librw/tools/clumpview/main.cpp

445 lines
9.8 KiB
C++

#include <rw.h>
#include <skeleton.h>
#include "camera.h"
#include <assert.h>
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::EngineStartParams engineStartParams;
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);
void
Init(void)
{
sk::globals.windowtitle = "Clump viewer";
sk::globals.width = 640;
sk::globals.height = 480;
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();
tex = rw::Texture::read("maze", nil);
tex2 = rw::Texture::read("checkers", nil);
const char *filename = "teapot.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(0.2f, 0.2f, 0.2f);
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/480.0f;
camera->m_near = 0.1f;
camera->m_far = 450.0f;
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, 480.0f, 0, 0, 255, 128, 0.0f, 1.0f },
{ 640.0f, 480.0f, 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, 480.0f, 0, 0, 255, 128, 1.0f, 1.0f },
{ 640.0f, 480.0f, 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);
verts[i].setU(vs[i].u, recipZ);
verts[i].setV(vs[i].v, recipZ);
}
rw::SetRenderStatePtr(rw::TEXTURERASTER, tex2->raster);
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::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
Draw(float timeDelta)
{
static rw::RGBA clearcol = { 0x80, 0x80, 0x80, 0xFF };
camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
camera->update();
camera->m_rwcam->beginUpdate();
Scene.clump->render();
// im2dtest();
// tlTest(Scene.clump);
// 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 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;
// TODO: set aspect ratio
if(Scene.camera)
sk::CameraSize(Scene.camera, r);
break;
case IDLE:
Draw(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}