1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465
|
////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// This program 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 this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// TexEdit.cpp
// Project: Nostril (aka Postal)
//
// This module implements the texture editor.
//
// History:
// 10/03/99 JMI Started.
//
// 10/06/99 JMI Now DoModal() accepts two lights to use and some other
// stuff too.
//
// 10/07/99 JMI Changed the default Mudify settings to that of Assets.mak.
//
// JMI Replaced m_fAlt and m_fAzi with a transform so rotations
// can always be relative to the current orientation.
// Also added 'D' as an additional paint key so those keys
// could all be on one hand.
//
// 10/08/99 JMI Holding down shift now causes the manips to ignore the Y
// input and holding control causes them to ignore the X
// input.
//
// JMI Added ValidateTextures() to check for and fix out-of-synch
// texture files.
// In Adjust(), we now free the colors array (otherwise, the
// colors will get saved). Some probably already exist.
//
////////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------
// Includes.
//------------------------------------------------------------------------------
#include "RSPiX.h"
#include "TexEdit.h"
#include "Anim3D.h"
#include "update.h"
#include "game.h" // For Paths.
#include "localize.h"
//------------------------------------------------------------------------------
// Macros.
//------------------------------------------------------------------------------
const RString c_strGuiFile = "res/editor/TexEdit.gui";
const int32_t c_lIdAnim = 100;
const int32_t c_lIdPal = 200;
const int32_t c_lIdSpotLight = 601;
const int32_t c_lIdBrightness = 602;
const int32_t c_lIdAdjust = 701;
const int32_t c_lIdFrequency = 702;
const int32_t c_lIdAmount = 703;
const int32_t c_lIdCurColor = 201;
const int32_t c_lIdStatus = 500;
const int32_t c_lIdApply = 301;
const int32_t c_lIdSave = 302;
const int32_t c_lIdRevert = 303;
const int32_t c_lIdQuit = 399;
const int32_t c_lIdTrans = 401;
const int32_t c_lIdScale = 402;
const int32_t c_lIdRotate = 403;
const int32_t c_lIdPaint = 404;
const double c_dScale = 8.0;
const double c_fTransRate = 0.25f / c_dScale;
const double c_fScaleRate = 0.1f / c_dScale;
const double c_fRotRate = 1.0f;
const int16_t c_sPalStart = 106;
const int16_t c_sPalEnd = 201;
const int16_t c_sPalNum = c_sPalEnd - c_sPalStart + 1;
#if 0 // Swatch center colors only -- to guarantee good matching.
const short c_sPalColorsPerSwatch = 8;
const short c_sPalCols = 2;
#else // All swatch colors -- to allow more flexibility when texturing guys.
const int16_t c_sPalColorsPerSwatch = 1;
const int16_t c_sPalCols = 8;
#endif
const int16_t c_sPalDispColorOffset = c_sPalColorsPerSwatch / 2;
const int16_t g_sPalFirstColor = c_sPalStart + c_sPalDispColorOffset;
const int16_t c_sMinBrightness = -64;
const int16_t c_sMaxBrightness = 64;
const int16_t c_sBrightnessRange = c_sMaxBrightness - c_sMinBrightness + 1;
const int16_t c_sDefAdjustFrequency = 2;
const float c_fDefAdjustment = 0.85f;
//------------------------------------------------------------------------------
// Functions.
//------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////
// Set the state of the specified push button.
////////////////////////////////////////////////////////////////////////////////
inline
void
SetPushBtnState(
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lBtnId, // In: ID of btn whose state will be set.
RPushBtn::State state) // In: New state for btn.
{
ASSERT(pguiRoot);
RPushBtn* pbtn = (RPushBtn*)pguiRoot->GetItemFromId(lBtnId);
if (pbtn)
{
pbtn->m_state = state;
pbtn->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Checks to see if v1 and v2 are going in the same sign direction.
////////////////////////////////////////////////////////////////////////////////
bool // Returns true if x, y, and z of v1 and v2 are the same (respective 3) signs.
SameSigns_Vector(
RP3d *v1, // In: vector 1
RP3d *v2) // In: vector 1
{
//this is a slooow check!, check the sign bit, or something
if(((int)v1->x >= 0 && (int)v2->x >= 0) || ((int)v1->x < 0 && (int)v2->x < 0))
{
if(((int)v1->y >= 0 && (int)v2->y >= 0) || ((int)v1->y < 0 && (int)v2->y < 0))
{
if(((int)v1->z >= 0 && (int)v2->z >= 0) || ((int)v1->z < 0 && (int)v2->z < 0))
return true;
}
}
return false;
};
////////////////////////////////////////////////////////////////////////////////
// Using the equation in comments below, this returns the value for 't' from the
// parametric equations of line seg 0--1 and the plane of a, b, c, and D.
// if true, then you can use t, else, t will not have been assigned anything.
// -(a*x0 + b*y0 + c*z0 + D) = t
// a*(x1-x0)+b*(y1-y0)+c*(z1-z0)
////////////////////////////////////////////////////////////////////////////////
bool // Returns: true of t valid, false otherwise
GetIntersectSubT(
RP3d &pt0, // In: line segment point 0
RP3d &ptSub, // In: line segment point 1
RP3d &ptCoeff,
//double a, double b, double c, double D, // In: coefficients
float fD,
float &t) // In: return t
{
float fdenom=ptCoeff.x*(ptSub.x) + ptCoeff.y*(ptSub.y) + ptCoeff.z*(ptSub.z);
if(fdenom!=0)
{
t= (ptCoeff.x*pt0.x + ptCoeff.y*pt0.y + ptCoeff.z*pt0.z + fD)/fdenom;
t*=-1;
return(true);
}
else
{
return(false);
};
};
////////////////////////////////////////////////////////////////////////////////
// Checks to see if a point is inside (in the plane of and contained in) the
// given triangle.
////////////////////////////////////////////////////////////////////////////////
bool // Return true if the given point is inside the given triangle
PointInsideTri(
RP3d &pt0A, // In: point 1 of triangle
RP3d &pt1A, // In: point 2 of triangle
RP3d &pt2A, // In: point 3 of triangle
RP3d &hitpoint) // In: point to check inside triangle
{
/*
if(cheapequalsRP3d(pt0A, hitpoint)
|| cheapequalsRP3d(pt1A, hitpoint)
|| cheapequalsRP3d(pt2A, hitpoint))
return true;
*/
RP3d pt0, pt1, pt2;//pt0=pt0A, pt1=pt1A, pt2=pt2A;
RP3d main_cross;
RP3d result_cross;
//if(cheapequalsRP3d(pt0, hitpoint) || cheapequalsRP3d(pt1, hitpoint)
// || cheapequalsRP3d(pt2, hitpoint))
// return true;
//rspSub(pt0, pt2);
//rspSub(pt1, pt2);
pt0.x=pt0A.x - pt2A.x;
pt0.y=pt0A.y - pt2A.y;
pt0.z=pt0A.z - pt2A.z;
pt1.x=pt1A.x - pt2A.x;
pt1.y=pt1A.y - pt2A.y;
pt1.z=pt1A.z - pt2A.z;
rspCross(pt0, pt1, main_cross);
RP3d hit=hitpoint;
//pt2A is the origin
//pt0=pt0A, pt1=pt1A;
//rspSub(pt0, pt2);
//rspSub(hitpoint, pt2);
//rspCross(pt0, hitpoint, result_cross); //check 0 to hitpoint
pt0.x=pt0A.x - pt2A.x;
pt0.y=pt0A.y - pt2A.y;
pt0.z=pt0A.z - pt2A.z;
rspSub(hitpoint, pt2A);
rspCross(pt0, hitpoint, result_cross); //check 0 to hitpoint
if(SameSigns_Vector(&result_cross, &main_cross))
{
//pt0 is the origin
//pt0=pt0A;
//hitpoint=hit;
//rspSub(pt1, pt0);
//rspSub(hitpoint, pt0);
//pt0 is the origin
pt1.x=pt1A.x-pt0A.x;
pt1.y=pt1A.y-pt0A.y;
pt1.z=pt1A.z-pt0A.z;
hitpoint.x=hit.x-pt0A.x;
hitpoint.y=hit.y-pt0A.y;
hitpoint.z=hit.z-pt0A.z;
rspCross(pt1, hitpoint, result_cross); //check 1 to hitpoint
if(SameSigns_Vector(&result_cross, &main_cross))
{
//pt1 is the origin
//pt1=pt1A;
//hitpoint=hit;
//rspSub(pt2, pt1);
//rspSub(hitpoint, pt1);
//rspCross(pt2, hitpoint, result_cross); //check 2 to hitpoint
//pt1 is the origin
pt2.x=pt2A.x-pt1A.x;
pt2.y=pt2A.y-pt1A.y;
pt2.z=pt2A.z-pt1A.z;
hitpoint.x=hit.x-pt1A.x;
hitpoint.y=hit.y-pt1A.y;
hitpoint.z=hit.z-pt1A.z;
rspCross(pt2, hitpoint, result_cross); //check 2 to hitpoint
if(SameSigns_Vector(&result_cross, &main_cross))
{
hitpoint=hit;
return(true);//point is definitely inside the triangle!
};//check 2
};//check 1
};//check 0
hitpoint=hit;
return(false);
};
////////////////////////////////////////////////////////////////////////////////
// Checks if a line segment and a triangle intersect
////////////////////////////////////////////////////////////////////////////////
bool // Returns true if the two shapes intersect.
TriAIntersectsLineSegmentB(
RP3d & normalA, // In: normal vector of triangle A
float fBigA, // In: constant from parametric equation of A
RP3d & pt0A, // In: three points of triangle A
RP3d & pt1A,
RP3d & pt2A,
RP3d & pt0B, // In: two points of line segment B
RP3d & pt1B,
RP3d & hitpoint) // Out: Exact point where line hits triangle
{
float intersect_t;
// point 0--1
RP3d ptSub;
ptSub.x=pt1B.x-pt0B.x;
ptSub.y=pt1B.y-pt0B.y;
ptSub.z=pt1B.z-pt0B.z;
if(GetIntersectSubT(pt0B, ptSub, normalA, fBigA, intersect_t))
{
if(intersect_t>=0 &&
intersect_t<=1)
{
//GetIntersectPointSub(pt0B, ptSub, intersect_t, hitpoint);
hitpoint.x=pt0B.x+ptSub.x*intersect_t;
hitpoint.y=pt0B.y+ptSub.y*intersect_t;
hitpoint.z=pt0B.z+ptSub.z*intersect_t;
if(PointInsideTri(pt0A, pt1A, pt2A, hitpoint))
return(true);
};
};
//hitpoint.x=hitpoint.y=hitpoint.z=0;
return(false);
};
////////////////////////////////////////////////////////////////////////////////
bool shorterdist(RP3d &pt1, RP3d &pt2)
// true if pt1 is shorter dist than pt2
{
return ((pt1.x*pt1.x + pt1.y*pt1.y + pt1.z*pt1.z) < (pt2.x*pt2.x + pt2.y*pt2.y + pt2.z*pt2.z));
};
void sqrdist(RP3d &pt1, float &fdist)
// returns sqrd dist of point
{
fdist=(pt1.x*pt1.x + pt1.y*pt1.y + pt1.z*pt1.z);
};
////////////////////////////////////////////////////////////////////////////////
bool
TrianglesIntersectLineSegment(
RP3d &linept1, // In: line segment point 1
RP3d &linept2, // In: line segment point 2 closest to this point. this should be the first point.
U16 *ptri, // In: mesh
RP3d *soparr, // In: points for mesh
int16_t smeshNum, // In: number of points in mesh
RP3d &hitpoint, // Out: point where line hit triangle
int32_t &lHitTriIndex) // Out: index of triangle it hit
{
lHitTriIndex=-1;
int16_t sJ=0;
RP3d normalA;
RP3d pt0A, pt1A, pt2A;
RP3d t_pt1A, t_pt2A;
float fBigA=-1;
RP3d ptclosest, ptwork;
float fclosest=(float)INT_MAX, fdist;
bool bhit=false;
hitpoint.x=hitpoint.y=hitpoint.z=0;
hitpoint.w=1;
normalA.w=1;
for(sJ=0; sJ<smeshNum; sJ++)
{
//assign points
pt0A=soparr[*ptri++];
pt1A=soparr[*ptri++];
pt2A=soparr[*ptri++];
//get the normals of triangle 1
t_pt1A.x=pt1A.x-pt0A.x;
t_pt1A.y=pt1A.y-pt0A.y;
t_pt1A.z=pt1A.z-pt0A.z;
t_pt2A.x=pt2A.x-pt0A.x;
t_pt2A.y=pt2A.y-pt0A.y;
t_pt2A.z=pt2A.z-pt0A.z;
rspCross(t_pt1A, t_pt2A, normalA);
//and the constant
fBigA=(-normalA.x*pt0A.x - normalA.y*pt0A.y - normalA.z*pt0A.z);
// Linesegment B intersects polygon A -------------------------------------------------------------------
if(TriAIntersectsLineSegmentB(normalA, fBigA, pt0A, pt1A, pt2A, linept1, linept2, hitpoint))
{
rspCopy(ptwork, linept2);
rspSub(ptwork, hitpoint);
sqrdist(ptwork, fdist);
if(fdist < fclosest)
{
fclosest=fdist;
lHitTriIndex=sJ;
rspCopy(ptclosest, hitpoint);
bhit=true;
};
//return(true);
};
};//sJ for-loop
if(bhit)
{
rspCopy(hitpoint, ptclosest);
};
return(bhit);
};
////////////////////////////////////////////////////////////////////////////////
// Transform psopSrc into psopDst with the supplied transform in addition to
// the screen/view pipeline.
////////////////////////////////////////////////////////////////////////////////
void Transform(RSop* psopSrc, RSop* psopDst, RPipeLine* ppipe, RTransform& tObj)
{
RTransform tFull;
int32_t i;
// Use to stretch to z-buffer!
tFull.Make1();
tFull.Mul(ppipe->m_tView.T,tObj.T);
// If there were inhomogeneous transforms, you would need to
// trasnform each pt by two transforms separately!
tFull.PreMulBy(ppipe->m_tScreen.T);
// Add this in to get the model in the correctly offset spot.
const int16_t sMisUnderstoodValueX = -85; // *** WTF is this not sOffsetX? No time for that now.
const int16_t sMisUnderstoodValueY = -20; // *** WTF is this not sOffsetY? No time for that now.
#if 0 // Find the magic offset.
static short sOffX = 0;
static short sOffY = 0;
static U8* pau8KeyStatus = rspGetKeyStatusArray();
if (pau8KeyStatus[RSP_SK_LEFT] & 1)
sOffX--;
if (pau8KeyStatus[RSP_SK_RIGHT] & 1)
sOffX++;
if (pau8KeyStatus[RSP_SK_UP] & 1)
sOffY--;
if (pau8KeyStatus[RSP_SK_DOWN] & 1)
sOffY++;
tFull.Trans(sMisUnderstoodValueX + sOffX, sMisUnderstoodValueY + sOffY, 0);
#else
tFull.Trans(sMisUnderstoodValueX, sMisUnderstoodValueY, 0);
#endif
for (i = 0; i < psopSrc->m_lNum; i++)
{
tFull.TransformInto(psopSrc->m_pArray[i], psopDst->m_pArray[i]);
}
}
////////////////////////////////////////////////////////////////////////////////
// Create a 3D palette in the specified GUI.
////////////////////////////////////////////////////////////////////////////////
void
CreatePalette(
RGuiItem* pgui) // In: GUI to contain palette.
{
int16_t sCells = c_sPalNum / c_sPalColorsPerSwatch;
int16_t sCols = c_sPalCols;
int16_t sRows = sCells / sCols;
RRect rcClient;
pgui->GetClient(&rcClient.sX, &rcClient.sY, &rcClient.sW, &rcClient.sH);
int16_t sCellW = rcClient.sW / sCols;
int16_t sCellH = rcClient.sH / sRows;
int16_t sRow, sCol;
int16_t sX, sY;
int16_t sColor = g_sPalFirstColor;
for (sRow = 0, sY = rcClient.sY; sRow < sRows; sRow++, sY += sCellH)
{
for (sCol = 0, sX = rcClient.sX; sCol < sCols; sCol++, sX += sCellW)
{
rspRect(
sColor,
&pgui->m_im,
sX, sY,
sCellW, sCellH,
NULL);
sColor += c_sPalColorsPerSwatch;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Set the specified GUI's text and recompose it to reflect the change.
////////////////////////////////////////////////////////////////////////////////
void
SetText(
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to update.
const char* pszFrmt, // In: Format specifier ala sprintf.
...) // In: Arguments as specified by format.
{
RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
if (pgui)
{
va_list val;
va_start(val, pszFrmt);
vsprintf(pgui->m_szText, pszFrmt, val);
// Recompose with new text.
pgui->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Some texture files were out of date when Special Delivery was made. As a
// result, it's _possible_ (however unlikely) that a crash could occur when
// reading the ends of the gramps textures.
//
// It appears the problem is that a cane was added to the gramps' meshes after
// the extra various textures were exported but the extra textures were never
// re-exported so they don't contain enough entries for the cane.
////////////////////////////////////////////////////////////////////////////////
void
ValidateTextures(
RTexture* ptex, // In: Texture to validate.
int16_t sNum) // In: Number of textures it should have.
{
if (ptex->m_sNum < sNum)
{
int16_t sRes = rspMsgBox(
RSP_MB_ICN_QUERY | RSP_MB_BUT_YESNO,
"Incorrect Texture File",
"This texture file does not have enough entries to cover the entire mesh.\n"
"Do you want this utility to recreate the texture scheme filling in the\n"
"empty entries with bright green?");
switch (sRes)
{
case RSP_MB_RET_YES:
{
int16_t sOrigNum = ptex->m_sNum;
// Create temp space for the existing colors.
U8* pau8 = new U8[sOrigNum];
// Duplicate the existing colors.
int16_t sColor;
for (sColor = 0; sColor < sOrigNum; sColor++)
{
pau8[sColor] = ptex->m_pIndices[sColor];
}
// Free the existing colors.
ptex->FreeIndices();
// Resize.
ptex->m_sNum = sNum;
ptex->AllocIndices();
// Copy the original colors back.
for (sColor = 0; sColor < sOrigNum; sColor++)
{
ptex->m_pIndices[sColor] = pau8[sColor];
}
// Fill the remaining colors as bright green.
for ( ; sColor < sNum; sColor++)
{
ptex->m_pIndices[sColor] = 250; // Part of static Postal palette.
}
delete pau8;
pau8 = 0;
break;
}
case RSP_MB_RET_NO:
break;
}
}
}
//------------------------------------------------------------------------------
// Construction.
//------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////
// Default constructor.
////////////////////////////////////////////////////////////////////////////////
CTexEdit::CTexEdit(void)
{
m_pguiRoot = NULL;
m_pguiAnim = NULL;
m_pguiCurColor = NULL;
m_pguiPal = NULL;
m_scene.SetupPipeline(NULL, NULL, c_dScale);
m_manip = Trans;
m_bDragging = false;
m_sCursorResetX = 0;
m_sCursorResetY = 0;
ResetTransformation();
m_bQuit = false;
m_u8Color = g_sPalFirstColor;
m_lTriIndex = -1;
m_ptexSrc = NULL;
m_ptexchanSrc = NULL;
m_bModified = false;
m_bSpotLight = false;
m_sBrightness = 0;
}
////////////////////////////////////////////////////////////////////////////////
// Destructor.
////////////////////////////////////////////////////////////////////////////////
CTexEdit::~CTexEdit(void)
{
}
//------------------------------------------------------------------------------
// Methods.
//------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// Edit the texture of the specified 3D animation in a modal dialog.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::DoModal(
CAnim3D* panim, // In: 3D animation to paint on.
RAlpha* pltAmbient, // In: Ambient light.
RAlpha* pltSpot, // In: Spot light.
const RString& strFile) // In: Filename to save modified texture as.
{
m_pguiRoot = RGuiItem::LoadInstantiate(FullPathVD(c_strGuiFile) );
if (m_pguiRoot)
{
RProcessGui gm;
// Get composite buffer.
RImage* pimComposite;
rspNameBuffers(&pimComposite);
// Remember center.
m_sCursorResetX = pimComposite->m_sWidth / 2;
m_sCursorResetY = pimComposite->m_sHeight / 2;
// Center.
m_pguiRoot->Move(
pimComposite->m_sWidth / 2 - m_pguiRoot->m_im.m_sWidth / 2,
pimComposite->m_sHeight / 2 - m_pguiRoot->m_im.m_sHeight / 2);
// Get the 3D render surface.
m_pguiAnim = m_pguiRoot->GetItemFromId(c_lIdAnim);
ASSERT(m_pguiAnim);
// Get the palette surface.
m_pguiPal = m_pguiRoot->GetItemFromId(c_lIdPal);
ASSERT(m_pguiPal);
CreatePalette(m_pguiPal);
m_pguiCurColor = m_pguiRoot->GetItemFromId(c_lIdCurColor);
ASSERT(m_pguiCurColor);
SetColor(g_sPalFirstColor);
m_bSpotLight = false;
// Get light to use.
RRect rcClient;
m_pguiAnim->GetClient(&rcClient.sX, &rcClient.sY, &rcClient.sW, &rcClient.sH);
int16_t sOffsetX = rcClient.sX + rcClient.sW / 2;
int16_t sOffsetY = rcClient.sY + rcClient.sH - 5;
ResetTransformation();
SetManip(Paint);
// Even though there's many channels of many textures per person, they are all the
// very same resource (on disk & in memory).
m_ptexchanSrc = panim->m_ptextures;
m_ptexSrc = m_ptexchanSrc->GetAtTime(0);
// Validate texture thinger.
ValidateTextures(m_ptexSrc, panim->m_pmeshes->GetAtTime(0)->m_sNum);
// Duplicate into a care-free work area.
m_texWork = *m_ptexSrc;
m_bModified = false;
m_strFileName = strFile;
// Set notifications.
SetToNotify(c_lIdQuit, QuitCall_Static);
SetToNotify(c_lIdTrans, ManipCall_Static);
SetToNotify(c_lIdScale, ManipCall_Static);
SetToNotify(c_lIdRotate, ManipCall_Static);
SetToNotify(c_lIdPaint, ManipCall_Static);
SetToNotify(c_lIdPal, ColorCall_Static);
SetToNotify(c_lIdApply, ApplyCall_Static);
SetToNotify(c_lIdSave, SaveCall_Static);
SetToNotify(c_lIdRevert, RevertCall_Static);
SetToNotify(c_lIdSpotLight, SpotCall_Static);
SetToNotify(c_lIdBrightness, BrightnessCall_Static);
SetToNotify(c_lIdAdjust, AdjustCall_Static);
SetToNotify(c_lIdAnim, AnimCall_Static);
// Set initial brightness.
RScrollBar* psb = (RScrollBar*)m_pguiRoot->GetItemFromId(c_lIdBrightness);
ASSERT(psb);
ASSERT(psb->m_type == RGuiItem::ScrollBar);
psb->SetPos(50);
SetText(m_pguiRoot, c_lIdFrequency, "%hd", c_sDefAdjustFrequency);
SetText(m_pguiRoot, c_lIdAmount, "%g", c_fDefAdjustment);
// Get up to two controls that can end the processing that can be
// passed on the DoModal() line. More buttons can be set though.
// Set up ptrs and erase buffer.
gm.Prepare(m_pguiRoot, NULL, NULL);
RInputEvent ie;
m_bQuit = false;
m_lTriIndex = -1;
RTransform trans;
CSprite3 sprite;
RSop sopView;
int32_t lTime = 0;
// Process GUI.
while (m_bQuit == false)
{
// System Update //////////////////////////////////////
ie.type = RInputEvent::None;
// Critical callage.
UpdateSystem();
rspGetNextInputEvent(&ie);
// Setup current 3D info ///////////////////////////////
sprite.m_pmesh = panim->m_pmeshes->GetAtTime(lTime);
sprite.m_psop = panim->m_psops->GetAtTime(lTime);
sprite.m_ptrans = &trans;
sprite.m_ptex = &m_texWork;
sprite.m_psphere = panim->m_pbounds->GetAtTime(lTime);
sprite.m_sBrightness = m_sBrightness;
// Transformation //////////////////////////////////////
trans.Make1();
ComposeTransform(trans);
// View Space SOP //////////////////////////////////////
// Create View Space SOP for checking mouse against triangles and
// drawing feedback for such.
if (sopView.m_lNum != sprite.m_psop->m_lNum)
sopView.Alloc(sprite.m_psop->m_lNum);
Transform(sprite.m_psop, &sopView, &m_scene.m_pipeline, trans);
// Process User Manips /////////////////////////////////
ProcessManip(m_pguiAnim->m_sPressed != 0, &ie, &sprite, &sopView);
// Output //////////////////////////////////////////////
rspRect(
0,
&m_pguiAnim->m_im,
0, 0,
m_pguiAnim->m_im.m_sWidth,
m_pguiAnim->m_im.m_sHeight,
&rcClient);
DoOutput(&sprite, &sopView, trans, m_bSpotLight ? pltSpot : pltAmbient, &m_pguiAnim->m_im, sOffsetX, sOffsetY, rcClient);
gm.DoModeless(m_pguiRoot, &ie, pimComposite);
// If quiting . . .
if (m_bQuit)
{
// If modified . . .
if (m_bModified)
{
// Query if user wants to apply the work textures (and not lose changes).
int16_t sRes = rspMsgBox(
RSP_MB_ICN_QUERY | RSP_MB_BUT_YESNOCANCEL,
g_pszAppName,
"Apply changes before exiting texture editor?");
switch (sRes)
{
case RSP_MB_RET_YES: // Yes - apply.
Apply();
break;
case RSP_MB_RET_NO: // No - don't apply.
break;
case RSP_MB_RET_CANCEL: // Cancel - don't quit.
m_bQuit = false;
rspSetQuitStatus(FALSE);
break;
}
}
}
}
// Clean up ptrs, erase buffer, and dirty rect list.
gm.Unprepare();
m_ptexSrc = NULL;
m_ptexchanSrc = NULL;
m_texWork.FreeIndices();
delete m_pguiRoot;
m_pguiRoot = NULL;
m_pguiAnim = NULL;
m_pguiCurColor = NULL;
m_pguiPal = NULL;
}
else
{
rspMsgBox(
RSP_MB_ICN_STOP | RSP_MB_BUT_OK,
g_pszAppName,
g_pszFileOpenError_s,
FullPathVD(c_strGuiFile) );
}
}
//////////////////////////////////////////////////////////////////////////////
// Render the 3D animation at the specified time.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::DoOutput(
CSprite3* psprite, // In: 3D data to render.
RSop* psopView, // In: View space SOP.
RTransform& trans, // In: Transformation.
RAlpha* palphaLight, // In: Light.
RImage* pimDst, // In: Destination for result.
int16_t sOffsetX, // In: X offset.
int16_t sOffsetY, // In: Y offset.
RRect& rcClip) // In: Dst clip rect.
{
m_scene.Render3D(
pimDst, // Destination image.
sOffsetX, // Destination 2D x coord.
sOffsetY, // Destination 2D y coord.
psprite, // 3D sprite to render.
palphaLight, // Light to render with.
&rcClip); // Dst clip rect.
#if 0 // Draw wire frame.
RMesh* pmesh = psprite->m_pmesh;
short sTris = pmesh->m_sNum;
U16* pu16Vertex = pmesh->m_pArray;
while (sTris--)
{
const RP3d& v1 = psopView->m_pArray[*pu16Vertex++];
const RP3d& v2 = psopView->m_pArray[*pu16Vertex++];
const RP3d& v3 = psopView->m_pArray[*pu16Vertex++];
rspLine(255, pimDst, v1.x, v1.y, v2.x, v2.y, &rcClip);
rspLine(255, pimDst, v2.x, v2.y, v3.x, v3.y, &rcClip);
rspLine(255, pimDst, v3.x, v3.y, v1.x, v1.y, &rcClip);
}
#endif
// If cursor shown . . .
if (m_manip == Paint)
{
if (m_lTriIndex >= 0)
{
RMesh* pmesh = psprite->m_pmesh;
ASSERT(m_lTriIndex < pmesh->m_sNum);
if (m_lTriIndex < pmesh->m_sNum)
{
int32_t lVertexIndex = m_lTriIndex * 3;
const RP3d& v1 = psopView->m_pArray[pmesh->m_pArray[lVertexIndex++] ];
const RP3d& v2 = psopView->m_pArray[pmesh->m_pArray[lVertexIndex++] ];
const RP3d& v3 = psopView->m_pArray[pmesh->m_pArray[lVertexIndex++] ];
rspLine(255, pimDst, v1.x, v1.y, v2.x, v2.y, &rcClip);
rspLine(255, pimDst, v2.x, v2.y, v3.x, v3.y, &rcClip);
rspLine(255, pimDst, v3.x, v3.y, v1.x, v1.y, &rcClip);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Processes drags and keys into transform stuff.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::ProcessManip(
bool bButtonDown, // In: true if mouse button down.
RInputEvent* pie, // In: Current input event.
CSprite3* psprite, // In: 3D data to process.
RSop* psopView) // In: View space SOP.
{
// Transformation Manipulation Processing /////////////////
if (bButtonDown && m_manip != Paint)
{
// If first time . . .
if (m_bDragging == false)
{
rspSetMouse(m_sCursorResetX, m_sCursorResetY);
rspHideMouseCursor();
m_bDragging = true;
}
int16_t sCursorX, sCursorY;
rspGetMouse(&sCursorX, &sCursorY, NULL);
rspSetMouse(m_sCursorResetX, m_sCursorResetY);
int16_t sDeltaX = sCursorX - m_sCursorResetX;
int16_t sDeltaY = m_sCursorResetY - sCursorY;
static U8* pau8KeyStatus = rspGetKeyStatusArray();
if (pau8KeyStatus[RSP_SK_SHIFT] & 1)
sDeltaY = 0;
if (pau8KeyStatus[RSP_SK_CONTROL] & 1)
sDeltaX = 0;
switch (m_manip)
{
case Trans:
m_fX += sDeltaX * c_fTransRate;
m_fY += sDeltaY * c_fTransRate;
break;
case Scale:
if (sDeltaY)
{
m_fScale += sDeltaY * c_fScaleRate;
if (m_fScale < 0.1f)
m_fScale = 0.1f;
if (m_fScale > 1.0f)
m_fScale = 1.0f;
}
break;
case Rot:
m_transRot.Ry(rspMod360(sDeltaX * c_fRotRate) );
m_transRot.Rx(rspMod360(-sDeltaY * c_fRotRate) );
break;
}
}
else
{
if (m_bDragging == true)
{
rspShowMouseCursor();
m_bDragging = false;
}
}
// Paint Processing /////////////////////////////////
if (m_manip == Paint)
{
RP3d hitpoint;
RP3d linept1, linept2;
int16_t sMouseX, sMouseY;
rspGetMouse(&sMouseX, &sMouseY, NULL);
m_pguiAnim->TopPosToChild(&sMouseX, &sMouseY);
linept1.x = sMouseX;
linept1.y = sMouseY;
linept1.z = -SHRT_MAX;
linept2.x = sMouseX;
linept2.y = sMouseY;
linept2.z = SHRT_MAX;
int32_t lTriIndex;
bool bHit = TrianglesIntersectLineSegment(
linept1, // In: line segment point 1
linept2, // In: line segment point 2 closest to this point. this should be the first point.
psprite->m_pmesh->m_pArray, // In: mesh
psopView->m_pArray, // In: points for mesh
psprite->m_pmesh->m_sNum, // In: number of points in mesh
hitpoint, // Out: point where line hit triangle
lTriIndex); // Out: index of triangle it hit
if (bHit)
{
m_lTriIndex = lTriIndex;
SetStatusText("Triangle %ld", m_lTriIndex);
if (bButtonDown)
{
RTexture* ptex = psprite->m_ptex;
// Get into texture and replace current triangle index with our current color.
if (ptex->m_pIndices)
{
ASSERT(m_lTriIndex < ptex->m_sNum);
// Set new color for this texture.
ptex->m_pIndices[m_lTriIndex] = m_u8Color;
// Note modification.
m_bModified = true;
}
}
}
else
{
// If last time we found a triangle . . .
if (m_lTriIndex >= 0)
{
// Clear status text.
SetStatusText("");
}
else
{
// Otherwise, text does not refer to a triangle. So leave it.
}
m_lTriIndex = -1;
}
}
// Color Palette Processing ///////////////////
if (m_pguiPal->m_sPressed)
{
int16_t sMouseX, sMouseY;
rspGetMouse(&sMouseX, &sMouseY, NULL);
m_pguiPal->TopPosToChild(&sMouseX, &sMouseY);
// Get color directly out of GUI.
U8 u8Color = *(m_pguiPal->m_im.m_pData + (sMouseY * m_pguiPal->m_im.m_lPitch) + sMouseX);
SetColor(u8Color);
// Go into paint mode when a color is chosen. Feels right somehow.
SetManip(Paint);
}
// Input processing ///////////////////////////
if (pie->sUsed == FALSE)
{
if (pie->type == RInputEvent::Key)
{
switch (pie->lKey)
{
case 'T':
case 't':
SetManip(Trans);
break;
case 'S':
case 's':
SetManip(Scale);
break;
case 'R':
case 'r':
SetManip(Rot);
break;
case 'P':
case 'p':
case 'D':
case 'd':
SetManip(Paint);
break;
case 'I':
case 'i':
ResetTransformation();
break;
case 27:
m_bQuit = true;
break;
case '\r':
m_transRot.Make1();
break;
}
}
}
if (rspGetQuitStatus() != FALSE)
{
m_bQuit = true;
}
}
//------------------------------------------------------------------------------
// Querries.
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Internal Functions.
//------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// Apply work colors to real thing.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::Apply(void)
{
if (m_ptexSrc)
{
*m_ptexSrc = m_texWork;
m_bModified = false;
SetStatusText("Applied.");
}
}
//////////////////////////////////////////////////////////////////////////////
// Revert work colors to real thing.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::Revert(void)
{
if (m_ptexSrc)
{
m_texWork = *m_ptexSrc;
m_bModified = false;
SetStatusText("Reverted.");
}
}
//////////////////////////////////////////////////////////////////////////////
// Save work colors to real thing.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::Save(void)
{
Apply();
if (m_ptexchanSrc)
{
if (rspEZSave(m_ptexchanSrc, m_strFileName) == 0)
{
SetStatusText("Applied; Saved \"%s\".", (const char*)m_strFileName);
}
else
{
SetStatusText("Applied; Failed to save \"%s\".", (const char*)m_strFileName);
}
}
}
//////////////////////////////////////////////////////////////////////////////
// Set the current manipulation type.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetManip(
Manip manip) // In: New manipulation type.
{
if (m_pguiRoot)
{
SetPushBtnState(m_pguiRoot, m_manip + c_lIdTrans, RPushBtn::Off);
m_manip = manip;
SetPushBtnState(m_pguiRoot, m_manip + c_lIdTrans, RPushBtn::On);
}
}
//////////////////////////////////////////////////////////////////////////////
// Set the current palette color.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetColor(
U8 u8Color) // In: New color index.
{
// Make sure it's in range . . .
if (u8Color >= c_sPalStart && u8Color <= c_sPalEnd)
{
m_u8Color = u8Color;
if (m_pguiCurColor)
{
// Show current color in this item.
int16_t sX, sY, sW, sH;
m_pguiCurColor->GetClient(&sX, &sY, &sW, &sH);
rspRect(
u8Color,
&m_pguiCurColor->m_im,
sX, sY,
sW, sH,
NULL);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Set the specified button to notify.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetToNotify(
int32_t lBtnId, // In: ID of btn whose callback will be set.
RGuiItem::BtnUpCall pfn) // In: Function to notify.
{
ASSERT(m_pguiRoot);
RGuiItem* pgui = m_pguiRoot->GetItemFromId(lBtnId);
if (pgui)
{
pgui->m_bcUser = pfn;
pgui->m_ulUserInstance = (U64)this;
}
}
//////////////////////////////////////////////////////////////////////////////
// Set the specified gui to notify.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetToNotify(
int32_t lId, // In: ID of gui whose callback will be set.
RGuiItem::InputEventCall pfn) // In: Function to notify.
{
ASSERT(m_pguiRoot);
RGuiItem* pgui = m_pguiRoot->GetItemFromId(lId);
if (pgui)
{
pgui->m_fnInputEvent = pfn;
pgui->m_ulUserInstance = (U64)this;
}
}
//////////////////////////////////////////////////////////////////////////////
// Set the specified scrollbar to notify.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetToNotify(
int32_t lId, // In: ID of scrollbar whose callback will be set.
RScrollBar::UpdatePosCall pfn) // In: Function to notify.
{
ASSERT(m_pguiRoot);
RScrollBar* psb = (RScrollBar*)m_pguiRoot->GetItemFromId(lId);
if (psb)
{
if (psb->m_type == RGuiItem::ScrollBar)
{
psb->m_upcUser = pfn;
psb->m_ulUserInstance = (U64)this;
}
}
}
//////////////////////////////////////////////////////////////////////////////
// Set the status text field to that specified.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SetStatusText(
const char* pszFrmt, // In: Format specifier ala sprintf.
...) // In: Arguments as specified by format.
{
RGuiItem* pguiStatus = m_pguiRoot->GetItemFromId(c_lIdStatus);
if (pguiStatus)
{
va_list val;
va_start(val, pszFrmt);
vsprintf(pguiStatus->m_szText, pszFrmt, val);
// Recompose with new text.
pguiStatus->Compose();
}
}
//////////////////////////////////////////////////////////////////////////////
// Compose tarnsformations in the specified transform. Init transform before
// calling as necessary.
//////////////////////////////////////////////////////////////////////////////
void
CTexEdit::ComposeTransform(
RTransform& trans) // In: Transform to compose in.
{
trans = m_transRot;
trans.Scale(m_fScale, m_fScale, m_fScale);
trans.Trans(m_fX, m_fY, 0.0f);
}
//------------------------------------------------------------------------------
// Callbacks.
//------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Quit.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::QuitCall(RGuiItem* pgui)
{
m_bQuit = true;
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses a manipulation mode button.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::ManipCall(RGuiItem* pgui)
{
SetManip(Manip(pgui->m_lId - c_lIdTrans) );
}
////////////////////////////////////////////////////////////////////////////////
// Called when user clicks in the color palette
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::ColorCall(RGuiItem* pgui, RInputEvent* pie)
{
if (pie->type == RInputEvent::Mouse)
{
switch (pie->sEvent)
{
case RSP_MB0_PRESSED:
{
#if 0 // This is now done in ProcessManip().
// Get color directly out of GUI.
U8 u8Color = *(pgui->m_im.m_pData + (pie->sPosY * pgui->m_im.m_lPitch) + pie->sPosX);
SetColor(u8Color);
// Go into paint mode when a color is chosen. Feels right somehow.
SetManip(Paint);
#endif
break;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Apply.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::ApplyCall(RGuiItem* pgui)
{
Apply();
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Save.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SaveCall(RGuiItem* pgui)
{
Save();
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Revert.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::RevertCall(RGuiItem* pgui)
{
Revert();
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Spot light button.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::SpotCall(RGuiItem* pgui)
{
ASSERT(pgui->m_type == RGuiItem::PushBtn);
RPushBtn* pbtn = (RPushBtn*)pgui;
m_bSpotLight = (pbtn->m_state == RPushBtn::On) ? true : false;
}
////////////////////////////////////////////////////////////////////////////////
// Called when user adjust Brightness scrollbar.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::BrightnessCall(RScrollBar* psb)
{
int32_t lMin, lMax;
psb->GetRange(&lMin, &lMax);
float fRange = lMax - lMin + 1;
if (fRange != 0.0f)
m_sBrightness = c_sMinBrightness + (psb->GetPos() / fRange) * c_sBrightnessRange;
}
////////////////////////////////////////////////////////////////////////////////
// Called when user presses Adjust button.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::AdjustCall(RGuiItem* pgui)
{
// Get frequency.
int32_t lFreq = m_pguiRoot->GetVal(c_lIdFrequency);
char szText[GUI_MAX_STR];
m_pguiRoot->GetText(c_lIdAmount, szText, sizeof(szText) );
float fAdjust = strtod(szText, NULL);
// Get palette to work with.
U8 au8Red[256];
U8 au8Green[256];
U8 au8Blue[256];
rspGetPaletteEntries(
0, // Palette entry to start copying from
256, // Number of palette entries to do
au8Red, // Pointer to first red component to copy to
au8Green, // Pointer to first green component to copy to
au8Blue, // Pointer to first blue component to copy to
sizeof(U8) ); // Number of bytes by which to increment pointers after each copy
// Unmap colors from palette into full color values.
m_texWork.Unmap(
au8Red,
au8Green,
au8Blue,
sizeof(U8) );
// Adjust colors.
m_texWork.Adjust(
fAdjust,
lFreq);
// Remap onto palette.
m_texWork.Remap(
c_sPalStart,
c_sPalNum,
au8Red,
au8Green,
au8Blue,
sizeof(U8) );
// Get rid of full colors.
m_texWork.FreeColors();
}
////////////////////////////////////////////////////////////////////////////////
// Called when user clicks in the anim surface.
////////////////////////////////////////////////////////////////////////////////
void
CTexEdit::AnimCall(RGuiItem* pgui, RInputEvent* pie)
{
if (pie->type == RInputEvent::Mouse)
{
switch (pie->sEvent)
{
case RSP_MB1_PRESSED:
// Do NOT Get color directly out of GUI. The color there has already
// undergone lighting effects. Get the color from the actual texture.
if (m_lTriIndex)
{
U8 u8Color = m_texWork.m_pIndices[m_lTriIndex];
SetColor(u8Color);
}
break;
}
}
}
//------------------------------------------------------------------------------
// EOF
//------------------------------------------------------------------------------
|