Add bare-minimum extension-reaper-macos REAPER extension skeleton

C/C++ extension built directly against the vendored Cockos reaper-sdk
headers (no Rust/reaper-rs wrapper layer). Loads, registers a test
action, and confirms via REAPER's console — confirmed working in
REAPER 2026-07-15.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Paul Lipscomb
2026-07-15 19:12:33 -04:00
parent 7ecc718f5d
commit cd5ebd84d6
512 changed files with 330043 additions and 1 deletions
@@ -0,0 +1,286 @@
#include "../lice.h"
#include "../../plush2/plush.h"
#ifndef _WIN32
#include "../../swell/swell.h"
#endif
/* Physical size of land */
#define LAND_SIZE 65000
/* Number of divisions of the land. Higher number == more polygons */
#define LAND_DIV 32
// These are the amount the mouse has moved since the last frame
// mouse_b = button status, mouse_avail is whether or not mouse is
// available, mouse_buttons is number of buttons
static float mouse_sens = 8192.0/32768.0;
static int draw_sky = 1; // do we draw the sky?
static int wait_vsync = 0; // do we wait for vsync?
static pl_Mat *mat[3+1]; // our materials, we have 1 extra for null
// termination for plMatMakeOptPal2()
static pl_Cam *cam; // our camera
static pl_Obj *land; // the land object
static pl_Obj *sky, *sky2; // the two skies
static pl_Light lights[16];
static void setup_materials(pl_Mat **mat);
// Sets up the landscape and skies
static pl_Obj *setup_landscape(pl_Mat *m, pl_Mat *sm, pl_Mat *sm2);
void doFlyEffect(LICE_IBitmap *fb, HWND hwnd)
{
static int initted;
if (!initted)
{
initted=1;
cam = new pl_Cam;
cam->Fov=90.0;
cam->WantZBuffer=true;
if (cam->WantZBuffer) cam->Sort = -1;
cam->Y = 800; // move the camera up from the ground
cam->Pitch = 180.0;
setup_materials(mat); // intialize materials and palette
land = setup_landscape(mat[0],mat[1],mat[2]); // create landscape
sky = land->Children.Get(0); // unhierarchicalize the sky from the land
land->Children.Delete(0);
sky2 = land->Children.Get(0);
land->Children.Delete(0);
int x;
for(x=0;x<sizeof(lights)/sizeof(lights[0]);x++)
{
lights[x].Set(PL_LIGHT_POINT,(x%4 - 1.5) * LAND_SIZE /4.0,
500+(rand()%1000),
(x/4-1.5)*LAND_SIZE/4.0,(rand()%1000)/700.0,(rand()%1000)/700.0,(rand()%1000)/700.0,LAND_SIZE*1.0);
}
}
LICE_Clear(fb,0);
cam->Begin(fb);
int x;
for(x=0;x<sizeof(lights)/sizeof(lights[0]);x++)
cam->RenderLight(&lights[x]);
// lots of rendering special casing
if (draw_sky) { // if we're drawing the sky
if (cam->Y > 2000) { // if above the sky, only render the skies, with
// no far clip plane
cam->RenderObject(sky);
cam->RenderObject(sky2);
} else { // otherwise, render the sky (but not the second sky),
// and the land, with a far clip plane
cam->RenderObject(sky);
cam->RenderObject(land);
}
} else { // not drawing sky, just render the land
cam->RenderObject(land);
}
cam->End(); // finish rendering
static POINT lpos;
POINT p;
GetCursorPos(&p);
int mouse_x = 0;
int mouse_y = 0;
int mouse_b=0;
if (hwnd)
{
mouse_x = p.x-lpos.x;
mouse_y = p.y-lpos.y;
if (GetAsyncKeyState(VK_LBUTTON)&0x8000) mouse_b|=2;
RECT r;
GetWindowRect(hwnd,&r);
p.x=(r.right+r.left)/2;
p.y=(r.bottom+r.top)/2;
SetCursorPos(p.x,p.y);
}
lpos=p;
// We calculate the amount of time in thousanths of seconds this frame took
double prevtime = 10; //((uclock() / (float) UCLOCKS_PER_SEC) - prevtime)*1000.0;
if (mouse_b & 2) { // if right button hit, we go forward quickly
cam->X -=
prevtime*4*sin(cam->Pan*PL_PI/180.0)*cos(cam->Pitch*PL_PI/180.0);
cam->Z +=
prevtime*4*cos(cam->Pan*PL_PI/180.0)*cos(cam->Pitch*PL_PI/180.0);
cam->Y +=
prevtime*4*sin(cam->Pitch*PL_PI/180.0);
} else if (mouse_b & 1) { // if left button hit, we go forward slowly
cam->X -=
prevtime*2*sin(cam->Pan*PL_PI/180.0)*cos(cam->Pitch*PL_PI/180.0);
cam->Z +=
prevtime*2*cos(cam->Pan*PL_PI/180.0)*cos(cam->Pitch*PL_PI/180.0);
cam->Y +=
prevtime*2*sin(cam->Pitch*PL_PI/180.0);
}
cam->Pitch += (mouse_y*mouse_sens); // update pitch and pan of ship
cam->Pan += (mouse_x*mouse_sens)*(-cos(cam->Pitch*PL_PI/180.0));
if (cam->X > LAND_SIZE/2) cam->X = LAND_SIZE/2; // make sure we don't go
if (cam->X < -LAND_SIZE/2) cam->X = -LAND_SIZE/2; // too far away
if (cam->Z > LAND_SIZE/2) cam->Z = LAND_SIZE/2;
if (cam->Z < -LAND_SIZE/2) cam->Z = -LAND_SIZE/2;
if (cam->Y < 0) cam->Y = 0;
if (cam->Y > 8999) cam->Y = 8999;
#if 0
while (kbhit()) switch(getch()) { // handle keystrokes
case 27: done++; break; // ESC == quit
// + is for zooming in.
case '=': case '+': cam->Fov -= 1.0; if (cam->Fov < 1.0) cam->Fov = 1.0;
sprintf(lastmessage,"FOV: %2.f",cam->Fov);
break;
// - is for zooming out
case '-': cam->Fov += 1.0; if (cam->Fov > 179.0) cam->Fov = 179.0;
sprintf(lastmessage,"FOV: %2.f",cam->Fov);
break;
// [ decreases mouse sensitivity
case '[': mouse_sens /= 1.1;
sprintf(lastmessage,"MouseSens: %.3f",mouse_sens);
break;
// ] increases mouse sensitivity
case ']': mouse_sens *= 1.1;
sprintf(lastmessage,"MouseSens: %.3f",mouse_sens);
break;
// v toggles vsync
case 'v': wait_vsync ^= 1;
sprintf(lastmessage,"VSync %s",wait_vsync ? "on" : "off");
break;
// s toggles sky
case 's': draw_sky ^= 1;
sprintf(lastmessage,"Sky %s",draw_sky ? "on" : "off");
break;
}
#endif
//LICE_ScaledBlit(fb,mat[2]->Texture,0,0,fb->getWidth(),fb->getHeight(),0,0,mat[2]->Texture->getWidth(),mat[2]->Texture->getHeight(),1.0f,0);
}
static void setup_materials(pl_Mat **mat) {
// create our 3 materials, make the fourth null so that plMatMakeOptPal2()
// knows where to stop
mat[0] = new pl_Mat;
mat[1] = new pl_Mat;
mat[2] = new pl_Mat;
mat[3] = 0;
extern LICE_IBitmap *bmp;
// set up material 0 (the ground)
mat[0]->Smoothing = true;
mat[0]->Lightable=true;
mat[0]->Ambient[0] = 0.0; // these calculations are to get the
mat[0]->Ambient[1] = 0.0; // distance shading to work right
mat[0]->Ambient[2] = 0.0;
mat[0]->Diffuse[0] = 1.0;
mat[0]->Diffuse[1] = 1.0;
mat[0]->Diffuse[2] = 1.0;
mat[0]->FadeDist = 10000.0;
mat[0]->Texture2 = LICE_LoadPCX("c:\\ground.pcx");
if (!mat[0]->Texture2)
{
mat[0]->Texture2 = new LICE_MemBitmap(400,400);
// LICE_TexGen_Marble(mat[0]->Texture2,NULL,1.0,0.8,0.8,1.0f);
LICE_TexGen_Noise(mat[0]->Texture2,NULL,1.0,1.0,1.0,1.0f,NOISE_MODE_WOOD,8);
}
mat[0]->Texture=mat[0]->Texture2;
mat[0]->Texture2=bmp;
mat[0]->TexCombineMode=LICE_BLIT_MODE_MUL|LICE_BLIT_FILTER_BILINEAR;
mat[0]->Tex2CombineMode=LICE_BLIT_MODE_DODGE|LICE_BLIT_USE_ALPHA|LICE_BLIT_FILTER_BILINEAR;
mat[0]->Tex2Scaling[1]=
mat[0]->Tex2Scaling[0] = 40.0*LAND_SIZE/50000;
mat[0]->TexScaling[1]=
mat[0]->TexScaling[0] = 40.0*LAND_SIZE/50000;
mat[0]->Tex2MapIdx=0;
mat[0]->PerspectiveCorrect = 16;
mat[0]->BackfaceIllumination=1.0;
// set up material 1 (the sky)
mat[1]->Lightable=true;
mat[1]->Ambient[0] = 0.4; // these calculations are to get the
mat[1]->Ambient[1] = 0.4; // distance shading to work right
mat[1]->Ambient[2] = 0.4;
mat[1]->Diffuse[0] = 1.0;
mat[1]->Diffuse[1] = 1.0;
mat[1]->Diffuse[2] = 1.0;
mat[1]->FadeDist = 10000.0;
mat[1]->Texture = LICE_LoadPCX("c:\\sky.pcx");
mat[1]->TexCombineMode=LICE_BLIT_MODE_MUL;
mat[1]->TexScaling[1] = mat[1]->TexScaling[0] = 45.0*LAND_SIZE/50000;
mat[1]->PerspectiveCorrect = 32;
mat[1]->BackfaceCull=false;
mat[1]->BackfaceIllumination=1.0;
if (!mat[1]->Texture)
{
mat[1]->Texture = new LICE_MemBitmap(400,400);
LICE_TexGen_Noise(mat[1]->Texture,NULL,0.0,0.0,1.0,1.0f,NOISE_MODE_WOOD,8);
}
mat[1]->Texture2=bmp;
mat[1]->Tex2CombineMode= LICE_BLIT_MODE_HSVADJ|LICE_BLIT_FILTER_BILINEAR|LICE_BLIT_USE_ALPHA;
mat[1]->Tex2Scaling[1] = mat[1]->Tex2Scaling[0] = 45.0*LAND_SIZE/50000*0.37;
mat[1]->Tex2MapIdx=0;
// set up material 2 (the second sky)
mat[2]->Lightable=true;
mat[2]->Smoothing=false;
mat[2]->Ambient[0] = 0.2; // these calculations are to get the
mat[2]->Ambient[1] = 0.2; // distance shading to work right
mat[2]->Ambient[2] = 0.2;
mat[2]->Diffuse[0] = 0.0;
mat[2]->Diffuse[1] = 0.0;
mat[2]->Diffuse[2] = 0.0;
mat[2]->Texture = LICE_LoadPCX("c:\\sky2.pcx");
if (!mat[2]->Texture)
{
mat[2]->Texture = new LICE_MemBitmap(400,400);
LICE_TexGen_Marble(mat[2]->Texture,NULL,0.3,0,0.4,0.4);
}
mat[2]->TexScaling[0] = mat[2]->TexScaling[1] = 10.0; //200.0*LAND_SIZE/50000;
mat[2]->TexCombineMode=LICE_BLIT_MODE_COPY;
mat[2]->PerspectiveCorrect = 16;
mat[2]->Texture2=bmp;
mat[2]->Tex2CombineMode= LICE_BLIT_MODE_HSVADJ|LICE_BLIT_FILTER_BILINEAR|LICE_BLIT_USE_ALPHA;
mat[2]->Tex2Scaling[1] = mat[1]->Tex2Scaling[0] = 45.0*LAND_SIZE/50000*3.37;
mat[2]->Tex2MapIdx=0;
}
pl_Obj *setup_landscape(pl_Mat *m, pl_Mat *sm, pl_Mat *sm2) {
int i;
// make our root object the land
pl_Obj *o = plMakePlane(LAND_SIZE,LAND_SIZE,LAND_DIV-1,m);
// give it a nice random bumpy effect
for (i = 0; i < o->Vertices.GetSize(); i ++)
o->Vertices.Get()[i].y += (float) (rand()%1400)-700;
// gotta recalculate normals for backface culling to work right
o->CalculateNormals();
// Make our first child the first sky
o->Children.Add(plMakePlane(LAND_SIZE,LAND_SIZE,30,sm));
o->Children.Get(0)->Yp = 2000;
// and the second the second sky
o->Children.Add(plMakeSphere(LAND_SIZE,10,10,sm2));
o->Children.Get(1)->Yp = 2000;
o->Children.Get(1)->FlipNormals();
return (o);
}