implemented im2d for d3d, fun little software T&L renderer

This commit is contained in:
aap
2017-08-27 17:13:10 +02:00
parent ea48c140c1
commit c53d29b1cf
24 changed files with 618 additions and 142 deletions

View File

@@ -13,8 +13,8 @@ void
Camera::update(void)
{
if(m_rwcam){
m_rwcam->nearPlane = m_near;
m_rwcam->farPlane = m_far;
m_rwcam->setNearPlane(m_near);
m_rwcam->setFarPlane(m_far);
m_rwcam->setFOV(m_fov, m_aspectRatio);
rw::Frame *f = m_rwcam->getFrame();

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@@ -5,10 +5,16 @@
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
Camera *camera;
rw::Clump *clump;
rw::World *world;
struct SceneGlobals {
rw::World *world;
rw::Camera *camera;
rw::Clump *clump;
} Scene;
rw::Texture *tex;
rw::EngineStartParams engineStartParams;
void tlTest(rw::Clump *clump);
void
Init(void)
{
@@ -152,6 +158,8 @@ InitRW(void)
if(!sk::InitRW())
return false;
tex = rw::Texture::read("maze", nil);
char *filename = "teapot.dff";
if(sk::args.argc > 1)
filename = sk::args.argv[1];
@@ -161,31 +169,43 @@ InitRW(void)
return false;
}
rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL);
clump = rw::Clump::streamRead(&in);
assert(clump);
Scene.clump = rw::Clump::streamRead(&in);
assert(Scene.clump);
in.close();
clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
// TEST - Set texture to the all materials of the clump
FORLIST(lnk, Scene.clump->atomics){
rw::Atomic *a = rw::Atomic::fromClump(lnk);
for(int i = 0; i < a->geometry->matList.numMaterials; i++)
a->geometry->matList.materials[i]->setTexture(tex);
}
dumpUserData(clump);
setupClump(clump);
Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
world = rw::World::create();
dumpUserData(Scene.clump);
setupClump(Scene.clump);
Scene.world = rw::World::create();
rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
ambient->setColor(0.2f, 0.2f, 0.2f);
world->addLight(ambient);
Scene.world->addLight(ambient);
rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
direct->setColor(0.8f, 0.8f, 0.8f);
direct->setFrame(rw::Frame::create());
direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
world->addLight(direct);
Scene.world->addLight(direct);
camera = new Camera;
camera->m_rwcam = rw::Camera::create();
camera->m_rwcam->setFrame(rw::Frame::create());
Scene.camera = rw::Camera::create();
camera->m_rwcam = Scene.camera;
Scene.camera->frameBuffer =
rw::Raster::create(sk::globals.width, sk::globals.height, 0, rw::Raster::CAMERA);
Scene.camera->zBuffer =
rw::Raster::create(sk::globals.width, sk::globals.height, 0, rw::Raster::ZBUFFER);
Scene.camera->setFrame(rw::Frame::create());
camera->m_aspectRatio = 640.0f/480.0f;
camera->m_near = 0.1f;
camera->m_far = 450.0f;
@@ -196,7 +216,7 @@ InitRW(void)
// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
camera->update();
world->addCamera(camera->m_rwcam);
Scene.world->addCamera(camera->m_rwcam);
return true;
}
@@ -204,15 +224,37 @@ InitRW(void)
void
im2dtest(void)
{
static rw::gl3::Im2DVertex verts[] = {
{ -0.5, -0.5, 0.0, 255, 0, 0, 255, 0.0, 0.0 },
{ 0.5, -0.5, 0.0, 0, 255, 0, 255, 0.0, 0.0 },
{ -0.5, 0.5, 0.0, 0, 0, 255, 255, 0.0, 0.0 },
{ 0.5, 0.5, 0.0, 0, 255, 255, 255, 0.0, 0.0 },
using namespace rw::RWDEVICE;
int i;
static struct
{
float x, y;
rw::uint8 r, g, b, a;
float u, v;
} vs[4] = {
{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 0.0f },
{ 640.0f, 0.0f, 0, 255, 0, 128, 1.0f, 0.0f },
{ 0.0f, 480.0f, 0, 0, 255, 128, 0.0f, 1.0f },
{ 640.0f, 480.0f, 0, 255, 255, 128, 1.0f, 1.0f },
};
static Im2DVertex verts[4];
static short indices[] = {
0, 1, 2, 3
};
for(i = 0; i < 4; i++){
verts[i].setScreenX(vs[i].x);
verts[i].setScreenY(vs[i].y);
verts[i].setScreenZ(rw::GetNearZ());
verts[i].setCameraZ(Scene.camera->nearPlane);
verts[i].setRecipCameraZ(1.0f/Scene.camera->nearPlane);
verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
verts[i].setU(vs[i].u);
verts[i].setV(vs[i].v);
}
rw::engine->imtexture = tex;
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::engine->device.im2DRenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
&verts, 4, &indices, 4);
}
@@ -225,8 +267,9 @@ Draw(float timeDelta)
camera->update();
camera->m_rwcam->beginUpdate();
clump->render();
Scene.clump->render();
im2dtest();
// tlTest(Scene.clump);
camera->m_rwcam->endUpdate();
camera->m_rwcam->showRaster();

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tools/clumpview/maze.tga Normal file

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134
tools/clumpview/tests.cpp Normal file
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@@ -0,0 +1,134 @@
#include <rw.h>
#include <skeleton.h>
using namespace rw;
//
// This is a test to implement T&L in software and render with Im2D
#define MAX_LIGHTS 8
struct Directional {
V3d at;
RGBAf color;
};
static Directional directionals[MAX_LIGHTS];
static int32 numDirectionals;
static RGBAf ambLight;
static void
enumLights(Matrix *lightmat)
{
int32 n;
World *world;
world = (World*)engine->currentWorld;
ambLight.red = 0.0;
ambLight.green = 0.0;
ambLight.blue = 0.0;
ambLight.alpha = 0.0;
numDirectionals = 0;
// only unpositioned lights right now
FORLIST(lnk, world->directionalLights){
Light *l = Light::fromWorld(lnk);
if(l->getType() == Light::DIRECTIONAL){
if(numDirectionals >= MAX_LIGHTS)
continue;
n = numDirectionals++;
V3d::transformVectors(&directionals[n].at, &l->getFrame()->getLTM()->at, 1, lightmat);
directionals[n].color = l->color;
directionals[n].color.alpha = 0.0f;
}else if(l->getType() == Light::AMBIENT){
ambLight.red += l->color.red;
ambLight.green += l->color.green;
ambLight.blue += l->color.blue;
}
}
}
static void
drawAtomic(Atomic *a)
{
using namespace RWDEVICE;
Im2DVertex *im2dverts;
V3d *xvert;
Matrix xform;
Matrix lightmat;
Camera *cam = (Camera*)engine->currentCamera;
Geometry *g = a->geometry;
MeshHeader *mh = g->meshHeader;
Mesh *m = mh->getMeshes();
int32 width = cam->frameBuffer->width;
int32 height = cam->frameBuffer->height;
RGBA *prelight;
V3d *normals;
TexCoords *texcoords;
Matrix::mult(&xform, a->getFrame()->getLTM(), &cam->viewMatrix);
Matrix::invert(&lightmat, a->getFrame()->getLTM());
enumLights(&lightmat);
xvert = rwNewT(V3d, g->numVertices, MEMDUR_FUNCTION);
im2dverts = rwNewT(Im2DVertex, g->numVertices, MEMDUR_FUNCTION);
prelight = g->colors;
normals = g->morphTargets[0].normals;
texcoords = g->texCoords[0];
V3d::transformPoints(xvert, g->morphTargets[0].vertices, g->numVertices, &xform);
for(int32 i = 0; i < g->numVertices; i++){
float32 recipZ = 1.0f/xvert[i].z;
im2dverts[i].setScreenX(xvert[i].x * recipZ * width);
im2dverts[i].setScreenY((xvert[i].y * recipZ * height));
im2dverts[i].setScreenZ(recipZ * cam->zScale + cam->zShift);
im2dverts[i].setCameraZ(xvert[i].z);
im2dverts[i].setRecipCameraZ(recipZ);
im2dverts[i].setColor(255, 0, 0, 255);
im2dverts[i].setU(texcoords[i].u);
im2dverts[i].setV(texcoords[i].v);
}
for(int32 i = 0; i < mh->numMeshes; i++){
for(int32 j = 0; j < m[i].numIndices; j++){
int32 idx = m[i].indices[j];
RGBA col;
RGBAf colf, color;
if(prelight)
convColor(&color, &prelight[idx]);
else{
color.red = color.green = color.blue = 0.0f;
color.alpha = 1.0f;
}
color = add(color, ambLight);
if(normals)
for(int32 k = 0; k < numDirectionals; k++){
float32 f = dot(normals[idx], neg(directionals[k].at));
if(f <= 0.0f) continue;
colf = scale(directionals[k].color, f);
color = add(color, colf);
}
convColor(&colf, &m[i].material->color);
color = modulate(color, colf);
clamp(&color);
convColor(&col, &color);
im2dverts[idx].setColor(col.red, col.green, col.blue, col.alpha);
}
engine->imtexture = m[i].material->texture;
rw::engine->device.im2DRenderIndexedPrimitive(rw::PRIMTYPETRILIST,
im2dverts, g->numVertices, m[i].indices, m[i].numIndices);
}
rwFree(xvert);
rwFree(im2dverts);
}
void
tlTest(Clump *clump)
{
FORLIST(lnk, clump->atomics){
Atomic *a = Atomic::fromClump(lnk);
drawAtomic(a);
}
}