mirror of
https://github.com/simtactics/niotso.git
synced 2025-03-22 19:02:20 +00:00
Aside from adding the new source files for libjpeg-turbo, added SLERP quaternion interpolation to libvitaboy Renderer.
The renderer is also making use of the new File::ReadFile() interface added to the FileHandler library.
This commit is contained in:
parent
7bf2669441
commit
83ad5d89d1
6 changed files with 815 additions and 865 deletions
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@ -1,6 +1,35 @@
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cmake_minimum_required(VERSION 2.6)
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project(FileHandler)
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add_subdirectory(libexpat)
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add_subdirectory(libfar)
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add_subdirectory(libpng)
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add_subdirectory(utk)
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add_subdirectory(xa)
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add_subdirectory(zlib)
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set(FILEHANDLER_SERIES 0)
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set(FILEHANDLER_MAJOR 0)
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set(FILEHANDLER_MINOR 0)
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set(FILEHANDLER_SOURCES
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File.cpp
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)
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include_directories(${CMAKE_SOURCE_DIR}/Libraries/FileHandler)
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add_library(FileHandler_static STATIC ${FILEHANDLER_SOURCES})
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set_target_properties(FileHandler_static PROPERTIES
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OUTPUT_NAME "FileHandler${FILEHANDLER_SERIES}"
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PREFIX ""
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CLEAN_DIRECT_OUTPUT 1)
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add_library(FileHandler_shared SHARED ${FILEHANDLER_SOURCES})
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set_target_properties(FileHandler_shared PROPERTIES
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OUTPUT_NAME "FileHandler${FILEHANDLER_SERIES}"
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VERSION ${FILEHANDLER_SERIES}${FILEHANDLER_MAJOR}.${FILEHANDLER_MINOR}.0
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SOVERSION ${FILEHANDLER_SERIES}${FILEHANDLER_MAJOR}
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PREFIX ""
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IMPORT_PREFIX ""
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CLEAN_DIRECT_OUTPUT 1)
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target_link_libraries(FileHandler_shared kernel32)
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59
Libraries/FileHandler/File.cpp
Normal file
59
Libraries/FileHandler/File.cpp
Normal file
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@ -0,0 +1,59 @@
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/*
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libvitaboy - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include <stdint.h>
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#include <windows.h>
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#include "FileHandler.hpp"
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namespace File {
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int Error = 0;
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unsigned FileSize = 0;
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uint8_t * ReadFile(const char * Filename){
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HANDLE hFile = CreateFile(Filename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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File::Error = (GetLastError() == ERROR_FILE_NOT_FOUND) ? FERR_NOT_FOUND : FERR_OPEN;
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return NULL;
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}
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FileSize = GetFileSize(hFile, NULL);
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if(FileSize == 0){
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CloseHandle(hFile);
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File::Error = FERR_BLANK;
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return NULL;
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}
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uint8_t * InData = (uint8_t*) malloc(FileSize);
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if(InData == NULL){
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CloseHandle(hFile);
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File::Error = FERR_MEMORY;
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return NULL;
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}
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DWORD bytestransferred;
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BOOL result = ::ReadFile(hFile, InData, FileSize, &bytestransferred, NULL);
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CloseHandle(hFile);
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if(!result || bytestransferred != FileSize){
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free(InData);
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File::Error = FERR_READ;
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return NULL;
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}
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return InData;
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}
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}
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32
Libraries/FileHandler/FileHandler.hpp
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32
Libraries/FileHandler/FileHandler.hpp
Normal file
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/*
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FileHandler - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum FErr {
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FERR_NOT_FOUND,
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FERR_OPEN,
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FERR_BLANK,
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FERR_MEMORY,
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FERR_READ
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};
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namespace File {
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extern int Error;
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extern unsigned FileSize;
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uint8_t * ReadFile(const char * Filename);
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}
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@ -15,6 +15,8 @@ if(WIN32)
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set(LIBVITABOY_SOURCES ${LIBVITABOY_SOURCES} resource.rc)
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endif()
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include_directories(${CMAKE_SOURCE_DIR}/Libraries/FileHandler)
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add_library(libvitaboy_static STATIC ${LIBVITABOY_SOURCES})
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set_target_properties(libvitaboy_static PROPERTIES
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OUTPUT_NAME "vitaboy"
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@ -34,4 +36,4 @@ add_executable(vbparse vbparse.cpp)
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target_link_libraries(vbparse libvitaboy_static)
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add_executable(Renderer Renderer.cpp)
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target_link_libraries(Renderer libvitaboy_shared "${CMAKE_SOURCE_DIR}/Libraries/libvitaboy/libSOIL.a" opengl32 glu32 winmm)
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target_link_libraries(Renderer libvitaboy_shared "${CMAKE_SOURCE_DIR}/Libraries/libvitaboy/libSOIL.a" FileHandler_shared opengl32 glu32 winmm)
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@ -33,7 +33,7 @@
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* hand.jpg (pick one from ./avatardata/hands/textures/)
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Animation:
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* animation.anim (pick one from avatardata/animations)
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* animation.anim (pick one from ./avatardata/animations/)
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==== Controls ====
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Arrow keys: Rotate the sim
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F11: Enter/leave fullscreen
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*/
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#include <windows.h> // Header File For Windows
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#include <windows.h>
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#include <math.h>
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#include <gl\gl.h> // Header File For The OpenGL32 Library
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#include <gl\glu.h> // Header File For The GLu32 Library
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#include <gl\gl.h>
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#include <gl\glu.h>
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#include <gl\glext.h>
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#include <FileHandler.hpp>
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#include "SOIL.h"
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#include "libvitaboy.hpp"
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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HDC hDC=NULL;
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HGLRC hRC=NULL;
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HWND hWnd=NULL;
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HINSTANCE hInstance;
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bool keys[256] = {0}; // Array Used For The Keyboard Routine
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bool active=true; // Window Active Flag Set To TRUE By Default
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bool fullscreen=false; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool keys[256] = {0};
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bool active=true;
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bool fullscreen=false;
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float zoom = -10;
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struct CharacterPlacement_t {
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Vertex_t Translation;
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Vertex_t Rotation;
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};
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CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
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Skeleton_t Skeleton;
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unsigned TextureCount = 3;
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const unsigned TextureCount = 3;
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GLuint texture[3];
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enum { Texture_Body, Texture_Head, Texture_Hand };
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const char* TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
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const char* const TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
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unsigned MeshCount = 4;
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const unsigned MeshCount = 4;
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Mesh_t Meshes[4];
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enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
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unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
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const char* MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
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const char* const MeshPaths[] = {"body.mesh", "head.mesh", "lhand.mesh", "rhand.mesh" };
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const unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
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const char* const MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
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Animation_t Animation;
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float AnimationTime = 0;
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LARGE_INTEGER ClockFreq, PreviousTime;
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float FramePeriod;
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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int LoadGLTextures()
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{
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for(int i=0; i<3; i++){
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/* load an image file directly as a new OpenGL texture */
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texture[i] = SOIL_load_OGL_texture(TexturePaths[i], SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, 0);
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if(texture[i] == 0)
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return false;
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// Typical Texture Generation Using Data From The Bitmap
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glBindTexture(GL_TEXTURE_2D, texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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return true; // Return Success
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return true;
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}
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void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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void ResizeScene(GLsizei width, GLsizei height)
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{
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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if(height==0) height++;
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glViewport(0,0,width,height); // Reset The Current Viewport
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glViewport(0,0,width,height);
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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int InitGL()
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
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{
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return FALSE; // If Texture Didn't Load Return FALSE
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}
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if(!LoadGLTextures())
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return false;
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_RESCALE_NORMAL);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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return TRUE; // Initialization Went OK
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glDepthFunc(GL_LEQUAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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return true;
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}
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void TransformVertices(Bone_t& Bone){
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void TransformVertices(Bone_t& Bone)
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{
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float Matrix[16];
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FindQuaternionMatrix(Matrix, &Bone.Rotation);
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@ -172,56 +167,65 @@ void TransformVertices(Bone_t& Bone){
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if(BoneIndex < Mesh.BindingCount){
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].FixedVertexCount; i++){
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glTranslatef(Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
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Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
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Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
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unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i;
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Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
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Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
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glTranslatef(RelativeVertex.x, RelativeVertex.y, RelativeVertex.z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x = Matrix[12];
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y = Matrix[13];
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z = Matrix[14];
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glTranslatef(-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
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-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
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-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
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AbsoluteVertex.x = Matrix[12];
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AbsoluteVertex.y = Matrix[13];
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AbsoluteVertex.z = Matrix[14];
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glTranslatef(-RelativeVertex.x, -RelativeVertex.y, -RelativeVertex.z);
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}
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendedVertexCount; i++){
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glTranslatef(Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
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Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
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Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
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unsigned VertexIndex = Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i;
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Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
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Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
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glTranslatef(RelativeVertex.x, RelativeVertex.y, RelativeVertex.z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[12];
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[13];
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[14];
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glTranslatef(-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
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-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
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-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
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AbsoluteVertex.x = Matrix[12];
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AbsoluteVertex.y = Matrix[13];
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AbsoluteVertex.z = Matrix[14];
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glTranslatef(-RelativeVertex.x, -RelativeVertex.y, -RelativeVertex.z);
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}
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}
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if(Bone.ChildrenCount == 1){
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TransformVertices(*Bone.Children[0]);
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}else if(Bone.ChildrenCount > 1){
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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glPushMatrix();
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TransformVertices(*Bone.Children[i]);
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glPopMatrix();
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}
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}
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}
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void BlendVertices(){
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void BlendVertices()
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{
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for(unsigned i=0; i<MeshCount; i++){
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Mesh_t& Mesh = Meshes[i];
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for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].x;
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].y;
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].z;
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unsigned Weight = Mesh.BlendData[i].Weight;
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Vertex_t& BlendedVertex = Mesh.TransformedVertexData[Mesh.FixedVertexCount + i];
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Vertex_t& FixedVertex = Mesh.TransformedVertexData[Mesh.FixedVertexCount + i];
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BlendedVertex.x =
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Weight * BlendedVertex.x +
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(1-Weight) * FixedVertex.x;
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BlendedVertex.y =
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Weight * BlendedVertex.y +
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(1-Weight) * FixedVertex.y;
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BlendedVertex.z =
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Weight * BlendedVertex.z +
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(1-Weight) * FixedVertex.z;
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}
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}
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}
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void DrawMeshes(){
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void DrawMeshes()
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{
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glPointSize(2.0);
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glColor3f(1.0, 1.0, 1.0);
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glPushMatrix();
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@ -246,7 +250,8 @@ void DrawMeshes(){
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glDisable(GL_TEXTURE_2D);
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}
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|
||||
void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta){
|
||||
void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta)
|
||||
{
|
||||
float Duration = (float)Animation.Motions[0].FrameCount/30;
|
||||
AnimationTime += TimeDelta;
|
||||
while(AnimationTime >= Duration) AnimationTime -= Duration;
|
||||
|
@ -299,7 +304,8 @@ void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta)
|
|||
}
|
||||
}
|
||||
|
||||
void DrawBonesSkeleton(Bone_t& Bone){
|
||||
void DrawBonesSkeleton(Bone_t& Bone)
|
||||
{
|
||||
glPointSize(5.0);
|
||||
glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
|
||||
float RotationMatrix[16];
|
||||
|
@ -314,22 +320,34 @@ void DrawBonesSkeleton(Bone_t& Bone){
|
|||
glColor3f(0.0, 1.0, 0.0);
|
||||
glBegin(GL_POINTS); glVertex3f(0, 0, 0); glEnd();
|
||||
|
||||
if(Bone.ChildrenCount == 1){
|
||||
DrawBonesSkeleton(*Bone.Children[0]);
|
||||
}else if(Bone.ChildrenCount > 1){
|
||||
for(unsigned i=0; i<Bone.ChildrenCount; i++){
|
||||
glPushMatrix();
|
||||
DrawBonesSkeleton(*Bone.Children[i]);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int DrawGLScene(void) // Here's Where We Do All The Drawing
|
||||
void DrawSkeleton()
|
||||
{
|
||||
glPushMatrix();
|
||||
DrawBonesSkeleton(Skeleton.Bones[0]);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
int DrawGLScene()
|
||||
{
|
||||
//Obtain the current time
|
||||
LARGE_INTEGER CurrentTime;
|
||||
QueryPerformanceCounter(&CurrentTime);
|
||||
|
||||
float TimeDelta = (float)(CurrentTime.QuadPart-PreviousTime.QuadPart)/ClockFreq.QuadPart;
|
||||
if(TimeDelta < 0) TimeDelta = 0; //Safe-guard in case of system delay
|
||||
PreviousTime = CurrentTime;
|
||||
|
||||
//Handle user interaction
|
||||
if(keys['A']) /*{if(zoom <=-1.0f) zoom+=0.05f; }*/ zoom+=3*TimeDelta;
|
||||
if(keys['S']) /*{if(zoom >=-10.0f) zoom-=0.05f; }*/ zoom-=3*TimeDelta;
|
||||
if(keys[VK_UP]){ if((Character.Rotation.x-=60*TimeDelta) <=-360) Character.Rotation.x+=360; }
|
||||
|
@ -344,7 +362,7 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
|
|||
if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
|
||||
if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen and the depth buffer
|
||||
|
||||
glLoadIdentity();
|
||||
glTranslatef(Character.Translation.x, Character.Translation.y, zoom + Character.Translation.z);
|
||||
|
@ -361,200 +379,160 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
|
|||
|
||||
if(ShowSkeleton){
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
DrawBonesSkeleton(Skeleton.Bones[0]);
|
||||
DrawSkeleton();
|
||||
}
|
||||
|
||||
return TRUE; // Keep Going
|
||||
return true;
|
||||
}
|
||||
|
||||
void KillGLWindow(void) // Properly Kill The Window
|
||||
void KillGLWindow()
|
||||
{
|
||||
if (fullscreen) // Are We In Fullscreen Mode?
|
||||
{
|
||||
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
|
||||
ShowCursor(TRUE); // Show Mouse Pointer
|
||||
if(fullscreen){
|
||||
ChangeDisplaySettings(NULL, 0); //Reset to the desktop resolution
|
||||
ShowCursor(true);
|
||||
}
|
||||
|
||||
if (hRC) // Do We Have A Rendering Context?
|
||||
{
|
||||
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
|
||||
{
|
||||
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
if(hRC){
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
wglDeleteContext(hRC);
|
||||
hRC = NULL;
|
||||
}
|
||||
|
||||
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
|
||||
{
|
||||
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
}
|
||||
hRC=NULL; // Set RC To NULL
|
||||
if(hDC){
|
||||
ReleaseDC(hWnd,hDC);
|
||||
hDC = NULL;
|
||||
}
|
||||
|
||||
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
|
||||
{
|
||||
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hDC=NULL; // Set DC To NULL
|
||||
if(hWnd){
|
||||
DestroyWindow(hWnd);
|
||||
hWnd = NULL;
|
||||
}
|
||||
|
||||
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
|
||||
{
|
||||
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hWnd=NULL; // Set hWnd To NULL
|
||||
UnregisterClass("OpenGL", hInstance);
|
||||
hInstance = NULL;
|
||||
}
|
||||
|
||||
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
|
||||
{
|
||||
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hInstance=NULL; // Set hInstance To NULL
|
||||
}
|
||||
}
|
||||
|
||||
/* This Code Creates Our OpenGL Window. Parameters Are: *
|
||||
* title - Title To Appear At The Top Of The Window *
|
||||
* width - Width Of The GL Window Or Fullscreen Mode *
|
||||
* height - Height Of The GL Window Or Fullscreen Mode *
|
||||
* bits - Number Of Bits To Use For Color (8/16/24/32) *
|
||||
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
|
||||
|
||||
typedef bool (APIENTRY *PFNWGLSWAPINTERVALFARPROC)(int);
|
||||
BOOL CreateGLWindow(const char * title, int width, int height, int bits, bool fullscreenflag)
|
||||
{
|
||||
GLuint PixelFormat; // Holds The Results After Searching For A Match
|
||||
WNDCLASS wc; // Windows Class Structure
|
||||
DWORD dwExStyle; // Window Extended Style
|
||||
DWORD dwStyle; // Window Style
|
||||
fullscreen = fullscreenflag;
|
||||
hInstance = GetModuleHandle(NULL);
|
||||
|
||||
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
|
||||
WNDCLASS wc = {
|
||||
CS_HREDRAW | CS_VREDRAW | CS_OWNDC, //style
|
||||
(WNDPROC) WndProc, //lpfnWndProc
|
||||
0, //cbClsExtra
|
||||
0, //cbWndExtra
|
||||
hInstance, //hInstance
|
||||
(HICON) LoadImage(NULL, IDI_WINLOGO, IMAGE_ICON, 0, 0, LR_SHARED), //hIcon
|
||||
(HCURSOR) LoadImage(NULL, IDC_ARROW, IMAGE_CURSOR, 0, 0, LR_SHARED | LR_DEFAULTSIZE), //hCursor
|
||||
NULL, //hbrBackground
|
||||
NULL, //lpszMenuName
|
||||
"OpenGL" //lpszClassName
|
||||
};
|
||||
|
||||
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
|
||||
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
|
||||
wc.cbClsExtra = 0; // No Extra Window Data
|
||||
wc.cbWndExtra = 0; // No Extra Window Data
|
||||
wc.hInstance = hInstance; // Set The Instance
|
||||
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
|
||||
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
|
||||
wc.hbrBackground = NULL; // No Background Required For GL
|
||||
wc.lpszMenuName = NULL; // We Don't Want A Menu
|
||||
wc.lpszClassName = "OpenGL"; // Set The Class Name
|
||||
|
||||
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
|
||||
{
|
||||
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
if(!RegisterClass(&wc)){
|
||||
MessageBox(NULL, "Failed to registrer the window class.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fullscreen) // Attempt Fullscreen Mode?
|
||||
{
|
||||
DEVMODE dmScreenSettings; // Device Mode
|
||||
DWORD dwStyle, dwExStyle;
|
||||
|
||||
if(fullscreen){
|
||||
DEVMODE dmScreenSettings;
|
||||
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dmScreenSettings);
|
||||
width = dmScreenSettings.dmPelsWidth;
|
||||
height = dmScreenSettings.dmPelsHeight;
|
||||
bits = dmScreenSettings.dmBitsPerPel;
|
||||
|
||||
dwExStyle=WS_EX_APPWINDOW | WS_EX_TOPMOST; // Window Extended Style
|
||||
dwStyle=WS_POPUP; // Windows Style
|
||||
ShowCursor(FALSE); // Hide Mouse Pointer
|
||||
}
|
||||
else
|
||||
{
|
||||
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
|
||||
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
|
||||
dwExStyle = WS_EX_APPWINDOW | WS_EX_TOPMOST;
|
||||
dwStyle = WS_POPUP;
|
||||
ShowCursor(false);
|
||||
}else{
|
||||
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
|
||||
dwStyle = WS_OVERLAPPEDWINDOW;
|
||||
}
|
||||
|
||||
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
|
||||
WindowRect.left=(long)0; // Set Left Value To 0
|
||||
WindowRect.right=(long)width; // Set Right Value To Requested Width
|
||||
WindowRect.top=(long)0; // Set Top Value To 0
|
||||
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
|
||||
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
|
||||
RECT WindowRect;
|
||||
WindowRect.left = 0;
|
||||
WindowRect.right = width;
|
||||
WindowRect.top = 0;
|
||||
WindowRect.bottom = height;
|
||||
AdjustWindowRectEx(&WindowRect, dwStyle, false, dwExStyle);
|
||||
|
||||
// Create The Window
|
||||
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
|
||||
"OpenGL", // Class Name
|
||||
title, // Window Title
|
||||
dwStyle | // Defined Window Style
|
||||
WS_CLIPSIBLINGS | // Required Window Style
|
||||
WS_CLIPCHILDREN, // Required Window Style
|
||||
0, 0, // Window Position
|
||||
WindowRect.right-WindowRect.left, // Calculate Window Width
|
||||
WindowRect.bottom-WindowRect.top, // Calculate Window Height
|
||||
NULL, // No Parent Window
|
||||
NULL, // No Menu
|
||||
hInstance, // Instance
|
||||
NULL))) // Dont Pass Anything To WM_CREATE
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
if(!(hWnd = CreateWindowEx(dwExStyle, "OpenGL",
|
||||
title,
|
||||
dwStyle | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
|
||||
0, 0,
|
||||
WindowRect.right-WindowRect.left,
|
||||
WindowRect.bottom-WindowRect.top,
|
||||
NULL, NULL, hInstance, NULL))
|
||||
){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Window creation error.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
|
||||
{
|
||||
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
|
||||
1, // Version Number
|
||||
PFD_DRAW_TO_WINDOW | // Format Must Support Window
|
||||
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
|
||||
PFD_DOUBLEBUFFER, // Must Support Double Buffering
|
||||
PFD_TYPE_RGBA, // Request An RGBA Format
|
||||
bits, // Select Our Color Depth
|
||||
0, 0, 0, 0, 0, 0, // Color Bits Ignored
|
||||
0, // No Alpha Buffer
|
||||
0, // Shift Bit Ignored
|
||||
0, // No Accumulation Buffer
|
||||
0, 0, 0, 0, // Accumulation Bits Ignored
|
||||
16, // 16Bit Z-Buffer (Depth Buffer)
|
||||
0, // No Stencil Buffer
|
||||
0, // No Auxiliary Buffer
|
||||
PFD_MAIN_PLANE, // Main Drawing Layer
|
||||
const PIXELFORMATDESCRIPTOR pfd = {
|
||||
sizeof(PIXELFORMATDESCRIPTOR), 1, //Size and version
|
||||
PFD_DRAW_TO_WINDOW | //dwFlags
|
||||
PFD_SUPPORT_OPENGL |
|
||||
PFD_DOUBLEBUFFER,
|
||||
PFD_TYPE_RGBA, //iPixelType
|
||||
bits, //cColorBits
|
||||
0, 0, 0, 0, 0, 0, 0, 0, //R,G,B,A bits
|
||||
0, 0, 0, 0, 0, //Accumulation buffer bits
|
||||
16, //cDepthBits
|
||||
0, //cStencilBits
|
||||
0, //cAuxBuffers
|
||||
PFD_MAIN_PLANE, //iLayerType
|
||||
0, //Reserved
|
||||
0, 0, 0 // Layer Masks Ignored
|
||||
0, 0, 0 //Masks
|
||||
};
|
||||
|
||||
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
hDC = GetDC(hWnd);
|
||||
if(!hDC){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Failed to create an OpenGL device context.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
unsigned PixelFormat = ChoosePixelFormat(hDC, &pfd);
|
||||
if(!PixelFormat){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Can't find a suitable PixelFormat.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
if(!SetPixelFormat(hDC,PixelFormat, &pfd)){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Can't set the PixelFormat.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
hRC = wglCreateContext(hDC);
|
||||
if(!hRC){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Failed to create an OpenGL rendering context.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
if(!wglMakeCurrent(hDC, hRC)){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Failed to activate an OpenGL device context.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
ShowWindow(hWnd,SW_SHOW); // Show The Window
|
||||
SetForegroundWindow(hWnd); // Slightly Higher Priority
|
||||
SetFocus(hWnd); // Sets Keyboard Focus To The Window
|
||||
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
|
||||
ShowWindow(hWnd,SW_SHOW);
|
||||
SetForegroundWindow(hWnd);
|
||||
SetFocus(hWnd);
|
||||
ResizeScene(width, height);
|
||||
|
||||
if (!InitGL()) // Initialize Our Newly Created GL Window
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
if(!InitGL()){
|
||||
KillGLWindow();
|
||||
MessageBox(NULL, "Initialization failed.", NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT = 0;
|
||||
|
@ -564,256 +542,123 @@ BOOL CreateGLWindow(const char * title, int width, int height, int bits, bool fu
|
|||
QueryPerformanceFrequency(&ClockFreq);
|
||||
QueryPerformanceCounter(&PreviousTime);
|
||||
|
||||
return TRUE; // Success
|
||||
return true;
|
||||
}
|
||||
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
|
||||
UINT uMsg, // Message For This Window
|
||||
WPARAM wParam, // Additional Message Information
|
||||
LPARAM lParam) // Additional Message Information
|
||||
{
|
||||
switch (uMsg) // Check For Windows Messages
|
||||
{
|
||||
case WM_ACTIVATE: // Watch For Window Activate Message
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
switch (uMsg) {
|
||||
case WM_KEYDOWN: {
|
||||
if(wParam == VK_ESCAPE){
|
||||
PostQuitMessage(0);
|
||||
}else if(wParam == VK_F11 && !keys[VK_F11]){
|
||||
KillGLWindow();
|
||||
fullscreen = !fullscreen;
|
||||
if(!CreateGLWindow("libvitaboy - Renderer",640,480,16,fullscreen)){
|
||||
PostQuitMessage(0);
|
||||
}
|
||||
}
|
||||
|
||||
keys[wParam] = true;
|
||||
} return 0;
|
||||
|
||||
case WM_KEYUP: {
|
||||
keys[wParam] = false;
|
||||
} return 0;
|
||||
|
||||
case WM_ACTIVATE: {
|
||||
// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
|
||||
// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
|
||||
// A NonZero Value Indicates The Window Is Minimized.
|
||||
if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
|
||||
active=TRUE; // Program Is Active
|
||||
active = true;
|
||||
else
|
||||
active=FALSE; // Program Is No Longer Active
|
||||
active = false;
|
||||
} return 0;
|
||||
|
||||
return 0; // Return To The Message Loop
|
||||
}
|
||||
case WM_SIZE: {
|
||||
ResizeScene(LOWORD(lParam),HIWORD(lParam));
|
||||
} return 0;
|
||||
|
||||
case WM_SYSCOMMAND: // Intercept System Commands
|
||||
{
|
||||
switch (wParam) // Check System Calls
|
||||
{
|
||||
case SC_SCREENSAVE: // Screensaver Trying To Start?
|
||||
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
|
||||
return 0; // Prevent From Happening
|
||||
}
|
||||
break; // Exit
|
||||
case WM_SYSCOMMAND: {
|
||||
switch (wParam) {
|
||||
case SC_SCREENSAVE:
|
||||
case SC_MONITORPOWER:
|
||||
return 0;
|
||||
}
|
||||
} break;
|
||||
|
||||
case WM_KEYDOWN: // Is A Key Being Held Down?
|
||||
{
|
||||
if(wParam == VK_ESCAPE){
|
||||
PostQuitMessage(0);
|
||||
}else if(wParam == VK_F11){
|
||||
KillGLWindow(); // Kill Our Current Window
|
||||
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
|
||||
// Recreate Our OpenGL Window
|
||||
if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
|
||||
{
|
||||
PostQuitMessage(0); // Quit If Window Was Not Created
|
||||
}
|
||||
}
|
||||
else keys[wParam] = TRUE;
|
||||
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_KEYUP: // Has A Key Been Released?
|
||||
{
|
||||
keys[wParam] = FALSE; // If So, Mark It As FALSE
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_SIZE: // Resize The OpenGL Window
|
||||
{
|
||||
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_DEVMODECHANGE:
|
||||
{
|
||||
case WM_DEVMODECHANGE: {
|
||||
DEVMODE dm;
|
||||
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
|
||||
FramePeriod = 1.0f/dm.dmDisplayFrequency;
|
||||
return 0;
|
||||
} return 0;
|
||||
|
||||
case WM_CLOSE: {
|
||||
PostQuitMessage(0);
|
||||
} return 0;
|
||||
}
|
||||
|
||||
case WM_QUIT:
|
||||
case WM_CLOSE: // Did We Receive A Close Message?
|
||||
{
|
||||
PostQuitMessage(0); // Send A Quit Message
|
||||
return 0; // Jump Back
|
||||
}
|
||||
}
|
||||
|
||||
// Pass All Unhandled Messages To DefWindowProc
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
int WINAPI WinMain( HINSTANCE, // Instance
|
||||
HINSTANCE, // Previous Instance
|
||||
LPSTR, // Command Line Parameters
|
||||
int) // Window Show State
|
||||
bool Read(const char * Filename, uint8_t ** InData){
|
||||
*InData = File::ReadFile(Filename);
|
||||
if(*InData != NULL){
|
||||
VBFile.set(*InData, File::FileSize);
|
||||
return true;
|
||||
}
|
||||
|
||||
const char * Message;
|
||||
switch(File::Error){
|
||||
case FERR_NOT_FOUND:
|
||||
Message = "%s does not exist.";
|
||||
break;
|
||||
case FERR_OPEN:
|
||||
Message = "%s could not be opened for reading.";
|
||||
break;
|
||||
case FERR_BLANK:
|
||||
Message = "%s is corrupt or invalid.";
|
||||
break;
|
||||
case FERR_MEMORY:
|
||||
Message = "Memory for %s could not be allocated.";
|
||||
break;
|
||||
default:
|
||||
Message = "%s could not be read.";
|
||||
break;
|
||||
}
|
||||
|
||||
char Buffer[1024];
|
||||
sprintf(Buffer, Message, Filename);
|
||||
MessageBox(hWnd, Buffer, NULL, MB_OK | MB_ICONERROR);
|
||||
return false;
|
||||
}
|
||||
|
||||
int APIENTRY WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
|
||||
{
|
||||
HANDLE hFile;
|
||||
unsigned FileSize;
|
||||
uint8_t * InData;
|
||||
DWORD bytestransferred;
|
||||
|
||||
hFile = CreateFile("skeleton.skel", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "The specified skeleton does not exist.", "Error", MB_OK);
|
||||
if(!Read("skeleton.skel", &InData))
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "The skeleton could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for the skeleton could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "The skeleton could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadSkeleton(Skeleton);
|
||||
free(InData);
|
||||
|
||||
hFile = CreateFile("body.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "body.mesh does not exist.", "Error", MB_OK);
|
||||
for(unsigned i=0; i<MeshCount; i++){
|
||||
if(!Read(MeshPaths[i], &InData))
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "body.mesh could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for body.mesh could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "body.mesh could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Meshes[0]);
|
||||
ReadMesh(Meshes[i]);
|
||||
free(InData);
|
||||
}
|
||||
|
||||
hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
|
||||
if(!Read("animation.anim", &InData))
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "head.mesh could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Meshes[1]);
|
||||
free(InData);
|
||||
|
||||
hFile = CreateFile("lhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "lhand.mesh does not exist.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "lhand.mesh could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for lhand.mesh could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "lhand.mesh could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Meshes[2]);
|
||||
free(InData);
|
||||
|
||||
hFile = CreateFile("rhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "rhand.mesh does not exist.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "rhand.mesh could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for rhand.mesh could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "rhand.mesh could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Meshes[3]);
|
||||
free(InData);
|
||||
|
||||
hFile = CreateFile("animation.anim", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
if(hFile == INVALID_HANDLE_VALUE){
|
||||
if(GetLastError() == ERROR_FILE_NOT_FOUND){
|
||||
MessageBox(NULL, "animation.anim does not exist.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
MessageBox(NULL, "animation.anim could not be opened for reading.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for animation.anim could not be allocated.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "animation.anim could not be read.", "Error", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadAnimation(Animation);
|
||||
free(InData);
|
||||
|
||||
AdvanceFrame(Skeleton, Animation, 0);
|
||||
|
||||
// Create Our OpenGL Window
|
||||
if (!CreateGLWindow("libvitaboy - Renderer",640,480,16,fullscreen))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
if(!CreateGLWindow("libvitaboy - Renderer",640,480,16,fullscreen)){
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEVMODE dm;
|
||||
|
@ -824,8 +669,8 @@ int WINAPI WinMain( HINSTANCE, // Instance
|
|||
MSG msg;
|
||||
while(true){
|
||||
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
|
||||
TranslateMessage(&msg); // Translate The Message
|
||||
DispatchMessage(&msg); // Dispatch The Message
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if(msg.message == WM_QUIT)
|
||||
quit = true;
|
||||
|
@ -841,6 +686,6 @@ int WINAPI WinMain( HINSTANCE, // Instance
|
|||
}
|
||||
|
||||
//Shutdown
|
||||
KillGLWindow(); // Kill The Window
|
||||
return (msg.wParam); // Exit The Program
|
||||
KillGLWindow();
|
||||
return (msg.wParam);
|
||||
}
|
||||
|
|
|
@ -40,23 +40,6 @@ float DotProduct(Rotation_t * q1, Rotation_t * q2){
|
|||
return q1->x*q2->x + q1->y*q2->y + q1->z*q2->z + q1->w*q2->w;
|
||||
}
|
||||
|
||||
void CombineQuaternions(Rotation_t * Destination, Rotation_t * Source){
|
||||
// the constructor takes its arguments as (x, y, z, w)
|
||||
float dx = Destination->x;
|
||||
float dy = Destination->y;
|
||||
float dz = Destination->z;
|
||||
float dw = Destination->w;
|
||||
float sx = Source->x;
|
||||
float sy = Source->y;
|
||||
float sz = Source->z;
|
||||
float sw = Source->w;
|
||||
|
||||
Destination->x = dw*sx + dx*sw + dy*sz - dz*sy;
|
||||
Destination->y = dw*sy + dy*sw + dz*sx - dx*sz;
|
||||
Destination->z = dw*sz + dz*sw + dx*sy - dy*sx;
|
||||
Destination->w = dw*sw - dx*sx - dy*sy - dz*sz;
|
||||
}
|
||||
|
||||
void FindQuaternionMatrix(float * Matrix, Rotation_t * Quaternion){
|
||||
float x2 = Quaternion->x * Quaternion->x;
|
||||
float y2 = Quaternion->y * Quaternion->y;
|
||||
|
|
Loading…
Add table
Reference in a new issue