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