mirror of https://github.com/aap/librw.git
add camera example
This commit is contained in:
parent
47487afc04
commit
70d222deeb
2
TODO
2
TODO
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@ -2,9 +2,7 @@ TODO:
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- tristrips
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- examples
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skeleton + interface
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camera
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camtex
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subrast
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matfx1 (more new shaders)
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hanim1
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fog
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@ -217,6 +217,14 @@ project "subrast"
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removeplatforms { "*null" }
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removeplatforms { "ps2" }
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project "camera"
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kind "WindowedApp"
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characterset ("MBCS")
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skeltool("camera")
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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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@ -95,7 +95,7 @@ CameraDestroy(rw::Camera *cam)
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}
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void
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CameraSize(Camera *cam, Rect *r)
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CameraSize(Camera *cam, Rect *r, float viewWindow, float aspectRatio)
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{
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if(cam->frameBuffer){
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cam->frameBuffer->destroy();
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@ -107,6 +107,60 @@ CameraSize(Camera *cam, Rect *r)
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}
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cam->frameBuffer = Raster::create(r->w, r->h, 0, Raster::CAMERA);
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cam->zBuffer = Raster::create(r->w, r->h, 0, Raster::ZBUFFER);
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if(viewWindow != 0.0f){
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rw::V2d vw;
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// TODO: aspect ratio when fullscreen
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if(r->w > r->h){
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vw.x = viewWindow;
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vw.y = viewWindow / ((float)r->w/r->h);
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}else{
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vw.x = viewWindow / ((float)r->h/r->w);
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vw.y = viewWindow;
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}
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cam->setViewWindow(&vw);
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}
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}
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void
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CameraMove(Camera *cam, V3d *delta)
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{
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rw::V3d offset;
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rw::V3d::transformVectors(&offset, delta, 1, &cam->getFrame()->matrix);
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cam->getFrame()->translate(&offset);
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}
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void
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CameraPan(Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.up, angle);
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frame->translate(&trans);
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}
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void
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CameraTilt(Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.right, angle);
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frame->translate(&trans);
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}
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void
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CameraRotate(Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.at, angle);
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frame->translate(&negTrans);
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}
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EventStatus
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@ -104,7 +104,11 @@ bool InitRW(void);
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void TerminateRW(void);
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Camera *CameraCreate(int32 width, int32 height, bool32 z);
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void CameraDestroy(rw::Camera *cam);
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void CameraSize(Camera *cam, Rect *r);
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void CameraSize(Camera *cam, Rect *r, float viewWindow = 0.0f, float aspectRatio = 0.0f);
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void CameraMove(Camera *cam, V3d *delta);
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void CameraPan(Camera *cam, V3d *pos, float angle);
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void CameraTilt(Camera *cam, V3d *pos, float angle);
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void CameraRotate(Camera *cam, V3d *pos, float angle);
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void SetMousePosition(int x, int y);
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EventStatus EventHandler(Event e, void *param);
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12
src/rwbase.h
12
src/rwbase.h
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@ -278,7 +278,7 @@ struct Quat
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this->w = w; this->x = x; this->y = y; this->z = z; }
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V3d vec(void){ return makeV3d(x, y, z); }
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Quat *rotate(const V3d *axis, float32 angle, CombineOp op);
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Quat *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
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};
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inline Quat makeQuat(float32 w, float32 x, float32 y, float32 z) { Quat q = { x, y, z, w }; return q; }
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@ -347,11 +347,11 @@ struct Matrix
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static Matrix *mult(Matrix *dst, const Matrix *src1, const Matrix *src2);
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static Matrix *invert(Matrix *dst, const Matrix *src);
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static Matrix *transpose(Matrix *dst, const Matrix *src);
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Matrix *rotate(const V3d *axis, float32 angle, CombineOp op);
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Matrix *rotate(const Quat &q, CombineOp op);
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Matrix *translate(const V3d *translation, CombineOp op);
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Matrix *scale(const V3d *scl, CombineOp op);
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Matrix *transform(const Matrix *mat, CombineOp op);
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Matrix *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
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Matrix *rotate(const Quat &q, CombineOp op = rw::COMBINEPOSTCONCAT);
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Matrix *translate(const V3d *translation, CombineOp op = rw::COMBINEPOSTCONCAT);
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Matrix *scale(const V3d *scl, CombineOp op = rw::COMBINEPOSTCONCAT);
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Matrix *transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT);
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Quat getRotation(void);
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void lookAt(const V3d &dir, const V3d &up);
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@ -70,10 +70,10 @@ struct Frame
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bool32 dirty(void) const {
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return !!(this->root->object.privateFlags & HIERARCHYSYNC); }
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Matrix *getLTM(void);
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void rotate(const V3d *axis, float32 angle, CombineOp op);
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void translate(const V3d *trans, CombineOp op);
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void scale(const V3d *scale, CombineOp op);
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void transform(const Matrix *mat, CombineOp op);
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void rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT);
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void translate(const V3d *trans, CombineOp op = rw::COMBINEPOSTCONCAT);
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void scale(const V3d *scale, CombineOp op = rw::COMBINEPOSTCONCAT);
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void transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT);
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void updateObjects(void);
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@ -0,0 +1,395 @@
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#include <rw.h>
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#include <skeleton.h>
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#include "viewer.h"
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#include "camexamp.h"
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#define TEXSIZE 256
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rw::Camera *MainCamera;
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rw::Camera *SubCamera;
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rw::Raster *SubCameraRaster;
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rw::Raster *SubCameraZRaster;
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rw::Raster *SubCameraMainCameraSubRaster;
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rw::Raster *SubCameraMainCameraSubZRaster;
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TextureCamera CameraTexture;
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rw::int32 CameraSelected = 0;
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rw::int32 ProjectionIndex = 0;
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bool SubCameraMiniView = true;
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CameraData SubCameraData;
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void
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CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera)
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{
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data->camera = camera;
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if(type & FARCLIPPLANE) data->farClipPlane = camera->farPlane;
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if(type & NEARCLIPPLANE) data->nearClipPlane = camera->nearPlane;
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if(type & PROJECTION) data->projection = camera->projection;
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if(type & OFFSET) data->offset = camera->viewOffset;
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if(type & VIEWWINDOW) data->viewWindow = camera->viewWindow;
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if(type & MATRIX) data->matrix = &camera->getFrame()->matrix;
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}
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void
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CameraSetData(CameraData *data, CameraDataType type)
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{
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if(type & FARCLIPPLANE) data->camera->setFarPlane(data->farClipPlane);
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if(type & NEARCLIPPLANE) data->camera->setNearPlane(data->nearClipPlane);
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if(type & PROJECTION) data->camera->setProjection(data->projection);
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if(type & OFFSET) data->camera->setViewOffset(&data->offset);
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if(type & VIEWWINDOW) data->camera->setViewWindow(&data->viewWindow);
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}
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void
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ProjectionCallback(void)
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{
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if(ProjectionIndex == 0)
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SubCameraData.projection = rw::Camera::PERSPECTIVE;
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else
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SubCameraData.projection = rw::Camera::PARALLEL;
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CameraSetData(&SubCameraData, PROJECTION);
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}
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void
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ClipPlaneCallback(void)
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{
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CameraSetData(&SubCameraData, (CameraDataType)(NEARCLIPPLANE | FARCLIPPLANE));
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}
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void
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ChangeViewOffset(float deltaX, float deltaY)
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{
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SubCameraData.offset.x += deltaX;
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SubCameraData.offset.y += deltaY;
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if(SubCameraData.offset.x > 5.0f)
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SubCameraData.offset.x = 5.0f;
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if(SubCameraData.offset.x < -5.0f)
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SubCameraData.offset.x = -5.0f;
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if(SubCameraData.offset.y > 5.0f)
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SubCameraData.offset.y = 5.0f;
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if(SubCameraData.offset.y < -5.0f)
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SubCameraData.offset.y = -5.0f;
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CameraSetData(&SubCameraData, OFFSET);
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}
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void
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ChangeViewWindow(float deltaX, float deltaY)
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{
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SubCameraData.viewWindow.x += deltaX;
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SubCameraData.viewWindow.y += deltaY;
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if(SubCameraData.viewWindow.x > 5.0f)
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SubCameraData.viewWindow.x = 5.0f;
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if(SubCameraData.viewWindow.x < 0.01f)
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SubCameraData.viewWindow.x = 0.01f;
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if(SubCameraData.viewWindow.y > 5.0f)
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SubCameraData.viewWindow.y = 5.0f;
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if(SubCameraData.viewWindow.y < 0.01f)
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SubCameraData.viewWindow.y = 0.01f;
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CameraSetData(&SubCameraData, VIEWWINDOW);
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}
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void
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CamerasCreate(rw::World *world)
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{
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rw::V3d offset = { 3.0f, 0.0f, 8.0f };
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float rotate = -90.0f;
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SubCamera = ViewerCreate(world);
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ViewerMove(SubCamera, &offset);
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ViewerRotate(SubCamera, rotate, 0.0f);
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MainCamera = ViewerCreate(world);
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CameraQueryData(&SubCameraData, ALL, SubCamera);
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SubCameraData.nearClipPlane = 0.3f;
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CameraSetData(&SubCameraData, NEARCLIPPLANE);
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SubCameraData.farClipPlane = 5.0f;
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CameraSetData(&SubCameraData, FARCLIPPLANE);
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CameraTexture.camera = SubCamera;
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CameraTextureInit(&CameraTexture);
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SubCameraData.cameraTexture = &CameraTexture;
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SubCameraMainCameraSubRaster = rw::Raster::create(0, 0, 0, rw::Raster::CAMERA);
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SubCameraMainCameraSubZRaster = rw::Raster::create(0, 0, 0, rw::Raster::ZBUFFER);
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}
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void
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CamerasDestroy(rw::World *world)
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{
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SubCameraMiniViewSelect(false);
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if(MainCamera){
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ViewerDestroy(MainCamera, world);
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MainCamera = nil;
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}
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if(SubCamera){
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ViewerDestroy(SubCamera, world);
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SubCamera = nil;
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}
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CameraTextureTerm(&CameraTexture);
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if(SubCameraMainCameraSubRaster){
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SubCameraMainCameraSubRaster->destroy();
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SubCameraMainCameraSubRaster = nil;
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}
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if(SubCameraMainCameraSubZRaster){
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SubCameraMainCameraSubZRaster->destroy();
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SubCameraMainCameraSubZRaster = nil;
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}
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}
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void
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UpdateSubRaster(rw::Camera *camera, rw::Rect *rect)
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{
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rw::Rect subRect;
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subRect.x = rect->w * 0.75f;
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subRect.y = 0;
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subRect.w = rect->w * 0.25f;
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subRect.h = rect->h * 0.25f;
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SubCameraMainCameraSubRaster->subRaster(camera->frameBuffer, &subRect);
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SubCameraMainCameraSubZRaster->subRaster(camera->zBuffer, &subRect);
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}
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void
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CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio)
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{
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static bool RasterInit;
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if(MainCamera == nil)
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return;
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sk::CameraSize(MainCamera, rect, viewWindow, aspectRatio);
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UpdateSubRaster(MainCamera, rect);
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if(RasterInit)
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SubCameraMiniViewSelect(false);
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sk::CameraSize(SubCamera, rect, viewWindow, aspectRatio);
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SubCameraRaster = SubCamera->frameBuffer;
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SubCameraZRaster = SubCamera->zBuffer;
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RasterInit = true;
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SubCameraMiniViewSelect(CameraSelected == 0);
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CameraQueryData(&SubCameraData, VIEWWINDOW, SubCamera);
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}
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void
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RenderSubCamera(rw::RGBA *backgroundColor, rw::int32 clearMode, rw::World *world)
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{
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SubCamera->clear(backgroundColor, clearMode);
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SubCamera->beginUpdate();
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world->render();
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SubCamera->endUpdate();
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}
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void
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RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world)
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{
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rw::Raster *saveRaster, *saveZRaster;
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saveRaster = CameraTexture.camera->frameBuffer;
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saveZRaster = CameraTexture.camera->zBuffer;
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CameraTexture.camera->frameBuffer = CameraTexture.raster;
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CameraTexture.camera->zBuffer = CameraTexture.zRaster;
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CameraTexture.camera->clear(foregroundColor, clearMode);
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CameraTexture.camera->beginUpdate();
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world->render();
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CameraTexture.camera->endUpdate();
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CameraTexture.camera->frameBuffer = saveRaster;
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CameraTexture.camera->zBuffer = saveZRaster;
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}
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void
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SubCameraMiniViewSelect(bool select)
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{
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if(select){
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SubCamera->frameBuffer = SubCameraMainCameraSubRaster;
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SubCamera->zBuffer = SubCameraMainCameraSubZRaster;
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}else{
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SubCamera->frameBuffer = SubCameraRaster;
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SubCamera->zBuffer = SubCameraZRaster;
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}
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}
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void
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CameraTextureInit(TextureCamera *ct)
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{
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ct->raster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::CAMERATEXTURE);
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assert(ct->raster);
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ct->zRaster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::ZBUFFER);
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assert(ct->zRaster);
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ct->texture = rw::Texture::create(ct->raster);
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ct->texture->setFilter(rw::Texture::FilterMode::LINEAR);
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}
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void
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CameraTextureTerm(TextureCamera *ct)
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{
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if(ct->raster){
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ct->raster->destroy();
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ct->raster = nil;
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}
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if(ct->zRaster){
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ct->zRaster->destroy();
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ct->zRaster = nil;
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}
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if(ct->texture){
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ct->texture->raster = nil;
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ct->texture->destroy();
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ct->texture = nil;
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}
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}
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void
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DrawCameraFrustum(CameraData *c)
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{
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rw::RGBA yellow = { 255, 255, 0, 64 };
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rw::RGBA red = { 255, 0, 0, 255 };
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rw::RWDEVICE::Im3DVertex frustum[13];
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// lines
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rw::uint16 indicesL[] = {
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1, 2, 2, 3, 3, 4, 4, 1,
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5, 6, 6, 7, 7, 8, 8, 5,
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9, 10, 10, 11, 11, 12, 12, 9,
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5, 9, 6, 10, 7, 11, 8, 12,
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0, 0
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};
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// triangles
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rw::uint16 indicesT[] = {
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5, 6, 10,
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10, 9, 5,
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6, 7, 11,
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11, 10, 6,
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7, 8, 12,
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12, 11, 7,
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8, 5, 9,
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9, 12, 8,
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7, 6, 5,
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5, 8, 7,
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9, 10, 11,
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11, 12, 9
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};
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float signs[4][2] = {
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{ 1, 1 },
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{ -1, 1 },
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{ -1, -1 },
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{ 1, -1 }
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};
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float depth[3];
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depth[0] = 1.0f; // view window
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depth[1] = c->nearClipPlane;
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depth[2] = c->farClipPlane;
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int k = 0;
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frustum[k].setX(c->offset.x);
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frustum[k].setY(c->offset.y);
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frustum[k].setZ(0.0f);
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k++;
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for(int i = 0; i < 3; i++) // depths
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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();
|
||||
}
|
|
@ -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);
|
Binary file not shown.
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After Width: | Height: | Size: 99 KiB |
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After Width: | Height: | Size: 88 KiB |
|
@ -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;
|
||||
}
|
|
@ -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);
|
||||
}
|
|
@ -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);
|
|
@ -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);
|
||||
|
|
|
@ -127,466 +127,16 @@ CreateCameras(rw::World *world)
|
|||
void
|
||||
DestroyCameras(rw::World *world)
|
||||
{
|
||||
if(Camera){
|
||||
world->removeCamera(Camera);
|
||||
sk::CameraDestroy(Camera);
|
||||
Camera = nil;
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
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;
|
||||
for(int i = 0; i < 4; i++)
|
||||
if(SubCameras[i]){
|
||||
world->removeCamera(SubCameras[i]);
|
||||
sk::CameraDestroy(SubCameras[i]);
|
||||
SubCameras[i] = 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);
|
||||
}
|
||||
*/
|
Loading…
Reference in New Issue