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mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 06:52:34 +02:00

Now loads models and textures from IMG files and renders stuff from an IPL file!

This commit is contained in:
Timmy Sjöstedt 2013-07-01 05:40:11 +02:00
parent 449168aa08
commit 06517550cb

View File

@ -4,6 +4,7 @@
#include "../framework/LoaderIPL.h"
#include "../framework/LoaderIMG.h"
#include "../framework/LoaderDFF.h"
#include "../framework/TextureLoader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
@ -11,6 +12,8 @@
#include <SFML/Graphics.hpp>
#include <memory>
constexpr int WIDTH = 800,
HEIGHT = 600;
@ -18,25 +21,35 @@ sf::Window window;
const char *vertexShaderSource = "#version 130\n"
"in vec3 position;"
// "in vec2 texCoords;"
// "out vec2 TexCoords;"
"in vec2 texCoords;"
"out vec2 TexCoords;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main()"
"{"
// " TexCoords = texCoords;"
" gl_Position = proj * model * vec4(position, 1.0);"
" TexCoords = texCoords;"
" gl_Position = proj * view * model * vec4(position, 1.0);"
"}";
const char *fragmentShaderSource = "#version 130\n"
// "in vec2 TexCoords;"
// "uniform sampler2D texture;"
"in vec2 TexCoords;"
"uniform sampler2D texture;"
"void main()"
"{"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
// " gl_FragColor = texture2D(texture, TexCoords);"
// " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
" gl_FragColor = texture2D(texture, TexCoords);"
"}";
GLuint uniModel, uniProj, uniView;
GLuint posAttrib, texAttrib;
LoaderDFF dffLoader;
TextureLoader textureLoader;
LoaderIPL iplLoader;
std::map<std::string, std::unique_ptr<Model>> models;
Model *selectedModel;
GLuint compileShader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
@ -74,18 +87,10 @@ void handleEvent(sf::Event &event)
}
}
GLuint uniModel, uniProj, uniView;
GLuint posAttrib;
GLuint VBO, EBO;
LoaderDFF dffLoader;
LoaderDFF::Geometry *selectedGeometry;
void init(std::string filepath)
void init(std::string gtapath)
{
glClearColor(0.2, 0.2, 0.2, 1.0);
// glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
@ -95,99 +100,65 @@ void init(std::string filepath)
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
posAttrib = glGetAttribLocation(shaderProgram, "position");
GLuint texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
uniModel = glGetUniformLocation(shaderProgram, "model");
uniView = glGetUniformLocation(shaderProgram, "view");
uniProj = glGetUniformLocation(shaderProgram, "proj");
LoaderIPL iplLoader;
glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 5000.f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
LoaderIMG imgLoader;
if (iplLoader.load(filepath)) {
if (imgLoader.load(gtapath +"/models/gta3")) {
for (int i = 0; i < imgLoader.getAssetCount(); i++) {
auto &asset = imgLoader.getAssetInfoByIndex(i);
std::string filename = asset.name;
auto filetype = filename.substr(filename.size() - 3);
std::transform(filetype.begin(), filetype.end(), filetype.begin(), ::tolower);
if (filetype == "dff") {
std::string modelname = filename.substr(0, filename.size() - 4);
char *file = imgLoader.loadToMemory(filename);
models[modelname] = std::move(dffLoader.loadFromMemory(file));
} else if (filetype == "txd") {
char *file = imgLoader.loadToMemory(filename);
textureLoader.loadFromMemory(file);
}
}
}
if (iplLoader.load(gtapath +"/data/maps/comNbtm.ipl")) {
printf("IPL Loaded, size: %d\n", iplLoader.m_instances.size());
if (imgLoader.load("/home/iostream/.wine/drive_c/Program Files (x86)/Rockstar Games/GTAIII/models/gta3")) {
std::string filename = iplLoader.m_instances[0].model + ".dff";
std::cout << "Loading " << filename << std::endl;
char *file = imgLoader.loadToMemory(filename);
dffLoader.loadFromMemory(file);
selectedGeometry = &dffLoader.geometries[0];
/*
for (int i = 0; i < 10; i++) {
auto v = selectedGeometry->vertices[i];
std::cout << v.x << ", " << v.y << ", " << v.z << std::endl;
}
*/
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(
GL_ARRAY_BUFFER,
selectedGeometry->vertices.size() * 3 * sizeof(float),
&selectedGeometry->vertices[0],
GL_STATIC_DRAW
);
uint16_t indicies[selectedGeometry->triangles.size() * 3];
size_t i = 0;
for (auto &tri : selectedGeometry->triangles) {
indicies[i] = tri.first;
indicies[i + 1] = tri.second;
indicies[i + 2] = tri.third;
i += 3;
}
/*
for (int i = 0; i < 8; i++) {
glm::vec3 t{indicies[i*3], indicies[i*3 + 1], indicies[i*3 + 2]};
auto v1 = selectedGeometry->vertices[t.x];
auto v2 = selectedGeometry->vertices[t.y];
auto v3 = selectedGeometry->vertices[t.z];
std::cout << t.x << ", " << t.y << ", " << t.z << std::endl;
std::cout << v1.x << ", " << v1.y << ", " << v1.z << std::endl;
std::cout << v2.x << ", " << v2.y << ", " << v2.z << std::endl;
std::cout << v3.x << ", " << v3.y << ", " << v3.z << std::endl;
std::cout << std::endl;
}
*/
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(indicies),
indicies,
GL_STATIC_DRAW
);
glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 100.f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
} else {
std::cerr << "IMG failed to load" << std::endl;
exit(1);
}
/*
for (size_t i = 0; i < iplLoader.m_instances.size(); ++i) {
printf("IPL entry id: %d\n", iplLoader.m_instances[i].id);
}
*/
} else {
printf("IPL failed to load.\n");
exit(1);
}
textureLoader.loadFromFile("MISC.TXD");
selectedModel = models["Jetty"].get();
}
void update()
{
static int i = 0;
glm::mat4 model;
model = glm::translate(model, glm::vec3(0, 0, -10.0));
model = glm::rotate(model, 100.f, glm::vec3(1, 0, 0));
model = glm::rotate(model, i*1.f, glm::vec3(0, 0, 1));
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
glm::mat4 view;
glm::vec3 pos{
-200 + cos(i / 40.0) * 400,
700 + sin(i / 40.0) * 400,
-300,
};
view = glm::rotate(view, -50.f, glm::vec3(1, 0, 0));
view = glm::rotate(view, (i/251.2f)*360 - 90, glm::vec3(0, 0, -1));
view = glm::translate(view, pos);
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
i++;
}
@ -196,16 +167,47 @@ void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posAttrib);
for (size_t i = 0; i < iplLoader.m_instances.size(); ++i) {
auto &obj = iplLoader.m_instances[i];
std::string modelname = obj.model;
if (modelname.substr(0, 3) == "LOD")
continue;
auto &model = models[modelname];
// std::cout << "Rendering " << modelname << std::endl;
glDrawElements(GL_TRIANGLES, selectedGeometry->triangles.size() * 3, GL_UNSIGNED_SHORT, NULL);
for (size_t g = 0; g < model->geometries.size(); g++) {
if (model->geometries[g].textures.size() > 0) {
// std::cout << model->geometries[g].textures.size() << std::endl;
// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
textureLoader.bindTexture(model->geometries[g].textures[0].name);
}
glm::mat4 matrixModel;
glm::quat rot{obj.rotX, obj.rotY, obj.rotZ, obj.rotW};
matrixModel = glm::translate(matrixModel, glm::vec3(obj.posX, obj.posY, obj.posZ));
matrixModel = glm::rotate(matrixModel, glm::angle(rot), glm::axis(rot));
matrixModel = glm::scale(matrixModel, glm::vec3(obj.scaleX, obj.scaleY, obj.scaleZ));
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].EBO);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glDrawElements(GL_TRIANGLES, model->geometries[g].triangles.size() * 3, GL_UNSIGNED_SHORT, 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();