feat(world): make test routines to render CM2Scene in CWorldScene

This commit is contained in:
VDm 2025-08-02 16:08:28 +04:00
parent b1694c2897
commit 0e4ef3aa29
3 changed files with 53 additions and 5 deletions

View File

@ -14,6 +14,7 @@
#include <bc/Memory.hpp>
#include <tempest/Matrix.hpp>
#include <common/Time.hpp>
CGWorldFrame* CGWorldFrame::s_currentWorldFrame = nullptr;
@ -166,7 +167,7 @@ void CGWorldFrame::OnWorldRender() {
GxRsSet(GxRs_Multisample, 1);
if (true) {
CImVector clearColor = { 0, 0, 0, 0xFF };
CImVector clearColor = { 0x80, 0x80, 0x80, 0xFF };
GxSceneClear(3, clearColor);
}
@ -187,7 +188,11 @@ void CGWorldFrame::OnWorldRender() {
CShaderEffect::UpdateProjMatrix();
CWorld::Render(C3Vector(), 0.0f);
static auto s_time = 0;
float elapsed = static_cast<float>(OsGetAsyncTimeMs() - s_time) / 1000.0f;
s_time = OsGetAsyncTimeMs();
CWorld::Render(C3Vector(), elapsed);
if (CWorldScene::s_m2Scene) {
CWorldScene::s_m2Scene->Draw(M2PASS_0);

View File

@ -17,14 +17,39 @@
CM2Scene* CWorldScene::s_m2Scene;
HTEXTURE CWorldScene::s_defaultTexture;
HTEXTURE CWorldScene::s_defaultBlendTexture;
CM2Model* g_models[10] = {};
void CWorldSceneLightingCallback(CM2Model* model, CM2Lighting* lighting, void* userArg) {
lighting->AddAmbient({ 1.0f, 1.0f, 1.0f });
lighting->AddDiffuse({ 1.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f });
lighting->AddSpecular({ 0.0f, 0.0f, 0.0f });
}
void CWorldScene::Initialize() {
// TODO
CWorldScene::s_m2Scene = M2CreateScene();
auto model = CWorldScene::s_m2Scene->CreateModel("Spells\\ErrorCube.mdx", 0);
model->SetAnimating(1);
model->SetVisible(1);
g_models[0] = CWorldScene::s_m2Scene->CreateModel(R"(World\LORDAERON\Arathi\PassiveDoodads\Trees\ArathiStump01.m2)", 0);
g_models[0]->SetWorldTransform(C3Vector(1.0f, 0.0f, 0.0f), 0.0f, 0.1f);
g_models[1] = CWorldScene::s_m2Scene->CreateModel(R"(World\NoDXT\Detail\ApkBus01.m2)", 0);
g_models[1]->SetWorldTransform(C3Vector(1.5f), 0.0f, 1.0f);
g_models[2] = CWorldScene::s_m2Scene->CreateModel(R"(Creature\BloodElfGuard\BloodElfMale_Guard.m2)", 0);
g_models[2]->SetWorldTransform(C3Vector(0.0f), 0.0f, 1.0f);
for (size_t i = 0; i < 10; ++i) {
if (!g_models[i])
continue;
g_models[i]->SetBoneSequence(0xFFFFFFFF, 0, 0xFFFFFFFF, 0, 1.0f, 1, 1);
g_models[i]->SetLightingCallback(&CWorldSceneLightingCallback, nullptr);
}
CWorldScene::s_defaultTexture = TextureCreateSolid({ 0x80, 0x80, 0x80, 0xFF });
CWorldScene::s_defaultBlendTexture = TextureCreateSolid({ 0, 0, 0, 0xFF });
}
void CWorldScene::Render(const C3Vector& cameraPos, float time) {
@ -37,12 +62,25 @@ void CWorldScene::Render(const C3Vector& cameraPos, float time) {
if (CWorldScene::s_m2Scene) {
for (size_t i = 0; i < 10; ++i) {
if (!g_models[i])
continue;
g_models[i]->SetAnimating(1);
g_models[i]->SetVisible(1);
}
CWorldScene::s_m2Scene->m_flags |= 1u;
CWorldScene::s_m2Scene->AdvanceTime(static_cast<uint32_t>(time * 1000.0f));
CWorldScene::s_m2Scene->Animate(cameraPos);
CWorldScene::s_m2Scene->m_flags &= ~1u;
}
// sub_6FDA20();
// sub_7BB570();
CShaderEffect::UpdateProjMatrix();
// CWorldScene::RenderSetFog();
DayNight::Update();
DayNight::RenderSky();

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@ -4,11 +4,16 @@
#include <cstdint>
#include <tempest/Vector.hpp>
#include "gx/Texture.hpp"
class CM2Scene;
class CWorldScene {
public:
static CM2Scene* s_m2Scene;
static HTEXTURE s_defaultTexture;
static HTEXTURE s_defaultBlendTexture;
static void Initialize();
static void Render(const C3Vector& cameraPos, float time);