#include #include #include "camera.h" #include rw::V3d zero = { 0.0f, 0.0f, 0.0f }; Camera *camera; struct SceneGlobals { rw::World *world; rw::Camera *camera; rw::Clump *clump; } Scene; rw::Texture *tex, *tex2; rw::Raster *testras; rw::EngineOpenParams engineOpenParams; rw::Texture *frontbuffer; bool dosoftras = 0; namespace gen { void tlTest(rw::Clump *clump); } void genIm3DTransform(void *vertices, rw::int32 numVertices, rw::Matrix *xform); void genIm3DRenderIndexed(rw::PrimitiveType prim, void *indices, rw::int32 numIndices); void genIm3DEnd(void); void initFont(void); void printScreen(const char *s, float x, float y); //#include void Init(void) { // AllocConsole(); // freopen("CONIN$", "r", stdin); // freopen("CONOUT$", "w", stdout); // freopen("CONOUT$", "w", stderr); sk::globals.windowtitle = "Clump viewer"; sk::globals.width = 640; sk::globals.height = 448; sk::globals.quit = 0; } 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 dumpUserData(rw::UserDataArray *ar) { int i; printf("name: %s\n", ar->name); for(i = 0; i < ar->numElements; i++){ switch(ar->datatype){ case rw::USERDATAINT: printf(" %d\n", ar->getInt(i)); break; case rw::USERDATAFLOAT: printf(" %f\n", ar->getFloat(i)); break; case rw::USERDATASTRING: printf(" %s\n", ar->getString(i)); break; } } } static rw::Frame* dumpFrameUserDataCB(rw::Frame *f, void*) { using namespace rw; int32 i; UserDataArray *ar; int32 n = UserDataArray::frameGetCount(f); for(i = 0; i < n; i++){ ar = UserDataArray::frameGet(f, i); dumpUserData(ar); } f->forAllChildren(dumpFrameUserDataCB, nil); return f; } void dumpUserData(rw::Clump *clump) { printf("Frames\n"); dumpFrameUserDataCB(clump->getFrame(), nil); } static rw::Frame* getHierCB(rw::Frame *f, void *data) { using namespace rw; HAnimData *hd = rw::HAnimData::get(f); if(hd->hierarchy){ *(HAnimHierarchy**)data = hd->hierarchy; return nil; } f->forAllChildren(getHierCB, data); return f; } rw::HAnimHierarchy* getHAnimHierarchyFromClump(rw::Clump *clump) { using namespace rw; HAnimHierarchy *hier = nil; getHierCB(clump->getFrame(), &hier); return hier; } void setupAtomic(rw::Atomic *atomic) { using namespace rw; // just remove pipelines that we can't handle for now // if(atomic->pipeline && atomic->pipeline->platform != rw::platform) atomic->pipeline = NULL; // Attach hierarchy to atomic if we're skinned HAnimHierarchy *hier = getHAnimHierarchyFromClump(atomic->clump); if(hier) Skin::setHierarchy(atomic, hier); } static void initHierFromFrames(rw::HAnimHierarchy *hier) { using namespace rw; int32 i; for(i = 0; i < hier->numNodes; i++){ if(hier->nodeInfo[i].frame){ hier->matrices[hier->nodeInfo[i].index] = *hier->nodeInfo[i].frame->getLTM(); }else assert(0); } } void setupClump(rw::Clump *clump) { using namespace rw; HAnimHierarchy *hier = getHAnimHierarchyFromClump(clump); if(hier){ hier->attach(); initHierFromFrames(hier); } FORLIST(lnk, clump->atomics){ rw::Atomic *a = rw::Atomic::fromClump(lnk); setupAtomic(a); } } bool InitRW(void) { // rw::platform = rw::PLATFORM_D3D8; if(!sk::InitRW()) return false; initFont(); rw::d3d::isP8supported = false; tex = rw::Texture::read("maze", nil); tex2 = rw::Texture::read("checkers", nil); const char *filename = "teapot2.dff"; if(sk::args.argc > 1) filename = sk::args.argv[1]; rw::StreamFile in; if(in.open(filename, "rb") == NULL){ printf("couldn't open file\n"); return false; } rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL); Scene.clump = rw::Clump::streamRead(&in); assert(Scene.clump); in.close(); // 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); // } Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE); dumpUserData(Scene.clump); setupClump(Scene.clump); Scene.world = rw::World::create(); rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT); ambient->setColor(0.3f, 0.3f, 0.3f); 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); Scene.world->addLight(direct); camera = new Camera; Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); camera->m_rwcam = Scene.camera; camera->m_aspectRatio = 640.0f/448.0f; camera->m_near = 5.0f; // camera->m_far = 450.0f; camera->m_far = 15.0f; camera->m_target.set(0.0f, 0.0f, 0.0f); camera->m_position.set(0.0f, -10.0f, 0.0f); // camera->setPosition(Vec3(0.0f, 5.0f, 0.0f)); // camera->setPosition(Vec3(0.0f, -70.0f, 0.0f)); // camera->setPosition(Vec3(0.0f, -1.0f, 3.0f)); camera->update(); Scene.world->addCamera(camera->m_rwcam); return true; } void im2dtest(void) { 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, 448.0f, 0, 0, 255, 128, 0.0f, 1.0f }, { 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 1.0f }, /* { 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 1.0f }, { 640.0f, 0.0f, 0, 255, 0, 128, 0.0f, 0.0f }, { 0.0f, 448.0f, 0, 0, 255, 128, 1.0f, 1.0f }, { 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 0.0f }, */ }; Im2DVertex verts[4]; static short indices[] = { 0, 1, 2, 3 }; float recipZ = 1.0f/Scene.camera->nearPlane; for(i = 0; i < 4; i++){ verts[i].setScreenX(vs[i].x); verts[i].setScreenY(vs[i].y); verts[i].setScreenZ(rw::im2d::GetNearZ()); verts[i].setCameraZ(Scene.camera->nearPlane); verts[i].setRecipCameraZ(recipZ); verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a); if(dosoftras) verts[i].setColor(255, 255, 255, 255); verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ); verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ); } rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); if(dosoftras) rw::SetRenderStatePtr(rw::TEXTURERASTER, testras); rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); rw::SetRenderState(rw::VERTEXALPHA, 1); rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, &verts, 4, &indices, 4); } void im3dtest(void) { using namespace rw::RWDEVICE; int i; static struct { float x, y, z; rw::uint8 r, g, b, a; float u, v; } vs[8] = { { -1.0f, -1.0f, -1.0f, 255, 0, 0, 128, 0.0f, 0.0f }, { -1.0f, 1.0f, -1.0f, 0, 255, 0, 128, 0.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, 0, 0, 255, 128, 1.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, 255, 0, 255, 128, 1.0f, 1.0f }, { -1.0f, -1.0f, 1.0f, 255, 0, 0, 128, 0.0f, 0.0f }, { -1.0f, 1.0f, 1.0f, 0, 255, 0, 128, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 0, 0, 255, 128, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 255, 0, 255, 128, 1.0f, 1.0f }, }; Im3DVertex verts[8]; static short indices[2*6] = { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7 }; for(i = 0; i < 8; i++){ verts[i].setX(vs[i].x); verts[i].setY(vs[i].y); verts[i].setZ(vs[i].z); 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::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); // rw::SetRenderStatePtr(rw::TEXTURERASTER, frontbuffer->raster); rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); /* genIm3DTransform(verts, 8, nil); genIm3DRenderIndexed(rw::PRIMTYPETRILIST, indices, 12); genIm3DEnd(); */ rw::im3d::Transform(verts, 8, nil); rw::im3d::RenderIndexed(rw::PRIMTYPETRILIST, indices, 12); rw::im3d::End(); } void getFrontBuffer(void) { rw::Raster *fb = Scene.camera->frameBuffer; if(frontbuffer == nil || fb->width > frontbuffer->raster->width || fb->height > frontbuffer->raster->height){ int w, h; for(w = 1; w < fb->width; w <<= 1); for(h = 1; h < fb->height; h <<= 1); rw::Raster *ras = rw::Raster::create(w, h, fb->depth, rw::Raster::CAMERATEXTURE); if(frontbuffer){ frontbuffer->raster->destroy(); frontbuffer->raster = ras; }else frontbuffer = rw::Texture::create(ras); printf("created FB with %d %d %d\n", ras->width, ras->height, ras->depth); } rw::Raster::pushContext(frontbuffer->raster); fb->renderFast(0, 0); rw::Raster::popContext(); } void Draw(float timeDelta) { getFrontBuffer(); static rw::RGBA clearcol = { 0x60, 0x60, 0x60, 0xFF }; camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); camera->update(); camera->m_rwcam->beginUpdate(); extern void beginSoftras(void); beginSoftras(); // gen::tlTest(Scene.clump); void drawtest(void); // drawtest(); extern void endSoftras(void); if(dosoftras){ endSoftras(); } // im2dtest(); // Scene.clump->render(); im3dtest(); // printScreen("Hello, World!", 10, 10); camera->m_rwcam->endUpdate(); camera->m_rwcam->showRaster(); } void KeyUp(int key) { } void KeyDown(int key) { switch(key){ case 'W': camera->orbit(0.0f, 0.1f); break; case 'S': camera->orbit(0.0f, -0.1f); break; case 'A': camera->orbit(-0.1f, 0.0f); break; case 'D': camera->orbit(0.1f, 0.0f); break; case sk::KEY_UP: camera->turn(0.0f, 0.1f); break; case sk::KEY_DOWN: camera->turn(0.0f, -0.1f); break; case sk::KEY_LEFT: camera->turn(0.1f, 0.0f); break; case sk::KEY_RIGHT: camera->turn(-0.1f, 0.0f); break; case 'R': camera->zoom(0.1f); break; case 'F': camera->zoom(-0.1f); break; case 'V': dosoftras = !dosoftras; break; case sk::KEY_ESC: sk::globals.quit = 1; break; } } void MouseMove(int x, int y) { } void MouseButton(int buttons) { } sk::EventStatus AppEventHandler(sk::Event e, void *param) { using namespace sk; Rect *r; MouseState *ms; switch(e){ case INITIALIZE: Init(); return EVENTPROCESSED; case RWINITIALIZE: return ::InitRW() ? EVENTPROCESSED : EVENTERROR; case PLUGINATTACH: return attachPlugins() ? EVENTPROCESSED : EVENTERROR; case KEYDOWN: KeyDown(*(int*)param); return EVENTPROCESSED; case KEYUP: KeyUp(*(int*)param); return EVENTPROCESSED; case MOUSEBTN: ms = (MouseState*)param; MouseButton(ms->buttons); return EVENTPROCESSED; case MOUSEMOVE: ms = (MouseState*)param; MouseMove(ms->posx, ms->posy); 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; if(camera) camera->m_aspectRatio = (float)r->w/r->h; if(Scene.camera) sk::CameraSize(Scene.camera, r); break; case IDLE: Draw(*(float*)param); return EVENTPROCESSED; } return sk::EVENTNOTPROCESSED; }