mirror of
https://github.com/aap/librw.git
synced 2024-11-29 07:05:42 +00:00
374 lines
9.8 KiB
C++
Executable File
374 lines
9.8 KiB
C++
Executable File
#include "rwtest.h"
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using namespace std;
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int screenWidth = 640, screenHeight= 480;
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bool running = true;
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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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char *filename;
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void
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renderAtomic(rw::Atomic *atomic)
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{
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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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atomic->getPipeline()->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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frm->updateLTM();
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glUniformMatrix4fv(glGetUniformLocation(program, "worldMat"),
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1, GL_FALSE, frm->ltm);
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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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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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uint64 offset = 0;
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for(uint32 i = 0; i < meshHeader->numMeshes; i++){
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Mesh *mesh = &meshHeader->mesh[i];
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Material *mat = mesh->material;
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float color[4];
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uint8 *col = mat->color;
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color[0] = col[0] / 255.0f;
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color[1] = col[1] / 255.0f;
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color[2] = col[2] / 255.0f;
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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*)mat->texture;
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if(tex)
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tex->bind(0);
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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glDrawElements(prim[meshHeader->flags], mesh->numIndices,
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GL_UNSIGNED_SHORT, (void*)offset);
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offset += mesh->numIndices*2;
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}
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void
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render(void)
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{
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static Mat4 worldMat(1.0f);
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glUseProgram(program);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->look();
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glUniformMatrix4fv(glGetUniformLocation(program, "projMat"),
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1, GL_FALSE, camera->projMat.cr);
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glUniformMatrix4fv(glGetUniformLocation(program, "viewMat"),
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1, GL_FALSE, camera->viewMat.cr);
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glUniformMatrix4fv(glGetUniformLocation(program, "worldMat"),
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1, GL_FALSE, worldMat.cr);
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glVertexAttrib3f(2, -0.5f, 0.5f, 0.70710f);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 28, (GLvoid*)0);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 28, (GLvoid*)12);
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glDrawArrays(GL_LINES, 0, 6);
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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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char *name = PLUGINOFFSET(char, clump->atomicList[i]->frame,
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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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}
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}
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void
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init(void)
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{
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, 0.5f);
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const char *shadersrc =
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"#ifdef VERTEX\n"
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"uniform mat4 projMat;"
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"uniform mat4 viewMat;"
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"uniform mat4 worldMat;"
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"uniform vec4 matColor;"
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"attribute vec3 in_vertex;"
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"attribute vec2 in_texCoord;"
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"attribute vec3 in_normal;"
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"attribute vec4 in_color;"
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"varying vec4 v_color;"
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"varying vec2 v_texCoord;"
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"vec3 lightdir = vec3(0.5, -0.5, -0.70710);"
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"vec4 amblight = vec4(20, 20, 20, 0)/255;"
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"void main()"
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"{"
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" gl_Position = projMat * viewMat * worldMat * vec4(in_vertex, 1.0);"
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" vec3 N = normalize(mat3(viewMat * worldMat) * in_normal);"
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" vec3 P = vec3(viewMat * worldMat * vec4(in_vertex, 1.0));"
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" vec3 V = normalize(-P);"
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" float rim = 1.0 - max(dot(V, N), 0.0);"
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" vec3 n = mat3(worldMat) * in_normal;"
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" float l = max(0.0, dot(n, -lightdir));"
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// " l = l*0.4 + rim;"
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" v_color = (in_color+vec4(l,l,l,0)+amblight)*matColor;"
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" v_texCoord = in_texCoord;"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT\n"
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"uniform sampler2D u_texture0;"
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"varying vec4 v_color;"
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"varying vec2 v_texCoord;"
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"void main()"
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"{"
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" vec4 c0 = texture2D(u_texture0, v_texCoord/512.0);"
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" gl_FragColor = v_color*c0;"
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"}\n"
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"#endif\n";
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const char *srcarr[] = { "#version 120\n",
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"#define VERTEX\n", shadersrc };
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GLint vertshader = rw::gl::compileShader(srcarr, 3, GL_VERTEX_SHADER);
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assert(vertshader != 0);
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srcarr[1] = "#define FRAGMENT\n";
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GLint fragshader = rw::gl::compileShader(srcarr, 3, GL_FRAGMENT_SHADER);
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assert(fragshader != 0);
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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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0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 1.0f,
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};
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertarray),
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vertarray, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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camera = new Camera;
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camera->setAspectRatio(1.0f*screenWidth/screenHeight);
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camera->setNearFar(0.1f, 450.0f);
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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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camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
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gta::attachPlugins();
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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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printf("platform: %d\n", rw::platform);
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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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assert(clump);
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in.close();
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}
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void
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keypress(GLFWwindow *w, int key, int scancode, int action, int mods)
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{
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if(action != GLFW_PRESS)
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return;
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switch(key){
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case 'Q':
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case GLFW_KEY_ESCAPE:
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running = false;
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break;
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}
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}
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static int lastX, lastY;
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static int clickX, clickY;
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static bool isLDown, isMDown, isRDown;
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static bool isShiftDown, isCtrlDown, isAltDown;
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void
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mouseButton(GLFWwindow *w, int button, int action, int mods)
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{
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double x, y;
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glfwGetCursorPos(w, &x, &y);
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if(action == GLFW_PRESS){
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lastX = clickX = x;
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lastY = clickY = y;
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if(button == GLFW_MOUSE_BUTTON_LEFT)
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isLDown = true;
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if(button == GLFW_MOUSE_BUTTON_MIDDLE)
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isMDown = true;
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if(button == GLFW_MOUSE_BUTTON_RIGHT)
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isRDown = true;
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}else if(action == GLFW_RELEASE){
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if(button == GLFW_MOUSE_BUTTON_LEFT)
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isLDown = false;
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if(button == GLFW_MOUSE_BUTTON_MIDDLE)
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isMDown = false;
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if(button == GLFW_MOUSE_BUTTON_RIGHT)
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isRDown = false;
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}
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}
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void
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mouseMotion(GLFWwindow *w, double x, double y)
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{
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GLfloat dx, dy;
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static int xoff = 0, yoff = 0;
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static bool wrappedLast = false;
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int width, height;
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glfwGetWindowSize(w, &width, &height);
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dx = float(lastX - x) / float(width);
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dy = float(lastY - y) / float(height);
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/* Wrap the mouse if it goes over the window border.
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* Unfortunately, after glfwSetMousePos is done, there can be old
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* events with an old mouse position,
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* hence the check if the pointer was wrapped the last time. */
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if((isLDown || isMDown || isRDown) &&
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(x < 0 || y < 0 || x >= width || y >= height)){
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if(wrappedLast){
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dx = float(lastX-xoff - x) / float(width);
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dy = float(lastY-yoff - y) / float(height);
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}
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xoff = yoff = 0;
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while (x+xoff >= width) xoff -= width;
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while (y+yoff >= height) yoff -= height;
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while (x+xoff < 0) xoff += width;
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while (y+yoff < 0) yoff += height;
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glfwSetCursorPos(w, x+xoff, y+yoff);
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wrappedLast = true;
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}else{
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wrappedLast = false;
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xoff = yoff = 0;
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}
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lastX = x+xoff;
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lastY = y+yoff;
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if(isLDown){
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if(isShiftDown)
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camera->turn(dx*2.0f, dy*2.0f);
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else
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camera->orbit(dx*2.0f, -dy*2.0f);
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}
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if(isMDown){
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if(isShiftDown)
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;
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else
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camera->pan(dx*8.0f, -dy*8.0f);
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}
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if(isRDown){
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if(isShiftDown)
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;
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else
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camera->zoom(dx*12.0f);
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}
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}
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void
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resize(GLFWwindow*, int width, int height)
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{
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screenWidth = width;
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screenHeight = height;
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glViewport(0, 0, screenWidth, screenHeight);
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camera->setAspectRatio(1.0f*screenWidth/screenHeight);
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}
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void
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closewindow(GLFWwindow*)
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{
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running = false;
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}
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int
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main(int argc, char *argv[])
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{
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if(argc < 2)
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return 1;
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filename = argv[1];
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if(!glfwInit()){
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fprintf(stderr, "Error: could not initialize GLFW\n");
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return 1;
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}
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight,
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"OpenGL", 0, 0);
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if(!window){
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fprintf(stderr, "Error: could not create GLFW window\n");
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(window);
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GLenum status = glewInit();
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if(status != GLEW_OK){
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fprintf(stderr, "Error: %s\n", glewGetErrorString(status));
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return 1;
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}
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if(!GLEW_VERSION_2_0){
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fprintf(stderr, "Error: OpenGL 2.0 needed\n");
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return 1;
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}
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init();
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glfwSetWindowSizeCallback(window, resize);
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glfwSetWindowCloseCallback(window, closewindow);
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glfwSetMouseButtonCallback(window, mouseButton);
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glfwSetCursorPosCallback(window, mouseMotion);
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glfwSetKeyCallback(window, keypress);
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while(running){
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glfwPollEvents();
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isShiftDown = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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isCtrlDown = glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS;
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isAltDown = glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS;
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render();
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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return 0;
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}
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