librw/tools/camera/camexamp.cpp
2021-03-03 21:53:06 +01:00

396 lines
9.4 KiB
C++

#include <rw.h>
#include <skeleton.h>
#include "viewer.h"
#include "camexamp.h"
#define TEXSIZE 256
rw::Camera *MainCamera;
rw::Camera *SubCamera;
rw::Raster *SubCameraRaster;
rw::Raster *SubCameraZRaster;
rw::Raster *SubCameraMainCameraSubRaster;
rw::Raster *SubCameraMainCameraSubZRaster;
TextureCamera CameraTexture;
rw::int32 CameraSelected = 0;
rw::int32 ProjectionIndex = 0;
bool SubCameraMiniView = true;
CameraData SubCameraData;
void
CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera)
{
data->camera = camera;
if(type & FARCLIPPLANE) data->farClipPlane = camera->farPlane;
if(type & NEARCLIPPLANE) data->nearClipPlane = camera->nearPlane;
if(type & PROJECTION) data->projection = camera->projection;
if(type & OFFSET) data->offset = camera->viewOffset;
if(type & VIEWWINDOW) data->viewWindow = camera->viewWindow;
if(type & MATRIX) data->matrix = &camera->getFrame()->matrix;
}
void
CameraSetData(CameraData *data, CameraDataType type)
{
if(type & FARCLIPPLANE) data->camera->setFarPlane(data->farClipPlane);
if(type & NEARCLIPPLANE) data->camera->setNearPlane(data->nearClipPlane);
if(type & PROJECTION) data->camera->setProjection(data->projection);
if(type & OFFSET) data->camera->setViewOffset(&data->offset);
if(type & VIEWWINDOW) data->camera->setViewWindow(&data->viewWindow);
}
void
ProjectionCallback(void)
{
if(ProjectionIndex == 0)
SubCameraData.projection = rw::Camera::PERSPECTIVE;
else
SubCameraData.projection = rw::Camera::PARALLEL;
CameraSetData(&SubCameraData, PROJECTION);
}
void
ClipPlaneCallback(void)
{
CameraSetData(&SubCameraData, (CameraDataType)(NEARCLIPPLANE | FARCLIPPLANE));
}
void
ChangeViewOffset(float deltaX, float deltaY)
{
SubCameraData.offset.x += deltaX;
SubCameraData.offset.y += deltaY;
if(SubCameraData.offset.x > 5.0f)
SubCameraData.offset.x = 5.0f;
if(SubCameraData.offset.x < -5.0f)
SubCameraData.offset.x = -5.0f;
if(SubCameraData.offset.y > 5.0f)
SubCameraData.offset.y = 5.0f;
if(SubCameraData.offset.y < -5.0f)
SubCameraData.offset.y = -5.0f;
CameraSetData(&SubCameraData, OFFSET);
}
void
ChangeViewWindow(float deltaX, float deltaY)
{
SubCameraData.viewWindow.x += deltaX;
SubCameraData.viewWindow.y += deltaY;
if(SubCameraData.viewWindow.x > 5.0f)
SubCameraData.viewWindow.x = 5.0f;
if(SubCameraData.viewWindow.x < 0.01f)
SubCameraData.viewWindow.x = 0.01f;
if(SubCameraData.viewWindow.y > 5.0f)
SubCameraData.viewWindow.y = 5.0f;
if(SubCameraData.viewWindow.y < 0.01f)
SubCameraData.viewWindow.y = 0.01f;
CameraSetData(&SubCameraData, VIEWWINDOW);
}
void
CamerasCreate(rw::World *world)
{
rw::V3d offset = { 3.0f, 0.0f, 8.0f };
float rotate = -90.0f;
SubCamera = ViewerCreate(world);
ViewerMove(SubCamera, &offset);
ViewerRotate(SubCamera, rotate, 0.0f);
MainCamera = ViewerCreate(world);
CameraQueryData(&SubCameraData, ALL, SubCamera);
SubCameraData.nearClipPlane = 0.3f;
CameraSetData(&SubCameraData, NEARCLIPPLANE);
SubCameraData.farClipPlane = 5.0f;
CameraSetData(&SubCameraData, FARCLIPPLANE);
CameraTexture.camera = SubCamera;
CameraTextureInit(&CameraTexture);
SubCameraData.cameraTexture = &CameraTexture;
SubCameraMainCameraSubRaster = rw::Raster::create(0, 0, 0, rw::Raster::CAMERA);
SubCameraMainCameraSubZRaster = rw::Raster::create(0, 0, 0, rw::Raster::ZBUFFER);
}
void
CamerasDestroy(rw::World *world)
{
SubCameraMiniViewSelect(false);
if(MainCamera){
ViewerDestroy(MainCamera, world);
MainCamera = nil;
}
if(SubCamera){
ViewerDestroy(SubCamera, world);
SubCamera = nil;
}
CameraTextureTerm(&CameraTexture);
if(SubCameraMainCameraSubRaster){
SubCameraMainCameraSubRaster->destroy();
SubCameraMainCameraSubRaster = nil;
}
if(SubCameraMainCameraSubZRaster){
SubCameraMainCameraSubZRaster->destroy();
SubCameraMainCameraSubZRaster = nil;
}
}
void
UpdateSubRaster(rw::Camera *camera, rw::Rect *rect)
{
rw::Rect subRect;
subRect.x = rect->w * 0.75f;
subRect.y = 0;
subRect.w = rect->w * 0.25f;
subRect.h = rect->h * 0.25f;
SubCameraMainCameraSubRaster->subRaster(camera->frameBuffer, &subRect);
SubCameraMainCameraSubZRaster->subRaster(camera->zBuffer, &subRect);
}
void
CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio)
{
static bool RasterInit;
if(MainCamera == nil)
return;
sk::CameraSize(MainCamera, rect, viewWindow, aspectRatio);
UpdateSubRaster(MainCamera, rect);
if(RasterInit)
SubCameraMiniViewSelect(false);
sk::CameraSize(SubCamera, rect, viewWindow, aspectRatio);
SubCameraRaster = SubCamera->frameBuffer;
SubCameraZRaster = SubCamera->zBuffer;
RasterInit = true;
SubCameraMiniViewSelect(CameraSelected == 0);
CameraQueryData(&SubCameraData, VIEWWINDOW, SubCamera);
}
void
RenderSubCamera(rw::RGBA *backgroundColor, rw::int32 clearMode, rw::World *world)
{
SubCamera->clear(backgroundColor, clearMode);
SubCamera->beginUpdate();
world->render();
SubCamera->endUpdate();
}
void
RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world)
{
rw::Raster *saveRaster, *saveZRaster;
saveRaster = CameraTexture.camera->frameBuffer;
saveZRaster = CameraTexture.camera->zBuffer;
CameraTexture.camera->frameBuffer = CameraTexture.raster;
CameraTexture.camera->zBuffer = CameraTexture.zRaster;
CameraTexture.camera->clear(foregroundColor, clearMode);
CameraTexture.camera->beginUpdate();
world->render();
CameraTexture.camera->endUpdate();
CameraTexture.camera->frameBuffer = saveRaster;
CameraTexture.camera->zBuffer = saveZRaster;
}
void
SubCameraMiniViewSelect(bool select)
{
if(select){
SubCamera->frameBuffer = SubCameraMainCameraSubRaster;
SubCamera->zBuffer = SubCameraMainCameraSubZRaster;
}else{
SubCamera->frameBuffer = SubCameraRaster;
SubCamera->zBuffer = SubCameraZRaster;
}
}
void
CameraTextureInit(TextureCamera *ct)
{
ct->raster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::CAMERATEXTURE);
assert(ct->raster);
ct->zRaster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::ZBUFFER);
assert(ct->zRaster);
ct->texture = rw::Texture::create(ct->raster);
ct->texture->setFilter(rw::Texture::FilterMode::LINEAR);
}
void
CameraTextureTerm(TextureCamera *ct)
{
if(ct->raster){
ct->raster->destroy();
ct->raster = nil;
}
if(ct->zRaster){
ct->zRaster->destroy();
ct->zRaster = nil;
}
if(ct->texture){
ct->texture->raster = nil;
ct->texture->destroy();
ct->texture = nil;
}
}
void
DrawCameraFrustum(CameraData *c)
{
rw::RGBA yellow = { 255, 255, 0, 64 };
rw::RGBA red = { 255, 0, 0, 255 };
rw::RWDEVICE::Im3DVertex frustum[13];
// lines
rw::uint16 indicesL[] = {
1, 2, 2, 3, 3, 4, 4, 1,
5, 6, 6, 7, 7, 8, 8, 5,
9, 10, 10, 11, 11, 12, 12, 9,
5, 9, 6, 10, 7, 11, 8, 12,
0, 0
};
// triangles
rw::uint16 indicesT[] = {
5, 6, 10,
10, 9, 5,
6, 7, 11,
11, 10, 6,
7, 8, 12,
12, 11, 7,
8, 5, 9,
9, 12, 8,
7, 6, 5,
5, 8, 7,
9, 10, 11,
11, 12, 9
};
float signs[4][2] = {
{ 1, 1 },
{ -1, 1 },
{ -1, -1 },
{ 1, -1 }
};
float depth[3];
depth[0] = 1.0f; // view window
depth[1] = c->nearClipPlane;
depth[2] = c->farClipPlane;
int k = 0;
frustum[k].setX(c->offset.x);
frustum[k].setY(c->offset.y);
frustum[k].setZ(0.0f);
k++;
for(int i = 0; i < 3; i++) // depths
for(int j = 0; j < 4; j++){ // planes
if(c->projection == rw::Camera::PERSPECTIVE){
frustum[k].setX(-c->offset.x + depth[i]*(signs[j][0]*c->viewWindow.x + c->offset.x));
frustum[k].setY(c->offset.y + depth[i]*(signs[j][1]*c->viewWindow.y - c->offset.y));
frustum[k].setZ(depth[i]);
}else{
frustum[k].setX(-c->offset.x + signs[j][0]*c->viewWindow.x + depth[i]*c->offset.x);
frustum[k].setY(c->offset.y + signs[j][1]*c->viewWindow.y - depth[i]*c->offset.y);
frustum[k].setZ(depth[i]);
}
k++;
}
for(int i = 0; i < 5; i++)
frustum[i].setColor(red.red, red.green, red.blue, red.alpha);
for(int i = 5; i < 13; i++)
frustum[i].setColor(yellow.red, yellow.green, yellow.blue, 255);
rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indicesL, 34);
rw::im3d::End();
for(int i = 5; i < 13; i++)
frustum[i].setColor(yellow.red, yellow.green, yellow.blue, yellow.alpha);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesT, 36);
rw::im3d::End();
}
void
DrawCameraViewplaneTexture(CameraData *c)
{
rw::RGBA white = { 255, 255, 255, 255 };
rw::RWDEVICE::Im3DVertex frustum[4];
rw::uint16 indicesV[] = {
2, 1, 0,
0, 3, 2,
0, 1, 2,
2, 3, 0
};
float uvValues[4][2] = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
{ 0.0f, 1.0f }
};
float signs[4][2] = {
{ 1, 1 },
{ -1, 1 },
{ -1, -1 },
{ 1, -1 }
};
for(int j = 0; j < 4; j++){
frustum[j].setX(signs[j][0]*c->viewWindow.x);
frustum[j].setY(signs[j][1]*c->viewWindow.y);
frustum[j].setZ(1.0f);
}
for(int i = 0; i < 4; i++){
frustum[i].setColor(white.red, white.green, white.blue, white.alpha);
frustum[i].setU(uvValues[i][0]);
frustum[i].setV(uvValues[i][1]);
}
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderStatePtr(rw::TEXTURERASTER, c->cameraTexture->texture->raster);
rw::im3d::Transform(frustum, 4, c->camera->getFrame()->getLTM(), rw::im3d::VERTEXUV);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesV, 12);
rw::im3d::End();
}