mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-09-27 09:28:10 +03:00
164 lines
6.1 KiB
C
164 lines
6.1 KiB
C
/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#include "system4/string.h"
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#include "3d_internal.h"
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#include "reign.h"
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#include "sprite.h"
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#include "xsystem4.h"
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#define SPREAD_VEC3(v) (v)[0], (v)[1], (v)[2]
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static const char *instance_type_name(enum RE_instance_type type)
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{
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switch (type) {
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case RE_ITYPE_UNINITIALIZED: return "UNINITIALIZED";
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case RE_ITYPE_STATIC: return "STATIC";
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case RE_ITYPE_SKINNED: return "SKINNED";
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case RE_ITYPE_BILLBOARD: return "BILLBOARD";
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case RE_ITYPE_DIRECTIONAL_LIGHT: return "DIRECTIONAL_LIGHT";
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case RE_ITYPE_SPECULAR_LIGHT: return "SPECULAR_LIGHT";
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case RE_ITYPE_PARTICLE_EFFECT: return "PARTICLE_EFFECT";
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}
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return "UNKNOWN";
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}
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static const char *motion_state_name(enum RE_motion_state state)
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{
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switch (state) {
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case RE_MOTION_STATE_STOP: return "STOP";
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case RE_MOTION_STATE_NOLOOP: return "NOLOOP";
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case RE_MOTION_STATE_LOOP: return "LOOP";
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}
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return "UNKNOWN";
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}
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static const char *fog_type_name(enum RE_fog_type type)
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{
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switch (type) {
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case RE_FOG_NONE: return "NONE";
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case RE_FOG_LINEAR: return "LINEAR";
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case RE_FOG_LIGHT_SCATTERING: return "LIGHT_SCATTERING";
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}
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return "UNKNOWN";
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}
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static void print_motion(const char *name, struct motion *m, int indent)
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{
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if (m->instance->type == RE_ITYPE_BILLBOARD) {
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indent_printf(indent, "%s = {state=%s, frame=%f, range=(%d,%d), loop_range=(%d,%d)},\n",
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name, motion_state_name(m->state), m->current_frame,
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(int)m->frame_begin, (int)m->frame_end, (int)m->loop_frame_begin, (int)m->loop_frame_end);
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} else if (m->mot) {
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indent_printf(indent, "%s = {name=\"%s\", state=%s, frame=%f},\n",
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name, m->mot->name, motion_state_name(m->state), m->current_frame);
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}
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}
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static void print_instance(struct RE_instance *inst, int index, int indent)
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{
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if (!inst)
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return;
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indent_printf(indent, "instance[%d] = {\n", index);
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indent++;
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indent_printf(indent, "type = %s,\n", instance_type_name(inst->type));
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if (inst->type == RE_ITYPE_DIRECTIONAL_LIGHT || inst->type == RE_ITYPE_SPECULAR_LIGHT) {
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indent_printf(indent, "vec = {x=%f, y=%f, z=%f},\n", SPREAD_VEC3(inst->vec));
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indent_printf(indent, "diffuse = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(inst->diffuse));
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indent_printf(indent, "globe_diffuse = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(inst->globe_diffuse));
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} else {
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indent_printf(indent, "draw = %d,\n", inst->draw);
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indent_printf(indent, "pos = {x=%f, y=%f, z=%f},\n", SPREAD_VEC3(inst->pos));
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indent_printf(indent, "scale = {x=%f, y=%f, z=%f},\n", SPREAD_VEC3(inst->scale));
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indent_printf(indent, "ambient = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(inst->ambient));
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}
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if (inst->model) {
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indent_printf(indent, "path = \"%s\",\n", inst->model->path);
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indent_printf(indent, "aabb = {min = {x=%f, y=%f, z=%f}, max = {x=%f, y=%f, z=%f}},\n",
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SPREAD_VEC3(inst->model->aabb[0]), SPREAD_VEC3(inst->model->aabb[1]));
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}
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if (inst->motion) {
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indent_printf(indent, "fps = %f,\n", inst->fps);
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print_motion("motion", inst->motion, indent);
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}
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if (inst->next_motion)
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print_motion("next_motion", inst->next_motion, indent);
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if (inst->motion_blend)
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indent_printf(indent, "motion_blend_rate = %f,\n", inst->motion_blend_rate);
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if (inst->effect)
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indent_printf(indent, "path = \"%s\",\n", inst->effect->pae->path);
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indent--;
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indent_printf(indent, "},\n");
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}
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static void print_back_cg(struct RE_back_cg *bcg, int index, int indent)
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{
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if (!bcg->name && !bcg->no)
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return;
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indent_printf(indent, "backCG[%d] = {\n", index);
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indent++;
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if (bcg->no)
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indent_printf(indent, "no = %d,\n", bcg->no);
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if (bcg->name)
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indent_printf(indent, "name = \"%s\",\n", bcg->name ? bcg->name->text : "");
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indent_printf(indent, "pos = {x=%f, y=%f},\n", bcg->x, bcg->y);
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indent_printf(indent, "blend_rate = %f,\n", bcg->blend_rate);
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indent_printf(indent, "mag = %f,\n", bcg->mag);
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indent_printf(indent, "show = %d,\n", bcg->show);
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indent--;
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indent_printf(indent, "},\n");
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}
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void RE_debug_print(struct sact_sprite *sp, int indent)
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{
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struct RE_plugin *p = (struct RE_plugin *)sp->plugin;
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indent_printf(indent, "name = \"%s\",\n", p->plugin.name);
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indent_printf(indent, "camera = {x=%f, y=%f, z=%f, pitch=%f, roll=%f, yaw=%f},\n",
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SPREAD_VEC3(p->camera.pos), p->camera.pitch, p->camera.roll, p->camera.yaw);
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indent_printf(indent, "shadow_map_light_dir = {x=%f, y=%f, z=%f},\n", SPREAD_VEC3(p->shadow_map_light_dir));
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indent_printf(indent, "shadow_bias = %f,\n", p->shadow_bias);
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indent_printf(indent, "fog_type = %s,\n", fog_type_name(p->fog_type));
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switch (p->fog_type) {
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case RE_FOG_NONE:
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break;
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case RE_FOG_LINEAR:
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indent_printf(indent, "fog_near = %f, fog_far = %f,\n", p->fog_near, p->fog_far);
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indent_printf(indent, "fog_color = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(p->fog_color));
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break;
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case RE_FOG_LIGHT_SCATTERING:
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indent_printf(indent, "ls_beta_r = %f, ls_beta_m = %f,\n", p->ls_beta_r, p->ls_beta_m);
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indent_printf(indent, "ls_g = %f,\n", p->ls_g);
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indent_printf(indent, "ls_distance = %f,\n", p->ls_distance);
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indent_printf(indent, "ls_light_dir = {x=%f, y=%f, z=%f},\n", SPREAD_VEC3(p->ls_light_dir));
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indent_printf(indent, "ls_light_color = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(p->ls_light_color));
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indent_printf(indent, "ls_sun_color = {r=%f, g=%f, b=%f},\n", SPREAD_VEC3(p->ls_sun_color));
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break;
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}
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for (int i = 0; i < p->nr_instances; i++)
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print_instance(p->instances[i], i, indent);
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for (int i = 0; i < RE_NR_BACK_CGS; i++)
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print_back_cg(&p->back_cg[i], i, indent);
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}
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