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FSCyborg 627294039f Coverity1370825
Covertity is complaining about portions of the verts array being uninitialized, so this is just a quick change to initialize the array first before doing anything else.
2019-11-04 20:13:36 -05:00

179 lines
5.8 KiB
C++

/*
* 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 "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 max_radius, bool warp_3d, int warp_glow_bitmap, int warp_ball_bitmap, int warp_model_id)
{
vec3d center;
vec3d vecs[5];
vertex verts[5];
vm_vec_scale_add( &center, 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 = radius;
bool render_it = true;
#define OUT_PERCENT1 0.80f
#define OUT_PERCENT2 0.90f
#define IN_PERCENT1 0.10f
#define IN_PERCENT2 0.20f
if (Cmdline_warp_flash)
{
if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) {
r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1);
//render_it = true;
} else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) {
r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1);
//render_it = true;
}
}
if (render_it) {
// Add in noise
int noise_frame = fl2i(Missiontime/15.0f) % NOISE_NUM_FRAMES;
r *= (0.40f + Noise[noise_frame] * 0.30f);
// Bobboau's warp thingie, toggled by cmdline
if (Cmdline_warp_flash) {
r += powf((2.0f * life_percent) - 1.0f, 24.0f) * max_radius * 1.5f;
}
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 = (The_mission.flags[Mission::Mission_Flags::Fullneb]) ? (1.0f - neb2_get_fog_intensity(obj)) : 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 || Fireball_use_3d_warp) ) {
model_render_params render_info;
float scale = radius / 25.0f;
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], &center, &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], &center, &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], &center, &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], &center, &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 && Cmdline_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);
}
}
}