mirror of
https://github.com/aap/librw.git
synced 2025-12-19 08:59:51 +00:00
Changed naming convention and clean up somewhat. ps2 test no longer links :(
This commit is contained in:
@@ -1,6 +1,8 @@
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namespace rw {
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namespace gl {
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GLint linkProgram(GLint vertshader, GLint fragshader);
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GLint compileShader(const char **src, int count, int type);
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}
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}
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@@ -1,5 +1,6 @@
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#include "rwtest.h"
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namespace rw {
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namespace gl {
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GLint
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@@ -59,3 +60,4 @@ compileShader(const char **src, int count, int type)
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}
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}
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}
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@@ -9,21 +9,21 @@ Camera *camera;
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GLint program;
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GLuint vbo;
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Rw::Clump *clump;
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rw::Clump *clump;
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char *filename;
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void
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renderAtomic(Rw::Atomic *atomic)
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renderAtomic(rw::Atomic *atomic)
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{
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using namespace Rw;
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using namespace rw;
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static GLenum prim[] = {
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GL_TRIANGLES, GL_TRIANGLE_STRIP
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};
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Geometry *geo = atomic->geometry;
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if(!(geo->geoflags & Geometry::NATIVE))
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Gl::Instance(atomic);
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Gl::InstanceDataHeader *inst = (Gl::InstanceDataHeader*)geo->instData;
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gl::instance(atomic);
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gl::InstanceDataHeader *inst = (gl::InstanceDataHeader*)geo->instData;
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MeshHeader *meshHeader = geo->meshHeader;
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Frame *frm = atomic->frame;
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@@ -34,10 +34,10 @@ renderAtomic(Rw::Atomic *atomic)
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glVertexAttrib4f(3, 0.0f, 0.0f, 0.0f, 1.0f);
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glVertexAttrib3f(2, 0.0f, 0.0f, 0.0f);
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if(inst->vbo == 0 && inst->ibo == 0)
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Gl::UploadGeo(geo);
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gl::uploadGeo(geo);
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glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, inst->ibo);
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Gl::SetAttribPointers(inst);
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gl::setAttribPointers(inst);
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uint64 offset = 0;
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for(uint32 i = 0; i < meshHeader->numMeshes; i++){
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@@ -50,7 +50,7 @@ renderAtomic(Rw::Atomic *atomic)
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color[3] = col[3] / 255.0f;
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glUniform4fv(glGetUniformLocation(program, "matColor"),
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1, color);
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Rw::Gl::Texture *tex =(Rw::Gl::Texture*)mesh->material->texture;
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rw::gl::Texture *tex =(rw::gl::Texture*)mesh->material->texture;
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if(tex)
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tex->bind(0);
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else
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@@ -92,9 +92,9 @@ render(void)
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(3);
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for(Rw::uint32 i = 0; i < clump->numAtomics; i++){
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for(rw::uint32 i = 0; i < clump->numAtomics; i++){
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char *name = PLUGINOFFSET(char, clump->atomicList[i]->frame,
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Rw::NodeNameOffset);
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gta::nodeNameOffset);
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if(strstr(name, "_dam") || strstr(name, "_vlo"))
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continue;
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renderAtomic(clump->atomicList[i]);
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@@ -145,12 +145,12 @@ init(void)
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"}\n"
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"#endif\n";
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const char *srcarr[] = { "#define VERTEX", shadersrc };
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GLint vertshader = gl::compileShader(srcarr, 2, GL_VERTEX_SHADER);
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GLint vertshader = rw::gl::compileShader(srcarr, 2, GL_VERTEX_SHADER);
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assert(vertshader != 0);
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srcarr[0] = "#define FRAGMENT";
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GLint fragshader = gl::compileShader(srcarr, 2, GL_FRAGMENT_SHADER);
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GLint fragshader = rw::gl::compileShader(srcarr, 2, GL_FRAGMENT_SHADER);
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assert(fragshader != 0);
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program = gl::linkProgram(vertshader, fragshader);
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program = rw::gl::linkProgram(vertshader, fragshader);
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assert(program != 0);
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GLfloat vertarray[] = {
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@@ -181,31 +181,31 @@ init(void)
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camera->setTarget(Vec3(0.0f, 0.0f, 0.0f));
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camera->setPosition(Vec3(0.0f, 5.0f, 0.0f));
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Rw::CurrentTexDictionary = new Rw::TexDictionary;
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// Rw::Image::setSearchPath("/home/aap/gamedata/ps2/gtasa/models/gta3_archive/txd_extracted/");
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// Rw::Image::setSearchPath("/home/aap/gamedata/ps2/gtavc/MODELS/gta3_archive/txd_extracted/");
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Rw::Image::setSearchPath(
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rw::currentTexDictionary = new rw::TexDictionary;
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// rw::Image::setSearchPath("/home/aap/gamedata/ps2/gtasa/models/gta3_archive/txd_extracted/");
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// rw::Image::setSearchPath("/home/aap/gamedata/ps2/gtavc/MODELS/gta3_archive/txd_extracted/");
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rw::Image::setSearchPath(
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"/home/aap/gamedata/ps2/gta3/MODELS/gta3_archive/txd_extracted/;//home/aap/gamedata/ps2/gtavc/MODELS/gta3_archive/txd_extracted/;/home/aap/gamedata/ps2/gtasa/models/gta3_archive/txd_extracted/");
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//"D:\\rockstargames\\ps2\\gtavc\\MODELS\\gta3_archive\\txd_extracted\\;D:\\rockstargames\\ps2\\gtasa\\models\\gta3_archive\\txd_extracted\\");
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Rw::Gl::RegisterNativeRaster();
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Rw::RegisterMaterialRightsPlugin();
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Rw::RegisterMatFXPlugin();
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Rw::RegisterAtomicRightsPlugin();
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Rw::RegisterHAnimPlugin();
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Rw::RegisterNodeNamePlugin();
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Rw::RegisterBreakableModelPlugin();
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Rw::RegisterExtraVertColorPlugin();
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Rw::Ps2::RegisterADCPlugin();
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Rw::RegisterSkinPlugin();
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Rw::RegisterNativeDataPlugin();
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// Rw::Ps2::RegisterNativeDataPlugin();
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Rw::RegisterMeshPlugin();
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rw::gl::registerNativeRaster();
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rw::registerMaterialRightsPlugin();
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rw::registerMatFXPlugin();
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rw::registerAtomicRightsPlugin();
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rw::registerHAnimPlugin();
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gta::registerNodeNamePlugin();
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gta::registerBreakableModelPlugin();
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gta::registerExtraVertColorPlugin();
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rw::ps2::registerADCPlugin();
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rw::registerSkinPlugin();
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rw::registerNativeDataPlugin();
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// rw::ps2::registerNativeDataPlugin();
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rw::registerMeshPlugin();
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Rw::StreamFile in;
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rw::StreamFile in;
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if(in.open(filename, "rb") == NULL)
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printf("couldn't open file\n");
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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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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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in.close();
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}
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