warzone2100/tools/display/wzmviewer.c

309 lines
8.4 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 2007-2008 Warzone Resurrection Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "wzmviewer.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <png.h>
#if (defined(WIN64) || defined(_WIN64) || defined(__WIN64__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__))
# define strcasecmp _stricmp
# define strncasecmp _strnicmp
# define inline __inline
# define alloca _alloca
# define fileno _fileno
# define isfinite _finite
#endif
// The WZM format is a proposed successor to the PIE format used by Warzone.
// For an explanation of the WZM format, see http://wiki.wz2100.net/WZM_format
// To compile: gcc -o wzmviewer wzmviewer.c wzmutils.c -Wall -g -O0 -Wshadow -lpng `sdl-config --libs --cflags` -lGL -lGLU
static char *input = "";
static char *texPath = "";
static SDL_Surface *screen;
static uint32_t now = 0;
static void parse_args(int argc, char **argv)
{
unsigned int i = 1;
if (argc < 2 + i)
{
fprintf(stderr, "Syntax: wzmviewer filename.wzm path_to_textures\n");
exit(1);
}
input = argv[i++];
texPath = argv[i++];
}
static void resizeWindow(int width, int height)
{
glViewport(0, 0, width, height);
}
// Adjust the vector in vec1 with the vector to be in vec2 by fractional value in
// fraction which indicates how far we've come toward vec2. The result is put into
// the result vector.
static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, double fraction)
{
result->x = vec1.x * (1.0 - fraction) + vec2.x * fraction;
result->y = vec1.y * (1.0 - fraction) + vec2.y * fraction;
result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction;
}
static void drawModel(MODEL *psModel, int x, int y)
{
int i;
glColor3f(1.0f, 1.0f, 1.0f);
for (i = 0; i < psModel->meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
if (psMesh->frameArray)
{
FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame];
FRAME *nextFrame = psFrame;
double fraction = 1.0f / (psFrame->timeSlice * 1000) * (now - psMesh->lastChange); // until next frame
Vector3f vec;
assert(psMesh->currentFrame < psMesh->frames);
if (psMesh->currentFrame == psMesh->frames - 1)
{
nextFrame = &psMesh->frameArray[0]; // wrap around
}
else
{
nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1];
}
// Try to avoid a crash from crap drivers
assert(isfinite(psFrame->translation.x) && isfinite(psFrame->translation.y) && isfinite(psFrame->translation.z));
assert(psFrame->translation.x >= 0.0f && psFrame->translation.y >= 0.0f && psFrame->translation.z >= 0.0f);
assert(psFrame->rotation.x >= 0.0f && psFrame->rotation.y >= 0.0f && psFrame->rotation.z >= 0.0f);
assert(psFrame->rotation.x <= 360.0f && psFrame->rotation.y <= 360.0f && psFrame->rotation.z <= 360.0f);
// Translate
interpolateVectors(psFrame->translation, nextFrame->translation, &vec, fraction);
glTranslatef(vec.x, vec.y, vec.z);
// Rotate
interpolateVectors(psFrame->rotation, nextFrame->rotation, &vec, fraction);
glRotatef(vec.x, 1, 0, 0);
glRotatef(vec.y, 0, 1, 0);
glRotatef(vec.z, 0, 0, 1);
}
glTexCoordPointer(2, GL_FLOAT, 0, psMesh->textureArray[psMesh->currentFrame]);
glVertexPointer(3, GL_FLOAT, 0, psMesh->vertexArray);
glDrawElements(GL_TRIANGLES, psMesh->faces * 3, GL_UNSIGNED_INT, psMesh->indexArray);
}
}
static void prepareModel(MODEL *psModel)
{
glGenTextures(1, &psModel->texture);
glBindTexture(GL_TEXTURE_2D, psModel->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, psModel->pixmap->w, psModel->pixmap->h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, psModel->pixmap->pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
int main(int argc, char **argv)
{
MODEL *psModel;
const int width = 640, height = 480;
SDL_Event event;
GLfloat angle = 0.0f;
const float aspect = (float)width / (float)height;
bool quit = false;
float dimension = 0.0f;
int i;
parse_args(argc, argv);
/* Initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
{
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
atexit(SDL_Quit);
psModel = readModel(input, texPath);
psModel->pixmap = readPixmap(psModel->texPath);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
/* Initialize the display */
screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL|SDL_ANYFORMAT);
if (screen == NULL)
{
fprintf(stderr, "Couldn't initialize display: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
printf("OpenGL version: %s\n", glGetString(GL_VERSION));
printf("OpenGL renderer: %s\n", glGetString(GL_RENDERER));
printf("OpenGL vendor: %s\n", glGetString(GL_VENDOR));
resizeWindow(width, height);
glEnable(GL_TEXTURE_2D);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, aspect, 0.1f, 500.0f);
glMatrixMode(GL_MODELVIEW);
prepareModel(psModel);
for (i = 0; i < psModel->meshes; i++)
{
int j;
MESH *psMesh = &psModel->mesh[i];
for (j = 0; j < psMesh->vertices * 3; j++)
{
dimension = MAX(fabs(psMesh->vertexArray[j]), dimension);
}
}
/* Find model size */
while (!quit)
{
now = SDL_GetTicks();
while (SDL_PollEvent(&event))
{
SDL_keysym *keysym = &event.key.keysym;
switch (event.type)
{
case SDL_VIDEORESIZE:
resizeWindow(event.resize.w, event.resize.h);
break;
case SDL_QUIT:
quit = true;
break;
case SDL_KEYDOWN:
switch (keysym->sym)
{
case SDLK_F1:
glEnable(GL_CULL_FACE);
printf("Culling enabled.\n");
break;
case SDLK_F2:
glDisable(GL_CULL_FACE);
printf("Culling disabled.\n");
break;
case SDLK_F3:
glDisable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
printf("Wireframe mode.\n");
break;
case SDLK_F4:
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
printf("Texturing mode.\n");
break;
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_KP_PLUS:
case SDLK_PLUS:
for (i = 0; i < psModel->meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
if (psMesh->currentFrame < psMesh->frames - 1)
{
psMesh->currentFrame++;
}
else
{
psMesh->currentFrame = 0;
}
}
break;
default:
break;
}
break;
}
}
// Animation support! :-)
for (i = 0; i < psModel->meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
FRAME *psFrame;
if (!psMesh->frameArray)
{
continue;
}
psFrame = &psMesh->frameArray[psMesh->currentFrame];
assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
{
psMesh->lastChange = now;
psMesh->currentFrame++;
if (psMesh->currentFrame >= psMesh->frames)
{
psMesh->currentFrame = 0; // loop
}
}
}
glLoadIdentity();
glTranslatef(0.0f, -30.0f, -50.0f + -(dimension * 2.0f));;
glRotatef(angle, 0, 1, 0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawModel(psModel, 0, 0);
SDL_GL_SwapBuffers();
SDL_Delay(10);
angle += 0.1;
if (angle > 360.0f)
{
angle = 0.0f;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
freeModel(psModel);
return 0;
}