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https://github.com/aap/librw.git
synced 2025-12-18 16:39:51 +00:00
implemented im2d for d3d, fun little software T&L renderer
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@@ -5,10 +5,16 @@
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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Camera *camera;
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rw::Clump *clump;
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rw::World *world;
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struct SceneGlobals {
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rw::World *world;
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rw::Camera *camera;
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rw::Clump *clump;
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} Scene;
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rw::Texture *tex;
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rw::EngineStartParams engineStartParams;
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void tlTest(rw::Clump *clump);
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void
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Init(void)
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{
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@@ -152,6 +158,8 @@ InitRW(void)
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if(!sk::InitRW())
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return false;
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tex = rw::Texture::read("maze", nil);
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char *filename = "teapot.dff";
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if(sk::args.argc > 1)
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filename = sk::args.argv[1];
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@@ -161,31 +169,43 @@ InitRW(void)
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return false;
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}
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rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL);
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clump = rw::Clump::streamRead(&in);
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assert(clump);
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Scene.clump = rw::Clump::streamRead(&in);
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assert(Scene.clump);
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in.close();
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clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
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// TEST - Set texture to the all materials of the clump
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FORLIST(lnk, Scene.clump->atomics){
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rw::Atomic *a = rw::Atomic::fromClump(lnk);
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for(int i = 0; i < a->geometry->matList.numMaterials; i++)
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a->geometry->matList.materials[i]->setTexture(tex);
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}
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dumpUserData(clump);
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setupClump(clump);
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Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
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world = rw::World::create();
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dumpUserData(Scene.clump);
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setupClump(Scene.clump);
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Scene.world = rw::World::create();
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rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
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ambient->setColor(0.2f, 0.2f, 0.2f);
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world->addLight(ambient);
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Scene.world->addLight(ambient);
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rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
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rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
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direct->setColor(0.8f, 0.8f, 0.8f);
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direct->setFrame(rw::Frame::create());
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direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
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world->addLight(direct);
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Scene.world->addLight(direct);
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camera = new Camera;
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camera->m_rwcam = rw::Camera::create();
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camera->m_rwcam->setFrame(rw::Frame::create());
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Scene.camera = rw::Camera::create();
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camera->m_rwcam = Scene.camera;
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Scene.camera->frameBuffer =
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rw::Raster::create(sk::globals.width, sk::globals.height, 0, rw::Raster::CAMERA);
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Scene.camera->zBuffer =
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rw::Raster::create(sk::globals.width, sk::globals.height, 0, rw::Raster::ZBUFFER);
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Scene.camera->setFrame(rw::Frame::create());
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camera->m_aspectRatio = 640.0f/480.0f;
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camera->m_near = 0.1f;
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camera->m_far = 450.0f;
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@@ -196,7 +216,7 @@ InitRW(void)
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// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
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camera->update();
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world->addCamera(camera->m_rwcam);
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Scene.world->addCamera(camera->m_rwcam);
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return true;
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}
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@@ -204,15 +224,37 @@ InitRW(void)
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void
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im2dtest(void)
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{
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static rw::gl3::Im2DVertex verts[] = {
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{ -0.5, -0.5, 0.0, 255, 0, 0, 255, 0.0, 0.0 },
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{ 0.5, -0.5, 0.0, 0, 255, 0, 255, 0.0, 0.0 },
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{ -0.5, 0.5, 0.0, 0, 0, 255, 255, 0.0, 0.0 },
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{ 0.5, 0.5, 0.0, 0, 255, 255, 255, 0.0, 0.0 },
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using namespace rw::RWDEVICE;
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int i;
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static struct
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{
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float x, y;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[4] = {
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{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ 640.0f, 0.0f, 0, 255, 0, 128, 1.0f, 0.0f },
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{ 0.0f, 480.0f, 0, 0, 255, 128, 0.0f, 1.0f },
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{ 640.0f, 480.0f, 0, 255, 255, 128, 1.0f, 1.0f },
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};
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static Im2DVertex verts[4];
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static short indices[] = {
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0, 1, 2, 3
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};
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for(i = 0; i < 4; i++){
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verts[i].setScreenX(vs[i].x);
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verts[i].setScreenY(vs[i].y);
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verts[i].setScreenZ(rw::GetNearZ());
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verts[i].setCameraZ(Scene.camera->nearPlane);
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verts[i].setRecipCameraZ(1.0f/Scene.camera->nearPlane);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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verts[i].setU(vs[i].u);
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verts[i].setV(vs[i].v);
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}
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rw::engine->imtexture = tex;
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::engine->device.im2DRenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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}
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@@ -225,8 +267,9 @@ Draw(float timeDelta)
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camera->update();
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camera->m_rwcam->beginUpdate();
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clump->render();
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Scene.clump->render();
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im2dtest();
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// tlTest(Scene.clump);
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camera->m_rwcam->endUpdate();
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camera->m_rwcam->showRaster();
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