mirror of
https://github.com/aap/librw.git
synced 2024-11-28 14:45:41 +00:00
397 lines
7.8 KiB
C++
397 lines
7.8 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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#include <assert.h>
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#include "main.h"
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#include "lights.h"
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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rw::EngineOpenParams engineOpenParams;
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float FOV = 70.0f;
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rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
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rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
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rw::World *World;
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rw::Camera *Camera;
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rw::V3d Xaxis = { 1.0f, 0.0, 0.0f };
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rw::V3d Yaxis = { 0.0f, 1.0, 0.0f };
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rw::V3d Zaxis = { 0.0f, 0.0, 1.0f };
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rw::World*
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CreateWorld(void)
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{
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rw::BBox bb;
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bb.inf.x = bb.inf.y = bb.inf.z = -100.0f;
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bb.sup.x = bb.sup.y = bb.sup.z = 100.0f;
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return rw::World::create(&bb);
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}
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rw::Camera*
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CreateCamera(rw::World *world)
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{
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rw::Camera *camera;
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camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
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assert(camera);
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camera->setNearPlane(0.1f);
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camera->setFarPlane(300.0f);
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camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
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world->addCamera(camera);
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return camera;
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}
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bool
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CreateTestScene(rw::World *world)
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{
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rw::Clump *clump;
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rw::StreamFile in;
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const char *filename = "checker.dff";
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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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if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
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return false;
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clump = rw::Clump::streamRead(&in);
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in.close();
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if(clump == nil)
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return false;
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rw::Clump *clone;
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rw::Frame *clumpFrame;
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rw::V3d pos;
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float zOffset = 75.0f;
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// Bottom panel
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clumpFrame = clump->getFrame();
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clumpFrame->rotate(&Xaxis, 90.0f, rw::COMBINEREPLACE);
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pos.x = 0.0f;
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pos.y = -25.0f;
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pos.z = zOffset;
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clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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// only need to add once
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world->addClump(clump);
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// Top panel
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clone = clump->clone();
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clumpFrame = clone->getFrame();
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clumpFrame->rotate(&Xaxis, -90.0f, rw::COMBINEREPLACE);
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pos.x = 0.0f;
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pos.y = 25.0f;
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pos.z = zOffset;
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clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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// Left panel
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clone = clump->clone();
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clumpFrame = clone->getFrame();
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clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
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clumpFrame->rotate(&Yaxis, 90.0f, rw::COMBINEPOSTCONCAT);
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pos.x = 25.0f;
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pos.y = 0.0f;
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pos.z = zOffset;
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clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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// Right panel
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clone = clump->clone();
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clumpFrame = clone->getFrame();
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clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
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clumpFrame->rotate(&Yaxis, -90.0f, rw::COMBINEPOSTCONCAT);
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pos.x = -25.0f;
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pos.y = 0.0f;
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pos.z = zOffset;
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clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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// Back panel
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clone = clump->clone();
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clumpFrame = clone->getFrame();
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clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE);
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pos.x = 0.0f;
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pos.y = 0.0f;
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pos.z = zOffset + 25.0f;
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clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
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// BBox
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pos.x = 25.0f;
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pos.y = 25.0f;
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pos.z = zOffset - 25.0f;
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RoomBBox.initialize(&pos);
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pos.x = -25.0f;
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pos.y = -25.0f;
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pos.z = zOffset + 25.0f;
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RoomBBox.addPoint(&pos);
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return 1;
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}
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void
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Initialize(void)
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{
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sk::globals.windowtitle = "Lights example";
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sk::globals.width = 1280;
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sk::globals.height = 800;
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sk::globals.quit = 0;
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}
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bool
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Initialize3D(void)
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{
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if(!sk::InitRW())
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return false;
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World = CreateWorld();
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BaseAmbientLight = CreateBaseAmbientLight();
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AmbientLight = CreateAmbientLight();
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DirectLight = CreateDirectLight();
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PointLight = CreatePointLight();
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SpotLight = CreateSpotLight();
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SpotSoftLight = CreateSpotSoftLight();
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Camera = CreateCamera(World);
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CreateTestScene(World);
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ImGui_ImplRW_Init();
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ImGui::StyleColorsClassic();
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return true;
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}
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void
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Terminate3D(void)
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{
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FORLIST(lnk, World->clumps){
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rw::Clump *clump = rw::Clump::fromWorld(lnk);
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World->removeClump(clump);
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clump->destroy();
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}
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if(Camera){
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World->removeCamera(Camera);
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sk::CameraDestroy(Camera);
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Camera = nil;
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}
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LightsDestroy();
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if(World){
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World->destroy();
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World = nil;
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}
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sk::TerminateRW();
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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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Gui(void)
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{
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// ImGui::ShowDemoWindow(nil);
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static bool showLightWindow = true;
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ImGui::Begin("Lights", &showLightWindow);
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ImGui::Checkbox("Light", &LightOn);
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ImGui::Checkbox("Draw Light", &LightDrawOn);
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if(ImGui::Checkbox("Base Ambient", &BaseAmbientLightOn)){
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if(BaseAmbientLightOn){
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if(BaseAmbientLight->world == nil)
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World->addLight(BaseAmbientLight);
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}else{
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if(BaseAmbientLight->world)
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World->removeLight(BaseAmbientLight);
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}
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}
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ImGui::RadioButton("Ambient Light", &LightTypeIndex, 0);
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ImGui::RadioButton("Point Light", &LightTypeIndex, 1);
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ImGui::RadioButton("Directional Light", &LightTypeIndex, 2);
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ImGui::RadioButton("Spot Light", &LightTypeIndex, 3);
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ImGui::RadioButton("Soft Spot Light", &LightTypeIndex, 4);
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ImGui::ColorEdit3("Color", (float*)&LightColor);
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float radAngle = LightConeAngle/180.0f*M_PI;
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ImGui::SliderAngle("Cone angle", &radAngle, 0.0f, 180.0f);
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LightConeAngle = radAngle/M_PI*180.0f;
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ImGui::SliderFloat("Radius", &LightRadius, 0.1f, 500.0f);
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ImGui::End();
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}
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void
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Render(float timeDelta)
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{
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Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
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Camera->beginUpdate();
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ImGui_ImplRW_NewFrame(timeDelta);
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World->render();
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if(LightDrawOn && CurrentLight)
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DrawCurrentLight();
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Gui();
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
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Camera->endUpdate();
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Camera->showRaster(0);
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}
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void
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Idle(float timeDelta)
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{
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LightsUpdate();
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Render(timeDelta);
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}
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int MouseX, MouseY;
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int MouseDeltaX, MouseDeltaY;
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int MouseButtons;
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int CtrlDown;
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bool RotateLight;
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bool TranslateLightXY;
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bool TranslateLightZ;
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void
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KeyUp(int key)
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{
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switch(key){
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case sk::KEY_LCTRL:
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case sk::KEY_RCTRL:
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CtrlDown = 0;
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break;
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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 sk::KEY_LCTRL:
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case sk::KEY_RCTRL:
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CtrlDown = 1;
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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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MouseBtn(sk::MouseState *mouse)
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{
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MouseButtons = mouse->buttons;
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RotateLight = !CtrlDown && !!(MouseButtons&1);
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TranslateLightXY = CtrlDown && !!(MouseButtons&1);
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TranslateLightZ = CtrlDown && !!(MouseButtons&4);
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}
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void
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MouseMove(sk::MouseState *mouse)
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{
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MouseDeltaX = mouse->posx - MouseX;
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MouseDeltaY = mouse->posy - MouseY;
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MouseX = mouse->posx;
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MouseY = mouse->posy;
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if(RotateLight)
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LightRotate(-MouseDeltaX, MouseDeltaY);
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if(TranslateLightXY)
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LightTranslateXY(-MouseDeltaX*0.1f, -MouseDeltaY*0.1f);
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if(TranslateLightZ)
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LightTranslateZ(-MouseDeltaY*0.1f);
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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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ImGuiEventHandler(e, param);
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ImGuiIO &io = ImGui::GetIO();
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switch(e){
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case INITIALIZE:
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Initialize();
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return EVENTPROCESSED;
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case RWINITIALIZE:
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return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
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case RWTERMINATE:
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Terminate3D();
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return EVENTPROCESSED;
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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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if(!io.WantCaptureMouse){
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ms = (MouseState*)param;
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MouseBtn(ms);
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}else
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MouseButtons = 0;
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return EVENTPROCESSED;
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case MOUSEMOVE:
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MouseMove((MouseState*)param);
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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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if(::Camera){
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sk::CameraSize(::Camera, r);
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::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
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}
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break;
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case IDLE:
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Idle(*(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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