add camera example

This commit is contained in:
aap 2021-03-03 21:53:06 +01:00
parent 47487afc04
commit 70d222deeb
18 changed files with 1108 additions and 476 deletions

2
TODO
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@ -2,9 +2,7 @@ TODO:
- tristrips
- examples
skeleton + interface
camera
camtex
subrast
matfx1 (more new shaders)
hanim1
fog

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@ -217,6 +217,14 @@ project "subrast"
removeplatforms { "*null" }
removeplatforms { "ps2" }
project "camera"
kind "WindowedApp"
characterset ("MBCS")
skeltool("camera")
flags { "WinMain" }
removeplatforms { "*null" }
removeplatforms { "ps2" }
project "ska2anm"
kind "ConsoleApp"
characterset ("MBCS")

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@ -95,7 +95,7 @@ CameraDestroy(rw::Camera *cam)
}
void
CameraSize(Camera *cam, Rect *r)
CameraSize(Camera *cam, Rect *r, float viewWindow, float aspectRatio)
{
if(cam->frameBuffer){
cam->frameBuffer->destroy();
@ -107,6 +107,60 @@ CameraSize(Camera *cam, Rect *r)
}
cam->frameBuffer = Raster::create(r->w, r->h, 0, Raster::CAMERA);
cam->zBuffer = Raster::create(r->w, r->h, 0, Raster::ZBUFFER);
if(viewWindow != 0.0f){
rw::V2d vw;
// TODO: aspect ratio when fullscreen
if(r->w > r->h){
vw.x = viewWindow;
vw.y = viewWindow / ((float)r->w/r->h);
}else{
vw.x = viewWindow / ((float)r->h/r->w);
vw.y = viewWindow;
}
cam->setViewWindow(&vw);
}
}
void
CameraMove(Camera *cam, V3d *delta)
{
rw::V3d offset;
rw::V3d::transformVectors(&offset, delta, 1, &cam->getFrame()->matrix);
cam->getFrame()->translate(&offset);
}
void
CameraPan(Camera *cam, V3d *pos, float angle)
{
rw::Frame *frame = cam->getFrame();
rw::V3d trans = pos ? *pos : frame->matrix.pos;
rw::V3d negTrans = rw::scale(trans, -1.0f);
frame->translate(&negTrans);
frame->rotate(&frame->matrix.up, angle);
frame->translate(&trans);
}
void
CameraTilt(Camera *cam, V3d *pos, float angle)
{
rw::Frame *frame = cam->getFrame();
rw::V3d trans = pos ? *pos : frame->matrix.pos;
rw::V3d negTrans = rw::scale(trans, -1.0f);
frame->translate(&negTrans);
frame->rotate(&frame->matrix.right, angle);
frame->translate(&trans);
}
void
CameraRotate(Camera *cam, V3d *pos, float angle)
{
rw::Frame *frame = cam->getFrame();
rw::V3d trans = pos ? *pos : frame->matrix.pos;
rw::V3d negTrans = rw::scale(trans, -1.0f);
frame->translate(&negTrans);
frame->rotate(&frame->matrix.at, angle);
frame->translate(&negTrans);
}
EventStatus

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@ -104,7 +104,11 @@ bool InitRW(void);
void TerminateRW(void);
Camera *CameraCreate(int32 width, int32 height, bool32 z);
void CameraDestroy(rw::Camera *cam);
void CameraSize(Camera *cam, Rect *r);
void CameraSize(Camera *cam, Rect *r, float viewWindow = 0.0f, float aspectRatio = 0.0f);
void CameraMove(Camera *cam, V3d *delta);
void CameraPan(Camera *cam, V3d *pos, float angle);
void CameraTilt(Camera *cam, V3d *pos, float angle);
void CameraRotate(Camera *cam, V3d *pos, float angle);
void SetMousePosition(int x, int y);
EventStatus EventHandler(Event e, void *param);

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@ -278,7 +278,7 @@ struct Quat
this->w = w; this->x = x; this->y = y; this->z = z; }
V3d vec(void){ return makeV3d(x, y, z); }
Quat *rotate(const V3d *axis, float32 angle, CombineOp op);
Quat *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
};
inline Quat makeQuat(float32 w, float32 x, float32 y, float32 z) { Quat q = { x, y, z, w }; return q; }
@ -347,11 +347,11 @@ struct Matrix
static Matrix *mult(Matrix *dst, const Matrix *src1, const Matrix *src2);
static Matrix *invert(Matrix *dst, const Matrix *src);
static Matrix *transpose(Matrix *dst, const Matrix *src);
Matrix *rotate(const V3d *axis, float32 angle, CombineOp op);
Matrix *rotate(const Quat &q, CombineOp op);
Matrix *translate(const V3d *translation, CombineOp op);
Matrix *scale(const V3d *scl, CombineOp op);
Matrix *transform(const Matrix *mat, CombineOp op);
Matrix *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
Matrix *rotate(const Quat &q, CombineOp op = rw::COMBINEPOSTCONCAT);
Matrix *translate(const V3d *translation, CombineOp op = rw::COMBINEPOSTCONCAT);
Matrix *scale(const V3d *scl, CombineOp op = rw::COMBINEPOSTCONCAT);
Matrix *transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT);
Quat getRotation(void);
void lookAt(const V3d &dir, const V3d &up);

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@ -70,10 +70,10 @@ struct Frame
bool32 dirty(void) const {
return !!(this->root->object.privateFlags & HIERARCHYSYNC); }
Matrix *getLTM(void);
void rotate(const V3d *axis, float32 angle, CombineOp op);
void translate(const V3d *trans, CombineOp op);
void scale(const V3d *scale, CombineOp op);
void transform(const Matrix *mat, CombineOp op);
void rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
void translate(const V3d *trans, CombineOp op = rw::COMBINEPOSTCONCAT);
void scale(const V3d *scale, CombineOp op = rw::COMBINEPOSTCONCAT);
void transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT);
void updateObjects(void);

395
tools/camera/camexamp.cpp Normal file
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@ -0,0 +1,395 @@
#include <rw.h>
#include <skeleton.h>
#include "viewer.h"
#include "camexamp.h"
#define TEXSIZE 256
rw::Camera *MainCamera;
rw::Camera *SubCamera;
rw::Raster *SubCameraRaster;
rw::Raster *SubCameraZRaster;
rw::Raster *SubCameraMainCameraSubRaster;
rw::Raster *SubCameraMainCameraSubZRaster;
TextureCamera CameraTexture;
rw::int32 CameraSelected = 0;
rw::int32 ProjectionIndex = 0;
bool SubCameraMiniView = true;
CameraData SubCameraData;
void
CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera)
{
data->camera = camera;
if(type & FARCLIPPLANE) data->farClipPlane = camera->farPlane;
if(type & NEARCLIPPLANE) data->nearClipPlane = camera->nearPlane;
if(type & PROJECTION) data->projection = camera->projection;
if(type & OFFSET) data->offset = camera->viewOffset;
if(type & VIEWWINDOW) data->viewWindow = camera->viewWindow;
if(type & MATRIX) data->matrix = &camera->getFrame()->matrix;
}
void
CameraSetData(CameraData *data, CameraDataType type)
{
if(type & FARCLIPPLANE) data->camera->setFarPlane(data->farClipPlane);
if(type & NEARCLIPPLANE) data->camera->setNearPlane(data->nearClipPlane);
if(type & PROJECTION) data->camera->setProjection(data->projection);
if(type & OFFSET) data->camera->setViewOffset(&data->offset);
if(type & VIEWWINDOW) data->camera->setViewWindow(&data->viewWindow);
}
void
ProjectionCallback(void)
{
if(ProjectionIndex == 0)
SubCameraData.projection = rw::Camera::PERSPECTIVE;
else
SubCameraData.projection = rw::Camera::PARALLEL;
CameraSetData(&SubCameraData, PROJECTION);
}
void
ClipPlaneCallback(void)
{
CameraSetData(&SubCameraData, (CameraDataType)(NEARCLIPPLANE | FARCLIPPLANE));
}
void
ChangeViewOffset(float deltaX, float deltaY)
{
SubCameraData.offset.x += deltaX;
SubCameraData.offset.y += deltaY;
if(SubCameraData.offset.x > 5.0f)
SubCameraData.offset.x = 5.0f;
if(SubCameraData.offset.x < -5.0f)
SubCameraData.offset.x = -5.0f;
if(SubCameraData.offset.y > 5.0f)
SubCameraData.offset.y = 5.0f;
if(SubCameraData.offset.y < -5.0f)
SubCameraData.offset.y = -5.0f;
CameraSetData(&SubCameraData, OFFSET);
}
void
ChangeViewWindow(float deltaX, float deltaY)
{
SubCameraData.viewWindow.x += deltaX;
SubCameraData.viewWindow.y += deltaY;
if(SubCameraData.viewWindow.x > 5.0f)
SubCameraData.viewWindow.x = 5.0f;
if(SubCameraData.viewWindow.x < 0.01f)
SubCameraData.viewWindow.x = 0.01f;
if(SubCameraData.viewWindow.y > 5.0f)
SubCameraData.viewWindow.y = 5.0f;
if(SubCameraData.viewWindow.y < 0.01f)
SubCameraData.viewWindow.y = 0.01f;
CameraSetData(&SubCameraData, VIEWWINDOW);
}
void
CamerasCreate(rw::World *world)
{
rw::V3d offset = { 3.0f, 0.0f, 8.0f };
float rotate = -90.0f;
SubCamera = ViewerCreate(world);
ViewerMove(SubCamera, &offset);
ViewerRotate(SubCamera, rotate, 0.0f);
MainCamera = ViewerCreate(world);
CameraQueryData(&SubCameraData, ALL, SubCamera);
SubCameraData.nearClipPlane = 0.3f;
CameraSetData(&SubCameraData, NEARCLIPPLANE);
SubCameraData.farClipPlane = 5.0f;
CameraSetData(&SubCameraData, FARCLIPPLANE);
CameraTexture.camera = SubCamera;
CameraTextureInit(&CameraTexture);
SubCameraData.cameraTexture = &CameraTexture;
SubCameraMainCameraSubRaster = rw::Raster::create(0, 0, 0, rw::Raster::CAMERA);
SubCameraMainCameraSubZRaster = rw::Raster::create(0, 0, 0, rw::Raster::ZBUFFER);
}
void
CamerasDestroy(rw::World *world)
{
SubCameraMiniViewSelect(false);
if(MainCamera){
ViewerDestroy(MainCamera, world);
MainCamera = nil;
}
if(SubCamera){
ViewerDestroy(SubCamera, world);
SubCamera = nil;
}
CameraTextureTerm(&CameraTexture);
if(SubCameraMainCameraSubRaster){
SubCameraMainCameraSubRaster->destroy();
SubCameraMainCameraSubRaster = nil;
}
if(SubCameraMainCameraSubZRaster){
SubCameraMainCameraSubZRaster->destroy();
SubCameraMainCameraSubZRaster = nil;
}
}
void
UpdateSubRaster(rw::Camera *camera, rw::Rect *rect)
{
rw::Rect subRect;
subRect.x = rect->w * 0.75f;
subRect.y = 0;
subRect.w = rect->w * 0.25f;
subRect.h = rect->h * 0.25f;
SubCameraMainCameraSubRaster->subRaster(camera->frameBuffer, &subRect);
SubCameraMainCameraSubZRaster->subRaster(camera->zBuffer, &subRect);
}
void
CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio)
{
static bool RasterInit;
if(MainCamera == nil)
return;
sk::CameraSize(MainCamera, rect, viewWindow, aspectRatio);
UpdateSubRaster(MainCamera, rect);
if(RasterInit)
SubCameraMiniViewSelect(false);
sk::CameraSize(SubCamera, rect, viewWindow, aspectRatio);
SubCameraRaster = SubCamera->frameBuffer;
SubCameraZRaster = SubCamera->zBuffer;
RasterInit = true;
SubCameraMiniViewSelect(CameraSelected == 0);
CameraQueryData(&SubCameraData, VIEWWINDOW, SubCamera);
}
void
RenderSubCamera(rw::RGBA *backgroundColor, rw::int32 clearMode, rw::World *world)
{
SubCamera->clear(backgroundColor, clearMode);
SubCamera->beginUpdate();
world->render();
SubCamera->endUpdate();
}
void
RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world)
{
rw::Raster *saveRaster, *saveZRaster;
saveRaster = CameraTexture.camera->frameBuffer;
saveZRaster = CameraTexture.camera->zBuffer;
CameraTexture.camera->frameBuffer = CameraTexture.raster;
CameraTexture.camera->zBuffer = CameraTexture.zRaster;
CameraTexture.camera->clear(foregroundColor, clearMode);
CameraTexture.camera->beginUpdate();
world->render();
CameraTexture.camera->endUpdate();
CameraTexture.camera->frameBuffer = saveRaster;
CameraTexture.camera->zBuffer = saveZRaster;
}
void
SubCameraMiniViewSelect(bool select)
{
if(select){
SubCamera->frameBuffer = SubCameraMainCameraSubRaster;
SubCamera->zBuffer = SubCameraMainCameraSubZRaster;
}else{
SubCamera->frameBuffer = SubCameraRaster;
SubCamera->zBuffer = SubCameraZRaster;
}
}
void
CameraTextureInit(TextureCamera *ct)
{
ct->raster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::CAMERATEXTURE);
assert(ct->raster);
ct->zRaster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::ZBUFFER);
assert(ct->zRaster);
ct->texture = rw::Texture::create(ct->raster);
ct->texture->setFilter(rw::Texture::FilterMode::LINEAR);
}
void
CameraTextureTerm(TextureCamera *ct)
{
if(ct->raster){
ct->raster->destroy();
ct->raster = nil;
}
if(ct->zRaster){
ct->zRaster->destroy();
ct->zRaster = nil;
}
if(ct->texture){
ct->texture->raster = nil;
ct->texture->destroy();
ct->texture = nil;
}
}
void
DrawCameraFrustum(CameraData *c)
{
rw::RGBA yellow = { 255, 255, 0, 64 };
rw::RGBA red = { 255, 0, 0, 255 };
rw::RWDEVICE::Im3DVertex frustum[13];
// lines
rw::uint16 indicesL[] = {
1, 2, 2, 3, 3, 4, 4, 1,
5, 6, 6, 7, 7, 8, 8, 5,
9, 10, 10, 11, 11, 12, 12, 9,
5, 9, 6, 10, 7, 11, 8, 12,
0, 0
};
// triangles
rw::uint16 indicesT[] = {
5, 6, 10,
10, 9, 5,
6, 7, 11,
11, 10, 6,
7, 8, 12,
12, 11, 7,
8, 5, 9,
9, 12, 8,
7, 6, 5,
5, 8, 7,
9, 10, 11,
11, 12, 9
};
float signs[4][2] = {
{ 1, 1 },
{ -1, 1 },
{ -1, -1 },
{ 1, -1 }
};
float depth[3];
depth[0] = 1.0f; // view window
depth[1] = c->nearClipPlane;
depth[2] = c->farClipPlane;
int k = 0;
frustum[k].setX(c->offset.x);
frustum[k].setY(c->offset.y);
frustum[k].setZ(0.0f);
k++;
for(int i = 0; i < 3; i++) // depths
for(int j = 0; j < 4; j++){ // planes
if(c->projection == rw::Camera::PERSPECTIVE){
frustum[k].setX(-c->offset.x + depth[i]*(signs[j][0]*c->viewWindow.x + c->offset.x));
frustum[k].setY(c->offset.y + depth[i]*(signs[j][1]*c->viewWindow.y - c->offset.y));
frustum[k].setZ(depth[i]);
}else{
frustum[k].setX(-c->offset.x + signs[j][0]*c->viewWindow.x + depth[i]*c->offset.x);
frustum[k].setY(c->offset.y + signs[j][1]*c->viewWindow.y - depth[i]*c->offset.y);
frustum[k].setZ(depth[i]);
}
k++;
}
for(int i = 0; i < 5; i++)
frustum[i].setColor(red.red, red.green, red.blue, red.alpha);
for(int i = 5; i < 13; i++)
frustum[i].setColor(yellow.red, yellow.green, yellow.blue, 255);
rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indicesL, 34);
rw::im3d::End();
for(int i = 5; i < 13; i++)
frustum[i].setColor(yellow.red, yellow.green, yellow.blue, yellow.alpha);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesT, 36);
rw::im3d::End();
}
void
DrawCameraViewplaneTexture(CameraData *c)
{
rw::RGBA white = { 255, 255, 255, 255 };
rw::RWDEVICE::Im3DVertex frustum[4];
rw::uint16 indicesV[] = {
2, 1, 0,
0, 3, 2,
0, 1, 2,
2, 3, 0
};
float uvValues[4][2] = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
{ 0.0f, 1.0f }
};
float signs[4][2] = {
{ 1, 1 },
{ -1, 1 },
{ -1, -1 },
{ 1, -1 }
};
for(int j = 0; j < 4; j++){
frustum[j].setX(signs[j][0]*c->viewWindow.x);
frustum[j].setY(signs[j][1]*c->viewWindow.y);
frustum[j].setZ(1.0f);
}
for(int i = 0; i < 4; i++){
frustum[i].setColor(white.red, white.green, white.blue, white.alpha);
frustum[i].setU(uvValues[i][0]);
frustum[i].setV(uvValues[i][1]);
}
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderStatePtr(rw::TEXTURERASTER, c->cameraTexture->texture->raster);
rw::im3d::Transform(frustum, 4, c->camera->getFrame()->getLTM(), rw::im3d::VERTEXUV);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesV, 12);
rw::im3d::End();
}

62
tools/camera/camexamp.h Normal file
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@ -0,0 +1,62 @@
struct TextureCamera
{
rw::Raster *raster;
rw::Raster *zRaster;
rw::Camera *camera;
rw::Texture *texture;
};
struct CameraData
{
float farClipPlane;
float nearClipPlane;
rw::uint32 projection;
rw::V2d offset;
rw::V2d viewWindow;
rw::Camera *camera;
TextureCamera *cameraTexture;
rw::Matrix *matrix;
};
enum CameraDataType
{
NONE = 0x00,
FARCLIPPLANE = 0x01,
NEARCLIPPLANE = 0x02,
PROJECTION = 0x04,
OFFSET = 0x08,
VIEWWINDOW = 0x10,
MATRIX = 0x20,
ALL = 0xFF
};
extern rw::Camera *MainCamera;
extern rw::Camera *SubCamera;
extern rw::int32 CameraSelected;
extern rw::int32 ProjectionIndex;
extern CameraData SubCameraData;
void CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera);
void CameraSetData(CameraData *data, CameraDataType type);
void ChangeViewOffset(float deltaX, float deltaY);
void ChangeViewWindow(float deltaX, float deltaY);
void ProjectionCallback(void);
void ClipPlaneCallback(void);
void CamerasCreate(rw::World *world);
void CamerasDestroy(rw::World *world);
void CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio);
void RenderSubCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world);
void RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world);
void SubCameraMiniViewSelect(bool select);
void CameraTextureInit(TextureCamera *ct);
void CameraTextureTerm(TextureCamera *ct);
void DrawCameraFrustum(CameraData *c);
void DrawCameraViewplaneTexture(CameraData *c);
void ViewerRotate(rw::Camera *camera, float deltaX, float deltaY);
void ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY);

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504
tools/camera/main.cpp Normal file
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@ -0,0 +1,504 @@
#include <rw.h>
#include <skeleton.h>
#include <assert.h>
#include "viewer.h"
#include "camexamp.h"
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
rw::EngineOpenParams engineOpenParams;
float FOV = 70.0f;
rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
rw::RGBA BackgroundColorSub = { 74, 74, 74, 0 };
rw::World *World;
rw::Charset *Charset;
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 };
float TimeDelta;
rw::Clump *Clump;
rw::World*
CreateWorld(void)
{
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);
}
void
LightsCreate(rw::World *world)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
World->addLight(light);
light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 30.0f, rw::COMBINEREPLACE);
frame->rotate(&Yaxis, 30.0f, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
World->addLight(light);
}
rw::Clump*
ClumpCreate(rw::World *world)
{
rw::Clump *clump;
rw::StreamFile in;
rw::Image::setSearchPath("files/clump/");
const char *filename = "files/clump.dff";
if(in.open(filename, "rb") == NULL){
printf("couldn't open file\n");
return nil;
}
if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
return nil;
clump = rw::Clump::streamRead(&in);
in.close();
if(clump == nil)
return nil;
rw::Frame *frame = clump->getFrame();
rw::V3d pos = { 0.0f, 0.0f, 8.0f };
frame->translate(&pos, rw::COMBINEREPLACE);
World->addClump(clump);
return clump;
}
void
ClumpRotate(rw::Clump *clump, rw::Camera *camera, float xAngle, float yAngle)
{
rw::Matrix *cameraMatrix = &camera->getFrame()->matrix;
rw::Frame *clumpFrame = clump->getFrame();
rw::V3d pos = clumpFrame->matrix.pos;
pos = rw::scale(pos, -1.0f);
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
clumpFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
clumpFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
pos = rw::scale(pos, -1.0f);
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
}
void
ClumpTranslate(rw::Clump *clump, rw::Camera *camera, float xDelta, float yDelta)
{
rw::Matrix *cameraMatrix = &camera->getFrame()->matrix;
rw::Frame *clumpFrame = clump->getFrame();
rw::V3d deltaX = rw::scale(cameraMatrix->right, xDelta);
rw::V3d deltaZ = rw::scale(cameraMatrix->at, yDelta);
rw::V3d delta = rw::add(deltaX, deltaZ);
clumpFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}
void
ClumpSetPosition(rw::Clump *clump, rw::V3d *position)
{
clump->getFrame()->translate(position, rw::COMBINEREPLACE);
}
void
Initialize(void)
{
sk::globals.windowtitle = "Camera example";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
Initialize3D(void)
{
if(!sk::InitRW())
return false;
Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor);
World = CreateWorld();
CamerasCreate(World);
LightsCreate(World);
Clump = ClumpCreate(World);
rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
rw::SetRenderState(rw::ZTESTENABLE, 1);
rw::SetRenderState(rw::ZWRITEENABLE, 1);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
rw::Rect r;
r.x = 0;
r.y = 0;
r.w = sk::globals.width;
r.h = sk::globals.height;
CameraSizeUpdate(&r, 0.5f, 4.0f/3.0f);
return true;
}
void
DestroyLight(rw::Light *light, rw::World *world)
{
world->removeLight(light);
rw::Frame *frame = light->getFrame();
if(frame){
light->setFrame(nil);
frame->destroy();
}
light->destroy();
}
void
Terminate3D(void)
{
if(Clump){
World->removeClump(Clump);
Clump->destroy();
Clump = nil;
}
FORLIST(lnk, World->globalLights){
rw::Light *light = rw::Light::fromWorld(lnk);
DestroyLight(light, World);
}
FORLIST(lnk, World->localLights){
rw::Light *light = rw::Light::fromWorld(lnk);
DestroyLight(light, World);
}
CamerasDestroy(World);
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)
{
char str[256];
sprintf(str, "View window (%.2f, %.2f)", SubCameraData.viewWindow.x, SubCameraData.viewWindow.y);
Charset->print(str, 100, 100, 0);
sprintf(str, "View offset (%.2f, %.2f)", SubCameraData.offset.x, SubCameraData.offset.y);
Charset->print(str, 100, 120, 0);
}
void
ResetCameraAndClump(void)
{
SubCameraData.nearClipPlane = 0.3f;
SubCameraData.farClipPlane = 5.0f;
SubCameraData.projection = rw::Camera::PERSPECTIVE;
SubCameraData.offset.x = 0.0f;
SubCameraData.offset.y = 0.0f;
SubCameraData.viewWindow.x = 0.5f;
SubCameraData.viewWindow.y = 0.38f;
CameraSetData(&SubCameraData, ALL);
ProjectionIndex = 0;
rw::V3d position = { 3.0f, 0.0f, 8.0f };
rw::V3d point = { 0.0f, 0.0f, 8.0f };
ViewerSetPosition(SubCameraData.camera, &position);
ViewerRotate(SubCamera, -90.0f, 0.0f);
ClumpSetPosition(Clump, &point);
}
void
Gui(void)
{
static bool showCameraWindow = true;
ImGui::Begin("Camera", &showCameraWindow);
ImGui::RadioButton("Main camera", &CameraSelected, 0);
ImGui::RadioButton("Sub camera", &CameraSelected, 1);
if(ImGui::RadioButton("Perspective", &ProjectionIndex, 0))
ProjectionCallback();
if(ImGui::RadioButton("Parallel", &ProjectionIndex, 1))
ProjectionCallback();
if(ImGui::SliderFloat("Near clip-plane", &SubCameraData.nearClipPlane, 0.1f, SubCameraData.farClipPlane-0.1f))
ClipPlaneCallback();
if(ImGui::SliderFloat("Far clip-plane", &SubCameraData.farClipPlane, SubCameraData.nearClipPlane+0.1f, 20.0f))
ClipPlaneCallback();
if(ImGui::Button("Reset"))
ResetCameraAndClump();
ImGui::End();
}
void
MainCameraRender(rw::Camera *camera)
{
RenderTextureCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World);
camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
camera->beginUpdate();
ImGui_ImplRW_NewFrame(TimeDelta);
World->render();
DrawCameraViewplaneTexture(&SubCameraData);
DrawCameraFrustum(&SubCameraData);
DisplayOnScreenInfo();
Gui();
ImGui::EndFrame();
ImGui::Render();
camera->endUpdate();
RenderSubCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World);
}
void
SubCameraRender(rw::Camera *camera)
{
camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
camera->beginUpdate();
ImGui_ImplRW_NewFrame(TimeDelta);
World->render();
DisplayOnScreenInfo();
Gui();
ImGui::EndFrame();
ImGui::Render();
camera->endUpdate();
}
void
Render(void)
{
rw::Camera *camera;
SubCameraMiniViewSelect(CameraSelected == 0);
switch(CameraSelected){
default:
case 0:
camera = MainCamera;
MainCameraRender(camera);
break;
case 1:
camera = SubCamera;
SubCameraRender(camera);
break;
}
camera->showRaster(0);
}
void
Idle(float timeDelta)
{
TimeDelta = timeDelta;
Render();
}
int MouseX, MouseY;
int MouseDeltaX, MouseDeltaY;
int MouseButtons;
bool RotateClump;
bool TranslateClump;
bool RotateCamera;
bool TranslateCamera;
bool ViewXWindow;
bool ViewYWindow;
bool ViewXOffset;
bool ViewYOffset;
bool Ctrl, Alt, Shift;
void
KeyUp(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
Ctrl = false;
break;
case sk::KEY_LALT:
case sk::KEY_RALT:
Alt = false;
break;
case sk::KEY_LSHIFT:
case sk::KEY_RSHIFT:
Shift = false;
break;
}
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
Ctrl = true;
break;
case sk::KEY_LALT:
case sk::KEY_RALT:
Alt = true;
break;
case sk::KEY_LSHIFT:
case sk::KEY_RSHIFT:
Shift = true;
break;
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
void
MouseBtn(sk::MouseState *mouse)
{
MouseButtons = mouse->buttons;
RotateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&1);
TranslateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&4);
RotateCamera = Ctrl && !!(MouseButtons&1);
TranslateCamera = Ctrl && !!(MouseButtons&4);
ViewXWindow = Shift && !!(MouseButtons&1);
ViewYWindow = Shift && !!(MouseButtons&4);
ViewXOffset = Alt && !!(MouseButtons&1);
ViewYOffset = Alt && !!(MouseButtons&4);
}
void
MouseMove(sk::MouseState *mouse)
{
MouseDeltaX = mouse->posx - MouseX;
MouseDeltaY = mouse->posy - MouseY;
MouseX = mouse->posx;
MouseY = mouse->posy;
if(RotateClump)
ClumpRotate(Clump, MainCamera, MouseDeltaX, -MouseDeltaY);
if(TranslateClump)
ClumpTranslate(Clump, MainCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.1f);
if(RotateCamera)
ViewerRotate(SubCamera, -MouseDeltaX*0.1f, MouseDeltaY*0.1f);
if(TranslateCamera)
ViewerTranslate(SubCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.01f);
if(ViewXWindow)
ChangeViewWindow(-MouseDeltaY*0.01f, 0.0f);
if(ViewYWindow)
ChangeViewWindow(0.0f, -MouseDeltaY*0.01f);
if(ViewXOffset)
ChangeViewOffset(-MouseDeltaY*0.01f, 0.0f);
if(ViewYOffset)
ChangeViewOffset(0.0f, -MouseDeltaY*0.01f);
}
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;
CameraSizeUpdate(r, 0.5f, 4.0f/3.0f);
break;
case IDLE:
Idle(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}

51
tools/camera/viewer.cpp Normal file
View File

@ -0,0 +1,51 @@
#include <rw.h>
#include <skeleton.h>
rw::Camera*
ViewerCreate(rw::World *world)
{
rw::Camera *camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
assert(camera);
camera->setNearPlane(0.1f);
camera->setFarPlane(500.0f);
world->addCamera(camera);
return camera;
}
void
ViewerDestroy(rw::Camera *camera, rw::World *world)
{
if(camera && world){
world->removeCamera(camera);
sk::CameraDestroy(camera);
}
}
void
ViewerMove(rw::Camera *camera, rw::V3d *offset)
{
sk::CameraMove(camera, offset);
}
void
ViewerRotate(rw::Camera *camera, float deltaX, float deltaY)
{
sk::CameraTilt(camera, nil, deltaY);
sk::CameraPan(camera, nil, deltaX);
}
void
ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY)
{
rw::V3d offset;
offset.x = deltaX;
offset.y = deltaY;
offset.z = 0.0f;
sk::CameraMove(camera, &offset);
}
void
ViewerSetPosition(rw::Camera *camera, rw::V3d *position)
{
camera->getFrame()->translate(position, rw::COMBINEREPLACE);
}

6
tools/camera/viewer.h Normal file
View File

@ -0,0 +1,6 @@
rw::Camera *ViewerCreate(rw::World *world);
void ViewerDestroy(rw::Camera *camera, rw::World *world);
void ViewerMove(rw::Camera *camera, rw::V3d *offset);
void ViewerRotate(rw::Camera *camera, float deltaX, float deltaY);
void ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY);
void ViewerSetPosition(rw::Camera *camera, rw::V3d *position);

View File

@ -74,14 +74,14 @@ CreateClump(rw::World *world)
const char *filename = "files/clump.dff";
if(in.open(filename, "rb") == NULL){
printf("couldn't open file\n");
return false;
return nil;
}
if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
return false;
return nil;
clump = rw::Clump::streamRead(&in);
in.close();
if(clump == nil)
return false;
return nil;
rw::Frame *frame = clump->getFrame();
frame->rotate(&Xaxis, -120.0f, rw::COMBINEREPLACE);

View File

@ -127,466 +127,16 @@ CreateCameras(rw::World *world)
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();
if(Camera){
world->removeCamera(Camera);
sk::CameraDestroy(Camera);
Camera = nil;
}
(*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;
for(int i = 0; i < 4; i++)
if(SubCameras[i]){
world->removeCamera(SubCameras[i]);
sk::CameraDestroy(SubCameras[i]);
SubCameras[i] = nil;
}
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);
}
*/