/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "cmdline/cmdline.h" #include "globalincs/pstypes.h" #include "graphics/tmapper.h" #include "math/vecmat.h" #include "mission/missionparse.h" #include "model/model.h" #include "nebula/neb.h" #include "options/Option.h" #include "render/3d.h" #include "render/batching.h" #include "ship/ship.h" void warpin_batch_draw_face( int texture, vertex *v1, vertex *v2, vertex *v3 ) { vec3d norm; vertex vertlist[3]; vm_vec_perp(&norm,&v1->world, &v2->world, &v3->world); if ( vm_vec_dot(&norm, &v1->world ) >= 0.0 ) { vertlist[0] = *v3; vertlist[1] = *v2; vertlist[2] = *v1; } else { vertlist[0] = *v1; vertlist[1] = *v2; vertlist[2] = *v3; } // batch_add_tri(texture, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_EMISSIVE, vertlist, 1.0f); batching_add_tri(texture, vertlist); // TODO render as emissive } void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float flare_rad, float flicker_magnitude, float max_radius, bool warp_3d, int warp_glow_bitmap, int warp_ball_bitmap, int warp_model_id, bool warp_flash) { vec3d center; vec3d vecs[5]; vertex verts[5]; vm_vec_scale_add( ¢er, pos, &orient->vec.fvec, -(max_radius/2.5f)/3.0f ); // Cyborg17, Initialize the *whole* struct, set some starting values and share with the rest of the array. verts[0] = {}; verts[0].r = verts[0].g = verts[0].b = verts[0].a = 255; verts[1] = verts[2] = verts[3] = verts[4] = verts[0]; if (warp_glow_bitmap >= 0) { float r = flare_rad; // Add in noise int noise_frame = fl2i(Missiontime/15.0f) % NOISE_NUM_FRAMES; r *= (0.40f + Noise[noise_frame] * flicker_magnitude); vecs[4] = center; verts[4].texture_position.u = 0.5f; verts[4].texture_position.v = 0.5f; g3_transfer_vertex( &verts[4], &vecs[4] ); float alpha = 1.0f; nebula_handle_alpha(alpha, &obj->pos, 1.0f); //batch_add_bitmap(warp_glow_bitmap, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT, &verts[4], 0, r, alpha); batching_add_bitmap(warp_glow_bitmap, &verts[4], 0, r, alpha); } if ( (warp_model_id >= 0) && (warp_3d) ) { model_render_params render_info; float scale = radius; vec3d warp_scale; warp_scale.xyz.x = warp_scale.xyz.y = warp_scale.xyz.z = scale; float dist = vm_vec_dist_quick( pos, &Eye_position ); render_info.set_warp_params(texture_bitmap_num, radius/max_radius, warp_scale); render_info.set_detail_level_lock((int)(dist / (radius * 10.0f))); render_info.set_flags(MR_NO_LIGHTING | MR_NORMAL | MR_NO_FOGGING | MR_NO_CULL | MR_NO_BATCH); model_render_queue( &render_info, scene, warp_model_id, orient, pos); } else { float Grid_depth = radius/2.5f; // gr_set_bitmap( texture_bitmap_num, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f ); vm_vec_scale_add( &vecs[0], ¢er, &orient->vec.uvec, radius ); vm_vec_scale_add2( &vecs[0], &orient->vec.rvec, -radius ); vm_vec_scale_add2( &vecs[0], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[1], ¢er, &orient->vec.uvec, radius ); vm_vec_scale_add2( &vecs[1], &orient->vec.rvec, radius ); vm_vec_scale_add2( &vecs[1], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[2], ¢er, &orient->vec.uvec, -radius ); vm_vec_scale_add2( &vecs[2], &orient->vec.rvec, radius ); vm_vec_scale_add2( &vecs[2], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[3], ¢er, &orient->vec.uvec, -radius ); vm_vec_scale_add2( &vecs[3], &orient->vec.rvec, -radius ); vm_vec_scale_add2( &vecs[3], &orient->vec.fvec, Grid_depth ); // vm_vec_scale_add( &vecs[4], center, &orient->vec.fvec, -Grid_depth ); vecs[4] = center; verts[0].texture_position.u = 0.01f; verts[0].texture_position.v = 0.01f; verts[1].texture_position.u = 0.99f; verts[1].texture_position.v = 0.01f; verts[2].texture_position.u = 0.99f; verts[2].texture_position.v = 0.99f; verts[3].texture_position.u = 0.01f; verts[3].texture_position.v = 0.99f; verts[4].texture_position.u = 0.5f; verts[4].texture_position.v = 0.5f; g3_transfer_vertex( &verts[0], &vecs[0] ); g3_transfer_vertex( &verts[1], &vecs[1] ); g3_transfer_vertex( &verts[2], &vecs[2] ); g3_transfer_vertex( &verts[3], &vecs[3] ); g3_transfer_vertex( &verts[4], &vecs[4] ); warpin_batch_draw_face( texture_bitmap_num, &verts[0], &verts[4], &verts[1] ); warpin_batch_draw_face( texture_bitmap_num, &verts[1], &verts[4], &verts[2] ); warpin_batch_draw_face( texture_bitmap_num, &verts[4], &verts[3], &verts[2] ); warpin_batch_draw_face( texture_bitmap_num, &verts[0], &verts[3], &verts[4] ); } if (warp_ball_bitmap >= 0 && warp_flash) { flash_ball warp_ball(20, .1f,.25f, &orient->vec.fvec, pos, 4.0f, 0.5f); float adg = (2.0f * life_percent) - 1.0f; float pct = (powf(adg, 4.0f) - powf(adg, 128.0f)) * 4.0f; if (pct > 0.00001f) { warp_ball.render(warp_ball_bitmap, max_radius * pct * 0.5f, adg * adg, adg * adg * 6.0f); } } }