503 lines
No EOL
12 KiB
C++
503 lines
No EOL
12 KiB
C++
/*
|
|
** 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/>.
|
|
*/
|
|
|
|
/* $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 <sr.hpp>
|
|
#include <assert.h>
|
|
#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
|
|
} |