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openrw/viewer/main.cpp

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#define GLEW_STATIC
#include <GL/glew.h>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SFML/Graphics.hpp>
#include <memory>
constexpr int WIDTH = 800,
HEIGHT = 600;
constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
sf::Window window;
const char *vertexShaderSource = "#version 130\n"
"in vec3 position;"
"in vec2 texCoords;"
"out vec2 TexCoords;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main()"
"{"
" TexCoords = texCoords;"
" gl_Position = proj * view * model * vec4(position, 1.0);"
"}";
const char *fragmentShaderSource = "#version 130\n"
"in vec2 TexCoords;"
"uniform sampler2D texture;"
"void main()"
"{"
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" vec4 c = texture2D(texture, TexCoords);"
" if(c.a < 0.9) discard;"
" gl_FragColor = c;"
"}";
GLuint uniModel, uniProj, uniView;
GLuint posAttrib, texAttrib;
LoaderDFF dffLoader;
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GTAEngine* gta = nullptr;
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glm::vec3 selectedModelCenter;
glm::vec3 plyPos;
glm::vec2 plyLook;
GLuint compileShader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLint len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
GLchar *buffer = new GLchar[len];
glGetShaderInfoLog(shader, len, NULL, buffer);
std::cerr << "ERROR compiling shader: " << buffer << std::endl;
delete[] buffer;
exit(1);
}
return shader;
}
void handleEvent(sf::Event &event)
{
switch (event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::Escape:
window.close();
break;
default: break;
}
break;
default: break;
}
}
void init(std::string gtapath)
{
glClearColor(0.2, 0.2, 0.2, 1.0);
glEnable(GL_DEPTH_TEST);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
posAttrib = glGetAttribLocation(shaderProgram, "position");
texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
uniModel = glGetUniformLocation(shaderProgram, "model");
uniView = glGetUniformLocation(shaderProgram, "view");
uniProj = glGetUniformLocation(shaderProgram, "proj");
glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 5000.f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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// GTA GET
gta = new GTAEngine(gtapath);
// This is harcoded in GTA III for some reason
gta->gameData.loadIMG("/models/gta3");
gta->load();
// Test out a known IPL.
gta->loadItems(gtapath + "/data/maps/industsw/industSW.ipl");
//gta->loadItems(gtapath + "/data/maps/industnw/industNW.ipl");
//gta->loadItems(gtapath + "/data/maps/industse/industSE.ipl");
//gta->loadItems(gtapath + "/data/maps/industne/industNE.ipl");
plyPos = gta->itemCentroid / (float) gta->instances.size();
}
void update()
{
float dt = 1.0/60.0; // we'll be fine
static int i = 0;
constexpr float moveSpeed = 20;
sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
sf::Vector2i mousePos = sf::Mouse::getPosition(window);
sf::Vector2i deltaMouse = mousePos - screenCenter;
sf::Mouse::setPosition(screenCenter, window);
plyLook.x += deltaMouse.x / 10.0;
plyLook.y += deltaMouse.y / 10.0;
if (plyLook.y > 90)
plyLook.y = 90;
else if (plyLook.y < -90)
plyLook.y = -90;
bool doMove = false;
int direction = 1;
int strafeDirection = 0;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
doMove = true;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
doMove = true;
direction = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
doMove = true;
strafeDirection = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
doMove = true;
strafeDirection = 1;
}
if (doMove) {
plyPos += dt * moveSpeed * direction * glm::vec3{
sin((plyLook.x + 90*strafeDirection) * PiOver180),
cos((plyLook.x + 90*strafeDirection) * PiOver180),
-sin(plyLook.y * PiOver180),
};
}
glm::mat4 view;
view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
view = glm::translate(view, -plyPos);
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
i++;
}
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto& textureLoader = gta->gameData.textureLoader;
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for (size_t i = 0; i < gta->instances.size(); ++i) {
auto &obj = gta->instances[i];
std::string modelname = obj.model;
if (modelname.substr(0, 3) == "LOD")
continue;
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auto &model = gta->gameData.models[modelname];
// std::cout << "Rendering " << modelname << std::endl;
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if(!model)
{
std::cout << "model " << modelname << " not there (" << gta->gameData.models.size() << " models loaded)" << std::endl;
}
for (size_t g = 0; g < model->geometries.size(); g++) {
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, glm::vec3(obj.posX, obj.posY, obj.posZ));
matrixModel = glm::scale(matrixModel, glm::vec3(obj.scaleX, obj.scaleY, obj.scaleZ));
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matrixModel = matrixModel * glm::mat4_cast(rot);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
{
if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
// std::cout << model->geometries[g].textures.size() << std::endl;
// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
}
}
}
}
int main(int argc, char *argv[])
{
if (argc < 2) {
std::cout << "Usage: " << argv[0] << " <path to GTA3 root folder>" << std::endl;
exit(1);
}
glewExperimental = GL_TRUE;
glewInit();
window.create(sf::VideoMode(WIDTH, HEIGHT), "GTA3 Viewer", sf::Style::Close);
window.setVerticalSyncEnabled(true);
init(argv[1]);
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
handleEvent(event);
}
update();
render();
window.display();
}
return 0;
}