mirror of
https://github.com/aap/librw.git
synced 2024-12-18 06:34:50 +00:00
464 lines
12 KiB
C++
464 lines
12 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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#include "main.h"
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rw::Light *BaseAmbientLight;
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bool BaseAmbientLightOn;
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rw::Light *CurrentLight;
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rw::Light *AmbientLight;
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rw::Light *PointLight;
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rw::Light *DirectLight;
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rw::Light *SpotLight;
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rw::Light *SpotSoftLight;
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float LightRadius = 100.0f;
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float LightConeAngle = 45.0f;
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rw::RGBAf LightColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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rw::RGBA LightSolidColor = { 255, 255, 0, 255 };
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bool LightOn = true;
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bool LightDrawOn = true;
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rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
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rw::int32 LightTypeIndex = 1;
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rw::BBox RoomBBox;
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rw::Light*
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CreateBaseAmbientLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
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assert(light);
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light->setColor(0.5f, 0.5f, 0.5f);
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return light;
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}
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rw::Light*
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CreateAmbientLight(void)
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{
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return rw::Light::create(rw::Light::AMBIENT);
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}
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rw::Light*
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CreateDirectLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
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assert(light);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreatePointLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::POINT);
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assert(light);
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light->radius = LightRadius;
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEREPLACE);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreateSpotLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::SPOT);
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assert(light);
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light->radius = LightRadius;
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light->setAngle(LightConeAngle/180.0f*M_PI);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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rw::Light*
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CreateSpotSoftLight(void)
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{
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rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
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assert(light);
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light->radius = LightRadius;
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light->setAngle(LightConeAngle/180.0f*M_PI);
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rw::Frame *frame = rw::Frame::create();
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assert(frame);
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frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
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rw::V3d pos = LightPos;
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frame->translate(&pos, rw::COMBINEPOSTCONCAT);
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light->setFrame(frame);
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return light;
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}
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void
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DestroyLight(rw::Light **light)
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{
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if(*light == nil)
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return;
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rw::World *world = (*light)->world;
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if(world)
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world->removeLight(*light);
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rw::Frame *frame = (*light)->getFrame();
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if(frame){
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(*light)->setFrame(nil);
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frame->destroy();
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}
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(*light)->destroy();
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*light = nil;
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}
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void
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LightsDestroy(void)
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{
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DestroyLight(&SpotSoftLight);
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DestroyLight(&SpotLight);
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DestroyLight(&PointLight);
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DestroyLight(&DirectLight);
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DestroyLight(&AmbientLight);
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DestroyLight(&BaseAmbientLight);
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}
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void
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LightsUpdate(void)
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{
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static rw::int32 oldLightTypeIndex = -1;
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// Switch to a different light
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if((LightOn && oldLightTypeIndex != LightTypeIndex) || CurrentLight == nil){
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oldLightTypeIndex = LightTypeIndex;
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// remove first
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if(CurrentLight)
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CurrentLight->world->removeLight(CurrentLight);
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switch(LightTypeIndex){
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case 0: CurrentLight = AmbientLight; break;
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case 1: CurrentLight = PointLight; break;
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case 2: CurrentLight = DirectLight; break;
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case 3: CurrentLight = SpotLight; break;
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case 4: CurrentLight = SpotSoftLight; break;
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}
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World->addLight(CurrentLight);
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}
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if(CurrentLight){
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CurrentLight->setColor(LightColor.red, LightColor.green, LightColor.blue);
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CurrentLight->radius = LightRadius;
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CurrentLight->setAngle(LightConeAngle / 180.0f * M_PI);
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}
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// Remove light from world if not used
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if(!LightOn && CurrentLight){
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CurrentLight->world->removeLight(CurrentLight);
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CurrentLight = nil;
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}
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}
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#define POINT_LIGHT_RADIUS_FACTOR 0.05f
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void
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DrawPointLight(void)
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{
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enum { NUMVERTS = 50 };
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS];
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rw::int32 i;
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rw::V3d point;
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rw::V3d *pos = &CurrentLight->getFrame()->getLTM()->pos;
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for(i = 0; i < NUMVERTS; i++){
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point.x = pos->x +
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cosf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
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point.y = pos->y +
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sinf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
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point.z = pos->z;
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, LightSolidColor.alpha);
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shape[i].setX(point.x);
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shape[i].setY(point.y);
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shape[i].setZ(point.z);
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}
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rw::im3d::Transform(shape, NUMVERTS, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE);
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rw::im3d::RenderLine(NUMVERTS-1, 0);
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rw::im3d::End();
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}
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void
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DrawCone(float coneAngle, float coneSize, float coneRatio)
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{
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enum { NUMVERTS = 10 };
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS+1];
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rw::int16 indices[NUMVERTS*3];
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rw::int32 i;
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rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
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rw::V3d *pos = &matrix->pos;
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// cone
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for(i = 1; i < NUMVERTS+1; i++){
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float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI) *
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sinf(coneAngle/180.0f*M_PI);
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float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI) *
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sinf(coneAngle/180.0f*M_PI);
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float coneAngleD = cosf(coneAngle/180.0f*M_PI);
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rw::V3d up = rw::scale(matrix->up, sinValue*coneSize);
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rw::V3d right = rw::scale(matrix->right, cosValue*coneSize);
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rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
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shape[i].setX(pos->x + at.x + up.x + right.x);
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shape[i].setY(pos->y + at.y + up.y + right.y);
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shape[i].setZ(pos->z + at.z + up.z + right.z);
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}
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for(i = 0; i < NUMVERTS; i++){
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indices[i*3 + 0] = 0;
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indices[i*3 + 1] = i+2;
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indices[i*3 + 2] = i+1;
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}
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indices[NUMVERTS*3-2] = 1;
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for(i = 0; i < NUMVERTS+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 128);
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shape[0].setX(pos->x);
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shape[0].setY(pos->y);
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shape[0].setZ(pos->z);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, 0);
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
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rw::im3d::RenderTriangle(0, NUMVERTS, 1);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
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rw::im3d::End();
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for(i = 0; i < NUMVERTS+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 255);
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float coneAngleD = cosf(coneAngle/180.0f*M_PI);
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rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
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shape[0].setX(pos->x + at.x);
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shape[0].setY(pos->y + at.y);
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shape[0].setZ(pos->z + at.z);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
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if(coneRatio > 0.0f){
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
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rw::im3d::RenderTriangle(0, NUMVERTS, 1);
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}else
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, indices, NUMVERTS*3);
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rw::im3d::End();
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// lines
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at = rw::scale(matrix->at, -0.05f);
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shape[0].setX(pos->x + at.x);
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shape[0].setY(pos->y + at.y);
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shape[0].setZ(pos->z + at.z);
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rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, indices, NUMVERTS*3);
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rw::im3d::End();
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}
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void
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DrawDirectLight(void)
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{
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enum { NUMVERTS = 20 };
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const float DIAMETER = 1.5f;
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const float CONE_ANGLE = 45.0f;
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const float CONE_SIZE = 3.0f;
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const float LENGTH = 5.0f;
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rw::RWDEVICE::Im3DVertex shape[NUMVERTS*2+1];
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rw::int16 indices[NUMVERTS*3];
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rw::int32 i;
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rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
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rw::V3d *pos = &matrix->pos;
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// cylinder
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for(i = 0; i < NUMVERTS*2; i += 2){
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float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI);
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float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI);
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rw::V3d up = rw::scale(matrix->up, sinValue*DIAMETER);
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rw::V3d right = rw::scale(matrix->right, cosValue*DIAMETER);
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rw::V3d at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
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shape[i].setX(pos->x + at.x + up.x + right.x);
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shape[i].setY(pos->y + at.y + up.y + right.y);
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shape[i].setZ(pos->z + at.z + up.z + right.z);
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at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
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shape[i+1].setX(pos->x + at.x + up.x + right.x);
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shape[i+1].setY(pos->y + at.y + up.y + right.y);
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shape[i+1].setZ(pos->z + at.z + up.z + right.z);
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}
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for(i = 0; i < NUMVERTS*2+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 128);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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rw::im3d::Transform(shape, NUMVERTS*2, nil, 0);
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rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP);
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rw::im3d::RenderTriangle(2*NUMVERTS-2, 2*NUMVERTS-1, 0);
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rw::im3d::RenderTriangle(2*NUMVERTS-1, 1, 0);
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rw::im3d::End();
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// bottom cap
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for(i = 0; i < NUMVERTS*2+1; i++)
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shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
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LightSolidColor.blue, 255);
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rw::V3d at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
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shape[NUMVERTS*2].setX(pos->x + at.x);
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shape[NUMVERTS*2].setY(pos->y + at.y);
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shape[NUMVERTS*2].setZ(pos->z + at.z);
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for(i = 0; i < NUMVERTS; i++){
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indices[i*3+0] = NUMVERTS*2;
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indices[i*3+1] = (i+1)*2 + 1;
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indices[i*3+2] = i*2 + 1;
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}
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indices[NUMVERTS*3-2] = 1;
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rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
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rw::im3d::End();
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// top cap
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at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
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shape[NUMVERTS*2].setX(pos->x + at.x);
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shape[NUMVERTS*2].setY(pos->y + at.y);
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shape[NUMVERTS*2].setZ(pos->z + at.z);
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for(i = 0; i < NUMVERTS; i++){
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indices[i*3+0] = NUMVERTS*2;
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indices[i*3+1] = i*2;
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indices[i*3+2] = (i+1)*2;
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}
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rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
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rw::im3d::End();
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// cone
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DrawCone(CONE_ANGLE, CONE_SIZE, -2.0f);
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}
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void
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DrawCurrentLight(void)
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{
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rw::SetRenderState(rw::TEXTURERASTER, nil);
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rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
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rw::SetRenderState(rw::ZTESTENABLE, 1);
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switch(LightTypeIndex){
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case 1: DrawPointLight(); break;
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case 2: DrawDirectLight(); break;
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case 3:
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case 4: DrawCone(LightConeAngle, LightRadius*POINT_LIGHT_RADIUS_FACTOR, 1.0f); break;
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}
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}
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void
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LightRotate(float xAngle, float yAngle)
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{
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if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == PointLight)
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return;
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rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
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rw::Frame *lightFrame = CurrentLight->getFrame();
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rw::V3d pos = lightFrame->matrix.pos;
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pos = rw::scale(pos, -1.0f);
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lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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lightFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
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lightFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
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pos = rw::scale(pos, -1.0f);
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lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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}
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void
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ClampPosition(rw::V3d *pos, rw::V3d *delta, rw::BBox *bbox)
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{
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if(pos->x + delta->x < bbox->inf.x)
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delta->x = bbox->inf.x - pos->x;
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else if(pos->x + delta->x > bbox->sup.x)
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delta->x = bbox->sup.x - pos->x;
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if(pos->y + delta->y < bbox->inf.y)
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delta->y = bbox->inf.y - pos->y;
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else if(pos->y + delta->y > bbox->sup.y)
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delta->y = bbox->sup.y - pos->y;
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if(pos->z + delta->z < bbox->inf.z)
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delta->z = bbox->inf.z - pos->z;
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else if(pos->z + delta->z > bbox->sup.z)
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delta->z = bbox->sup.z - pos->z;
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}
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void
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LightTranslateXY(float xDelta, float yDelta)
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{
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if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
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return;
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rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
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rw::Frame *lightFrame = CurrentLight->getFrame();
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rw::V3d right = rw::scale(cameraMatrix->right, xDelta);
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rw::V3d up = rw::scale(cameraMatrix->up, yDelta);
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rw::V3d delta = rw::add(right, up);
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ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
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lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
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}
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void
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LightTranslateZ(float zDelta)
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{
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if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
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return;
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rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
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rw::Frame *lightFrame = CurrentLight->getFrame();
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rw::V3d delta = rw::scale(cameraMatrix->at, zDelta);
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ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
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lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
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}
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