/*
** 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 .
*/
/* $Header: /Commando/Code/Tests/MeshTest/mainloop.cpp 47 12/10/98 5:53p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/MeshTest/mainloop.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 12/07/98 1:30p $*
* *
* $Revision:: 47 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#define NOMINMAX
#include "mainloop.h"
#include "mono.h"
#include "msgloop.h"
#include "wwfile.h"
#include "rawfile.h"
#include "_globals.h"
#include "_viewpt.h"
#include
#include
#include "assetmgr.h"
#include "sr_util.h"
#include "_scenes.h"
#include "rendobj.h"
#include "r3dobj.h"
#include "mesh.h"
#include "hmodel.h"
#include "light.h"
#include "wwdebug.h"
#include "ww3d.h"
#define SPIN_MODEL
#define SPIN_LIGHT
//#define CAPTURE_BONE
//#define TEST_DAMAGE
//#define TEST_TEXTURE_ANIMATION
/*
** Globals
*/
WW3DAssetManager The3DAssetManager;
CameraClass * Camera;
LightClass * Light;
LightClass * Light2;
RenderObjClass * TestModel = NULL;
HAnimClass * TestAnim = NULL;
float CameraDist = 10.0f;
float CameraDir = 0.0f;
Quaternion ModelOrientation(1);
#ifdef SPIN_MODEL
Quaternion ModelRotation(Vector3(0,0,1),DEG_TO_RAD(1.5f));
#else
Quaternion ModelRotation(1);
#endif
Quaternion LightOrientation(1);
Quaternion LightRotation(Vector3(.2,1,.1),DEG_TO_RAD(3.0f));
/*
** Local functions
*/
void Render(void);
void Create_Scene(void);
void Create_Objects(void);
void Destroy_Scene(void);
void Destroy_Objects(void);
void Load_Data(void);
void Render_Scene(void);
void Time_Step(void);
void Init_Debug(void);
void Shutdown_Debug(void);
void wwdebug_message_handler(const char * message);
void wwdebug_assert_handler(const char * message);
bool wwdebug_trigger_handler(int trigger_num);
void Debug_Refs(void);
/*
** delay for time milliseconds
*/
void Wait( int time )
{
int start = SystemTimer();
while ( 1000 * ( SystemTimer() - start ) < ( time * SYSTEM_TIMER_RATE ) ) ;
}
/*
** MAIN GAME LOOP
*/
void Main_Loop(void)
{
Init_Debug();
Create_Scene();
Load_Data();
Create_Objects();
while (!Keyboard->Down(VK_ESCAPE)) {
Time_Step();
Render();
Windows_Message_Handler();
if (Keyboard->Down(VK_F1)) {
while(Keyboard->Down(VK_F1));
WW3D::Set_Next_Render_Device();
}
if (Keyboard->Down(VK_F2)) {
while(Keyboard->Down(VK_F2));
}
}
Destroy_Objects();
WW3DAssetManager::Get_Instance()->Free_Assets();
Destroy_Scene();
Shutdown_Debug();
Debug_Refs();
}
void Render(void)
{
ViewportClass view(Vector2(-1,-1),Vector2(1,1));
Light->Set_Diffuse(Vector3(1.0f,1.0f,1.0f));
TheScene->Set_Ambient_Light(Vector3(0.8f,0.8f,0.8f));
WW3D::Begin_Render(true,true,Vector3(0.2f,0.2f,0.5f));
WW3D::Gerd_Render(TheScene,Camera);
WW3D::End_Render();
}
void Create_Scene(void)
{
int rd_index = 0;
int width = 640;
int height = 480;
int color_depth = 16;
bool windowed = true;
WW3D::Set_Render_Device(rd_index,width,height,color_depth,windowed);
TheScene = new SimpleSceneClass();
}
/*
** Load initial game data
*/
void Load_Data(void)
{
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("crap.W3D"));
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("HUMAN.W3D"));
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("COMMANDO.W3D"));
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("Mtankl1.W3D"));
WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("Triangle.W3D"));
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("Sphere.W3D"));
// WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("new_mtl_test.W3D"));
}
/*
**
*/
void Create_Objects(void)
{
Camera = NEW_REF(CameraClass,());
Camera->Set_Viewport(Vector2(0,0),Vector2(640,480));
Camera->Set_Clip_Planes(1.0f, 200.0f);
Camera->Set_Environment_Range(1.0f, 200.0f);
// TestModel = WW3DAssetManager::Get_Instance()->Create_Render_Obj("Mtankl1");
// TestModel = WW3DAssetManager::Get_Instance()->Create_Render_Obj("Crap");
TestModel = WW3DAssetManager::Get_Instance()->Create_Render_Obj("triangle");
// TestModel = WW3DAssetManager::Get_Instance()->Create_Render_Obj("new_mtl_test");
assert(TestModel);
TestModel->Add(TheScene);
Light = NEW_REF(LightClass,());
Matrix3D lighttm(1);
lighttm.Set_Translation(Vector3(5,0,0));
Light->Set_Transform(lighttm);
Light->Add(TheScene);
}
/*
**
*/
void Destroy_Scene(void)
{
TheScene->Release_Ref();
TheScene = NULL;
}
/*
**
*/
void Destroy_Objects(void)
{
if (TestModel) {
TestModel->Remove();
TestModel->Release_Ref();
TestModel = NULL;
}
if (Camera) {
Camera->Release_Ref();
Camera = NULL;
}
if (Light) {
Light->Remove();
Light->Release_Ref();
Light = NULL;
}
if (Light2) {
Light2->Remove();
Light2->Release_Ref();
Light2 = NULL;
}
WW3DAssetManager::Get_Instance()->Free_Assets();
}
void Time_Step(void)
{
if (Keyboard->Down(VK_UP)) {
CameraDist = CameraDist * 0.9f;
}
if (Keyboard->Down(VK_DOWN)) {
CameraDist = CameraDist * 1.1f;
}
if (Keyboard->Down(VK_LEFT)) {
CameraDir -= (float)DEG_TO_RAD(10.0f);
}
if (Keyboard->Down(VK_RIGHT)) {
CameraDir += (float)DEG_TO_RAD(10.0f);
}
Matrix3D camtm(1);
camtm.Rotate_Z(CameraDir);
camtm.Rotate_X(DEG_TO_RAD(35.0f));
camtm.Translate(Vector3(0,0,CameraDist));
Camera->Set_Transform(camtm);
#ifdef SPIN_MODEL
ModelOrientation = ModelOrientation * ModelRotation;
ModelOrientation.Normalize();
if (TestModel) TestModel->Set_Transform(Build_Matrix3D(ModelOrientation));
#else
if (TestModel) TestModel->Set_Transform(Matrix3D(1));
#endif
#ifdef SPIN_LIGHT
LightOrientation = LightOrientation * LightRotation;
LightOrientation.Normalize();
Matrix3D ltm = Build_Matrix3D(LightOrientation);
ltm.Translate(Vector3(5.0f,0.0f,0.0f));
Light->Set_Transform(ltm);
#endif
#if 0
MeshClass * mesh = NULL;
static int _frame = 0;
if (TestAnim) {
_frame++;
if (_frame >= TestAnim->Get_Num_Frames()) {
_frame = 0;
}
TestModel->Set_Animation(TestAnim,_frame);
} else {
TestModel->Set_Animation();
}
#ifdef CAPTURE_BONE
int boneid = TestModel->Get_Bone_Index("Head");
if (boneid != -1) {
static float r = 10.0f;
static float theta = 0.0f;
theta += 0.05f;
Matrix3D tm(1);
tm.Rotate_Z(theta);
TestModel->Capture_Bone(boneid);
TestModel->Control_Bone(boneid,tm);
}
#endif
#ifdef SPIN_MODEL
ModelOrientation = ModelOrientation * ModelRotation;
ModelOrientation.Normalize();
TestModel->Set_Transform(Build_Matrix3D(ModelOrientation));
#else
TestModel->Set_Transform(Matrix3D(1));
#endif
Matrix3D camtm(1);
camtm.Rotate_X(DEG_TO_RAD(35.0f));
camtm.Translate(0,0,20.0f);
Camera->Set_Transform(camtm);
camtm.Make_Identity();
camtm.Translate(Vector3(0,0,20.0f));
Camera->Set_Transform(camtm);
Camera->Set_Viewport(Vector2(0,0),Vector2(320,200));
Camera->Set_View_Plane(60.0f,4.0f/3.0f * 60.0f);
Camera->Set_Clip_Planes(1.0f, 200.0f);
Camera->Set_Environment_Range(1.0f, 200.0f);
#ifdef SPIN_LIGHT
LightOrientation = LightOrientation * LightRotation;
LightOrientation.Normalize();
Matrix3D ltm = Build_Matrix3D(LightOrientation);
ltm.Translate(Vector3(5.0f,0.0f,0.0f));
Light->Set_Transform(ltm);
#endif
#ifdef TEST_DAMAGE
#define DAMAGE_RATE 0.03f;
static float _dam_amt = 0.0f;
static float _dam_chg = DAMAGE_RATE;
_dam_amt += _dam_chg;
if (_dam_amt >= 1.0f) {
_dam_amt = 1.0f;
_dam_chg = -DAMAGE_RATE;
}
if (_dam_amt <= 0.0f) {
_dam_amt = 0.0f;
_dam_chg = DAMAGE_RATE;
}
mesh = (MeshClass*)TestModel->Get_Sub_Object("Orca01");
if (mesh) {
mesh->Apply_Damage(0,_dam_amt);
mesh->Release_Ref();
}
#endif
#ifdef TEST_TEXTURE_ANIMATION
mesh = (MeshClass*)TestModel->Get_Sub_Object("Box01");
if (mesh) {
MaterialInfoClass * matinfo = mesh->Get_Material_Info();
if (matinfo) {
MaterialClass * mtl = matinfo->Get_Material(0);
if (mtl && (stricmp(mtl->Get_Name(),"Explosion Material") == 0)) {
#if 1
int curframe = mtl->Get_Channel_Anim_Frame(MaterialClass::DIFFUSE_COLOR);
curframe = (curframe+1) % mtl->Get_Channel_Anim_Frame_Count(MaterialClass::DIFFUSE_COLOR);
mtl->Set_Channel_Anim_Frame(MaterialClass::DIFFUSE_COLOR,curframe);
#else
TextureClass * tex = mtl->Get_Channel_Texture(MaterialClass::DIFFUSE_COLOR);
assert(tex);
int curframe = tex->Get_Anim_Frame();
curframe = (curframe+1) % tex->Get_Num_Frames();
tex->Set_Anim_Frame(curframe);
//tex->invalidate();
tex->Release_Ref();
#endif
}
matinfo->Release_Ref();
matinfo = NULL;
if (mtl) mtl->Release_Ref();
}
mesh->Release_Ref();
}
#endif
#endif
}
void Init_Debug(void)
{
/*
** Install message handler functions for the WWDebug messages
** and assertion failures.
*/
WWDebug_Install_Message_Handler(wwdebug_message_handler);
WWDebug_Install_Assert_Handler(wwdebug_assert_handler);
WWDebug_Install_Trigger_Handler(wwdebug_trigger_handler);
}
void Shutdown_Debug(void)
{
/*
** Remove message handler functions for the WWDebug messages
** and assertion failures.
*/
WWDebug_Install_Message_Handler(NULL);
WWDebug_Install_Assert_Handler(NULL);
WWDebug_Install_Trigger_Handler(NULL);
}
void wwdebug_message_handler(const char * message)
{
/*
** Hand the message off to the scrolling debug screen
*/
// Debug_Say((message));
}
void wwdebug_assert_handler(const char * message)
{
/*
** Hand the message off to the scrolling debug screen
*/
// Debug_Say((message));
/*
** break into the debugger
*/
_asm int 0x03;
}
bool wwdebug_trigger_handler(int trigger_num)
{
return Keyboard->Down(trigger_num);
}
void Debug_Refs(void)
{
#ifndef NDEBUG
char buf[1024];
if (RefCountClass::Total_Refs() != 0) {
sprintf(buf,"Main Loop End %d refs\n", RefCountClass::Total_Refs() );
MessageBox(NULL,buf,"Ref Debugging",MB_OK);
}
RefBaseNodeClass * node = RefBaseClass::ActiveRefList.First();
while (node->Is_Valid())
{
RefBaseClass * obj = node->Get();
ActiveRefStruct * ref = &(obj->ActiveRefInfo);
sprintf(buf,"Active Ref: %s\nLine: %d\nPointer %p\n", ref->File,ref->Line,obj);
if (MessageBox(NULL,buf,"Ref Debugging",MB_OKCANCEL) == IDCANCEL) {
break;
}
node = node->Next();
}
#endif
}