librw/tools/camera/main.cpp

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2021-03-04 04:53:06 +08:00
#include <rw.h>
#include <skeleton.h>
#include <assert.h>
#include "viewer.h"
#include "camexamp.h"
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
rw::EngineOpenParams engineOpenParams;
float FOV = 70.0f;
rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
rw::RGBA BackgroundColorSub = { 74, 74, 74, 0 };
rw::World *World;
rw::Charset *Charset;
rw::V3d Xaxis = { 1.0f, 0.0, 0.0f };
rw::V3d Yaxis = { 0.0f, 1.0, 0.0f };
rw::V3d Zaxis = { 0.0f, 0.0, 1.0f };
float TimeDelta;
rw::Clump *Clump;
rw::World*
CreateWorld(void)
{
rw::BBox bb;
bb.inf.x = bb.inf.y = bb.inf.z = -100.0f;
bb.sup.x = bb.sup.y = bb.sup.z = 100.0f;
return rw::World::create(&bb);
}
void
LightsCreate(rw::World *world)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
World->addLight(light);
light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 30.0f, rw::COMBINEREPLACE);
frame->rotate(&Yaxis, 30.0f, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
World->addLight(light);
}
rw::Clump*
ClumpCreate(rw::World *world)
{
rw::Clump *clump;
rw::StreamFile in;
rw::Image::setSearchPath("files/clump/");
const char *filename = "files/clump.dff";
if(in.open(filename, "rb") == NULL){
printf("couldn't open file\n");
return nil;
}
if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL))
return nil;
clump = rw::Clump::streamRead(&in);
in.close();
if(clump == nil)
return nil;
rw::Frame *frame = clump->getFrame();
rw::V3d pos = { 0.0f, 0.0f, 8.0f };
frame->translate(&pos, rw::COMBINEREPLACE);
World->addClump(clump);
return clump;
}
void
ClumpRotate(rw::Clump *clump, rw::Camera *camera, float xAngle, float yAngle)
{
rw::Matrix *cameraMatrix = &camera->getFrame()->matrix;
rw::Frame *clumpFrame = clump->getFrame();
rw::V3d pos = clumpFrame->matrix.pos;
pos = rw::scale(pos, -1.0f);
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
clumpFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
clumpFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
pos = rw::scale(pos, -1.0f);
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
}
void
ClumpTranslate(rw::Clump *clump, rw::Camera *camera, float xDelta, float yDelta)
{
rw::Matrix *cameraMatrix = &camera->getFrame()->matrix;
rw::Frame *clumpFrame = clump->getFrame();
rw::V3d deltaX = rw::scale(cameraMatrix->right, xDelta);
rw::V3d deltaZ = rw::scale(cameraMatrix->at, yDelta);
rw::V3d delta = rw::add(deltaX, deltaZ);
clumpFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}
void
ClumpSetPosition(rw::Clump *clump, rw::V3d *position)
{
clump->getFrame()->translate(position, rw::COMBINEREPLACE);
}
void
Initialize(void)
{
sk::globals.windowtitle = "Camera example";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
Initialize3D(void)
{
if(!sk::InitRW())
return false;
Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor);
World = CreateWorld();
CamerasCreate(World);
LightsCreate(World);
Clump = ClumpCreate(World);
rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
rw::SetRenderState(rw::ZTESTENABLE, 1);
rw::SetRenderState(rw::ZWRITEENABLE, 1);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
rw::Rect r;
r.x = 0;
r.y = 0;
r.w = sk::globals.width;
r.h = sk::globals.height;
CameraSizeUpdate(&r, 0.5f, 4.0f/3.0f);
return true;
}
void
DestroyLight(rw::Light *light, rw::World *world)
{
world->removeLight(light);
rw::Frame *frame = light->getFrame();
if(frame){
light->setFrame(nil);
frame->destroy();
}
light->destroy();
}
void
Terminate3D(void)
{
if(Clump){
World->removeClump(Clump);
Clump->destroy();
Clump = nil;
}
FORLIST(lnk, World->globalLights){
rw::Light *light = rw::Light::fromWorld(lnk);
DestroyLight(light, World);
}
FORLIST(lnk, World->localLights){
rw::Light *light = rw::Light::fromWorld(lnk);
DestroyLight(light, World);
}
CamerasDestroy(World);
if(World){
World->destroy();
World = nil;
}
if(Charset){
Charset->destroy();
Charset = nil;
}
sk::TerminateRW();
}
bool
attachPlugins(void)
{
rw::ps2::registerPDSPlugin(40);
rw::ps2::registerPluginPDSPipes();
rw::registerMeshPlugin();
rw::registerNativeDataPlugin();
rw::registerAtomicRightsPlugin();
rw::registerMaterialRightsPlugin();
rw::xbox::registerVertexFormatPlugin();
rw::registerSkinPlugin();
rw::registerUserDataPlugin();
rw::registerHAnimPlugin();
rw::registerMatFXPlugin();
rw::registerUVAnimPlugin();
rw::ps2::registerADCPlugin();
return true;
}
void
DisplayOnScreenInfo(void)
{
char str[256];
sprintf(str, "View window (%.2f, %.2f)", SubCameraData.viewWindow.x, SubCameraData.viewWindow.y);
Charset->print(str, 100, 100, 0);
sprintf(str, "View offset (%.2f, %.2f)", SubCameraData.offset.x, SubCameraData.offset.y);
Charset->print(str, 100, 120, 0);
}
void
ResetCameraAndClump(void)
{
SubCameraData.nearClipPlane = 0.3f;
SubCameraData.farClipPlane = 5.0f;
SubCameraData.projection = rw::Camera::PERSPECTIVE;
SubCameraData.offset.x = 0.0f;
SubCameraData.offset.y = 0.0f;
SubCameraData.viewWindow.x = 0.5f;
SubCameraData.viewWindow.y = 0.38f;
CameraSetData(&SubCameraData, ALL);
ProjectionIndex = 0;
rw::V3d position = { 3.0f, 0.0f, 8.0f };
rw::V3d point = { 0.0f, 0.0f, 8.0f };
ViewerSetPosition(SubCameraData.camera, &position);
ViewerRotate(SubCamera, -90.0f, 0.0f);
ClumpSetPosition(Clump, &point);
}
void
Gui(void)
{
static bool showCameraWindow = true;
ImGui::Begin("Camera", &showCameraWindow);
ImGui::RadioButton("Main camera", &CameraSelected, 0);
ImGui::RadioButton("Sub camera", &CameraSelected, 1);
if(ImGui::RadioButton("Perspective", &ProjectionIndex, 0))
ProjectionCallback();
if(ImGui::RadioButton("Parallel", &ProjectionIndex, 1))
ProjectionCallback();
if(ImGui::SliderFloat("Near clip-plane", &SubCameraData.nearClipPlane, 0.1f, SubCameraData.farClipPlane-0.1f))
ClipPlaneCallback();
if(ImGui::SliderFloat("Far clip-plane", &SubCameraData.farClipPlane, SubCameraData.nearClipPlane+0.1f, 20.0f))
ClipPlaneCallback();
if(ImGui::Button("Reset"))
ResetCameraAndClump();
ImGui::End();
}
void
MainCameraRender(rw::Camera *camera)
{
RenderTextureCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World);
camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
camera->beginUpdate();
ImGui_ImplRW_NewFrame(TimeDelta);
World->render();
DrawCameraViewplaneTexture(&SubCameraData);
DrawCameraFrustum(&SubCameraData);
DisplayOnScreenInfo();
Gui();
ImGui::EndFrame();
ImGui::Render();
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ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
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camera->endUpdate();
RenderSubCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World);
}
void
SubCameraRender(rw::Camera *camera)
{
camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
camera->beginUpdate();
ImGui_ImplRW_NewFrame(TimeDelta);
World->render();
DisplayOnScreenInfo();
Gui();
ImGui::EndFrame();
ImGui::Render();
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ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
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camera->endUpdate();
}
void
Render(void)
{
rw::Camera *camera;
SubCameraMiniViewSelect(CameraSelected == 0);
switch(CameraSelected){
default:
case 0:
camera = MainCamera;
MainCameraRender(camera);
break;
case 1:
camera = SubCamera;
SubCameraRender(camera);
break;
}
camera->showRaster(0);
}
void
Idle(float timeDelta)
{
TimeDelta = timeDelta;
Render();
}
int MouseX, MouseY;
int MouseDeltaX, MouseDeltaY;
int MouseButtons;
bool RotateClump;
bool TranslateClump;
bool RotateCamera;
bool TranslateCamera;
bool ViewXWindow;
bool ViewYWindow;
bool ViewXOffset;
bool ViewYOffset;
bool Ctrl, Alt, Shift;
void
KeyUp(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
Ctrl = false;
break;
case sk::KEY_LALT:
case sk::KEY_RALT:
Alt = false;
break;
case sk::KEY_LSHIFT:
case sk::KEY_RSHIFT:
Shift = false;
break;
}
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
Ctrl = true;
break;
case sk::KEY_LALT:
case sk::KEY_RALT:
Alt = true;
break;
case sk::KEY_LSHIFT:
case sk::KEY_RSHIFT:
Shift = true;
break;
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
void
MouseBtn(sk::MouseState *mouse)
{
MouseButtons = mouse->buttons;
RotateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&1);
TranslateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&4);
RotateCamera = Ctrl && !!(MouseButtons&1);
TranslateCamera = Ctrl && !!(MouseButtons&4);
ViewXWindow = Shift && !!(MouseButtons&1);
ViewYWindow = Shift && !!(MouseButtons&4);
ViewXOffset = Alt && !!(MouseButtons&1);
ViewYOffset = Alt && !!(MouseButtons&4);
}
void
MouseMove(sk::MouseState *mouse)
{
MouseDeltaX = mouse->posx - MouseX;
MouseDeltaY = mouse->posy - MouseY;
MouseX = mouse->posx;
MouseY = mouse->posy;
if(RotateClump)
ClumpRotate(Clump, MainCamera, MouseDeltaX, -MouseDeltaY);
if(TranslateClump)
ClumpTranslate(Clump, MainCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.1f);
if(RotateCamera)
ViewerRotate(SubCamera, -MouseDeltaX*0.1f, MouseDeltaY*0.1f);
if(TranslateCamera)
ViewerTranslate(SubCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.01f);
if(ViewXWindow)
ChangeViewWindow(-MouseDeltaY*0.01f, 0.0f);
if(ViewYWindow)
ChangeViewWindow(0.0f, -MouseDeltaY*0.01f);
if(ViewXOffset)
ChangeViewOffset(-MouseDeltaY*0.01f, 0.0f);
if(ViewYOffset)
ChangeViewOffset(0.0f, -MouseDeltaY*0.01f);
}
sk::EventStatus
AppEventHandler(sk::Event e, void *param)
{
using namespace sk;
Rect *r;
MouseState *ms;
ImGuiEventHandler(e, param);
ImGuiIO &io = ImGui::GetIO();
switch(e){
case INITIALIZE:
Initialize();
return EVENTPROCESSED;
case RWINITIALIZE:
return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
case RWTERMINATE:
Terminate3D();
return EVENTPROCESSED;
case PLUGINATTACH:
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
case KEYDOWN:
KeyDown(*(int*)param);
return EVENTPROCESSED;
case KEYUP:
KeyUp(*(int*)param);
return EVENTPROCESSED;
case MOUSEBTN:
if(!io.WantCaptureMouse){
ms = (MouseState*)param;
MouseBtn(ms);
}else
MouseButtons = 0;
return EVENTPROCESSED;
case MOUSEMOVE:
MouseMove((MouseState*)param);
return EVENTPROCESSED;
case RESIZE:
r = (Rect*)param;
// TODO: register when we're minimized
if(r->w == 0) r->w = 1;
if(r->h == 0) r->h = 1;
sk::globals.width = r->w;
sk::globals.height = r->h;
CameraSizeUpdate(r, 0.5f, 4.0f/3.0f);
break;
case IDLE:
Idle(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}