/* * 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 "graphics/2d.h" #include "render/3dinternal.h" #include "globalincs/systemvars.h" #include "io/key.h" #include "cmdline/cmdline.h" #include "debugconsole/console.h" int Lasers = 1; DCF_BOOL( lasers, Lasers ) float g3_draw_laser_htl(vec3d *p0,float width1,vec3d *p1,float width2, int r, int g, int b, uint tmap_flags) { width1 *= 0.5f; width2 *= 0.5f; vec3d uvec, fvec, rvec, center, reye, rfvec; vm_vec_sub( &fvec, p0, p1 ); vm_vec_normalize_safe( &fvec ); vm_vec_copy_scale(&rfvec, &fvec, -1.0f); vm_vec_avg( ¢er, p0, p1 ); //needed for the return value only vm_vec_sub(&reye, &Eye_position, ¢er); vm_vec_normalize(&reye); // code intended to prevent possible null vector normalize issue - start if (vm_test_parallel(&reye,&fvec)){ fvec.xyz.x = -reye.xyz.z; fvec.xyz.y = 0.0f; fvec.xyz.z = -reye.xyz.x; } if (vm_test_parallel(&reye,&rfvec)){ fvec.xyz.x = reye.xyz.z; fvec.xyz.y = 0.0f; fvec.xyz.z = reye.xyz.x; } // code intended to prevent possible null vector normalize issue - end vm_vec_crossprod(&uvec,&fvec,&reye); vm_vec_normalize(&uvec); vm_vec_crossprod(&fvec,&uvec,&reye); vm_vec_normalize(&fvec); //now recompute right vector, in case it wasn't entirely perpendiclar vm_vec_crossprod(&rvec,&uvec,&fvec); // Now have uvec, which is up vector and rvec which is the normal // of the face. int i; vec3d start, end; vm_vec_scale_add(&start, p0, &fvec, -width1); vm_vec_scale_add(&end, p1, &fvec, width2); vec3d vecs[4]; vertex pts[4]; vertex *ptlist[8] = { &pts[3], &pts[2], &pts[1], &pts[0], &pts[0], &pts[1], &pts[2], &pts[3]}; vm_vec_scale_add( &vecs[0], &start, &uvec, width1 ); vm_vec_scale_add( &vecs[1], &end, &uvec, width2 ); vm_vec_scale_add( &vecs[2], &end, &uvec, -width2 ); vm_vec_scale_add( &vecs[3], &start, &uvec, -width1 ); for (i=0; i<4; i++ ) { g3_transfer_vertex( &pts[i], &vecs[i] ); } ptlist[0]->texture_position.u = 0.0f; ptlist[0]->texture_position.v = 0.0f; ptlist[1]->texture_position.u = 1.0f; ptlist[1]->texture_position.v = 0.0f; ptlist[2]->texture_position.u = 1.0f; ptlist[2]->texture_position.v = 1.0f; ptlist[3]->texture_position.u = 0.0f; ptlist[3]->texture_position.v = 1.0f; ptlist[0]->r = (ubyte)r; ptlist[0]->g = (ubyte)g; ptlist[0]->b = (ubyte)b; ptlist[0]->a = 255; ptlist[1]->r = (ubyte)r; ptlist[1]->g = (ubyte)g; ptlist[1]->b = (ubyte)b; ptlist[1]->a = 255; ptlist[2]->r = (ubyte)r; ptlist[2]->g = (ubyte)g; ptlist[2]->b = (ubyte)b; ptlist[2]->a = 255; ptlist[3]->r = (ubyte)r; ptlist[3]->g = (ubyte)g; ptlist[3]->b = (ubyte)b; ptlist[3]->a = 255; gr_tmapper(4, ptlist,tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT); return center.xyz.z; } // This assumes you have already set a color with gr_set_color or gr_set_color_fast // and a bitmap with gr_set_bitmap. If it is very far away, it draws the laser // as flat-shaded using current color, else textured using current texture. // 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, float max_len ) { if (!Lasers) { return 0.0f; } if ( !Cmdline_nohtl && (tmap_flags & TMAP_HTL_3D_UNLIT) ) { return g3_draw_laser_htl(headp, head_width, tailp, tail_width, 255,255,255, tmap_flags | TMAP_HTL_3D_UNLIT); } float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; Assert( G3_count == 1 ); g3_rotate_vertex(&pt1,headp); g3_project_vertex(&pt1); if (pt1.flags & PF_OVERFLOW) return 0.0f; g3_rotate_vertex(&pt2,tailp); g3_project_vertex(&pt2); if (pt2.flags & PF_OVERFLOW) return 0.0f; if ( (pt1.codes & pt2.codes) != 0 ) { // Both off the same side return 0.0f; } headx = pt1.screen.xyw.x; heady = pt1.screen.xyw.y; headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.screen.xyw.w); tailx = pt2.screen.xyw.x; taily = pt2.screen.xyw.y; tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.screen.xyw.w); float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); // Cap the length if needed. if ( (max_len > 1.0f) && (len_2d > max_len) ) { float ratio = max_len / len_2d; tailx = headx + ( tailx - headx ) * ratio; taily = heady + ( taily - heady ) * ratio; tailr = headr + ( tailr - headr ) * ratio; len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); } depth = (pt1.world.xyz.z+pt2.world.xyz.z)*0.5f; float max_r = headr; float a; if ( tailr > max_r ) max_r = tailr; if ( max_r < 1.0f ) max_r = 1.0f; float mx, my, w, h1,h2; if ( len_2d < max_r ) { h1 = headr + (max_r-len_2d); if ( h1 > max_r ) h1 = max_r; h2 = tailr + (max_r-len_2d); if ( h2 > max_r ) h2 = max_r; len_2d = max_r; if ( fl_abs(tailx - headx) > 0.01f ) { a = (float)atan2( taily-heady, tailx-headx ); } else { a = 0.0f; } w = len_2d; } else { a = atan2_safe( taily-heady, tailx-headx ); w = len_2d; h1 = headr; h2 = tailr; } mx = (tailx+headx)/2.0f; my = (taily+heady)/2.0f; // Draw box with width 'w' and height 'h' at angle 'a' from horizontal // centered around mx, my if ( h1 < 1.0f ) h1 = 1.0f; if ( h2 < 1.0f ) h2 = 1.0f; float sa, ca; sa = (float)sin(a); ca = (float)cos(a); vertex v[4]; vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; memset(v,0,sizeof(vertex)*4); if ( depth < 0.0f ) depth = 0.0f; v[0].screen.xyw.x = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx; v[0].screen.xyw.y = (-w/2.0f)*sa - (-h1/2.0f)*ca + my; v[0].world.xyz.z = pt1.world.xyz.z; v[0].screen.xyw.w = pt1.screen.xyw.w; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[0].b = 191; v[1].screen.xyw.x = (w/2.0f)*ca + (-h2/2.0f)*sa + mx; v[1].screen.xyw.y = (w/2.0f)*sa - (-h2/2.0f)*ca + my; v[1].world.xyz.z = pt2.world.xyz.z; v[1].screen.xyw.w = pt2.screen.xyw.w; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[1].b = 191; v[2].screen.xyw.x = (w/2.0f)*ca + (h2/2.0f)*sa + mx; v[2].screen.xyw.y = (w/2.0f)*sa - (h2/2.0f)*ca + my; v[2].world.xyz.z = pt2.world.xyz.z; v[2].screen.xyw.w = pt2.screen.xyw.w; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[2].b = 191; v[3].screen.xyw.x = (-w/2.0f)*ca + (h1/2.0f)*sa + mx; v[3].screen.xyw.y = (-w/2.0f)*sa - (h1/2.0f)*ca + my; v[3].world.xyz.z = pt1.world.xyz.z; v[3].screen.xyw.w = pt1.screen.xyw.w; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; v[3].b = 191; gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT); return depth; } // 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, float max_len ) { if (!Lasers){ return 0.0f; } if((!Cmdline_nohtl) && tmap_flags & TMAP_HTL_3D_UNLIT){ return g3_draw_laser_htl(headp,head_width,tailp,tail_width,r,g,b,tmap_flags | TMAP_HTL_3D_UNLIT); } float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; Assert( G3_count == 1 ); g3_rotate_vertex(&pt1,headp); g3_project_vertex(&pt1); if (pt1.flags & PF_OVERFLOW) return 0.0f; g3_rotate_vertex(&pt2,tailp); g3_project_vertex(&pt2); if (pt2.flags & PF_OVERFLOW) return 0.0f; if ( (pt1.codes & pt2.codes) != 0 ) { // Both off the same side return 0.0f; } headx = pt1.screen.xyw.x; heady = pt1.screen.xyw.y; headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.screen.xyw.w); tailx = pt2.screen.xyw.x; taily = pt2.screen.xyw.y; tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.screen.xyw.w); float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); // Cap the length if needed. if ( (max_len > 1.0f) && (len_2d > max_len) ) { float ratio = max_len / len_2d; tailx = headx + ( tailx - headx ) * ratio; taily = heady + ( taily - heady ) * ratio; tailr = headr + ( tailr - headr ) * ratio; len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); } depth = (pt1.world.xyz.z+pt2.world.xyz.z)*0.5f; float max_r = headr; float a; if ( tailr > max_r ) max_r = tailr; if ( max_r < 1.0f ) max_r = 1.0f; float mx, my, w, h1,h2; if ( len_2d < max_r ) { h1 = headr + (max_r-len_2d); if ( h1 > max_r ) h1 = max_r; h2 = tailr + (max_r-len_2d); if ( h2 > max_r ) h2 = max_r; len_2d = max_r; if ( fl_abs(tailx - headx) > 0.01f ) { a = (float)atan2( taily-heady, tailx-headx ); } else { a = 0.0f; } w = len_2d; } else { a = atan2_safe( taily-heady, tailx-headx ); w = len_2d; h1 = headr; h2 = tailr; } mx = (tailx+headx)/2.0f; my = (taily+heady)/2.0f; // Draw box with width 'w' and height 'h' at angle 'a' from horizontal // centered around mx, my if ( h1 < 1.0f ) h1 = 1.0f; if ( h2 < 1.0f ) h2 = 1.0f; float sa, ca; sa = (float)sin(a); ca = (float)cos(a); vertex v[4]; vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; memset(v,0,sizeof(vertex)*4); if ( depth < 0.0f ) depth = 0.0f; v[0].screen.xyw.x = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx; v[0].screen.xyw.y = (-w/2.0f)*sa - (-h1/2.0f)*ca + my; v[0].world.xyz.z = pt1.world.xyz.z; v[0].screen.xyw.w = pt1.screen.xyw.w; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[0].r = (ubyte)r; v[0].g = (ubyte)g; v[0].b = (ubyte)b; v[0].a = 255; v[1].screen.xyw.x = (w/2.0f)*ca + (-h2/2.0f)*sa + mx; v[1].screen.xyw.y = (w/2.0f)*sa - (-h2/2.0f)*ca + my; v[1].world.xyz.z = pt2.world.xyz.z; v[1].screen.xyw.w = pt2.screen.xyw.w; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[1].r = (ubyte)r; v[1].g = (ubyte)g; v[1].b = (ubyte)b; v[1].a = 255; v[2].screen.xyw.x = (w/2.0f)*ca + (h2/2.0f)*sa + mx; v[2].screen.xyw.y = (w/2.0f)*sa - (h2/2.0f)*ca + my; v[2].world.xyz.z = pt2.world.xyz.z; v[2].screen.xyw.w = pt2.screen.xyw.w; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[2].r = (ubyte)r; v[2].g = (ubyte)g; v[2].b = (ubyte)b; v[2].a = 255; v[3].screen.xyw.x = (-w/2.0f)*ca + (h1/2.0f)*sa + mx; v[3].screen.xyw.y = (-w/2.0f)*sa - (h1/2.0f)*ca + my; v[3].world.xyz.z = pt1.world.xyz.z; v[3].screen.xyw.w = pt1.screen.xyw.w; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; v[3].r = (ubyte)r; v[3].g = (ubyte)g; v[3].b = (ubyte)b; v[3].a = 255; gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT); return depth; }