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https://github.com/thunderbrewhq/thunderbrew
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feat(world): make test routines to render CM2Scene in CWorldScene
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@ -14,6 +14,7 @@
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#include <bc/Memory.hpp>
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#include <tempest/Matrix.hpp>
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#include <common/Time.hpp>
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CGWorldFrame* CGWorldFrame::s_currentWorldFrame = nullptr;
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@ -166,7 +167,7 @@ void CGWorldFrame::OnWorldRender() {
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GxRsSet(GxRs_Multisample, 1);
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if (true) {
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CImVector clearColor = { 0, 0, 0, 0xFF };
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CImVector clearColor = { 0x80, 0x80, 0x80, 0xFF };
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GxSceneClear(3, clearColor);
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}
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@ -187,7 +188,11 @@ void CGWorldFrame::OnWorldRender() {
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CShaderEffect::UpdateProjMatrix();
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CWorld::Render(C3Vector(), 0.0f);
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static auto s_time = 0;
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float elapsed = static_cast<float>(OsGetAsyncTimeMs() - s_time) / 1000.0f;
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s_time = OsGetAsyncTimeMs();
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CWorld::Render(C3Vector(), elapsed);
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if (CWorldScene::s_m2Scene) {
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CWorldScene::s_m2Scene->Draw(M2PASS_0);
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@ -17,14 +17,39 @@
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CM2Scene* CWorldScene::s_m2Scene;
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HTEXTURE CWorldScene::s_defaultTexture;
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HTEXTURE CWorldScene::s_defaultBlendTexture;
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CM2Model* g_models[10] = {};
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void CWorldSceneLightingCallback(CM2Model* model, CM2Lighting* lighting, void* userArg) {
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lighting->AddAmbient({ 1.0f, 1.0f, 1.0f });
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lighting->AddDiffuse({ 1.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f });
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lighting->AddSpecular({ 0.0f, 0.0f, 0.0f });
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}
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void CWorldScene::Initialize() {
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// TODO
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CWorldScene::s_m2Scene = M2CreateScene();
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auto model = CWorldScene::s_m2Scene->CreateModel("Spells\\ErrorCube.mdx", 0);
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model->SetAnimating(1);
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model->SetVisible(1);
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g_models[0] = CWorldScene::s_m2Scene->CreateModel(R"(World\LORDAERON\Arathi\PassiveDoodads\Trees\ArathiStump01.m2)", 0);
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g_models[0]->SetWorldTransform(C3Vector(1.0f, 0.0f, 0.0f), 0.0f, 0.1f);
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g_models[1] = CWorldScene::s_m2Scene->CreateModel(R"(World\NoDXT\Detail\ApkBus01.m2)", 0);
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g_models[1]->SetWorldTransform(C3Vector(1.5f), 0.0f, 1.0f);
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g_models[2] = CWorldScene::s_m2Scene->CreateModel(R"(Creature\BloodElfGuard\BloodElfMale_Guard.m2)", 0);
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g_models[2]->SetWorldTransform(C3Vector(0.0f), 0.0f, 1.0f);
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for (size_t i = 0; i < 10; ++i) {
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if (!g_models[i])
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continue;
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g_models[i]->SetBoneSequence(0xFFFFFFFF, 0, 0xFFFFFFFF, 0, 1.0f, 1, 1);
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g_models[i]->SetLightingCallback(&CWorldSceneLightingCallback, nullptr);
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}
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CWorldScene::s_defaultTexture = TextureCreateSolid({ 0x80, 0x80, 0x80, 0xFF });
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CWorldScene::s_defaultBlendTexture = TextureCreateSolid({ 0, 0, 0, 0xFF });
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}
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void CWorldScene::Render(const C3Vector& cameraPos, float time) {
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@ -37,12 +62,25 @@ void CWorldScene::Render(const C3Vector& cameraPos, float time) {
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if (CWorldScene::s_m2Scene) {
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for (size_t i = 0; i < 10; ++i) {
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if (!g_models[i])
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continue;
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g_models[i]->SetAnimating(1);
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g_models[i]->SetVisible(1);
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}
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CWorldScene::s_m2Scene->m_flags |= 1u;
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CWorldScene::s_m2Scene->AdvanceTime(static_cast<uint32_t>(time * 1000.0f));
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CWorldScene::s_m2Scene->Animate(cameraPos);
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CWorldScene::s_m2Scene->m_flags &= ~1u;
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}
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// sub_6FDA20();
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// sub_7BB570();
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CShaderEffect::UpdateProjMatrix();
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// CWorldScene::RenderSetFog();
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DayNight::Update();
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DayNight::RenderSky();
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@ -4,11 +4,16 @@
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#include <cstdint>
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#include <tempest/Vector.hpp>
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#include "gx/Texture.hpp"
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class CM2Scene;
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class CWorldScene {
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public:
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static CM2Scene* s_m2Scene;
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static HTEXTURE s_defaultTexture;
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static HTEXTURE s_defaultBlendTexture;
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static void Initialize();
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static void Render(const C3Vector& cameraPos, float time);
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