/* * 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. * */ #ifndef _3D_H #define _3D_H #include "math/vecmat.h" #include "graphics/tmapper.h" #include "graphics/2d.h" #include "graphics/grbatch.h" #include "camera/camera.h" //flags for point structure #define PF_PROJECTED 1 //has been projected, so sx,sy valid #define PF_OVERFLOW 2 //can't project #define PF_TEMP_POINT 4 //created during clip //clipping codes flags #define CC_OFF_LEFT 1 #define CC_OFF_RIGHT 2 #define CC_OFF_BOT 4 #define CC_OFF_TOP 8 #define CC_OFF_USER 16 #define CC_BEHIND 0x80 // Combo! #define CC_OFF (CC_OFF_LEFT | CC_OFF_RIGHT | CC_OFF_BOT | CC_OFF_TOP | CC_OFF_USER | CC_BEHIND) /** * Start the frame. Pass non-zero to enable zbuffering */ #define g3_start_frame(zbuffer_flag) g3_start_frame_func(zbuffer_flag, __FILE__, __LINE__ ) /** * Use the g3_start_frame macro instead of calling this directly. */ extern void g3_start_frame_func(int zbuffer_flag, char * filename, int lineno); /** * End the frame */ #define g3_end_frame() g3_end_frame_func( __FILE__, __LINE__ ) extern void g3_end_frame_func(char *filename, int lineno); /** * Currently in frame? */ extern int g3_in_frame(); /** * Set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*() */ void g3_set_view_angles(vec3d *view_pos,angles *view_orient,float zoom); /** * Set view from camera */ void g3_set_view(camera *cam); /** * Set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*() */ void g3_set_view_matrix(vec3d *view_pos,matrix *view_matrix,float zoom); // Never set these! extern matrix View_matrix; // The matrix to convert local coordinates to screen extern vec3d View_position; // The offset to convert local coordinates to screen extern matrix Light_matrix; // Used to rotate world points into current local coordinates extern vec3d Light_base; // Used to rotate world points into current local coordinates extern matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates extern vec3d Eye_position; // Where the viewer's eye is at in World coordinates extern float Eye_fov; // What the viewer's FOV is extern vec3d Object_position; extern matrix Object_matrix; // Where the opject is pointing in World coordinates extern float Proj_fov; // Projection matrix fov (for HT&L) /** * Draw a horizon */ void g3_draw_horizon(int sky_color,int ground_color); /** * Draws a line representing the horizon */ void g3_draw_horizon_line(); /** * Get vectors that are edge of horizon */ int g3_compute_sky_polygon(float *points_2d,vec3d *vecs); /** * Instance at specified point with specified orientation */ void g3_start_instance_matrix(vec3d *pos,matrix *orient, bool set_api = true); /** * Instance at specified point with specified orientation */ void g3_start_instance_angles(vec3d *pos,angles *orient); /** * Pops the old context */ void g3_done_instance(bool set_api = false); /** * Get current field of view. Fills in angle for x & y */ void g3_get_FOV(float *fov_x,float *fov_y); /** * Get zoom. * * For a given window size, return the zoom which will achieve * the given FOV along the given axis. */ float g3_get_zoom(char axis,float fov,int window_width,int window_height); /** * Returns the normalized, unscaled view vectors */ void g3_get_view_vectors(vec3d *forward,vec3d *up,vec3d *right); /** * Returns true if a plane is facing the viewer. * * Takes the unrotated surface normal of the plane, and a point on it. The normal need not be normalized */ int g3_check_normal_facing(vec3d *v,vec3d *norm); /** * Returns codes_and & codes_or of a list of points numbers */ ccodes g3_check_codes(int nv,vertex **pointlist); /** * Rotates a point. returns codes. does not check if already rotated */ ubyte g3_rotate_vertex(vertex *dest,vec3d *src); /** * Same as above, only ignores the current instancing */ ubyte g3_rotate_vertex_popped(vertex *dest,vec3d *src); /** * Use this for stars, etc */ ubyte g3_rotate_faraway_vertex(vertex *dest,vec3d *src); /** * Projects a point */ int g3_project_vertex(vertex *point); /** * Projects a vector */ ubyte g3_project_vector(vec3d *p, float *sx, float *sy ); /** * Rotates a point. * @return Returns codes. */ ubyte g3_rotate_vector(vec3d *dest,vec3d *src); /** * Codes a vector. * @return Returns the codes of a point. */ ubyte g3_code_vector(vec3d * p); /** * Calculate the depth of a point - returns the z coord of the rotated point */ float g3_calc_point_depth(vec3d *pnt); /** * From a 2d point, compute the vector through that point */ void g3_point_to_vec(vec3d *v,int sx,int sy); /** * From a 2d point, compute the vector through that point. * * This can be called outside of a g3_start_frame/g3_end_frame * pair as long g3_start_frame was previously called. */ void g3_point_to_vec_delayed(vec3d *v,int sx,int sy); /* * Code a point. Fills in the p3_codes field of the point, and returns the codes */ ubyte g3_code_vertex(vertex *point); vec3d *g3_rotate_delta_x(vec3d *dest,float dx); vec3d *g3_rotate_delta_y(vec3d *dest,float dy); vec3d *g3_rotate_delta_z(vec3d *dest,float dz); vec3d *g3_rotate_delta_vec(vec3d *dest,vec3d *src); ubyte g3_add_delta_vec(vertex *dest,vertex *src,vec3d *deltav); /** * Draw a polygon. * * Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture. * @return Returns 1 if off screen, 0 if drawn */ int g3_draw_poly(int nv,vertex **pointlist,uint tmap_flags); int g3_draw_polygon(vec3d *pos, matrix *ori, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED); int g3_draw_polygon(vec3d *pos, vec3d *norm, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED); /** * Draw a polygon. * * Same as g3_draw_poly, but it bashes sw to a constant value * for all vertexes. Needs to be done after clipping to get them all. * * Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture. * @return Returns 1 if off screen, 0 if drawn */ int g3_draw_poly_constant_sw(int nv,vertex **pointlist,uint tmap_flags, float constant_sw); /** * Like g3_draw_poly(), but checks to see if facing. * * If surface normal is NULL, this routine must compute it, which will be slow. * It is better to pre-compute the normal, and pass it to this function. * When the normal is passed, this function works like g3_check_normal_facing() plus g3_draw_poly(). * * Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture. * @return Returns -1 if not facing, 1 if off screen, 0 if drawn */ int g3_draw_poly_if_facing(int nv,vertex **pointlist,uint tmap_flags,vec3d *norm,vec3d *pnt); /** * Draws a line. * * @param p0 First point * @param p1 Second point */ int g3_draw_line(vertex *p0,vertex *p1); /** * Draws a polygon always facing the viewer. * Compute the corners of a rod. fills in vertbuf. * Verts has any needs uv's or l's or can be NULL if none needed. */ int g3_draw_rod(vec3d *p0,float width1,vec3d *p1,float width2, vertex * verts, uint tmap_flags); /** * Draws a bitmap with the specified 3d width & height * * Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture. * @return Returns 1 if off screen, 0 if drawn * * If bitmap is not square, rad will be the 3d size of the smallest dimension. * orient flips the bitmap in some way. Pass 0 for normal or else pass a * random nuber between 0 and 7, inclusive. */ int g3_draw_bitmap(vertex *pos,int orient, float radius, uint tmap_flags, float depth = 0.0f); /** * Get bitmap dims onscreen as if g3_draw_bitmap() had been called */ int g3_get_bitmap_dims(int bitmap, vertex *pos, float radius, int *x, int *y, int *w, int *h, int *size); /** * Draw a sortof sphere - i.e., the 2d radius is proportional to the 3d * radius, but not to the distance from the eye. Uses the current 2d color. */ int g3_draw_sphere(vertex *pnt,float rad); /** * Same as g3_draw_sphere, but you pass a vector and this rotates * and projects it and then call g3_draw_sphere. */ int g3_draw_sphere_ez(vec3d *pnt,float rad); /** * Draw a laser shaped 3d looking thing. * * If max_len is > 1.0, then this caps the length to be no longer than max_len pixels */ float g3_draw_laser(vec3d *headp, float head_width, vec3d *tailp, float tail_width, uint tmap_flags = TMAP_FLAG_TEXTURED, float max_len = 0.0f ); /** * Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows) * * If max_len is > 1.0, then this caps the length to be no longer than max_len pixels */ float g3_draw_laser_rgb(vec3d *headp, float head_width, vec3d *tailp, float tail_width, int r, int g, int b, uint tmap_flags = TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB, float max_len = 0.0f ); /** * Draw a bitmap that is always facing, but rotates. * * If bitmap is not square, rad will be the 3d size of the smallest dimension. */ int g3_draw_rotated_bitmap(vertex *pnt,float angle, float radius, uint tmap_flags, float depth = 0.0f); /** * Draw a perspective bitmap based on angles and radius */ int g3_draw_perspective_bitmap(angles *a, float scale_x, float scale_y, int div_x, int div_y, uint tmap_flags); /** * Draw a 2D shield icon w/ 6 points */ void g3_draw_2d_shield_icon(const coord2d coords[6], const int r, const int g, const int b, const int a); /** * Draw a 2D rectangle */ void g3_draw_2d_rect(int x, int y, int w, int h, int r, int g, int b, int a); /** * Draw a 2d bitmap on a poly */ int g3_draw_2d_poly_bitmap(float x, float y, float w, float h, uint additional_tmap_flags = 0); /** * Enables clipping with an arbritary plane. * * This will be on until g3_stop_clip_plane is called or until next frame. * The points passed should be relative to the instance. Probably * that means world coordinates. * * This works like any other clip plane... if this is enabled and you * rotate a point, the CC_OFF_USER bit will be set in the clipping codes. * It is completely handled by most g3_draw primitives, except maybe lines. * * As far as performance, when enabled, it will slow down each point * rotation (or g3_code_vertex call) by a vec3d subtraction and dot * product. It won't slow anything down for polys that are completely * clipped on or off by the plane, and will slow each clipped polygon by * not much more than any other clipping we do. */ void g3_start_user_clip_plane( vec3d *plane_point, vec3d *plane_normal ); /** * Stops arbritary plane clipping */ void g3_stop_user_clip_plane(); ubyte g3_transfer_vertex(vertex *dest, vec3d *src); int g3_draw_2d_poly_bitmap_list(bitmap_2d_list* b_list, int n_bm, uint additional_tmap_flags); int g3_draw_2d_poly_bitmap_rect_list(bitmap_rect_list* b_list, int n_bm, uint additional_tmap_flags); /** * Draw a line in HTL mode without having to go through the rotate/project stuff */ void g3_draw_htl_line(vec3d *start, vec3d *end); /** * Draw a sphere mode without having to go through the rotate/project stuff */ void g3_draw_htl_sphere(vec3d *position, float radius); /** * Flash ball * * A neat looking ball of rays that move around and look all energetic and stuff */ struct flash_beam{ vertex start; vertex end; float width; }; class flash_ball{ flash_beam *ray; vec3d center; int n_rays; static geometry_batcher batcher; void parse_bsp(int offset, ubyte *bsp_data); void defpoint(int off, ubyte *bsp_data); public: flash_ball(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255) :ray(NULL),n_rays(0) {initialize(number, min_ray_width, max_ray_width , dir , pcenter , outer , inner , max_r , max_g , max_b , min_r , min_g ,min_b);} ~flash_ball(){if(ray)vm_free(ray);} void initialize(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255); void initialize(ubyte *bsp_data, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255); void render(float rad, float intinsity, float life); void render(int texture, float rad, float intinsity, float life); }; #endif