mirror of
https://github.com/simtactics/niotso.git
synced 2025-03-15 08:11:22 +00:00
Working head renderer, with pixel-perfect results. As for bodies, all appendages are rendered in the same place...
This commit is contained in:
parent
008363ce8f
commit
a134def031
4 changed files with 591 additions and 2 deletions
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@ -8,6 +8,7 @@ set(LIBVITABOY_MINOR 1)
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set(LIBVITABOY_SOURCES
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anim.cpp
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libvitaboy.cpp
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mesh.cpp
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)
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if(WIN32)
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set(LIBVITABOY_SOURCES ${LIBVITABOY_SOURCES} resource.rc)
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@ -29,4 +30,7 @@ set_target_properties(libvitaboy_shared PROPERTIES
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CLEAN_DIRECT_OUTPUT 1)
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add_executable(vbparse vbparse.cpp)
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target_link_libraries(vbparse libvitaboy_static)
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target_link_libraries(vbparse libvitaboy_static)
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add_executable(Renderer Renderer.cpp)
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target_link_libraries(Renderer libvitaboy_shared "${CMAKE_SOURCE_DIR}/Libraries/libvitaboy/libSOIL.a" opengl32 glu32)
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Libraries/libvitaboy/Renderer.cpp
Normal file
485
Libraries/libvitaboy/Renderer.cpp
Normal file
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@ -0,0 +1,485 @@
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/*
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* This Code Was Created By Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing The Base Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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*/
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#include <windows.h> // Header File For Windows
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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\glext.h>
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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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bool keys[256]; // 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=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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float zoom = -4;
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float xrot = 0;
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float yrot = 0;
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float zrot = 90;
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GLuint texture[1]; // Storage For One Texture ( NEW )
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Mesh_t Mesh;
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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/* load an image file directly as a new OpenGL texture */
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texture[0] = SOIL_load_OGL_texture("texture.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
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if(texture[0] == 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[0]);
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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_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return true; // Return Success
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}
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void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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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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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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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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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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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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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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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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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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}
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int DrawGLScene(void) // Here's Where We Do All The Drawing
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{
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if(keys[0x41]){ if(zoom <=-1.0f) zoom += 0.05f; } //A
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if(keys[0x53]){ if(zoom >=-10.0f) zoom -= 0.05f; } //S
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if(keys[VK_UP]){ if((xrot+=1.0f) >=360) xrot-=360; }
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if(keys[VK_DOWN]){ if((xrot-=1.0f) <=-360) xrot+=360; }
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if(keys[VK_RIGHT]){ if((yrot+=1.0f) >=360) yrot-=360; }
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if(keys[VK_LEFT]){ if((yrot-=1.0f) <=-360) yrot+=360; }
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if(keys[0x5A]){ if((zrot+=1.0f) >=360) zrot-=360; } //X
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if(keys[0x58]){ if((zrot-=1.0f) <=-360) zrot+=360; } //Z
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glTranslatef(0.0f,0.0f,zoom); // Move Into The Screen
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glRotatef(xrot,1.0f,0.0f,0.0f);
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glRotatef(yrot,0.0f,1.0f,0.0f);
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glRotatef(zrot,0.0f,0.0f,1.0f);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), Mesh.UnclothedVertexData);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), Mesh.TextureVertexData);
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glDrawElements(GL_TRIANGLES, Mesh.FaceCount*3, GL_UNSIGNED_INT, Mesh.FaceData);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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return TRUE; // Keep Going
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}
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void KillGLWindow(void) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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ShowCursor(TRUE); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
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{
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MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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hRC=NULL; // Set RC To NULL
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}
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if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
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{
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MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hDC=NULL; // Set DC To NULL
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}
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if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
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{
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MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hWnd=NULL; // Set hWnd To NULL
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}
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if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
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{
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MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hInstance=NULL; // Set hInstance To NULL
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}
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.left=(long)0; // Set Left Value To 0
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WindowRect.right=(long)width; // Set Right Value To Requested Width
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WindowRect.top=(long)0; // Set Top Value To 0
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WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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wc.cbClsExtra = 0; // No Extra Window Data
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wc.cbWndExtra = 0; // No Extra Window Data
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wc.hInstance = hInstance; // Set The Instance
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
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wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
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wc.hbrBackground = NULL; // No Background Required For GL
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wc.lpszMenuName = NULL; // We Don't Want A Menu
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wc.lpszClassName = "OpenGL"; // Set The Class Name
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if (!RegisterClass(&wc)) // Attempt To Register The Window Class
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{
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MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
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return FALSE; // Return FALSE
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}
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}
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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ShowCursor(FALSE); // Hide Mouse Pointer
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}
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else
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{
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
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dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
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}
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AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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dwStyle | // Defined Window Style
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WS_CLIPSIBLINGS | // Required Window Style
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WS_CLIPCHILDREN, // Required Window Style
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0, 0, // Window Position
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WindowRect.right-WindowRect.left, // Calculate Window Width
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WindowRect.bottom-WindowRect.top, // Calculate Window Height
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NULL, // No Parent Window
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NULL, // No Menu
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hInstance, // Instance
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NULL))) // Dont Pass Anything To WM_CREATE
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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ShowWindow(hWnd,SW_SHOW); // Show The Window
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SetForegroundWindow(hWnd); // Slightly Higher Priority
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SetFocus(hWnd); // Sets Keyboard Focus To The Window
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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return TRUE; // Success
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}
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LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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UINT uMsg, // Message For This Window
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WPARAM wParam, // Additional Message Information
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LPARAM lParam) // Additional Message Information
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{
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switch (uMsg) // Check For Windows Messages
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{
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case WM_ACTIVATE: // Watch For Window Activate Message
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{
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// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
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// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
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// A NonZero Value Indicates The Window Is Minimized.
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if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
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active=TRUE; // Program Is Active
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else
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active=FALSE; // Program Is No Longer Active
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return 0; // Return To The Message Loop
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}
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case WM_SYSCOMMAND: // Intercept System Commands
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{
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switch (wParam) // Check System Calls
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{
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case SC_SCREENSAVE: // Screensaver Trying To Start?
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case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
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return 0; // Prevent From Happening
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}
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break; // Exit
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}
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case WM_CLOSE: // Did We Receive A Close Message?
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{
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PostQuitMessage(0); // Send A Quit Message
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return 0; // Jump Back
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}
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case WM_KEYDOWN: // Is A Key Being Held Down?
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{
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keys[wParam] = TRUE; // If So, Mark It As TRUE
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return 0; // Jump Back
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}
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case WM_KEYUP: // Has A Key Been Released?
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{
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keys[wParam] = FALSE; // If So, Mark It As FALSE
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return 0; // Jump Back
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}
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case WM_SIZE: // Resize The OpenGL Window
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{
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ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
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return 0; // Jump Back
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}
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}
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// Pass All Unhandled Messages To DefWindowProc
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return DefWindowProc(hWnd,uMsg,wParam,lParam);
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}
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int WINAPI WinMain( HINSTANCE hInstance, // Instance
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HINSTANCE hPrevInstance, // Previous Instance
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LPSTR lpCmdLine, // Command Line Parameters
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int nCmdShow) // Window Show State
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{
|
||||
MSG msg; // Windows Message Structure
|
||||
BOOL done=FALSE; // Bool Variable To Exit Loop
|
||||
|
||||
// Ask The User Which Screen Mode They Prefer
|
||||
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
|
||||
{
|
||||
fullscreen=FALSE; // Windowed Mode
|
||||
}
|
||||
|
||||
HANDLE hFile;
|
||||
unsigned FileSize;
|
||||
uint8_t *InData;
|
||||
DWORD bytestransferred;
|
||||
|
||||
hFile = CreateFile("mesh.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, "The specified mesh does not exist.", "Error", MB_OK);
|
||||
return -1;
|
||||
}
|
||||
MessageBox(NULL, "The mesh could not be opened for reading.", "Error", MB_OK);
|
||||
return -1;
|
||||
}
|
||||
FileSize = GetFileSize(hFile, NULL);
|
||||
InData = (uint8_t*) malloc(FileSize);
|
||||
if(InData == NULL){
|
||||
MessageBox(NULL, "Memory for the mesh could not be allocated.", "Error", MB_OK);
|
||||
return -1;
|
||||
}
|
||||
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
|
||||
MessageBox(NULL, "The mesh could not be read.", "Error", MB_OK);
|
||||
return -1;
|
||||
}
|
||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Mesh);
|
||||
|
||||
// Create Our OpenGL Window
|
||||
if (!CreateGLWindow("libvitaboy - Renderer",640,480,16,fullscreen))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
}
|
||||
|
||||
while(!done) // Loop That Runs While done=FALSE
|
||||
{
|
||||
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
|
||||
{
|
||||
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
|
||||
{
|
||||
done=TRUE; // If So done=TRUE
|
||||
}
|
||||
else // If Not, Deal With Window Messages
|
||||
{
|
||||
TranslateMessage(&msg); // Translate The Message
|
||||
DispatchMessage(&msg); // Dispatch The Message
|
||||
}
|
||||
}
|
||||
else // If There Are No Messages
|
||||
{
|
||||
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
||||
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
|
||||
{
|
||||
done=TRUE; // ESC or DrawGLScene Signalled A Quit
|
||||
}
|
||||
else // Not Time To Quit, Update Screen
|
||||
{
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
}
|
||||
|
||||
if (keys[VK_F1]) // Is F1 Being Pressed?
|
||||
{
|
||||
keys[VK_F1]=FALSE; // If So Make Key FALSE
|
||||
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))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
KillGLWindow(); // Kill The Window
|
||||
return (msg.wParam); // Exit The Program
|
||||
}
|
|
@ -76,6 +76,10 @@ class VBFile_t {
|
|||
|
||||
extern VBFile_t VBFile;
|
||||
|
||||
/****
|
||||
** Animation (*.anim)
|
||||
*/
|
||||
|
||||
struct Translation_t {
|
||||
float x, y, z;
|
||||
};
|
||||
|
@ -153,4 +157,38 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion);
|
|||
void ReadPropsList(PropsList_t& PropsList);
|
||||
void ReadPropsLists(Motion_t& Motion);
|
||||
void ReadTimePropsList(TimePropsList_t& TimePropsList);
|
||||
void ReadTimePropsLists(Motion_t& Motion);
|
||||
void ReadTimePropsLists(Motion_t& Motion);
|
||||
|
||||
|
||||
/****
|
||||
** Mesh (*.mesh)
|
||||
*/
|
||||
|
||||
struct TextureVertex_t {
|
||||
float u, v;
|
||||
};
|
||||
|
||||
struct Vertex_t {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct Face_t {
|
||||
unsigned VertexA, VertexB, VertexC;
|
||||
};
|
||||
|
||||
struct Mesh_t {
|
||||
uint32_t Version;
|
||||
uint32_t BoneCount;
|
||||
char ** BoneNames;
|
||||
uint32_t FaceCount;
|
||||
Face_t * FaceData;
|
||||
uint32_t BindingCount;
|
||||
uint32_t TextureVertexCount;
|
||||
TextureVertex_t * TextureVertexData;
|
||||
uint32_t BlendDataCount;
|
||||
uint32_t VertexCount;
|
||||
Vertex_t * UnclothedVertexData;
|
||||
Vertex_t * ClothedVertexData;
|
||||
};
|
||||
|
||||
void ReadMesh(Mesh_t& Mesh);
|
62
Libraries/libvitaboy/mesh.cpp
Normal file
62
Libraries/libvitaboy/mesh.cpp
Normal file
|
@ -0,0 +1,62 @@
|
|||
#include "libvitaboy.hpp"
|
||||
|
||||
void ReadMesh(Mesh_t& Mesh){
|
||||
Mesh.Version = VBFile.readint32();
|
||||
printf("========== Mesh ==========\n");
|
||||
printf("Version: %u\n", Mesh.Version);
|
||||
|
||||
Mesh.BoneCount = VBFile.readint32();
|
||||
printf("BoneCount: %u\n", Mesh.BoneCount);
|
||||
Mesh.BoneNames = (char**) malloc(Mesh.BoneCount * sizeof(char*));
|
||||
for(unsigned i=0; i<Mesh.BoneCount; i++){
|
||||
Mesh.BoneNames[i] = VBFile.readstring();
|
||||
printf("| Bone %u: %s\n", i+1, Mesh.BoneNames[i]);
|
||||
}
|
||||
|
||||
Mesh.FaceCount = VBFile.readint32();
|
||||
printf("FaceCount: %u\n", Mesh.FaceCount);
|
||||
Mesh.FaceData = (Face_t*) malloc(Mesh.FaceCount * sizeof(Face_t));
|
||||
for(unsigned i=0; i<Mesh.FaceCount; i++){
|
||||
Mesh.FaceData[i].VertexA = VBFile.readint32();
|
||||
Mesh.FaceData[i].VertexB = VBFile.readint32();
|
||||
Mesh.FaceData[i].VertexC = VBFile.readint32();
|
||||
}
|
||||
|
||||
Mesh.BindingCount = VBFile.readint32();
|
||||
printf("BindingCount: %u\n", Mesh.BindingCount);
|
||||
for(unsigned i=0; i<Mesh.BindingCount; i++){
|
||||
VBFile.readint32();
|
||||
VBFile.readint32();
|
||||
VBFile.readint32();
|
||||
VBFile.readint32();
|
||||
VBFile.readint32();
|
||||
}
|
||||
|
||||
Mesh.TextureVertexCount = VBFile.readint32();
|
||||
printf("TextureVertexCount: %u\n", Mesh.TextureVertexCount);
|
||||
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.TextureVertexCount * sizeof(TextureVertex_t));
|
||||
for(unsigned i=0; i<Mesh.TextureVertexCount; i++){
|
||||
Mesh.TextureVertexData[i].u = VBFile.readfloat();
|
||||
Mesh.TextureVertexData[i].v = 1 - VBFile.readfloat();
|
||||
}
|
||||
|
||||
Mesh.BlendDataCount = VBFile.readint32();
|
||||
printf("BlendDataCount: %u\n", Mesh.BlendDataCount);
|
||||
for(unsigned i=0; i<Mesh.BlendDataCount; i++){
|
||||
VBFile.readint32();
|
||||
VBFile.readint32();
|
||||
}
|
||||
|
||||
Mesh.VertexCount = VBFile.readint32();
|
||||
printf("VertexCount: %u\n", Mesh.VertexCount);
|
||||
Mesh.UnclothedVertexData = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
|
||||
Mesh.ClothedVertexData = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
|
||||
for(unsigned i=0; i<Mesh.VertexCount; i++){
|
||||
Mesh.UnclothedVertexData[i].x = VBFile.readfloat();
|
||||
Mesh.UnclothedVertexData[i].y = VBFile.readfloat();
|
||||
Mesh.UnclothedVertexData[i].z = VBFile.readfloat();
|
||||
Mesh.ClothedVertexData[i].x = VBFile.readfloat();
|
||||
Mesh.ClothedVertexData[i].y = VBFile.readfloat();
|
||||
Mesh.ClothedVertexData[i].z = VBFile.readfloat();
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue