librw/tools/lights/main.cpp

366 lines
7.8 KiB
C++

#include <rw.h>
#include <skeleton.h>
#include <assert.h>
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
struct SceneGlobals {
rw::World *world;
rw::Camera *camera;
} Scene;
rw::EngineOpenParams engineOpenParams;
float FOV = 70.0f;
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 };
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::V3d LightPos = {0.0f, 0.0f, 75.0f};
void
Init(void)
{
sk::globals.windowtitle = "Light test";
sk::globals.width = 1280;
sk::globals.height = 800;
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;
}
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;
}
bool
CreateTestScene(rw::World *world)
{
rw::Clump *clump;
rw::StreamFile in;
const char *filename = "checker.dff";
if(in.open(filename, "rb") == NULL){
printf("couldn't open file\n");
return false;
}
if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
return false;
clump = rw::Clump::streamRead(&in);
in.close();
if(clump == nil)
return false;
rw::Clump *clone;
rw::Frame *clumpFrame;
rw::V3d pos;
float zOffset = 75.0f;
// Bottom panel
clumpFrame = clump->getFrame();
clumpFrame->rotate(&Xaxis, 90.0f, rw::COMBINEREPLACE);
pos.x = 0.0f;
pos.y = -25.0f;
pos.z = zOffset;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// only need to add once
world->addClump(clump);
// Top panel
clone = clump->clone();
clumpFrame = clone->getFrame();
clumpFrame->rotate(&Xaxis, -90.0f, rw::COMBINEREPLACE);
pos.x = 0.0f;
pos.y = 25.0f;
pos.z = zOffset;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// Left panel
clone = clump->clone();
clumpFrame = clone->getFrame();
clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
clumpFrame->rotate(&Yaxis, 90.0f, rw::COMBINEPOSTCONCAT);
pos.x = 25.0f;
pos.y = 0.0f;
pos.z = zOffset;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// Right panel
clone = clump->clone();
clumpFrame = clone->getFrame();
clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
clumpFrame->rotate(&Yaxis, -90.0f, rw::COMBINEPOSTCONCAT);
pos.x = -25.0f;
pos.y = 0.0f;
pos.z = zOffset;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// Back panel
clone = clump->clone();
clumpFrame = clone->getFrame();
clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = zOffset + 25.0f;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
return 1;
}
bool
InitRW(void)
{
// rw::platform = rw::PLATFORM_D3D8;
if(!sk::InitRW())
return false;
Scene.world = rw::World::create();
BaseAmbientLight = CreateBaseAmbientLight();
AmbientLight = CreateAmbientLight();
DirectLight = CreateDirectLight();
PointLight = CreatePointLight();
SpotLight = CreateSpotLight();
SpotSoftLight = CreateSpotSoftLight();
Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
Scene.camera->setNearPlane(0.1f);
Scene.camera->setFarPlane(300.0f);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
Scene.world->addCamera(Scene.camera);
CreateTestScene(Scene.world);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
return true;
}
void
SwitchToLight(rw::Light *light)
{
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = light;
Scene.world->addLight(CurrentLight);
}
void
Gui(void)
{
// ImGui::ShowDemoWindow(&show_demo_window);
static bool showLightWindow = true;
ImGui::Begin("Lights", &showLightWindow);
static int lightswitch = 0;
if(ImGui::RadioButton("Light Off", &lightswitch, 0)){
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = nil;
}
if(ImGui::RadioButton("Ambient Light", &lightswitch, 1)){
SwitchToLight(AmbientLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Directional Light", &lightswitch, 2)){
SwitchToLight(DirectLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Point Light", &lightswitch, 3)){
SwitchToLight(PointLight);
}
if(ImGui::RadioButton("Spot Light", &lightswitch, 4)){
SwitchToLight(SpotLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Soft Spot Light", &lightswitch, 5)){
SwitchToLight(SpotSoftLight);
}
ImGui::End();
}
void
Draw(float timeDelta)
{
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
rw::RGBA clearcol = rw::makeRGBA(clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255);
Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Scene.camera->beginUpdate();
ImGui_ImplRW_NewFrame(timeDelta);
Scene.world->render();
Gui();
ImGui::EndFrame();
ImGui::Render();
Scene.camera->endUpdate();
Scene.camera->showRaster();
}
void
KeyUp(int key)
{
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
sk::EventStatus
AppEventHandler(sk::Event e, void *param)
{
using namespace sk;
Rect *r;
ImGuiEventHandler(e, param);
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 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(Scene.camera){
sk::CameraSize(Scene.camera, r);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
}
break;
case IDLE:
Draw(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}