mirror of
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452 lines
15 KiB
C++
452 lines
15 KiB
C++
/*
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libvitaboy - Open source OpenGL TSO character animation library
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Renderer.cpp - Copyright (c) 2012 Niotso Project <http://niotso.org/>
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Author(s): 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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/*
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Instructions:
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You must have the following files in the same directory as the Renderer binary:
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Skeleton:
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* skeleton.skel ("adult.skel" in ./avatardata/skeletons/)
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Meshes:
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* body.mesh (pick one from ./avatardata/bodies/meshes/)
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* head.mesh (pick one from ./avatardata/heads/meshes/)
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* lhand.mesh (pick one from ./avatardata/hands/meshes/)
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* rhand.mesh (pick one from ./avatardata/hands/meshes/)
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Textures:
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* body.jpg (pick one from ./avatardata/bodies/textures/)
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* head.jpg (pick one from ./avatardata/heads/textures/)
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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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==== Controls ====
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Arrow keys: Rotate the sim
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i,j,k,l: Translate the sim around the screen
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z,x: Rotate the sim like a clock
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a,s: Zoom in, out
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q: Toggle skeleton
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n: Animate the character
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F11: Enter/leave fullscreen
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*/
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#ifdef _WIN32
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#include <windows.h>
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#include <gl/GL.h>
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#include <gl/GLU.h>
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#else
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#define APIENTRY
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#include <math.h>
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#include <FileHandler.hpp>
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#include "libgldemo.h"
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#include <libvitaboy.hpp>
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static float zoom = -10;
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struct BasicVertex_t {
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float x, y, z;
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};
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struct CharacterPlacement_t {
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BasicVertex_t Translation;
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BasicVertex_t Rotation;
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};
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static CharacterPlacement_t Character = { {0,-3,0}, {0,0,0} };
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static Skeleton_t Skeleton;
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static const unsigned TextureCount = 3;
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static unsigned texture[3];
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enum { Texture_Body, Texture_Head, Texture_Hand };
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static const char* const TexturePaths[] = { "body.jpg", "head.jpg", "hand.jpg" };
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static const unsigned MeshCount = 4;
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static Mesh_t Meshes[4];
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enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
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static const char* const MeshPaths[] = { "body.mesh", "head.mesh", "lhand.mesh", "rhand.mesh" };
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static const unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
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static const char* const MeshActivate[] = { NULL, "HEAD", "L_HAND", "R_HAND" };
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static Animation_t Animation;
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static float AnimationTime = 0;
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static bool ShowMesh = true;
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static bool ShowSkeleton = true;
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static bool PressedQ = false;
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static void DisplayFileError(const char* Filename) {
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const char* Message;
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switch (File::Error) {
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case FERR_NOT_FOUND:
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Message = "%s does not exist.";
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break;
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case FERR_OPEN:
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Message = "%s could not be opened for reading.";
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break;
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case FERR_BLANK:
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case FERR_UNRECOGNIZED:
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case FERR_INVALIDDATA:
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Message = "%s is corrupt or invalid.";
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break;
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case FERR_MEMORY:
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Message = "Memory for %s could not be allocated.";
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break;
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default:
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Message = "%s could not be read.";
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break;
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}
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char Buffer[1024];
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sprintf(Buffer, Message, Filename);
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DemoErrorBox(Buffer);
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}
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static int LoadTextures()
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{
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glGenTextures(3, texture);
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for (int i = 0; i < 3; i++) {
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Image_t* Image = File::ReadImageFile(TexturePaths[i]);
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if (!Image) {
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DisplayFileError(TexturePaths[i]);
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return false;
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}
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glBindTexture(GL_TEXTURE_2D, texture[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, Image->Width, Image->Height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, Image->Data);
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free(Image->Data);
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free(Image);
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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 1;
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}
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static int InitGL()
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{
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if (!LoadTextures())
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return false;
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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_NORMALIZE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glFrontFace(GL_CW);
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return 1;
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}
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static int ResizeScene(uint16_t width, uint16_t height)
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{
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glViewport(0, 0, width, height);
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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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// glScalef(-1.0f, 1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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return 1;
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}
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static 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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glMultMatrixf(Matrix);
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unsigned MeshIndex = 0;
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unsigned BoneIndex;
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for (unsigned i = 1; i < MeshCount; i++) {
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if (!strcmp(Bone.Name, MeshActivate[i])) {
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MeshIndex = i;
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break;
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}
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}
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Mesh_t& Mesh = Meshes[MeshIndex];
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for (BoneIndex = 0; BoneIndex < Mesh.BindingCount; BoneIndex++) {
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if (!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
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break;
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}
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if (BoneIndex < Mesh.BindingCount) {
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for (unsigned i = 0; i < Mesh.BoneBindings[BoneIndex].RealVertexCount; i++) {
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unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstRealVertex + 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.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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AbsoluteVertex.Coord.x = Matrix[12];
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AbsoluteVertex.Coord.y = Matrix[13];
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AbsoluteVertex.Coord.z = Matrix[14];
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glTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
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}
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for (unsigned i = 0; i < Mesh.BoneBindings[BoneIndex].BlendVertexCount; i++) {
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unsigned VertexIndex = Mesh.RealVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendVertex + 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.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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AbsoluteVertex.Coord.x = Matrix[12];
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AbsoluteVertex.Coord.y = Matrix[13];
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AbsoluteVertex.Coord.z = Matrix[14];
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glTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.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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}
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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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static 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.BlendVertexCount; i++) {
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Vertex_t& BlendVertex = Mesh.TransformedVertexData[Mesh.RealVertexCount + i];
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float Weight = BlendVertex.BlendData.Weight;
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Vertex_t& RealVertex = Mesh.TransformedVertexData[BlendVertex.BlendData.OtherVertex];
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RealVertex.Coord.x =
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Weight * BlendVertex.Coord.x +
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(1 - Weight) * RealVertex.Coord.x;
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RealVertex.Coord.y =
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Weight * BlendVertex.Coord.y +
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(1 - Weight) * RealVertex.Coord.y;
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RealVertex.Coord.z =
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Weight * BlendVertex.Coord.z +
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(1 - Weight) * RealVertex.Coord.z;
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}
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}
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}
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static void DrawMeshes()
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{
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glColor3f(1.0, 1.0, 1.0);
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glPushMatrix();
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glLoadIdentity();
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TransformVertices(Skeleton.Bones[0]);
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glPopMatrix();
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BlendVertices();
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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for (unsigned i = 0; i < MeshCount; i++) {
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glBindTexture(GL_TEXTURE_2D, texture[Mesh_UseTexture[i]]);
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex_t), &Meshes[i].TransformedVertexData[0].Coord);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_t), &Meshes[i].TransformedVertexData[0].TextureCoord);
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glDrawElements(GL_TRIANGLES, Meshes[i].FaceCount * 3, GL_UNSIGNED_INT, Meshes[i].FaceData);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta)
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{
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float Duration = (float)Animation.Motions[0].FrameCount / 30;
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AnimationTime += TimeDelta;
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AnimationTime = fmodf(AnimationTime, Duration); //Loop the animation
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for (unsigned i = 0; i < Animation.MotionsCount; i++) {
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unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount);
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if (BoneIndex == (unsigned)-1) continue;
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Bone_t& Bone = Skeleton.Bones[BoneIndex];
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unsigned Frame = AnimationTime * 30;
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float FractionShown = AnimationTime * 30 - Frame;
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unsigned NextFrame = (Frame + 1 != Animation.Motions[0].FrameCount) ? Frame + 1 : 0;
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if (Animation.Motions[i].HasTranslation) {
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Translation_t& Translation = Animation.Motions[i].Translations[Frame];
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Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame];
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Bone.Translation.x = (1 - FractionShown) * Translation.x + FractionShown * NextTranslation.x;
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Bone.Translation.y = (1 - FractionShown) * Translation.y + FractionShown * NextTranslation.y;
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Bone.Translation.z = (1 - FractionShown) * Translation.z + FractionShown * NextTranslation.z;
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}
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if (Animation.Motions[i].HasRotation) {
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Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
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Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
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//Use nlerp to interpolate
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float w1 = 1.0f - FractionShown, w2 = FractionShown;
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if (DotProduct(&Rotation, &NextRotation) < 0)
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w1 *= -1;
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Bone.Rotation.x = w1 * Rotation.x + w2 * NextRotation.x;
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Bone.Rotation.y = w1 * Rotation.y + w2 * NextRotation.y;
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Bone.Rotation.z = w1 * Rotation.z + w2 * NextRotation.z;
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Bone.Rotation.w = w1 * Rotation.w + w2 * NextRotation.w;
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Normalize(&Bone.Rotation);
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}
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}
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}
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static void DrawBonesSkeleton(Bone_t& Bone)
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{
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glPointSize(5.0);
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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glMultMatrixf(RotationMatrix);
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if (!strcmp(Bone.Name, "ROOT"))
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glColor3f(1.0, 0.0, 0.0);
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else if (!strcmp(Bone.Name, "HEAD"))
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glColor3f(1.0, 1.0, 0.0);
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else
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glColor3f(0.0, 1.0, 0.0);
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glBegin(GL_POINTS); glVertex3f(0, 0, 0); glEnd();
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if (Bone.ChildrenCount == 1) {
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DrawBonesSkeleton(*Bone.Children[0]);
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}
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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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DrawBonesSkeleton(*Bone.Children[i]);
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glPopMatrix();
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}
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}
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}
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static void DrawSkeleton()
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{
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glPushMatrix();
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DrawBonesSkeleton(Skeleton.Bones[0]);
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glPopMatrix();
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}
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static int DrawScene(float TimeDelta, uint8_t keys[256])
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{
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//Handle user interaction
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if (keys['A']) /*{if(zoom <=-1.0f) zoom+=0.05f; }*/ zoom += 3 * TimeDelta;
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if (keys['S']) /*{if(zoom >=-10.0f) zoom-=0.05f; }*/ zoom -= 3 * TimeDelta;
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if (keys[KEY_UP]) { if ((Character.Rotation.x -= 60 * TimeDelta) <= -360) Character.Rotation.x += 360; }
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if (keys[KEY_DOWN]) { if ((Character.Rotation.x += 60 * TimeDelta) >= 360) Character.Rotation.x -= 360; }
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if (keys[KEY_LEFT]) { if ((Character.Rotation.y -= 60 * TimeDelta) <= -360) Character.Rotation.y += 360; }
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if (keys[KEY_RIGHT]) { if ((Character.Rotation.y += 60 * TimeDelta) >= 360) Character.Rotation.y -= 360; }
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if (keys['X']) { if ((Character.Rotation.z -= 60 * TimeDelta) <= -360) Character.Rotation.z += 360; }
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if (keys['Z']) { if ((Character.Rotation.z += 60 * TimeDelta) >= 360) Character.Rotation.z -= 360; }
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if (keys['K']) { Character.Translation.y -= 3 * TimeDelta; }
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if (keys['I']) { Character.Translation.y += 3 * TimeDelta; }
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if (keys['J']) { Character.Translation.x -= 3 * TimeDelta; }
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if (keys['L']) { Character.Translation.x += 3 * TimeDelta; }
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if (keys['Q']) { if (!PressedQ) { PressedQ = 1; ShowSkeleton = !ShowSkeleton; } }
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else PressedQ = 0;
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if (keys['N']) { AdvanceFrame(Skeleton, Animation, TimeDelta); }
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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();
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glTranslatef(Character.Translation.x, Character.Translation.y, zoom + Character.Translation.z);
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glRotatef(Character.Rotation.x, 1.0f, 0.0f, 0.0f);
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glRotatef(Character.Rotation.y, 0.0f, 1.0f, 0.0f);
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glRotatef(Character.Rotation.z, 0.0f, 0.0f, 1.0f);
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if (ShowMesh) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glColor3f(1.0, 1.0, 1.0);
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DrawMeshes();
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}
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if (ShowSkeleton) {
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glClear(GL_DEPTH_BUFFER_BIT);
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DrawSkeleton();
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}
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return true;
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}
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static bool Read(const char* Filename, uint8_t** InData) {
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*InData = File::ReadFile(Filename);
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if (*InData != NULL) {
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VBFile.set(*InData, File::FileSize);
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return true;
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}
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DisplayFileError(Filename);
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return false;
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}
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static int Startup()
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{
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uint8_t* InData;
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if (!Read("skeleton.skel", &InData))
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return 0;
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ReadSkeleton(Skeleton);
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free(InData);
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for (unsigned i = 0; i < MeshCount; i++) {
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if (!Read(MeshPaths[i], &InData))
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return 0;
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ReadMesh(Meshes[i]);
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free(InData);
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}
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if (!Read("animation.anim", &InData))
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return 0;
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ReadAnimation(Animation);
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free(InData);
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AdvanceFrame(Skeleton, Animation, 0);
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return 1;
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}
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extern "C" {
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const DemoConfig Demo = {
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"libvitaboy - Renderer", //Title
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640,480, //Width, Height
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Startup, //Startup
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NULL, //Shutdown
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InitGL, //InitGL
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ResizeScene, //ResizeScene
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DrawScene //DrawScene
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};
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}
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