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CnC_Renegade/Code/Tests/movietest/mainloop.cpp

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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/movietest/mainloop.cpp 4 5/06/98 3:10p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/mainloop.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/24/98 10:44a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#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 "dynamesh.h"
#include "material.h"
#include "world.h"
#include "_world.h"
#include "rendobj.h"
#include "r2dobj.h"
#include "r3dobj.h"
#include "mesh.h"
#include "hmodel.h"
#include "light.h"
#include "wwdebug.h"
#include "ww3d.h"
/*
** Globals
*/
WW3DAssetManager The3DAssetManager;
CameraClass * Camera;
MeshClass * Mesh;
LightClass * Light;
LightClass * Light2;
HModelClass * TestModel = NULL;
HAnimClass * TestAnim = NULL;
HAnimClass * CameraAnim = NULL;
Quaternion ViewOrientation(1);
Quaternion ViewMotion(1);
Vector3 ViewCenter(0,0,0);
float ViewDist = 55.0f;
/*
** 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));
// TheWorld.Next_Render_Device();
// }
}
Destroy_Objects();
WW3DAssetManager::Get_Instance()->Free_Assets();
Destroy_Scene();
Shutdown_Debug();
Debug_Refs();
}
void Render(void)
{
WW3D::Begin_Render(true,Vector3(0,0,0.5));
WW3D::Render(TheScene,Camera);
WW3D::End_Render();
}
void Create_Scene(void)
{
// TheWorld.Init_Scene(ScreenResolution,8,1);
TheScene = new SimpleSceneClass;
}
/*
** Load initial game data
*/
void Load_Data(void)
{
WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("CAMERA.W3D"));
WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("MOVIE.W3D"));
}
/*
**
*/
void Create_Objects(void)
{
Camera = new CameraClass("CAMERA");
// TheWorld.Set_Camera(Camera);
// Camera->Set_Depth(5000.0f);
// Camera->Set_Clip_Planes(1.0f,5000.0f);
Camera->Set_Focal_Length(0.060f);
Camera->Set_Viewport(Vector2(0.3,0.3),Vector2(0.5,0.5));
CameraAnim = WW3DAssetManager::Get_Instance()->Get_HAnim("Camera.Camera");
TestModel = WW3DAssetManager::Get_Instance()->Create_HModel("Movie");
assert(TestModel);
TestAnim = WW3DAssetManager::Get_Instance()->Get_HAnim("Movie.Movie");
// TestModel->Add(&TheWorld);
TestModel->Add(TheScene);
Light = new LightClass();
Light->Set_Transform(Matrix3D(1));
// Light->Add(&TheWorld);
Light->Add(TheScene);
}
/*
**
*/
void Destroy_Scene(void)
{
// TheWorld.Set_Camera(NULL);
// TheWorld.Shutdown_Scene();
delete TheScene;
TheScene = NULL;
}
/*
**
*/
void Destroy_Objects(void)
{
if (Mesh) {
Mesh->Release_Ref();
Mesh = NULL;
}
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;
}
}
void Time_Step(void)
{
static int _frame = 0;
static int _camframe = 0;
static float _t = 0.0f;
static float _dt = 0.01f;
_t += _dt;
if (_t > 1.0f) {
_t = 1.0f;
_dt = -0.01f;
}
if (_t < 0.0f) {
_t = 0.0f;
_dt = 0.01f;
}
if (Mesh) {
Mesh->Apply_Damage(0,_t);
}
if (TestAnim) {
_frame++;
if (_frame >= TestAnim->Get_Num_Frames()) {
_frame = 0;
}
TestModel->Set_Transform(Matrix3D(1));
TestModel->Set_Animation(TestAnim,_frame);
} else {
TestModel->Set_Transform(Matrix3D(1));
TestModel->Set_Animation();
}
if (CameraAnim) {
_camframe++;
if (_camframe >= CameraAnim->Get_Num_Frames()) {
_camframe = 0;
}
Camera->Set_Transform(Matrix3D(1));
Camera->Set_Animation(CameraAnim,_camframe);
} else {
Matrix3D cam(1);
cam.Translate(ViewCenter);
cam = cam * Build_Matrix3D(ViewOrientation);
cam.Translate(Vector3(0,0,ViewDist));
Camera->Set_Transform(cam);
}
}
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 Looop End %d refs\n", RefCountClass::Total_Refs());
MessageBox(NULL,buf,"Ref Debugging",MB_OK);
}
SList<ActiveRefStruct> * reflist = RefCountClass::Get_Active_Ref_List();
SLNode<ActiveRefStruct> * objnode;
for ( objnode = reflist->Head(); objnode; objnode = objnode->Next()) {
ActiveRefStruct * ref = objnode->Data();
sprintf(buf,"Active Ref: %s Line: %d Pointer: %p\n", ref->File,ref->Line,ref->Object);
if (MessageBox(NULL,buf,"Ref Debugging",MB_OKCANCEL) == IDCANCEL) {
break;
}
}
#endif
}