mirror of
https://github.com/aap/librw.git
synced 2024-11-25 21:25:42 +00:00
445 lines
9.8 KiB
C++
445 lines
9.8 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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#include "camera.h"
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#include <assert.h>
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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Camera *camera;
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struct SceneGlobals {
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rw::World *world;
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rw::Camera *camera;
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rw::Clump *clump;
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} Scene;
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rw::Texture *tex, *tex2;
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rw::EngineStartParams engineStartParams;
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void tlTest(rw::Clump *clump);
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void genIm3DTransform(void *vertices, rw::int32 numVertices, rw::Matrix *xform);
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void genIm3DRenderIndexed(rw::PrimitiveType prim, void *indices, rw::int32 numIndices);
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void genIm3DEnd(void);
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void initFont(void);
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void printScreen(const char *s, float x, float y);
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void
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Init(void)
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{
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sk::globals.windowtitle = "Clump viewer";
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sk::globals.width = 640;
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sk::globals.height = 480;
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sk::globals.quit = 0;
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}
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bool
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attachPlugins(void)
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{
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rw::ps2::registerPDSPlugin(40);
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rw::ps2::registerPluginPDSPipes();
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rw::registerMeshPlugin();
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rw::registerNativeDataPlugin();
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rw::registerAtomicRightsPlugin();
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rw::registerMaterialRightsPlugin();
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rw::xbox::registerVertexFormatPlugin();
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rw::registerSkinPlugin();
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rw::registerUserDataPlugin();
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rw::registerHAnimPlugin();
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rw::registerMatFXPlugin();
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rw::registerUVAnimPlugin();
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rw::ps2::registerADCPlugin();
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return true;
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}
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void
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dumpUserData(rw::UserDataArray *ar)
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{
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int i;
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printf("name: %s\n", ar->name);
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for(i = 0; i < ar->numElements; i++){
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switch(ar->datatype){
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case rw::USERDATAINT:
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printf(" %d\n", ar->getInt(i));
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break;
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case rw::USERDATAFLOAT:
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printf(" %f\n", ar->getFloat(i));
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break;
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case rw::USERDATASTRING:
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printf(" %s\n", ar->getString(i));
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break;
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}
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}
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}
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static rw::Frame*
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dumpFrameUserDataCB(rw::Frame *f, void*)
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{
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using namespace rw;
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int32 i;
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UserDataArray *ar;
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int32 n = UserDataArray::frameGetCount(f);
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for(i = 0; i < n; i++){
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ar = UserDataArray::frameGet(f, i);
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dumpUserData(ar);
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}
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f->forAllChildren(dumpFrameUserDataCB, nil);
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return f;
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}
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void
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dumpUserData(rw::Clump *clump)
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{
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printf("Frames\n");
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dumpFrameUserDataCB(clump->getFrame(), nil);
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}
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static rw::Frame*
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getHierCB(rw::Frame *f, void *data)
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{
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using namespace rw;
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HAnimData *hd = rw::HAnimData::get(f);
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if(hd->hierarchy){
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*(HAnimHierarchy**)data = hd->hierarchy;
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return nil;
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}
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f->forAllChildren(getHierCB, data);
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return f;
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}
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rw::HAnimHierarchy*
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getHAnimHierarchyFromClump(rw::Clump *clump)
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{
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using namespace rw;
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HAnimHierarchy *hier = nil;
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getHierCB(clump->getFrame(), &hier);
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return hier;
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}
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void
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setupAtomic(rw::Atomic *atomic)
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{
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using namespace rw;
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// just remove pipelines that we can't handle for now
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// if(atomic->pipeline && atomic->pipeline->platform != rw::platform)
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atomic->pipeline = NULL;
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// Attach hierarchy to atomic if we're skinned
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HAnimHierarchy *hier = getHAnimHierarchyFromClump(atomic->clump);
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if(hier)
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Skin::setHierarchy(atomic, hier);
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}
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static void
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initHierFromFrames(rw::HAnimHierarchy *hier)
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{
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using namespace rw;
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int32 i;
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for(i = 0; i < hier->numNodes; i++){
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if(hier->nodeInfo[i].frame){
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hier->matrices[hier->nodeInfo[i].index] = *hier->nodeInfo[i].frame->getLTM();
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}else
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assert(0);
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}
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}
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void
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setupClump(rw::Clump *clump)
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{
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using namespace rw;
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HAnimHierarchy *hier = getHAnimHierarchyFromClump(clump);
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if(hier){
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hier->attach();
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initHierFromFrames(hier);
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}
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FORLIST(lnk, clump->atomics){
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rw::Atomic *a = rw::Atomic::fromClump(lnk);
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setupAtomic(a);
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}
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}
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bool
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InitRW(void)
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{
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// rw::platform = rw::PLATFORM_D3D8;
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if(!sk::InitRW())
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return false;
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initFont();
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tex = rw::Texture::read("maze", nil);
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tex2 = rw::Texture::read("checkers", nil);
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const char *filename = "teapot.dff";
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if(sk::args.argc > 1)
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filename = sk::args.argv[1];
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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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return false;
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}
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rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL);
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Scene.clump = rw::Clump::streamRead(&in);
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assert(Scene.clump);
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in.close();
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// TEST - Set texture to the all materials of the clump
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// FORLIST(lnk, Scene.clump->atomics){
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// rw::Atomic *a = rw::Atomic::fromClump(lnk);
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// for(int i = 0; i < a->geometry->matList.numMaterials; i++)
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// a->geometry->matList.materials[i]->setTexture(tex);
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// }
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Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
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dumpUserData(Scene.clump);
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setupClump(Scene.clump);
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Scene.world = rw::World::create();
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rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
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ambient->setColor(0.2f, 0.2f, 0.2f);
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Scene.world->addLight(ambient);
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rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
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rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
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direct->setColor(0.8f, 0.8f, 0.8f);
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direct->setFrame(rw::Frame::create());
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direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
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Scene.world->addLight(direct);
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camera = new Camera;
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Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
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camera->m_rwcam = Scene.camera;
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camera->m_aspectRatio = 640.0f/480.0f;
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camera->m_near = 0.1f;
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camera->m_far = 450.0f;
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camera->m_target.set(0.0f, 0.0f, 0.0f);
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camera->m_position.set(0.0f, -10.0f, 0.0f);
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// camera->setPosition(Vec3(0.0f, 5.0f, 0.0f));
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// camera->setPosition(Vec3(0.0f, -70.0f, 0.0f));
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// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
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camera->update();
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Scene.world->addCamera(camera->m_rwcam);
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return true;
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}
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void
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im2dtest(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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static struct
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{
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float x, y;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[4] = {
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/*
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{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ 640.0f, 0.0f, 0, 255, 0, 128, 1.0f, 0.0f },
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{ 0.0f, 480.0f, 0, 0, 255, 128, 0.0f, 1.0f },
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{ 640.0f, 480.0f, 0, 255, 255, 128, 1.0f, 1.0f },
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*/
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{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 1.0f },
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{ 640.0f, 0.0f, 0, 255, 0, 128, 0.0f, 0.0f },
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{ 0.0f, 480.0f, 0, 0, 255, 128, 1.0f, 1.0f },
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{ 640.0f, 480.0f, 0, 255, 255, 128, 1.0f, 0.0f },
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};
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Im2DVertex verts[4];
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static short indices[] = {
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0, 1, 2, 3
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};
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float recipZ = 1.0f/Scene.camera->nearPlane;
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for(i = 0; i < 4; i++){
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verts[i].setScreenX(vs[i].x);
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verts[i].setScreenY(vs[i].y);
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verts[i].setScreenZ(rw::im2d::GetNearZ());
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verts[i].setCameraZ(Scene.camera->nearPlane);
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verts[i].setRecipCameraZ(recipZ);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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verts[i].setU(vs[i].u, recipZ);
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verts[i].setV(vs[i].v, recipZ);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex2->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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}
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void
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im3dtest(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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static struct
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{
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float x, y, z;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[8] = {
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{ -1.0f, -1.0f, -1.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, 0, 255, 0, 128, 0.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 0, 0, 255, 128, 1.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 255, 0, 255, 128, 1.0f, 1.0f },
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{ -1.0f, -1.0f, 1.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ -1.0f, 1.0f, 1.0f, 0, 255, 0, 128, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 0, 0, 255, 128, 1.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 255, 0, 255, 128, 1.0f, 1.0f },
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};
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Im3DVertex verts[8];
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static short indices[2*6] = {
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7
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};
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for(i = 0; i < 8; i++){
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verts[i].setX(vs[i].x);
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verts[i].setY(vs[i].y);
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verts[i].setZ(vs[i].z);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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verts[i].setU(vs[i].u);
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verts[i].setV(vs[i].v);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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/*
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genIm3DTransform(verts, 8, nil);
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genIm3DRenderIndexed(rw::PRIMTYPETRILIST, indices, 12);
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genIm3DEnd();
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*/
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rw::im3d::Transform(verts, 8, nil);
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rw::im3d::RenderIndexed(rw::PRIMTYPETRILIST, indices, 12);
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rw::im3d::End();
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}
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void
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Draw(float timeDelta)
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{
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static rw::RGBA clearcol = { 0x80, 0x80, 0x80, 0xFF };
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camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
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camera->update();
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camera->m_rwcam->beginUpdate();
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Scene.clump->render();
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// im2dtest();
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// tlTest(Scene.clump);
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// im3dtest();
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// printScreen("Hello, World!", 10, 10);
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camera->m_rwcam->endUpdate();
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camera->m_rwcam->showRaster();
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}
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void
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KeyUp(int key)
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{
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}
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void
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KeyDown(int key)
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{
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switch(key){
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case 'W':
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camera->orbit(0.0f, 0.1f);
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break;
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case 'S':
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camera->orbit(0.0f, -0.1f);
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break;
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case 'A':
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camera->orbit(-0.1f, 0.0f);
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break;
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case 'D':
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camera->orbit(0.1f, 0.0f);
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break;
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case sk::KEY_UP:
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camera->turn(0.0f, 0.1f);
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break;
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case sk::KEY_DOWN:
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camera->turn(0.0f, -0.1f);
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break;
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case sk::KEY_LEFT:
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camera->turn(0.1f, 0.0f);
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break;
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case sk::KEY_RIGHT:
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camera->turn(-0.1f, 0.0f);
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break;
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case 'R':
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camera->zoom(0.1f);
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break;
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case 'F':
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camera->zoom(-0.1f);
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break;
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case sk::KEY_ESC:
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sk::globals.quit = 1;
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break;
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}
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}
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void
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MouseMove(int x, int y)
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{
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}
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void
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MouseButton(int buttons)
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{
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}
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sk::EventStatus
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AppEventHandler(sk::Event e, void *param)
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{
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using namespace sk;
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Rect *r;
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MouseState *ms;
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switch(e){
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case INITIALIZE:
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Init();
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return EVENTPROCESSED;
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case RWINITIALIZE:
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return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
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case PLUGINATTACH:
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return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
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case KEYDOWN:
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KeyDown(*(int*)param);
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return EVENTPROCESSED;
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case KEYUP:
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KeyUp(*(int*)param);
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return EVENTPROCESSED;
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case MOUSEBTN:
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ms = (MouseState*)param;
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MouseButton(ms->buttons);
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return EVENTPROCESSED;
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case MOUSEMOVE:
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ms = (MouseState*)param;
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MouseMove(ms->posx, ms->posy);
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return EVENTPROCESSED;
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case RESIZE:
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r = (Rect*)param;
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// TODO: register when we're minimized
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if(r->w == 0) r->w = 1;
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if(r->h == 0) r->h = 1;
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sk::globals.width = r->w;
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sk::globals.height = r->h;
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// TODO: set aspect ratio
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if(Scene.camera)
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sk::CameraSize(Scene.camera, r);
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break;
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case IDLE:
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Draw(*(float*)param);
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return EVENTPROCESSED;
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}
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return sk::EVENTNOTPROCESSED;
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}
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