tools/subrast/subrast.cpp
Normal file
@ -0,0 +1,592 @@
|
||||
#include <rw.h>
|
||||
#include <skeleton.h>
|
||||
|
||||
#include "subrast.h"
|
||||
|
||||
rw::Camera *Camera;
|
||||
rw::Camera *SubCameras[4];
|
||||
|
||||
void
|
||||
CameraSetViewWindow(rw::Camera *camera, float width, float height, float vw)
|
||||
{
|
||||
rw::V2d viewWindow;
|
||||
|
||||
// TODO: aspect ratio when fullscreen
|
||||
if(width > height){
|
||||
viewWindow.x = vw;
|
||||
viewWindow.y = vw / (width/height);
|
||||
}else{
|
||||
viewWindow.x = vw / (height/width);
|
||||
viewWindow.y = vw;
|
||||
}
|
||||
|
||||
camera->setViewWindow(&viewWindow);
|
||||
}
|
||||
|
||||
void
|
||||
UpdateSubRasters(rw::Camera *mainCamera, rw::int32 mainWidth, rw::int32 mainHeight)
|
||||
{
|
||||
rw::Rect rect[4];
|
||||
float width, height, border;
|
||||
|
||||
border = mainHeight*0.05f;
|
||||
|
||||
width = (mainWidth - border*3.0f) / 2.0f;
|
||||
height = (mainHeight - border*3.0f) / 2.0f;
|
||||
|
||||
// top left
|
||||
rect[0].x = border;
|
||||
rect[0].y = border;
|
||||
rect[0].w = width;
|
||||
rect[0].h = height;
|
||||
|
||||
// top right
|
||||
rect[1].x = border*2 + width;
|
||||
rect[1].y = border;
|
||||
rect[1].w = width;
|
||||
rect[1].h = height;
|
||||
|
||||
// bottom left
|
||||
rect[2].x = border;
|
||||
rect[2].y = border*2 + height;
|
||||
rect[2].w = width;
|
||||
rect[2].h = height;
|
||||
|
||||
// bottom left
|
||||
rect[3].x = border*2 + width;
|
||||
rect[3].y = border*2 + height;
|
||||
rect[3].w = width;
|
||||
rect[3].h = height;
|
||||
|
||||
CameraSetViewWindow(SubCameras[0], width, height, 0.5f);
|
||||
for(int i = 1; i < 4; i++)
|
||||
CameraSetViewWindow(SubCameras[i], width, height, 0.5f + 0.4f);
|
||||
|
||||
for(int i = 0; i < 4; i++){
|
||||
SubCameras[i]->frameBuffer->subRaster(mainCamera->frameBuffer, &rect[i]);
|
||||
SubCameras[i]->zBuffer->subRaster(mainCamera->zBuffer, &rect[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
PositionSubCameras(void)
|
||||
{
|
||||
rw::Frame *frame;
|
||||
rw::V3d pos;
|
||||
const float dist = 2.5f;
|
||||
|
||||
// perspective
|
||||
pos.x = pos.y = 0.0f;
|
||||
pos.z = -4.0f;
|
||||
frame = SubCameras[0]->getFrame();
|
||||
frame->translate(&pos, rw::COMBINEREPLACE);
|
||||
|
||||
// look along z
|
||||
pos.x = pos.y = 0.0f;
|
||||
pos.z = -dist;
|
||||
frame = SubCameras[1]->getFrame();
|
||||
frame->translate(&pos, rw::COMBINEREPLACE);
|
||||
|
||||
// look along x
|
||||
pos.x = -dist;
|
||||
pos.y = pos.z = 0.0f;
|
||||
frame = SubCameras[2]->getFrame();
|
||||
frame->rotate(&Yaxis, 90.0f, rw::COMBINEREPLACE);
|
||||
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
|
||||
|
||||
// look along y
|
||||
pos.x = pos.z = 0.0f;
|
||||
pos.y = -dist;
|
||||
frame = SubCameras[3]->getFrame();
|
||||
frame->rotate(&Xaxis, -90.0f, rw::COMBINEREPLACE);
|
||||
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
|
||||
}
|
||||
|
||||
void
|
||||
CreateCameras(rw::World *world)
|
||||
{
|
||||
Camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
|
||||
assert(Camera);
|
||||
|
||||
for(int i = 0; i < 4; i++){
|
||||
SubCameras[i] = sk::CameraCreate(0, 0, 1);
|
||||
assert(SubCameras[i]);
|
||||
|
||||
SubCameras[i]->setNearPlane(0.1f);
|
||||
SubCameras[i]->setFarPlane(30.0f);
|
||||
|
||||
world->addCamera(SubCameras[i]);
|
||||
|
||||
if(i > 0)
|
||||
SubCameras[i]->setProjection(rw::Camera::PARALLEL);
|
||||
}
|
||||
|
||||
PositionSubCameras();
|
||||
}
|
||||
|
||||
void
|
||||
DestroyCameras(rw::World *world)
|
||||
{
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
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
|
||||
DestroyLight(rw::Light **light)
|
||||
{
|
||||
if(*light == nil)
|
||||
return;
|
||||
rw::World *world = (*light)->world;
|
||||
if(world)
|
||||
world->removeLight(*light);
|
||||
rw::Frame *frame = (*light)->getFrame();
|
||||
if(frame){
|
||||
(*light)->setFrame(nil);
|
||||
frame->destroy();
|
||||
}
|
||||
|
||||
(*light)->destroy();
|
||||
*light = nil;
|
||||
}
|
||||
|
||||
void
|
||||
LightsDestroy(void)
|
||||
{
|
||||
DestroyLight(&SpotSoftLight);
|
||||
DestroyLight(&SpotLight);
|
||||
DestroyLight(&PointLight);
|
||||
DestroyLight(&DirectLight);
|
||||
DestroyLight(&AmbientLight);
|
||||
DestroyLight(&BaseAmbientLight);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
*/
|
10
tools/subrast/subrast.h
Normal file
10
tools/subrast/subrast.h
Normal file
@ -0,0 +1,10 @@
|
||||
extern rw::Camera *Camera;
|
||||
extern rw::Camera *SubCameras[4];
|
||||
|
||||
void CreateCameras(rw::World *world);
|
||||
void DestroyCameras(rw::World *world);
|
||||
void UpdateSubRasters(rw::Camera *mainCamera, rw::int32 mainWidth, rw::int32 mainHeight);
|
||||
|
||||
extern rw::V3d Xaxis;
|
||||
extern rw::V3d Yaxis;
|
||||
extern rw::V3d Zaxis;
|
Loading…
Reference in New Issue
Block a user