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CnC_Renegade/Code/Tools/vidinit/SurrenderWnd.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// SurrenderWnd.cpp : implementation file
//
#include "stdafx.h"
#include "vidinit.h"
#include "SurrenderWnd.h"
#include <camera.h>
#include <scene.h>
#include <ww3d.h>
#include <assetmgr.h>
#include <rawfile.h>
#include <rendobj.h>
#include <hanim.h>
#include <txt2d.h>
#include "convert.h"
#include "defpal.h"
#include "deffont.h"
#include <bsurface.h>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
static WW3DAssetManager AssetManager;
/////////////////////////////////////////////////////////////////////////////
// CSurrenderWnd
CSurrenderWnd::CSurrenderWnd(CWnd *cwnd, int driver, int width, int height, int bitdepth, bool run_in_window) :
m_CWnd(cwnd),
m_Motion(0),
m_Camera(0),
m_Scene(0),
m_RObj(0),
m_FrameRate(60)
{
LPCTSTR str = AfxRegisterWndClass(CS_NOCLOSE, NULL, NULL, NULL);
if (run_in_window) {
CreateEx(0, str, "Card Test Window", WS_SYSMENU | WS_MINIMIZEBOX | WS_CAPTION|WS_VISIBLE, 0,0,640,480, NULL, NULL, NULL);
} else {
CreateEx(0, str, "Card Test Window", WS_SYSMENU | WS_MINIMIZEBOX | WS_CAPTION|WS_VISIBLE, 0,0,640,480, NULL, NULL, NULL);
}
WW3D::Set_Window(GetSafeHwnd());
m_SubClass = GetWindowLong(GetSafeHwnd(), GWL_WNDPROC);
WW3D::Set_Render_Device(driver, width, height, bitdepth, run_in_window, true);
AssetManager.Set_WW3D_Load_On_Demand(true);
// WW3D::Set_Ext_Swap_Interval(1);
m_Scene = new SimpleSceneClass();
m_TextScene = new SimpleSceneClass();
m_Camera = new CameraClass();
m_Camera->Set_Transform(Matrix3D(1));
m_Camera->Set_Clip_Planes(1.0f, 1000000.0f);
m_Camera->Set_View_Plane(DEG_TO_RAD(45.0f), DEG_TO_RAD(33.0f));
m_TextCamera = NEW_REF(CameraClass, ());
m_TextCamera->Set_View_Plane(Vector2(-1,-1), Vector2(1,1));
m_TextCamera->Set_Position(Vector3(0,0,1));
m_TextCamera->Set_Clip_Planes(0.1, 10.0);
m_RObj = AssetManager.Create_Render_Obj("vidtest");
m_RObj->Set_Transform(Matrix3D(1));
m_Motion = AssetManager.Get_HAnim("vidtest1.vidtest1");
m_MotionTime = GetTickCount();
// m_RObj->Set_Animation(m_Motion, 0.0f, RenderObjClass::ANIM_MODE_MANUAL);
m_RObj->Add(m_Scene);
m_Text = new Text2DObjClass(DefaultFont, "Frame rate = %d", 0, 0, 15, 0, DefaultConvert, false, false, m_FrameRate);
m_Text->Add(m_TextScene);
}
CSurrenderWnd::~CSurrenderWnd()
{
if (m_RObj) {
m_RObj->Set_Animation();
m_RObj->Release_Ref();
}
if (m_Camera) m_Camera->Release_Ref();
if (m_Motion) m_Motion->Release_Ref();
if (m_Text) m_Text->Release_Ref();
if (m_TextCamera) m_TextCamera->Release_Ref();
if (m_Scene) m_Scene->Release_Ref();
if (m_TextScene) m_TextScene->Release_Ref();
AssetManager.Free_Assets();
}
BEGIN_MESSAGE_MAP(CSurrenderWnd, CWnd)
//{{AFX_MSG_MAP(CSurrenderWnd)
ON_WM_PAINT()
ON_WM_CLOSE()
ON_WM_KEYDOWN()
ON_WM_ACTIVATEAPP()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSurrenderWnd message handlers
void CSurrenderWnd::OnPaint()
{
// CPaintDC dc(this); // device context for painting
WW3D::Sync(GetTickCount());
if (m_Motion && m_RObj) {
float rate = m_Motion->Get_Frame_Rate();
// figure out what the current frame is
float currentframe = (GetTickCount() - m_MotionTime) / (1000 / rate);
float numframes = m_Motion->Get_Num_Frames() - 1;
currentframe = fmod(currentframe, numframes);
float frame_rate = 1.0f / (WW3D::Get_Frame_Time() * 0.001f);
m_FrameRate = (0.9f * m_FrameRate) + (0.1f * frame_rate);
m_Text->Set_Text(DefaultFont, "Frame rate = %d", 0, 0, 15, 0, DefaultConvert, false, false, m_FrameRate);
m_RObj->Set_Animation(m_Motion, currentframe);
Matrix3D m = m_RObj->Get_Bone_Transform("camera");
m.Rotate_Y(DEG_TO_RAD(-90.0f));
m.Rotate_Z(DEG_TO_RAD(-90.0f));
m_Camera->Set_Transform(m);
}
// Do not call CWnd::OnPaint() for painting messages
if (!IsIconic()) {
WW3D::Begin_Render(true, true, Vector3(0.0f,0,0));
WW3D::Render(m_Scene, m_Camera, false, false, Vector3(0,0,0));
WW3D::Render(m_TextScene, m_TextCamera, false, false, Vector3(0,0,0));
WW3D::End_Render();
}
}
void CSurrenderWnd::RemoveSubclass()
{
::SetWindowLong(GetSafeHwnd(), GWL_WNDPROC, m_SubClass);
}
void CSurrenderWnd::OnClose()
{
// TODO: Add your message handler code here and/or call default
CWnd::OnClose();
delete this;
}
void CSurrenderWnd::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: Add your message handler code here and/or call default
if (nChar == VK_ESCAPE) {
m_CWnd->PostMessage(WM_USER + 1, 0xDEADBEEF, 0xDEADBEEF);
} else {
CWnd::OnKeyDown(nChar, nRepCnt, nFlags);
}
}