(* Copyright (c) 2017 David Pethes This file is part of RS model viewer. RS model viewer is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RS model viewer 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 RS model viewer. If not, see . *) program model_viewer; uses sysutils, classes, math, strutils, gvector, gl, glu, glext, sdl2, imgui, imgui_impl_sdlgl2, rs_dat, hob_mesh; const SCR_W_fscrn = 1024; SCR_H_fscrn = 768; SCR_W_INIT = 1280; SCR_H_INIT = 720; SCREEN_BPP = 0; RotationAngleIncrement = 1; ZoomIncrement = 0.3; MouseZoomDistanceMultiply = 0.15; PitchIncrement = 0.5; MouseTranslateMultiply = 0.025; type TFileListItem = record name: string; node_hob: PRsDatFileNode; node_hmt: PRsDatFileNode; end; TFileList = specialize TVector; var g_window: PSDL_Window; g_ogl_context: TSDL_GLContext; g_rsdata: TRSDatFile; g_filelist: TFileList; g_model: TModel; g_model_name: string; g_model_loading_failed: Boolean; view: record rotation_angle: single; distance: single; pitch: single; x, y: single; autorotate: boolean; opts: TRenderOpts; end; key_pressed: record wireframe: boolean; vcolors: boolean; points: boolean; textures: boolean; fullscreen: boolean; autorotate: boolean; fg: boolean; end; mouse: record drag: boolean; translate: boolean; last_x, last_y: integer; resume_autorotate_on_release: boolean; end; procedure AppError(s: string); begin writeln(stderr, s); halt; end; // initial parameters procedure InitGL; var ogl_info: string; begin ogl_info := format('vendor: %s renderer: %s', [glGetString(GL_VENDOR), glGetString(GL_RENDERER)]); writeln(ogl_info); ogl_info := 'version: ' + glGetString(GL_VERSION); writeln(ogl_info); //glShadeModel( GL_SMOOTH ); // Enable smooth shading glClearColor( 0.0, 0.0, 0.0, 0.0 ); glClearDepth( 1.0 ); // Depth buffer setup glEnable( GL_DEPTH_TEST ); // Enables Depth Testing glDepthFunc( GL_LEQUAL ); // The Type Of Depth Test To Do glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations //glEnable( GL_CULL_FACE ); //backface culling //glCullFace( GL_BACK ); glEnable(GL_TEXTURE_2D); end; // function to reset our viewport after a window resize procedure SetGLWindowSize( width, height : integer ); begin if ( height = 0 ) then height := 1; // Protect against a divide by zero glViewport( 0, 0, width, height ); // Setup our viewport. glMatrixMode( GL_PROJECTION ); // change to the projection matrix and set our viewing volume. glLoadIdentity; gluPerspective(45.0, width / height, 0.1, 100.0); // Set our perspective // glOrtho( 0, width, height, 0, - 1, 1); glMatrixMode( GL_MODELVIEW ); // Make sure we're changing the model view and not the projection glLoadIdentity; // Reset The View end; // The main drawing function. procedure DrawGLScene; begin glClear( GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT ); glLoadIdentity; if view.distance < ZoomIncrement then view.distance := ZoomIncrement; glTranslatef(view.x, view.y, -view.distance); glRotatef(view.rotation_angle, 0.0, 1.0, 0.0); glRotatef(view.pitch, 1, 0, 0); if view.autorotate then view.rotation_angle += RotationAngleIncrement; if view.rotation_angle > 360 then view.rotation_angle -= 360; if g_model <> nil then begin g_model.DrawGL(view.opts); end; igRender; SDL_GL_SwapWindow(g_window); end; procedure WindowInit(w_width, w_height: integer); const renderer_index = -1; //The index of the rendering driver to initialize: -1 to initialize the first one supporting the requested flags var ver: TSDL_Version; x, y: integer; flags: longword; io: PImGuiIO; begin SDL_GetVersion(@ver); writeln(format('SDL %d.%d.%d', [ver.major, ver.minor, ver.patch])); //WriteVideoInfo; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); WriteLn('init window: ', w_width, 'x', w_height); x := SDL_WINDOWPOS_CENTERED; y := SDL_WINDOWPOS_CENTERED; flags := SDL_WINDOW_SHOWN or SDL_WINDOW_OPENGL or SDL_WINDOW_RESIZABLE; g_window := SDL_CreateWindow('RS model viewer', x, y, w_width, w_height, flags); if g_window = nil then AppError ('SDL_CreateWindow failed. Reason: ' + SDL_GetError()); g_ogl_context := SDL_GL_CreateContext(g_window); if g_ogl_context = nil then begin writeln ('SDL_GL_CreateContext failed. Reason: ' + SDL_GetError()); halt; end; SDL_GL_SetSwapInterval(1); //enable VSync //setup imgui io := igGetIO(); io^.DisplaySize.x := w_width; io^.DisplaySize.y := w_height; ImGui_ImplSdlGL2_Init(); end; procedure WindowFree; begin ImGui_ImplSdlGL2_Shutdown(); SDL_GL_DeleteContext(g_ogl_context); SDL_DestroyWindow(g_window); end; procedure WindowScreenshot(const width, height : integer); const head: array[0..8] of word = (0, 2, 0, 0, 0, 0, 0, 0, 24); counter: integer = 0; var buf: pbyte; f: file; fname: string; begin buf := getmem(width * height * 4); glReadBuffer(GL_FRONT); glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, buf); fname := format('screenshot_%.4d.tga', [counter]); AssignFile(f, fname); Rewrite(f, 1); head[6] := width; head[7] := height; BlockWrite(f, head, sizeof(head)); BlockWrite(f, buf^, width * height * 3); CloseFile(f); counter += 1; Freemem(buf); end; procedure InitView; begin view.rotation_angle := 0; view.distance := 3; view.pitch := 0; view.x := 0; view.y := 0; view.autorotate := true; view.opts.wireframe := false; view.opts.points := false; view.opts.vcolors := true; view.opts.textures := true; end; procedure HandleEvent(const ev: TSDL_Event; var done: boolean); var io: PImGuiIO; begin ImGui_ImplSdlGL2_ProcessEvent(@ev); io := igGetIO(); if ((ev.type_ = SDL_MOUSEBUTTONDOWN) or (ev.type_ = SDL_MOUSEBUTTONUP) or (ev.type_ = SDL_MOUSEWHEEL) or (ev.type_ = SDL_MOUSEMOTION)) and io^.WantCaptureMouse then exit; if ((ev.type_ = SDL_KEYDOWN) or (ev.type_ = SDL_KEYUP)) and io^.WantCaptureKeyboard then exit; case ev.type_ of SDL_QUITEV: Done := true; SDL_WINDOWEVENT: begin if ev.window.event = SDL_WINDOWEVENT_RESIZED then SetGLWindowSize(ev.window.data1, ev.window.data2); end; SDL_KEYDOWN: begin case ev.key.keysym.sym of SDLK_ESCAPE: Done := true; SDLK_s: WindowScreenshot(g_window^.w, g_window^.h); SDLK_PAGEUP: view.distance += ZoomIncrement; SDLK_PAGEDOWN: view.distance -= ZoomIncrement; SDLK_r: if not key_pressed.autorotate then begin view.autorotate := not view.autorotate; key_pressed.autorotate := true; end; //g_model rendering opts SDLK_w: if not key_pressed.wireframe then begin view.opts.wireframe := not view.opts.wireframe; key_pressed.wireframe := true; end; SDLK_v: if not key_pressed.vcolors then begin view.opts.vcolors := not view.opts.vcolors; key_pressed.vcolors := true; end; SDLK_p: if not key_pressed.points then begin view.opts.points := not view.opts.points; key_pressed.points := true; end; SDLK_t: if not key_pressed.textures then begin view.opts.textures := not view.opts.textures; key_pressed.textures := true; end; SDLK_LEFT: view.opts.fg_to_draw := max(0, view.opts.fg_to_draw - 1); SDLK_RIGHT: view.opts.fg_to_draw += 1; end; end; SDL_KEYUP: begin case ev.key.keysym.sym of SDLK_F1: key_pressed.fullscreen := false; SDLK_w: key_pressed.wireframe := false; SDLK_v: key_pressed.vcolors := false; SDLK_p: key_pressed.points := false; SDLK_t: key_pressed.textures := false; SDLK_r: key_pressed.autorotate := false; end; end; SDL_MOUSEBUTTONDOWN: begin mouse.resume_autorotate_on_release := view.autorotate; if ev.button.button in [1..3] then begin mouse.drag := true; mouse.translate := ev.button.button = 2; mouse.last_x := ev.button.x; mouse.last_y := ev.button.y; view.autorotate := false; end; end; SDL_MOUSEBUTTONUP: begin mouse.drag := false; view.autorotate := mouse.resume_autorotate_on_release; end; SDL_MOUSEWHEEL: begin if ev.wheel.y < 0 then view.distance += view.distance * MouseZoomDistanceMultiply; if ev.wheel.y > 0 then view.distance -= view.distance * MouseZoomDistanceMultiply; end; SDL_MOUSEMOTION: begin if mouse.drag then begin if not mouse.translate then begin if ev.motion.y <> mouse.last_y then begin view.pitch += PitchIncrement * ev.motion.yrel; mouse.last_y := ev.motion.y; end; if ev.motion.x <> mouse.last_x then begin view.rotation_angle += RotationAngleIncrement * ev.motion.xrel; mouse.last_x := ev.motion.x; end; end else begin if ev.motion.y <> mouse.last_y then begin view.y -= MouseTranslateMultiply * ev.motion.yrel; mouse.last_y := ev.motion.y; end; if ev.motion.x <> mouse.last_x then begin view.x += MouseTranslateMultiply * ev.motion.xrel; mouse.last_x := ev.motion.x; end; end; end; end; end; {case} end; procedure LoadMesh(item: TFileListItem); var hob, hmt: TMemoryStream; begin if g_model <> nil then g_model.Free; hob := TMemoryStream.Create; hob.WriteBuffer(item.node_hob^.Data^, item.node_hob^.size); hob.Seek(0, soBeginning); hmt := TMemoryStream.Create; hmt.WriteBuffer(item.node_hmt^.Data^, item.node_hmt^.size); hmt.Seek(0, soBeginning); g_model := TModel.Create; g_model.Load(hob, hmt); g_model.InitGL; hob.Free; hmt.Free; end; procedure DrawGui; var showtest: bool; style: PImGuiStyle; file_item: TFileListItem; fitem_selected: Boolean = false; selected_mesh_name: String; selected_item: TFileListItem; begin ImGui_ImplSdlGL2_NewFrame(g_window); style := igGetStyle(); style^.WindowRounding := 0; igBegin('Mesh'); if not g_model_loading_failed then begin ImguiText(g_model_name); end else ImguiText('mesh loading failed :('); igEnd; igBegin('Rendering options'); igCheckbox('points', @view.opts.points); igCheckbox('wireframe', @view.opts.wireframe); igCheckbox('textures', @view.opts.textures); igCheckbox('vertex colors', @view.opts.vcolors); if g_model <> nil then if igButton('Export to obj', ImVec2Init(0,0)) then g_model.ExportObj('rs_exported.obj'); igEnd; selected_mesh_name := EmptyStr; igBegin('File list'); //todo filter for file_item in g_filelist do begin fitem_selected := file_item.name = g_model_name; if ImguiSelectable(file_item.name, fitem_selected) then begin selected_mesh_name := file_item.name; selected_item := file_item; end; end; igEnd; //igShowTestWindow(@showtest); if (selected_mesh_name <> EmptyStr) and (selected_mesh_name <> g_model_name) then begin try LoadMesh(selected_item); g_model_name := selected_mesh_name; g_model_loading_failed := false; except g_model_loading_failed := true; end; end; end; //we only care about HOB and HMT files procedure LoadMeshFilelist; procedure AddFile(const path: string; const fnode, fnode_next: PRsDatFileNode); var item: TFileListItem; name: String; i: integer; begin if fnode^.is_directory then begin for i := 0 to Length(fnode^.nodes)-2 do //hob/hmt always go in pairs AddFile(path + fnode^.Name + '/', fnode^.nodes[i], fnode^.nodes[i+1]); end else begin name := fnode^.name; if AnsiEndsText('hob', name) then begin Assert(AnsiEndsText('hmt', fnode_next^.name), 'no HMT file!'); item.name := path + name; item.node_hob := fnode; item.node_hmt := fnode_next; g_filelist.PushBack(item); end; end; end; var rs_files: TRsDatFileNodeList; file_: TRsDatFileNode; begin rs_files := g_rsdata.GetStructure(); for file_ in rs_files do begin AddFile('', @file_, nil); end; end; //****************************************************************************** var sec, frames: integer; event: TSDL_Event; done: boolean; begin if not (FileExists(RS_DATA_HDR) and FileExists(RS_DATA_DAT)) then begin writeln('RS data files not found!'); exit; end; writeln('loading data'); g_rsdata := TRSDatFile.Create(RS_DATA_HDR, RS_DATA_DAT); g_rsdata.Parse(); g_filelist := TFileList.Create; LoadMeshFilelist(); g_model := nil; g_model_name := ''; g_model_loading_failed := false; writeln('Init SDL...'); SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER); WindowInit(SCR_W_INIT, SCR_H_INIT); writeln('Init OpenGL...'); InitGL; SetGLWindowSize(g_window^.w, g_window^.h); InitView; sec := SDL_GetTicks; frames := 0; Done := False; key_pressed.wireframe := false; key_pressed.fullscreen := false; while not Done do begin DrawGui; DrawGLScene; while SDL_PollEvent(@event) > 0 do HandleEvent(event, done); frames += 1; if (SDL_GetTicks - sec) >= 1000 then begin write(frames:3, ' dist: ', view.distance:5:1, ' rot: ', view.rotation_angle:5:1, #13); frames := 0; sec := SDL_GetTicks; end; SDL_Delay(5); //WindowScreenshot( surface^.w, surface^.h ); end; WindowFree; SDL_Quit; if g_model <> nil then g_model.Free; g_filelist.Free; g_rsdata.Free; end.