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mirror of https://github.com/rwengine/openrw.git synced 2024-11-09 12:22:34 +01:00

Added basic OpenGL rendering of models with -r flag etc

This commit is contained in:
Timmy Sjöstedt 2013-06-30 07:32:54 +02:00
parent 519c51f7ce
commit 06f7af92c2
3 changed files with 298 additions and 33 deletions

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@ -1,3 +1,5 @@
add_executable(datadump main.cpp) add_executable(datadump main.cpp)
target_link_libraries( datadump sfml-graphics sfml-window sfml-system GL GLEW )
install(TARGETS datadump RUNTIME DESTINATION bin) install(TARGETS datadump RUNTIME DESTINATION bin)

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@ -1,3 +1,14 @@
#define GLEW_STATIC
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <unistd.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
#include "../framework/rwbinarystream.h" #include "../framework/rwbinarystream.h"
@ -9,6 +20,32 @@ using RW::BSClump;
using namespace RW; using namespace RW;
sf::Window *window;
constexpr int WIDTH = 800,
HEIGHT = 600;
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 * model * vec4(position, 1.0);"
"}";
const char *fragmentShaderSource = "#version 130\n"
"in vec2 TexCoords;"
"uniform sampler2D texture;"
"void main()"
"{"
// " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
" gl_FragColor = texture2D(texture, TexCoords);"
"}";
template<class T> T readStructure(char* data, size_t& dataI) template<class T> T readStructure(char* data, size_t& dataI)
{ {
size_t orgoff = dataI; dataI += sizeof(T); size_t orgoff = dataI; dataI += sizeof(T);
@ -20,7 +57,29 @@ BSSectionHeader readHeader(char* data, size_t& dataI)
return readStructure<BSSectionHeader>(data, dataI); return readStructure<BSSectionHeader>(data, dataI);
} }
void dumpModelFile(char* data, size_t& dataI) 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 dumpModelFile(char* data, size_t dataI)
{ {
auto header = readHeader(data, dataI); auto header = readHeader(data, dataI);
@ -196,7 +255,7 @@ void dumpModelFile(char* data, size_t& dataI)
} }
} }
void dumpTextureDictionary(char* data, size_t& dataI) void dumpTextureDictionary(char* data, size_t dataI)
{ {
auto header = readHeader(data, dataI); auto header = readHeader(data, dataI);
@ -229,42 +288,246 @@ void dumpTextureDictionary(char* data, size_t& dataI)
} }
} }
void renderModel(char *data, size_t dataI)
{
window = new sf::Window({WIDTH, HEIGHT}, "GTA Model Viewer", sf::Style::Close);
glewExperimental = GL_TRUE;
glewInit();
readHeader(data, dataI); // Header
readHeader(data, dataI); // ?
readStructure<BSClump>(data, dataI); // Clump
readHeader(data, dataI); // Frame header
readHeader(data, dataI); // ?
BSFrameList frames = readStructure<BSFrameList>(data, dataI); // Frames
for (size_t i = 0; i < frames.numframes; ++i)
readStructure<BSFrameListFrame>(data, dataI);
auto nextHeader = readHeader(data, dataI);
while (nextHeader.id == RW::SID_Extension) {
for (size_t i = 0; i < 2; ++i) {
auto firstHeader = readHeader(data, dataI);
dataI += firstHeader.size;
}
nextHeader = readHeader(data, dataI);
}
readHeader(data, dataI); // Structure Header..
// OpenGL
glClearColor(0.2, 0.2, 0.2, 1.0);
glEnable(GL_DEPTH_TEST);
// glDepthFunc(GL_GEQUAL);
// glDisable(GL_CULL_FACE);
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);
sf::Image uvgridTexture;
uvgridTexture.loadFromFile("../datadump/uvgrid.jpg");
// sf::Texture::bind(&uvgridTexture);
GLuint VBO;
GLuint EBO;
GLuint textures[1];
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glGenTextures(1, textures);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, uvgridTexture.getSize().x, uvgridTexture.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, uvgridTexture.getPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
auto geomlist = readStructure<BSGeometryList>(data, dataI);
for (size_t i = 0; i < geomlist.numgeometry; ++i) {
auto geomHeader = readHeader(data, dataI);
size_t basedata = dataI;
readHeader(data, dataI);
auto geom = readStructure<BSGeometry>(data, dataI);
if (geomHeader.versionid < 0x1003FFFF)
auto colors = readStructure<BSGeometryColor>(data, dataI);
if (geom.flags & BSGeometry::VertexColors) {
for (size_t v = 0; v < geom.numverts; ++v) {
readStructure<BSColor>(data, dataI);
}
}
float *texcoords;
size_t numTexcoords = 0;
if (geom.flags & BSGeometry::TexCoords1 || geom.flags & BSGeometry::TexCoords2) {
texcoords = new float[geom.numverts * 2];
numTexcoords = geom.numverts * 2 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto coords = readStructure<BSGeometryUV>(data, dataI);
texcoords[v*2] = coords.u;
texcoords[v*2 + 1] = coords.v;
}
}
uint16_t indicies[geom.numtris * 3];
for (int j = 0; j < geom.numtris; ++j) {
auto tri = readStructure<BSGeometryTriangle>(data, dataI);
indicies[j*3] = tri.first;
indicies[j*3 + 1] = tri.second;
indicies[j*3 + 2] = tri.third;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
auto bounds = readStructure<BSGeometryBounds>(data,dataI);
float *vertices = new float[geom.numverts * 3];
size_t numVertices = geom.numverts * 3 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto p = readStructure<BSTVector3>(data, dataI);
vertices[v*3] = p.x;
vertices[v*3 + 1] = p.y;
vertices[v*3 + 2] = p.z;
}
float *normals;
size_t numNormals = 0;
if (geom.flags & BSGeometry::StoreNormals) {
normals = new float[geom.numverts * 3];
numNormals = geom.numverts * 3 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto p = readStructure<BSTVector3>(data, dataI);
normals[v*3] = p.x;
normals[v*3 + 1] = p.y;
normals[v*3 + 2] = p.z;
}
}
// Jump to the start of the next geometry
dataI = basedata + geomHeader.size;
/** CHANGE THIS NUMBER TO SELECT A SPECIFIC MODEL! **/
if (i <= 11)
continue;
// Buffer stuff
size_t bufferSize = numVertices + numTexcoords + numNormals;
std::cout << "BUFFER SIZE IS " << bufferSize << std::endl;
glBufferData(GL_ARRAY_BUFFER, bufferSize, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices, vertices);
if (numTexcoords > 0)
glBufferSubData(GL_ARRAY_BUFFER, numVertices, numTexcoords, texcoords);
if (numNormals > 0)
glBufferSubData(GL_ARRAY_BUFFER, numVertices+numTexcoords, numNormals, normals);
GLuint posAttrib = glGetAttribLocation(shaderProgram, "position");
GLuint texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void *) numVertices);
GLuint uniModel = glGetUniformLocation(shaderProgram, "model");
GLuint uniView = glGetUniformLocation(shaderProgram, "view");
GLuint uniProj = glGetUniformLocation(shaderProgram, "proj");
glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 10.f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
int j = 0;
while (window->isOpen()) {
glm::mat4 model;
model = glm::translate(model, glm::vec3(0, 0, -0.5));
model = glm::rotate(model, (float) j, glm::vec3(2, 1, 1));
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, geom.numverts, GL_UNSIGNED_SHORT, NULL);
window->display();
j++;
}
break;
}
}
bool loadFile(const char *filename, char **data)
{
std::ifstream dfile(filename);
if ( ! dfile.is_open()) {
std::cerr << "Error opening file " << filename << std::endl;
return false;
}
dfile.seekg(0, std::ios_base::end);
size_t length = dfile.tellg();
dfile.seekg(0);
*data = new char[length];
dfile.read(*data, length);
return true;
}
int main(int argc, char** argv) int main(int argc, char** argv)
{ {
for(int i = 1; i < argc; ++i) bool render = false;
{ int c;
std::ifstream dfile(argv[i]); while ((c = getopt (argc, argv, "r")) != -1) {
if(!dfile.is_open()) { switch (c) {
std::cerr << "Error opening file " << argv[i] << std::endl; case 'r':
continue; render = true;
break;
} }
}
dfile.seekg(0, std::ios_base::end); char *data;
size_t length = dfile.tellg();
dfile.seekg(0);
char* data = new char[length];
dfile.read(data, length);
size_t dataI = 0;
std::string fname = argv[i]; if (render) {
auto ext = fname.substr(fname.size()-3); if (loadFile(argv[2], &data)) {
renderModel(data, 0);
if(ext == "dff" || ext == "DFF") delete[] data;
{
std::cout << "Dumping model file" << std::endl;
dumpModelFile(data, dataI);
}
else if(ext == "txd" || ext == "TXD")
{
std::cout << "Dumping texture archive" << std::endl;
dumpTextureDictionary(data, dataI);
}
else
{
std::cout << "I'm not sure what that is" << std::endl;
} }
} else {
for (int i = 1; i < argc; ++i) {
if ( ! loadFile(argv[i], &data))
continue;
delete[] data; std::string fname = argv[i];
auto ext = fname.substr(fname.size()-3);
if(ext == "dff" || ext == "DFF")
{
std::cout << "Dumping model file" << std::endl;
dumpModelFile(data, 0);
}
else if(ext == "txd" || ext == "TXD")
{
std::cout << "Dumping texture archive" << std::endl;
dumpTextureDictionary(data, 0);
}
else
{
std::cout << "I'm not sure what that is" << std::endl;
}
delete[] data;
}
} }
return 0; return 0;

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