finished lights example

This commit is contained in:
aap
2021-03-03 02:00:52 +01:00
parent af20de4522
commit 0921a2b003
10 changed files with 708 additions and 173 deletions

View File

@ -2,134 +2,45 @@
#include <skeleton.h>
#include <assert.h>
#include "main.h"
#include "lights.h"
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
struct SceneGlobals {
rw::World *world;
rw::Camera *camera;
} Scene;
rw::EngineOpenParams engineOpenParams;
float FOV = 70.0f;
rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
rw::RGBA BackgroundColor = { 64, 64, 64, 0 };
rw::World *World;
rw::Camera *Camera;
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 };
rw::Light *BaseAmbientLight;
bool BaseAmbientLightOn;
rw::Light *CurrentLight;
rw::Light *AmbientLight;
rw::Light *PointLight;
rw::Light *DirectLight;
rw::Light *SpotLight;
rw::Light *SpotSoftLight;
float LightRadius = 100.0f;
float LightConeAngle = 45.0f;
rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
void
Init(void)
rw::World*
CreateWorld(void)
{
sk::globals.windowtitle = "Light test";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
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);
}
bool
attachPlugins(void)
rw::Camera*
CreateCamera(rw::World *world)
{
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;
}
rw::Light*
CreateBaseAmbientLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
light->setColor(0.5f, 0.5f, 0.5f);
return light;
}
rw::Light*
CreateAmbientLight(void)
{
return rw::Light::create(rw::Light::AMBIENT);
}
rw::Light*
CreateDirectLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreatePointLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::POINT);
assert(light);
light->radius = LightRadius;
rw::Frame *frame = rw::Frame::create();
assert(frame);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEREPLACE);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotSoftLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
rw::Camera *camera;
camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
assert(camera);
camera->setNearPlane(0.1f);
camera->setFarPlane(300.0f);
camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
world->addCamera(camera);
return camera;
}
bool
@ -208,17 +119,35 @@ CreateTestScene(rw::World *world)
pos.z = zOffset + 25.0f;
clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
// BBox
pos.x = 25.0f;
pos.y = 25.0f;
pos.z = zOffset - 25.0f;
RoomBBox.initialize(&pos);
pos.x = -25.0f;
pos.y = -25.0f;
pos.z = zOffset + 25.0f;
RoomBBox.addPoint(&pos);
return 1;
}
bool
InitRW(void)
void
Initialize(void)
{
sk::globals.windowtitle = "Lights example";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
Initialize3D(void)
{
// rw::platform = rw::PLATFORM_D3D8;
if(!sk::InitRW())
return false;
Scene.world = rw::World::create();
World = CreateWorld();
BaseAmbientLight = CreateBaseAmbientLight();
AmbientLight = CreateAmbientLight();
@ -227,13 +156,9 @@ InitRW(void)
SpotLight = CreateSpotLight();
SpotSoftLight = CreateSpotSoftLight();
Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
Scene.camera->setNearPlane(0.1f);
Scene.camera->setFarPlane(300.0f);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
Scene.world->addCamera(Scene.camera);
Camera = CreateCamera(World);
CreateTestScene(Scene.world);
CreateTestScene(World);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
@ -241,101 +166,167 @@ InitRW(void)
return true;
}
void
SwitchToLight(rw::Light *light)
bool
attachPlugins(void)
{
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = light;
Scene.world->addLight(CurrentLight);
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
Gui(void)
{
// ImGui::ShowDemoWindow(&show_demo_window);
// ImGui::ShowDemoWindow(nil);
static bool showLightWindow = true;
ImGui::Begin("Lights", &showLightWindow);
static int lightswitch = 0;
if(ImGui::RadioButton("Light Off", &lightswitch, 0)){
if(CurrentLight)
Scene.world->removeLight(CurrentLight);
CurrentLight = nil;
}
if(ImGui::RadioButton("Ambient Light", &lightswitch, 1)){
SwitchToLight(AmbientLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Directional Light", &lightswitch, 2)){
SwitchToLight(DirectLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Point Light", &lightswitch, 3)){
SwitchToLight(PointLight);
}
if(ImGui::RadioButton("Spot Light", &lightswitch, 4)){
SwitchToLight(SpotLight);
}
ImGui::SameLine();
if(ImGui::RadioButton("Soft Spot Light", &lightswitch, 5)){
SwitchToLight(SpotSoftLight);
ImGui::Checkbox("Light", &LightOn);
ImGui::Checkbox("Draw Light", &LightDrawOn);
if(ImGui::Checkbox("Base Ambient", &BaseAmbientLightOn)){
if(BaseAmbientLightOn){
if(BaseAmbientLight->world == nil)
World->addLight(BaseAmbientLight);
}else{
if(BaseAmbientLight->world)
World->removeLight(BaseAmbientLight);
}
}
ImGui::RadioButton("Ambient Light", &LightTypeIndex, 0);
ImGui::RadioButton("Point Light", &LightTypeIndex, 1);
ImGui::RadioButton("Directional Light", &LightTypeIndex, 2);
ImGui::RadioButton("Spot Light", &LightTypeIndex, 3);
ImGui::RadioButton("Soft Spot Light", &LightTypeIndex, 4);
ImGui::ColorEdit3("Color", (float*)&LightColor);
float radAngle = LightConeAngle/180.0f*M_PI;
ImGui::SliderAngle("Cone angle", &radAngle, 0.0f, 180.0f);
LightConeAngle = radAngle/M_PI*180.0f;
ImGui::SliderFloat("Radius", &LightRadius, 0.1f, 500.0f);
ImGui::End();
}
void
Draw(float timeDelta)
Render(float timeDelta)
{
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
rw::RGBA clearcol = rw::makeRGBA(clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255);
Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Scene.camera->beginUpdate();
Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Camera->beginUpdate();
ImGui_ImplRW_NewFrame(timeDelta);
Scene.world->render();
World->render();
if(LightDrawOn && CurrentLight)
DrawCurrentLight();
Gui();
ImGui::EndFrame();
ImGui::Render();
Scene.camera->endUpdate();
Scene.camera->showRaster(0);
Camera->endUpdate();
Camera->showRaster(0);
}
void
Idle(float timeDelta)
{
LightsUpdate();
Render(timeDelta);
}
int MouseX, MouseY;
int MouseDeltaX, MouseDeltaY;
int MouseButtons;
int CtrlDown;
bool RotateLight;
bool TranslateLightXY;
bool TranslateLightZ;
void
KeyUp(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
CtrlDown = 0;
break;
}
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_LCTRL:
case sk::KEY_RCTRL:
CtrlDown = 1;
break;
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
void
MouseBtn(sk::MouseState *mouse)
{
MouseButtons = mouse->buttons;
RotateLight = !CtrlDown && !!(MouseButtons&1);
TranslateLightXY = CtrlDown && !!(MouseButtons&1);
TranslateLightZ = CtrlDown && !!(MouseButtons&4);
}
void
MouseMove(sk::MouseState *mouse)
{
MouseDeltaX = mouse->posx - MouseX;
MouseDeltaY = mouse->posy - MouseY;
MouseX = mouse->posx;
MouseY = mouse->posy;
if(RotateLight)
LightRotate(-MouseDeltaX, MouseDeltaY);
if(TranslateLightXY)
LightTranslateXY(-MouseDeltaX*0.1f, -MouseDeltaY*0.1f);
if(TranslateLightZ)
LightTranslateZ(-MouseDeltaY*0.1f);
}
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:
Init();
Initialize();
return EVENTPROCESSED;
case RWINITIALIZE:
return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
case PLUGINATTACH:
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
case KEYDOWN:
@ -344,6 +335,16 @@ AppEventHandler(sk::Event e, void *param)
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
@ -352,13 +353,13 @@ AppEventHandler(sk::Event e, void *param)
sk::globals.width = r->w;
sk::globals.height = r->h;
if(Scene.camera){
sk::CameraSize(Scene.camera, r);
Scene.camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
if(::Camera){
sk::CameraSize(::Camera, r);
::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height);
}
break;
case IDLE:
Draw(*(float*)param);
Idle(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;