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RUNIT1.PAS
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2120 lines (1797 loc) · 67.4 KB
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unit rUnit1;
interface
uses
geometry,Windows, Messages, SysUtils, Classes, Controls, Forms, Dialogs,Graphics,
ExtCtrls,opengl12,fexopgl,tr_3d,fexgraph, Menus, StdCtrls,trunit2, Spin, Buttons,
ComCtrls,regunit;
type
TForm1 = class(TForm)
MainMenu1: TMainMenu;
F1: TMenuItem;
Open1: TMenuItem;
N1: TMenuItem;
ExportDxf1: TMenuItem;
ImportDxf1: TMenuItem;
N2: TMenuItem;
Exit1: TMenuItem;
Save1: TMenuItem;
OpenDialog1: TOpenDialog;
SaveDialog1: TSaveDialog;
OpenDialog2: TOpenDialog;
SaveDialog2: TSaveDialog;
About1: TMenuItem;
About2: TMenuItem;
Textures1: TMenuItem;
ShowTextures1: TMenuItem;
About3: TMenuItem;
N3: TMenuItem;
ShowToolbar1: TMenuItem;
Save2: TMenuItem;
SaveasMSH1: TMenuItem;
OpenMSH1: TMenuItem;
N4: TMenuItem;
ChangeallTextures1: TMenuItem;
ChangeallLights1: TMenuItem;
N6: TMenuItem;
N7: TMenuItem;
SaveDialog3: TSaveDialog;
OpenDialog3: TOpenDialog;
Panel1: TPanel;
GroupBox1: TGroupBox;
SpinEdit1: TSpinEdit;
GroupBox3: TGroupBox;
ComboBox1: TComboBox;
Config1: TMenuItem;
Redo1: TMenuItem;
N5: TMenuItem;
None1: TMenuItem;
None2: TMenuItem;
None3: TMenuItem;
None4: TMenuItem;
Undo1: TMenuItem;
PanelTexture21: TMenuItem;
AnimatedTextures1: TMenuItem;
StatusBar1: TStatusBar;
None5: TMenuItem;
N8: TMenuItem;
CenterCamera1: TMenuItem;
View1: TMenuItem;
HideStaticMesh1: TMenuItem;
HideSourceLights1: TMenuItem;
N9: TMenuItem;
EnablePerspectiveCorrect1: TMenuItem;
N10: TMenuItem;
RenderLevel1: TMenuItem;
FindReplace1: TMenuItem;
FixInvalidTexturesId1: TMenuItem;
N11: TMenuItem;
N12: TMenuItem;
N640x480layout1: TMenuItem;
N800x600Layout1: TMenuItem;
N1024x768Layout1: TMenuItem;
N13: TMenuItem;
Language1: TMenuItem;
N14: TMenuItem;
FullScreen1: TMenuItem;
procedure FormCreate(Sender: TObject);
procedure Exit1Click(Sender: TObject);
procedure Open1Click(Sender: TObject);
procedure ExportDxf1Click(Sender: TObject);
procedure ImportDxf1Click(Sender: TObject);
procedure Save1Click(Sender: TObject);
procedure ShowTextures1Click(Sender: TObject);
procedure FormShow(Sender: TObject);
procedure ShowToolbar1Click(Sender: TObject);
procedure About3Click(Sender: TObject);
procedure ChangeallTextures1Click(Sender: TObject);
procedure ChangeallLights1Click(Sender: TObject);
procedure UndoLastCutface1Click(Sender: TObject);
procedure About2Click(Sender: TObject);
procedure Save2Click(Sender: TObject);
procedure SaveasMSH1Click(Sender: TObject);
procedure OpenMSH1Click(Sender: TObject);
procedure Panel1MouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
procedure RadioButton1Click(Sender: TObject);
procedure RadioButton2Click(Sender: TObject);
procedure RadioButton3Click(Sender: TObject);
procedure ComboBox1Change(Sender: TObject);
procedure Config1Click(Sender: TObject);
procedure Undo1Click(Sender: TObject);
procedure Redo1Click(Sender: TObject);
procedure PanelTexture21Click(Sender: TObject);
procedure Displayhint(sender:tobject);
procedure AnimatedTextures1Click(Sender: TObject);
procedure FormClose(Sender: TObject; var Action: TCloseAction);
procedure CenterCamera1Click(Sender: TObject);
procedure HideStaticMesh1Click(Sender: TObject);
procedure HideSourceLights1Click(Sender: TObject);
procedure EnablePerspectiveCorrect1Click(Sender: TObject);
procedure RenderLevel1Click(Sender: TObject);
procedure FindReplace1Click(Sender: TObject);
procedure FixInvalidTexturesId1Click(Sender: TObject);
procedure showmesizes1Click(Sender: TObject);
procedure N800x600Layout1Click(Sender: TObject);
procedure N1024x768Layout1Click(Sender: TObject);
procedure N640x480layout1Click(Sender: TObject);
procedure FullScreen1Click(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
Scene:Tr_scene;
camera:tglcamera;
viewport:tglviewport;
text1,text2:word;
procedure open_dinamic(sender:tobject);
end;
type tundo = record
count:integer;
index:integer;
room : array [0..10] of troom;
flag :boolean;
end;
var
Form1:TForm1;
L :ttrlevel;
tx :ttabla_textures;
openedfile:string;
config:tstrings; //para implementar el rconfig.cnf
apath:string;
opengl_loaded:boolean;
glfilename,glufilename:string;
tm:byte;
bs:byte;
undo:tundo;
//animated textures
at : array[1..99] of byte;
at_data : array[1..99,1..99] of word;
//recent files
recent_files : tstrings;
//manege mehes
meshes:tmesh_list;
procedure load_states;
procedure update_recent_files(name:string);
procedure find_sector(var Column:integer; var row:integer);
procedure update_undo;
implementation
uses rUnit2,rUnit3,Runit4, rUnit5, runit6, rUnit7, Unit8, Unit9, rUnit8,
ushowfromto;
{$R *.DFM}
//------------------------------------
//source lights
procedure Put_Spot_Light(var L:ttrlevel; room,fil,col,altura,color,distance:integer);
type
tword =
record
b2:byte;
b1:byte;
end;
var
x,z:cardinal;
y:integer;
sector:integer;
k:integer;
light:byte;
r:byte;
rr:word;
xr:word;
xxr:word;
k1,k2:integer;
begin
light :=color;
if light>31 then light:=31;
Light:=31-Light;
x:=l.rooms[room-1].room_info.xpos_room+((col-1)*1024)+512;
z:=l.rooms[room-1].room_info.zpos_room+((fil-1)*1024)+512;
//averiguar el sector.
sector:=get_tile_index(l.rooms[room-1].sectors,col,fil);
y:=(l.rooms[room-1].sectors.sector[sector].floor_height-altura)*256;
k:=l.rooms[room-1].source_lights.num_sources+1;
l.rooms[room-1].source_lights.num_sources:=k;
//update source lights list here
form3.ListBox1.Items.Add('Source Light#'+inttostr(k));
form1.Scene.current_source_light:=k;
form3.ListBox1.ItemIndex:=k-1;
//si tr1/tub
if l.tipo<vtr2 then
begin
l.rooms[room-1].source_lights.source_light[k].x:=x;
l.rooms[room-1].source_lights.source_light[k].y:=y;
l.rooms[room-1].source_lights.source_light[k].z:=z;
tword(l.rooms[room-1].source_lights.source_light[k].intensity1).b1:=light;
tword(l.rooms[room-1].source_lights.source_light[k].intensity1).b2:=0;
tword(l.rooms[room-1].source_lights.source_light[k].fadeA).b1:=distance*4;
tword(l.rooms[room-1].source_lights.source_light[k].fadeA).b2:=0;
l.rooms[room-1].source_lights.source_light[k].fadeb:=0;
end;
//si Tomb Raider 2
if l.tipo=vtr2 then
begin
l.rooms[room-1].source_lights.source_light2[k].x:=x;
l.rooms[room-1].source_lights.source_light2[k].y:=y;
l.rooms[room-1].source_lights.source_light2[k].z:=z;
tword(l.rooms[room-1].source_lights.source_light2[k].intensity1).b1:=light;
tword(l.rooms[room-1].source_lights.source_light2[k].intensity1).b2:=0;
tword(l.rooms[room-1].source_lights.source_light2[k].fadeA).b1:=distance*4;
tword(l.rooms[room-1].source_lights.source_light2[k].fadeA).b2:=0;
l.rooms[room-1].source_lights.source_light2[k].fadeb:=0;
l.rooms[room-1].source_lights.source_light2[k].fadec:=0;
l.rooms[room-1].source_lights.source_light2[k].faded:=0;
l.rooms[room-1].source_lights.source_light2[k].intensity2:=l.rooms[room-1].source_lights.source_light2[k].intensity1
end;
end;
//-----------------------
procedure Put_RGB_Light(var L:ttrlevel; room,fil,col,altura, ir,ig,ib,intensity,distance:integer);
type
rgbspot = record
x,y,z:longint;
r,g,b,a:byte;
FadeA2,fadea1:byte;
Fadeb:word;
Fadec2,fadec1:byte;
Faded:word;
end;
var
x,z:cardinal;
y:integer;
sector:integer;
k,k1,k2:integer;
r,g,b:byte;
rr,gg,bb:word;
xr,xg,xb:word;
xxr,xxg,xxb:word;
roomx,roomz:cardinal;
nomesh:integer;
fadea,fadec:byte;
modo:byte;
tr5factor:single;
begin
r :=ir;
g :=ig;
b :=ib;
fadea :=31; //intensity;
fadec :=distance;
x:=l.rooms[room-1].room_info.xpos_room+((col-1)*1024)+512;
z:=l.rooms[room-1].room_info.zpos_room+((fil-1)*1024)+512;
//averiguar el sector.
sector:=get_tile_index(l.rooms[room-1].sectors,col,fil);
y:=(l.rooms[room-1].sectors.sector[sector].floor_height-altura)*256;
k:=l.rooms[room-1].source_lights.num_sources+1;
l.rooms[room-1].source_lights.num_sources:=k;
//update source lights list here
form3.ListBox1.Items.Add('Source Light#'+inttostr(k));
form1.Scene.current_source_light:=k;
form3.ListBox1.ItemIndex:=k-1;
//si Tomb Raider 3
if l.tipo=vtr3 then
begin
l.rooms[room-1].source_lights.source_light2[k].x:=x;
l.rooms[room-1].source_lights.source_light2[k].y:=y;
l.rooms[room-1].source_lights.source_light2[k].z:=z;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).r:=r;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).g:=g;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).b:=b;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).a:=0;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).fadeA1:=fadea;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).fadeA2:=0;
l.rooms[room-1].source_lights.source_light2[k].fadeb:=0;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).fadec1:=fadec;
rgbspot(l.rooms[room-1].source_lights.source_light2[k]).fadec2:=0;
l.rooms[room-1].source_lights.source_light2[k].faded:=0;
end; //end if tr3 level
//si Tomb Raider 4
if l.tipo=vtr4 then
begin
l.rooms[room-1].source_lights.source_light3[k].x:=x;
l.rooms[room-1].source_lights.source_light3[k].y:=y;
l.rooms[room-1].source_lights.source_light3[k].z:=z;
l.rooms[room-1].source_lights.source_light3[k].r:=r;
l.rooms[room-1].source_lights.source_light3[k].g:=g;
l.rooms[room-1].source_lights.source_light3[k].b:=b;
l.rooms[room-1].source_lights.source_light3[k].light_type:=1;
l.rooms[room-1].source_lights.source_light3[k].intensity:=15; //intensity; 0-31
l.rooms[room-1].source_lights.source_light3[k].light_in:=(distance*1024)/2; // hot spot, how much sector recive full lighting.
l.rooms[room-1].source_lights.source_light3[k].light_out:=distance*1024; // coverage.
end; //end if tr4 level.
//si Tomb Raider 5
if l.tipo=vtr5 then
begin
l.rooms[room-1].source_lights.source_light4[k].x:=x;
l.rooms[room-1].source_lights.source_light4[k].y:=y;
l.rooms[room-1].source_lights.source_light4[k].z:=z;
//same in different format
l.rooms[room-1].source_lights.source_light4[k].x2:=x;
l.rooms[room-1].source_lights.source_light4[k].y2:=y;
l.rooms[room-1].source_lights.source_light4[k].z2:=z;
tr5factor:=257.57;
l.rooms[room-1].source_lights.source_light4[k].r:=r/tr5factor;
l.rooms[room-1].source_lights.source_light4[k].g:=g/tr5factor;
l.rooms[room-1].source_lights.source_light4[k].b:=b/tr5factor;
l.rooms[room-1].source_lights.source_light4[k].light_type:=1;
l.rooms[room-1].source_lights.source_light4[k].light_in:=(distance*1024)/2; // hot spot, how much sector recive full lighting.
l.rooms[room-1].source_lights.source_light4[k].light_out:=distance*1024; // coverage.
l.rooms[room-1].source_lights.source_light4[k].len:=0;
end; //end if trc level.
end;
//----------------
//-----------
//suport for return2.exe, get the sector for a a clicked face
procedure find_sector(var Column:integer; var row:integer);
var
k:integer;
x1,y1,z1,
x2,y2,z2,
x3,y3,z3,
x4,y4,z4:glfloat;
vface,vzone,vreply:integer;
room,i:integer;
zindex:integer;
isector,sectorx,sectorz:integer;
vx,vz,vminx,vminz,vmaxx,vmaxz:single;
nx,nz:integer;
begin
//---------
vface:=form1.viewport.selection;
row:=-1;column:=-1;
if (vface=0) or (vface>(l.rooms[form1.scene.render1-1].quads.num_quads+l.rooms[form1.scene.render1-1].triangles.num_triangles))
then exit; //asegurarse que no viene una cara invalida.
room:=form1.scene.render1-1;
i:=vface;
if i<=l.rooms[room].quads.num_quads then
begin //si quads
//sacar las cordenadas;
x1:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p1+1].x;
y1:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p1+1].y;
z1:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p1+1].z;
x2:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p2+1].x;
y2:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p2+1].y;
z2:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p2+1].z;
x3:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p3+1].x;
y3:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p3+1].y;
z3:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p3+1].z;
x4:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p4+1].x;
y4:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p4+1].y;
z4:=l.rooms[room].vertices.vertice[ l.rooms[room].quads.quad[i].p4+1].z;
end
else
begin// si triangles
x1:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p1+1].x;
y1:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p1+1].y;
z1:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p1+1].z;
x2:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p2+1].x;
y2:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p2+1].y;
z2:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p2+1].z;
x3:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p3+1].x;
y3:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p3+1].y;
z3:=l.rooms[room].vertices.vertice[ l.rooms[room].triangles.triangle[i].p3+1].z;
x4:=x3;y4:=y3;z4:=z3;
end; //si triangles
//---averiguar el tile sector de este face
// averiguar el normal x y z
nx:=0;
nz:=0;
if (x1=x2) and (x2=x3) and (x3=x4) then nx:=find_normalx(z1,z2,z3,z4);
if (z1=z2) and (z2=z3) and (z3=z4) then nz:=find_normalz(x1,x2,x3,x4);
vminx:=fmin(x1,x2);vminx:=fmin(vminx,x3);vminx:=fmin(vminx,x4);
vminz:=fmin(z1,z2);vminz:=fmin(vminz,z3);vminz:=fmin(vminz,z4);
vmaxx:=fmax(x1,x2);vmaxx:=fmax(vmaxx,x3);vmaxx:=fmax(vmaxx,x4);
vmaxz:=fmax(z1,z2);vmaxz:=fmax(vmaxz,z3);vmaxz:=fmax(vmaxz,z4);
try
vx:=(vmaxx-((vmaxx-vminx) / 2))+nx;
vz:=(vmaxz-((vmaxz-vminz) / 2))+nz;
sectorx:=trunc(int(vx/1024));
sectorz:=trunc(int(vz/1024));
isector:=((sectorx*l.rooms[room].sectors.largo)+sectorz)+1;
//averiguar el box/zone index.
if (isector>0) and (isector<(l.rooms[room].sectors.ancho*l.rooms[room].sectors.largo)) then
zindex:= l.rooms[room].sectors.sector[isector].box_index
else zindex:=-1;
except
zindex:=-1;
end;
row:=sectorz+1;
column:=sectorx+1;
end; //end procedure
//---------------
procedure update_recent_files(name:string);
var
m:integer;
begin
m:=recent_files.indexof(name);
if m<0 then
begin //Nuevo filename en la lista
recent_files.insert(0,name);
if recent_files.count>5 then recent_files.delete(5);
end
else
begin
recent_files.delete(m);
recent_files.insert(0,name);
end;
//aqui la lista es ordenada.
if recent_files.count>=1 then
begin
form1.none1.caption:=recent_files[0];
form1.none1.onclick:=form1.Open_dinamic;
end;
if recent_files.count>=2 then
begin
form1.none2.caption:=recent_files[1];
form1.none2.onclick:=form1.Open_dinamic;
end;
if recent_files.count>=3 then
begin
form1.none3.caption:=recent_files[2];
form1.none3.onclick:=form1.Open_dinamic;
end;
if recent_files.count>=4 then
begin
form1.none4.caption:=recent_files[3];
form1.none4.onclick:=form1.Open_dinamic;
end;
if recent_files.count=5 then
begin
form1.none5.caption:=recent_files[4];
form1.none5.onclick:=form1.Open_dinamic;
end;
end;
procedure Save_States;
var
version:string;
maximized:boolean;
k:integer;
begin
version:='Rview 5.x';
OpenIniFile('Rview');
maximized:=false;
//version
writeini('Version','version',version);
//Form1
if form1.windowstate=wsmaximized then
begin
maximized:=true;
form1.WindowState:=wsnormal;
end;
writeini('form1','maximized',maximized);
writeini('form1','left',form1.left);
writeini('form1','top',form1.top);
writeini('form1','width',form1.width);
writeini('form1','height',form1.height);
//Form3
writeini('form3','left',form3.left);
writeini('form3','top',form3.top);
writeini('form3','width',form3.width);
writeini('form3','height',form3.height);
//Form4
writeini('form4','left',form4.left);
writeini('form4','top',form4.top);
writeini('form4','width',form4.width);
writeini('form4','height',form4.height);
//Form6
writeini('form6','left',form6.left);
writeini('form6','top',form6.top);
writeini('form6','width',form6.width);
writeini('form6','height',form6.height);
//Fpanel2
writeini('fpanel2','left',fpanel2.left);
writeini('fpanel2','top',fpanel2.top);
writeini('fpanel2','width',fpanel2.width);
writeini('fpanel2','height',fpanel2.height);
//Fanimated
writeini('fanimated','left',fanimated.left);
writeini('fanimated','top',fanimated.top);
writeini('fanimated','width',fanimated.width);
writeini('fanimated','height',fanimated.height);
//recent files
writeini('Recent files','count',recent_files.count);
for k:=0 to recent_files.count-1 do
begin
writeini('Recent files','File name'+inttostr(k),recent_files[k]);
end;
closeinifile;
end;
procedure Load_States;
var
version:string;
maximized:boolean;
left,top,width,height:integer;
m,k:integer;
name:string;
begin
version:='';
OpenIniFile('Rview');
//version
readini('Version','version',version);
if version='Rview 5.x' then
begin
//Form1
readini('form1','maximized',maximized);
readini('form1','left',left);
readini('form1','top',top);
readini('form1','width',width);
readini('form1','height',height);
form1.left:=left;
form1.top:=top;
form1.width:=width;
form1.height:=height;
if maximized then form1.WindowState:=wsmaximized;
//Form3
readini('form3','left',left);
readini('form3','top',top);
readini('form3','width',width);
readini('form3','height',height);
form3.left:=left;
form3.top:=top;
form3.width:=width;
form3.height:=height;
//Form4
readini('form4','left',left);
readini('form4','top',top);
readini('form4','width',width);
readini('form4','height',height);
form4.left:=left;
form4.top:=top;
form4.width:=width;
form4.height:=height;
//Form6
readini('form6','left',left);
readini('form6','top',top);
readini('form6','width',width);
readini('form6','height',height);
form6.left:=left;
form6.top:=top;
form6.width:=width;
form6.height:=height;
//Fpanel2
readini('fpanel2','left',left);
readini('fpanel2','top',top);
readini('fpanel2','width',width);
readini('fpanel2','height',height);
fpanel2.left:=left;
fpanel2.top:=top;
fpanel2.width:=width;
fpanel2.height:=height;
//Fanimated
readini('fanimated','left',left);
readini('fanimated','top',top);
readini('fanimated','width',width);
readini('fanimated','height',height);
fanimated.left:=left;
fanimated.top:=top;
fanimated.width:=width;
fanimated.height:=height;
//recent files
readini('Recent files','count',m);
for k:=(m-1) downto 0 do
begin
readini('Recent files','File name'+inttostr(k),name);
update_recent_files(name);
end;
end; //si ya estaba creado el ini
closeinifile;
end;
procedure load_animated_textures;
var
m,x,k,ofset:integer;
aux:word;
begin
ofset:=1;
fanimated.listbox1.Items.clear;
for m:=1 to l.anim_textures[0] do
begin
fanimated.listbox1.Items.add('Animated Texture #'+inttostr(m));
x:=l.anim_textures[ofset]+1; //cuantas frames tiene esta textura animada.
at[m]:=x;
for k:=1 to x do
begin
aux:=l.anim_textures[ofset+k];
at_data[m,k]:=aux;
end;
ofset:=ofset+x+1;
end; //no mas texturas animadas.
fanimated.listbox1.itemindex:=0;
fanimated.ListBox1Click(form1);
end;
procedure update_undo;
var
k:integer;
begin
undo.index:=undo.index+1;
if undo.index>10 then
begin
undo.index:=10;
for k:=0 to 9 do undo.room[k]:=undo.room[k+1];
end;//end si los 11 undo ya estan usados.
undo.room[undo.index]:=l.rooms[form1.scene.render1-1];
undo.count:=undo.index;
undo.flag:=true;
form1.Undo1.Enabled:=true;
form1.Redo1.Enabled:=false;
end;
procedure VDraw;
begin
form1.scene.redraw;
end;
Function loadtrfile(name:string):boolean;
var
r:byte;
res:boolean;
begin
res:=false;
form1.refresh;
form10.memo1.lines.clear;
form10.show;
form10.gauge1.Progress:=0;
l.progressbar:=form10.gauge1;
form10.memo1.lines.add('Opening '+name+'...');
if l.Load_level(name)=0 then
begin
form3.combobox1.Items.Clear;
form3.combobox2.Items.Clear;
form10.memo1.lines.add('Building room list..');
for r:=0 to l.num_rooms-1 do
begin
form3.combobox1.Items.Add('Room #'+inttostr(r+1));
form3.combobox2.Items.Add('Room #'+inttostr(r+1));
end;
form3.combobox1.itemindex:=0;
form3.combobox2.itemindex:=1;
form10.memo1.lines.add('Building texture table...');
tr_tabla_textures(l,tx);
fpanel2.Image1.Picture.bitmap:=tx.textures;
form10.memo1.lines.add('Loading animated textures...');
load_animated_textures;
form4.spinedit1.minvalue:=0;
form4.spinedit2.minvalue:=0;
form4.spinedit1.maxvalue:=tx.num_tiles-1;
form4.spinedit2.maxvalue:=tx.num_tiles-1;
form10.memo1.Lines.add('Building Object Meshes...');
build_mesh_list(meshes,l);
meshes.draw_mode:=0;
form1.caption:='Turbo Pascal''Room Viewer.- '+name;
if form1.scene.texture_mode=0 then begin form10.memo1.lines.add('Loading textures into opengl buffers...');l.opengl_LoadTextures( [form1.viewport],form1.scene.buffer_size); end;//cargar textures en opengl
form1.scene.render1:=1;
form1.scene.render2:=2;
form1.scene.sort_textures;
form1.scene.center;
form1.viewport.getdimension(form1.scene);
form1.viewport.center;
form1.viewport.invalidateGl;
res:=true;
form1.Repaint;
end
else
ShowMessage('Invalid Tomb Raider File Format!!');
form10.close;
loadtrfile:=res;
form1.Repaint;
end;
//--------------------------------------
//rutinas mouse click+action
//---------------------------
procedure put_colored_light(index:integer;replicate:integer; rectan:boolean);
type
wcolor = record
r,g,b,a:byte;
end;
var
p1,p2,p3,p4:word;
r,g,b:byte;
k:integer;
begin
if l.tipo<vtr3 then exit; //solo hacer esto si se edita tr3.
for k:=index to index+replicate-1 do
begin
if rectan then //poner en rectangulo
begin
if k>l.rooms[form1.scene.render1-1].quads.num_quads then break;
p1:=l.rooms[form1.scene.render1-1].quads.quad[k].p1;
p2:=l.rooms[form1.scene.render1-1].quads.quad[k].p2;
p3:=l.rooms[form1.scene.render1-1].quads.quad[k].p3;
p4:=l.rooms[form1.scene.render1-1].quads.quad[k].p4;
//poner el nuevo valor, tr3 en vertice2
r:=wcolor(form3.shape1.brush.color).r div 8; g:=wcolor(form3.shape1.brush.color).g div 8; b:=wcolor(form3.shape1.brush.color).b div 8;
if form3.checkbox7.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p1+1].light2:=(r shl 10) or (g shl 5) or (b);
if form3.checkbox8.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p2+1].light2:=(r shl 10) or (g shl 5) or (b);
if form3.checkbox9.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p3+1].light2:=(r shl 10) or (g shl 5) or (b);
if form3.checkbox10.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p4+1].light2:=(r shl 10) or (g shl 5) or (b);
//if TR5 level
if l.tipo=vtr5 then
begin
if form3.checkbox7.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].b:=b*8;
end;
if form3.checkbox8.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].b:=b*8;
end;
if form3.checkbox9.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].b:=b*8;
end;
if form3.checkbox10.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].b:=b*8;
end;
end; //end if TRc
end //poner en rectangulo
else
begin //inicio triangulo
if k>l.rooms[form1.scene.render1-1].triangles.num_triangles then break;
p1:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p1;
p2:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p2;
p3:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p3;
//poner el nuevo valor, tr3 en vertice2
// r:=wcolor(form3.shape1.brush.color).r; g:=wcolor(form3.shape1.brush.color).g; b:=wcolor(form3.shape1.brush.color).b;
r:=wcolor(form3.shape1.brush.color).r div 8; g:=wcolor(form3.shape1.brush.color).g div 8; b:=wcolor(form3.shape1.brush.color).b div 8;
if form3.checkbox7.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p1+1].light2:=(r shl 10) or (g shl 5) or (b);
if form3.checkbox8.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p2+1].light2:=(r shl 10) or (g shl 5) or (b);
if form3.checkbox9.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p3+1].light2:=(r shl 10) or (g shl 5) or (b);
//if TR5 level
if l.tipo=vtr5 then
begin
if form3.checkbox7.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].b:=b*8;
end;
if form3.checkbox8.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].b:=b*8;
end;
if form3.checkbox9.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].r:=r*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].g:=g*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].b:=b*8;
end;
end; //end if TRc
end;//poner en triangulo
end;//end replicate;
form1.viewport.invalidateGl;
end;
//--------------
procedure put_white_light(index:integer; replicate:integer; rectan:boolean);
var
p1,p2,p3,p4:word;
color:word;
k:integer;
begin
for k:=index to index+replicate-1 do
begin
if rectan then //poner en rectangulo
begin
if k>l.rooms[form1.scene.render1-1].quads.num_quads then break;
p1:=l.rooms[form1.scene.render1-1].quads.quad[k].p1;
p2:=l.rooms[form1.scene.render1-1].quads.quad[k].p2;
p3:=l.rooms[form1.scene.render1-1].quads.quad[k].p3;
p4:=l.rooms[form1.scene.render1-1].quads.quad[k].p4;
//poner el nuevo valor, si es tr1 or tr2 en vertice, si tr3 en vertice2
if l.tipo<vtr3 then //si phd,tub,tr2
begin
if form3.checkbox3.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p1+1].light:=form3.trackbar1.position;
if form3.checkbox4.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p2+1].light:=form3.trackbar1.position;
if form3.checkbox6.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p3+1].light:=form3.trackbar1.position;
if form3.checkbox5.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p4+1].light:=form3.trackbar1.position;
//----------------
if form3.checkbox3.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p1+1].light2:=form3.trackbar1.position;
if form3.checkbox4.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p2+1].light2:=form3.trackbar1.position;
if form3.checkbox6.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p3+1].light2:=form3.trackbar1.position;
if form3.checkbox5.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p4+1].light2:=form3.trackbar1.position;
//-----------------
if form3.checkbox3.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p1+1].light:=form3.trackbar1.position;
if form3.checkbox4.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p2+1].light:=form3.trackbar1.position;
if form3.checkbox6.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p3+1].light:=form3.trackbar1.position;
if form3.checkbox5.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p4+1].light:=form3.trackbar1.position;
end
else
begin //si tr3
color:=31-form3.trackbar1.position;
if form3.checkbox3.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p1+1].light2:=(color shl 10) or (color shl 5) or (color);
if form3.checkbox4.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p2+1].light2:=(color shl 10) or (color shl 5) or (color);
if form3.checkbox6.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p3+1].light2:=(color shl 10) or (color shl 5) or (color);
if form3.checkbox5.checked then l.rooms[form1.scene.render1-1].vertices.vertice2[p4+1].light2:=(color shl 10) or (color shl 5) or (color);
//if TR5 level
if l.tipo=vtr5 then
begin
if form3.checkbox3.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].r:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].g:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p1+1].b:=color*8;
end;
if form3.checkbox4.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].r:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].g:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p2+1].b:=color*8;
end;
if form3.checkbox6.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].r:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].g:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p3+1].b:=color*8;
end;
if form3.checkbox5.checked then begin
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].r:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].g:=color*8;
l.rooms[form1.scene.render1-1].vertices.vertice3[p4+1].b:=color*8;
end;
end; //end if TRc
end;
end //poner en rectangulo
else
begin //inicio triangulo
if k>l.rooms[form1.scene.render1-1].triangles.num_triangles then break;
p1:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p1;
p2:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p2;
p3:=l.rooms[form1.scene.render1-1].triangles.triangle[k].p3;
//poner el nuevo valor, si es tr1 or tr2 en vertice, si tr3 en vertice2
if l.tipo<vtr3 then //si phd,tub,tr2
begin
if form3.checkbox3.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p1+1].light:=form3.trackbar1.position;
if form3.checkbox4.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p2+1].light:=form3.trackbar1.position;
if form3.checkbox6.checked then l.rooms[form1.scene.render1-1].vertices.vertice[p3+1].light:=form3.trackbar1.position;
end
else