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https://github.com/isledecomp/isle-portable.git
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9e686e2a87
* cmake+ci: run clang-tidy * Remove DESCRIPTION from LEGO1/LegoOmni.mingw.def * Add initial .clang-tidy and fixes * fix file perms * Comment out DESCRIPTION * Remove LegoEntity::~LegoEntity and MxPresenter::~MxPresenter from mingw's LEGO1.def * Looks like clang is allergic to the libs in the directx5 SDK * Update .clang-tidy * Fix typo in .clang-tidy * Attempt to generate an action error * Revert "Attempt to generate an action error" This reverts commit 96c4c65fedbc4102837f4bcbbb9ee83a7d14cba3. * cmake: test with -Wparentheses + optionally with -Werror * ci: -k0 is a Ninja argument * Use -Werror only for msys2 builds * cmake: only emit warnings for specific warnings * cmake: and don't do -Werror/-WX anymore * Fix warnings * Fix mingw warnings --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
184 lines
4 KiB
C++
184 lines
4 KiB
C++
// LegoView1.cpp : implementation file
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//
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#include "legoview1.h"
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#include "decomp.h"
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#include "mxgeometry/mxgeometry3d.h"
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#include "mxgeometry/mxmatrix.h"
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#include "realtime/realtime.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(LegoView, 0x78);
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DECOMP_SIZE_ASSERT(LegoView1, 0x88);
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// GLOBAL: LEGO1 0x101013e4
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float g_sunLightRGB = 1.0;
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// GLOBAL: LEGO1 0x101013e8
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float g_directionalLightRGB = 1.0;
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// GLOBAL: LEGO1 0x101013ec
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float g_ambientLightRGB = 0.3;
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/////////////////////////////////////////////////////////////////////////////
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// LegoView
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// FUNCTION: LEGO1 0x100ab510
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LegoView::LegoView()
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{
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m_pScene = 0;
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m_pCamera = 0;
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}
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// FUNCTION: LEGO1 0x100ab5a0
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LegoView::~LegoView()
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{
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Destroy();
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}
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// FUNCTION: LEGO1 0x100ab600
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BOOL LegoView::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
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{
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float viewAngle = 45;
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if (rCreateStruct.m_isWideViewAngle) {
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viewAngle = 90;
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}
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float frontClippingDistance = 0.1;
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float backClippingDistance = 500;
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assert(!m_pScene);
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assert(!m_pCamera);
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assert(pRenderer);
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m_pScene = pRenderer->CreateGroup();
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assert(m_pScene);
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// TglSurface::Create() calls CreateView(), and we need the camera in
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// CreateView(), so create camera before calling TglSurface::Create()
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m_pCamera = pRenderer->CreateCamera();
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assert(m_pCamera);
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if (!TglSurface::Create(rCreateStruct, pRenderer, m_pScene)) {
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delete m_pScene;
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m_pScene = 0;
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delete m_pCamera;
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m_pCamera = 0;
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return FALSE;
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}
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assert(GetView());
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GetView()->SetFrustrum(frontClippingDistance, backClippingDistance, viewAngle);
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GetView()->SetBackgroundColor(.223, .639, .851);
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return TRUE;
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}
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// FUNCTION: LEGO1 0x100ab6c0
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Tgl::View* LegoView::CreateView(Tgl::Renderer* pRenderer, Tgl::Device* pDevice)
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{
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assert(pRenderer);
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assert(pDevice);
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return pRenderer->CreateView(pDevice, m_pCamera, 0, 0, GetWidth(), GetHeight());
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}
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// FUNCTION: LEGO1 0x100ab6f0
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void LegoView::Destroy()
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{
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delete m_pScene;
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m_pScene = 0;
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delete m_pCamera;
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m_pCamera = 0;
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TglSurface::Destroy();
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}
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/////////////////////////////////////////////////////////////////////////////
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// LegoView1
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// FUNCTION: LEGO1 0x100ab730
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LegoView1::LegoView1()
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{
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m_pSunLight = 0;
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m_pDirectionalLight = 0;
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m_pAmbientLight = 0;
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}
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// FUNCTION: LEGO1 0x100ab7c0
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LegoView1::~LegoView1()
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{
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Destroy();
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}
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// FUNCTION: LEGO1 0x100ab820
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BOOL LegoView1::AddLightsToViewport()
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{
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GetView()->Add(m_pSunLight);
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GetView()->Add(m_pDirectionalLight);
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GetView()->Add(m_pAmbientLight);
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return TRUE;
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}
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// FUNCTION: LEGO1 0x100ab860
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BOOL LegoView1::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
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{
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if (!LegoView::Create(rCreateStruct, pRenderer)) {
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return FALSE;
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}
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// lights
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m_pSunLight = pRenderer->CreateLight(Tgl::Point, g_sunLightRGB, g_sunLightRGB, g_sunLightRGB);
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m_pDirectionalLight =
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pRenderer->CreateLight(Tgl::Directional, g_directionalLightRGB, g_directionalLightRGB, g_directionalLightRGB);
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m_pAmbientLight = pRenderer->CreateLight(Tgl::Ambient, g_ambientLightRGB, g_ambientLightRGB, g_ambientLightRGB);
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Mx3DPointFloat direction(0.0, -1.0, 0.0);
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Mx3DPointFloat position(0.0, 0.0, 0.0);
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Mx3DPointFloat up(1.0, 0.0, 0.0);
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Tgl::FloatMatrix4 matrix;
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Matrix4 in(matrix);
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MxMatrix transform;
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CalcLocalTransform(position, direction, up, transform);
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SETMAT4(in, transform);
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m_pDirectionalLight->SetTransformation(matrix);
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direction[0] = 0, direction[1] = 150, direction[2] = -150;
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CalcLocalTransform(position, direction, up, transform);
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SETMAT4(in, transform);
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m_pSunLight->SetTransformation(matrix);
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assert(GetView());
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return AddLightsToViewport();
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}
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// FUNCTION: LEGO1 0x100abad0
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void LegoView1::Destroy()
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{
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if (m_pSunLight) {
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GetView()->Remove(m_pSunLight);
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delete m_pSunLight;
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m_pSunLight = 0;
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}
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if (m_pDirectionalLight) {
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GetView()->Remove(m_pDirectionalLight);
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delete m_pDirectionalLight;
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m_pDirectionalLight = 0;
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}
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if (m_pAmbientLight) {
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GetView()->Remove(m_pAmbientLight);
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delete m_pAmbientLight;
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m_pAmbientLight = 0;
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}
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LegoView::Destroy();
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}
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