Files
fs2open.github.com/code/render/3ddraw.cpp

1382 lines
34 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 "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "globalincs/alphacolors.h"
#include "graphics/grbatch.h"
#include "graphics/tmapper.h"
#include "graphics/matrix.h"
#include "io/key.h"
#include "physics/physics.h" // For Physics_viewer_bank for g3_draw_rotated_bitmap
#include "render/3dinternal.h"
#include "render/batching.h"
/**
* Deal with a clipped line
*/
int must_clip_line(vertex *p0, vertex *p1, ubyte codes_or, uint flags)
{
int ret = 0;
clip_line(&p0, &p1, codes_or, flags);
if (p0->codes & p1->codes) goto free_points;
codes_or = (unsigned char)(p0->codes | p1->codes);
if (codes_or & CC_BEHIND) goto free_points;
if (!(p0->flags&PF_PROJECTED))
g3_project_vertex(p0);
if (p0->flags&PF_OVERFLOW) goto free_points;
if (!(p1->flags&PF_PROJECTED))
g3_project_vertex(p1);
if (p1->flags&PF_OVERFLOW) goto free_points;
gr_aaline( p0, p1 );
ret = 1;
//frees temp points
free_points:
if (p0->flags & PF_TEMP_POINT)
free_temp_point(p0);
if (p1->flags & PF_TEMP_POINT)
free_temp_point(p1);
return ret;
}
/**
* Draws a line. takes two points. returns true if drew
*/
int g3_draw_line(vertex *p0, vertex *p1)
{
#ifdef FRED_OGL_COMMENT_OUT_FOR_NOW
if(Fred_running)
{
gr_aaline( p0, p1 );
return 0;
}
#endif
ubyte codes_or;
Assert( G3_count == 1 );
if (p0->codes & p1->codes)
return 0;
codes_or = (unsigned char)(p0->codes | p1->codes);
if (codes_or & CC_BEHIND)
return must_clip_line(p0,p1,codes_or,0);
if (!(p0->flags&PF_PROJECTED))
g3_project_vertex(p0);
if (p0->flags&PF_OVERFLOW)
return must_clip_line(p0,p1,codes_or,0);
if (!(p1->flags&PF_PROJECTED))
g3_project_vertex(p1);
if (p1->flags&PF_OVERFLOW)
return must_clip_line(p0,p1,codes_or,0);
gr_aaline( p0, p1 );
return 0;
}
//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(const vec3d *v, const vec3d *norm)
{
vec3d tempv;
Assert( G3_count == 1 );
vm_vec_sub(&tempv,&View_position,v);
return (vm_vec_dot(&tempv,norm) > 0.0f);
}
//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
//radius, but not to the distance from the eye
int g3_draw_sphere(vertex *pnt, float rad)
{
Assert( G3_count == 1 );
if (! (pnt->codes & CC_BEHIND)) {
if (! (pnt->flags & PF_PROJECTED))
g3_project_vertex(pnt);
if (! (pnt->codes & PF_OVERFLOW)) {
float r2,t;
r2 = rad*Matrix_scale.xyz.x;
t=r2*Canv_w2/pnt->world.xyz.z;
gr_circle(fl2i(pnt->screen.xyw.x),fl2i(pnt->screen.xyw.y),fl2i(t*2.0f),GR_RESIZE_NONE);
}
}
return 0;
}
int g3_draw_sphere_ez(const vec3d *pnt, float rad)
{
vertex pt;
ubyte flags;
Assert( G3_count == 1 );
flags = g3_rotate_vertex(&pt, pnt);
if (flags == 0) {
g3_project_vertex(&pt);
if (!(pt.flags & PF_OVERFLOW)) {
g3_draw_sphere( &pt, rad );
}
}
return 0;
}
// get bitmap dims onscreen as if g3_draw_bitmap() had been called
int g3_get_bitmap_dims(int bitmap, vertex *pnt, float rad, int *x, int *y, int *w, int *h, int *size)
{
float t;
float width, height;
int bw, bh;
bm_get_info( bitmap, &bw, &bh, NULL );
if ( bw < bh ) {
width = rad*2.0f;
height = width*i2fl(bh)/i2fl(bw);
} else if ( bw > bh ) {
height = rad*2.0f;
width = height*i2fl(bw)/i2fl(bh);
} else {
width = height = rad*2.0f;
}
Assert( G3_count == 1 );
if ( pnt->codes & (CC_BEHIND|CC_OFF_USER) ) {
return 1;
}
if (!(pnt->flags&PF_PROJECTED)){
g3_project_vertex(pnt);
}
if (pnt->flags & PF_OVERFLOW){
return 1;
}
t = (width*Canv_w2)/pnt->world.xyz.z;
*w = (int)(t*Matrix_scale.xyz.x);
t = (height*Canv_h2)/pnt->world.xyz.z;
*h = (int)(t*Matrix_scale.xyz.y);
*x = (int)(pnt->screen.xyw.x - *w/2.0f);
*y = (int)(pnt->screen.xyw.y - *h/2.0f);
*size = MAX(bw, bh);
return 0;
}
#include "graphics/2d.h"
//draws a horizon. takes eax=sky_color, edx=ground_color
void g3_draw_horizon_line()
{
int s1, s2;
int cpnt;
horz_pt horz_pts[4]; // 0 = left, 1 = right
vec3d horizon_vec;
float up_right, down_right,down_left,up_left;
Assert( G3_count == 1 );
//compute horizon_vector
horizon_vec.xyz.x = Unscaled_matrix.vec.rvec.xyz.y*Matrix_scale.xyz.y*Matrix_scale.xyz.z;
horizon_vec.xyz.y = Unscaled_matrix.vec.uvec.xyz.y*Matrix_scale.xyz.x*Matrix_scale.xyz.z;
horizon_vec.xyz.z = Unscaled_matrix.vec.fvec.xyz.y*Matrix_scale.xyz.x*Matrix_scale.xyz.y;
// now compute values & flag for 4 corners.
up_right = horizon_vec.xyz.x + horizon_vec.xyz.y + horizon_vec.xyz.z;
down_right = horizon_vec.xyz.x - horizon_vec.xyz.y + horizon_vec.xyz.z;
down_left = -horizon_vec.xyz.x - horizon_vec.xyz.y + horizon_vec.xyz.z;
up_left = -horizon_vec.xyz.x + horizon_vec.xyz.y + horizon_vec.xyz.z;
//check flags for all sky or all ground.
if ( (up_right<0.0f)&&(down_right<0.0f)&&(down_left<0.0f)&&(up_left<0.0f) ) {
return;
}
if ( (up_right>0.0f)&&(down_right>0.0f)&&(down_left>0.0f)&&(up_left>0.0f) ) {
return;
}
// check for intesection with each of four edges & compute horizon line
cpnt = 0;
// check intersection with left edge
s1 = up_left > 0.0f;
s2 = down_left > 0.0f;
if ( s1 != s2 ) {
horz_pts[cpnt].x = 0.0f;
horz_pts[cpnt].y = fl_abs(up_left * Canv_h2 / horizon_vec.xyz.y);
horz_pts[cpnt].edge = 0;
cpnt++;
}
// check intersection with top edge
s1 = up_left > 0.0f;
s2 = up_right > 0.0f;
if ( s1 != s2 ) {
horz_pts[cpnt].x = fl_abs(up_left * Canv_w2 / horizon_vec.xyz.x);
horz_pts[cpnt].y = 0.0f;
horz_pts[cpnt].edge = 1;
cpnt++;
}
// check intersection with right edge
s1 = up_right > 0.0f;
s2 = down_right > 0.0f;
if ( s1 != s2 ) {
horz_pts[cpnt].x = i2fl(Canvas_width)-1;
horz_pts[cpnt].y = fl_abs(up_right * Canv_h2 / horizon_vec.xyz.y);
horz_pts[cpnt].edge = 2;
cpnt++;
}
//check intersection with bottom edge
s1 = down_right > 0.0f;
s2 = down_left > 0.0f;
if ( s1 != s2 ) {
horz_pts[cpnt].x = fl_abs(down_left * Canv_w2 / horizon_vec.xyz.x);
horz_pts[cpnt].y = i2fl(Canvas_height)-1;
horz_pts[cpnt].edge = 3;
cpnt++;
}
if ( cpnt != 2 ) {
mprintf(( "HORZ: Wrong number of points (%d)\n", cpnt ));
return;
}
//make sure first edge is left
if ( horz_pts[0].x > horz_pts[1].x ) {
horz_pt tmp;
tmp = horz_pts[0];
horz_pts[0] = horz_pts[1];
horz_pts[1] = tmp;
}
// draw from left to right.
gr_line( fl2i(horz_pts[0].x),fl2i(horz_pts[0].y),fl2i(horz_pts[1].x),fl2i(horz_pts[1].y), GR_RESIZE_NONE );
}
// draw a perspective bitmap based on angles and radius
vec3d g3_square[4] = {
{ { { -1.0f, -1.0f, 20.0f } } },
{ { { -1.0f, 1.0f, 20.0f } } },
{ { { 1.0f, 1.0f, 20.0f } } },
{ { { 1.0f, -1.0f, 20.0f } } }
};
void stars_project_2d_onto_sphere( vec3d *pnt, float rho, float phi, float theta )
{
float a = PI * phi;
float b = PI2 * theta;
float sin_a = sinf(a);
// coords
pnt->xyz.z = rho * sin_a * cosf(b);
pnt->xyz.y = rho * sin_a * sinf(b);
pnt->xyz.x = rho * cosf(a);
}
void g3_draw_htl_line(const vec3d *start, const vec3d *end)
{
//gr_line_htl(start, end);
g3_render_line_3d(true, start, end);
}
void g3_draw_htl_sphere(color *clr, const vec3d* position, float radius)
{
g3_start_instance_matrix(position, &vmd_identity_matrix, true);
material material_def;
material_def.set_blend_mode(ALPHA_BLEND_NONE);
material_def.set_depth_mode(ZBUFFER_TYPE_FULL);
material_def.set_color(*clr);
gr_sphere(&material_def, radius);
g3_done_instance(true);
}
void g3_draw_htl_sphere(const vec3d* position, float radius)
{
g3_draw_htl_sphere(&gr_screen.current_color, position, radius);
}
void g3_render_primitives(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
{
vertex_layout layout;
if ( orthographic ) {
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
} else {
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
}
if ( orthographic ) {
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
} else {
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
}
}
void g3_render_primitives_textured(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
{
vertex_layout layout;
if ( orthographic ) {
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
} else {
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
}
layout.add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(vertex), (int)offsetof(vertex, texture_position));
if ( orthographic ) {
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
} else {
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
}
}
void g3_render_primitives_colored(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
{
vertex_layout layout;
if ( orthographic ) {
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
} else {
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
}
layout.add_vertex_component(vertex_format_data::COLOR4, sizeof(vertex), (int)offsetof(vertex, r));
if ( orthographic ) {
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
} else {
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
}
}
void g3_render_primitives_colored_textured(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
{
vertex_layout layout;
if ( orthographic ) {
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
} else {
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
}
layout.add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(vertex), (int)offsetof(vertex, texture_position));
layout.add_vertex_component(vertex_format_data::COLOR4, sizeof(vertex), (int)offsetof(vertex, r));
if ( orthographic ) {
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
} else {
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
}
}
// adapted from g3_draw_polygon()
void g3_render_rect_oriented_internal(material* material_params, vec3d *pos, matrix *ori, float width, float height)
{
//idiot-proof
if ( width == 0 || height == 0 )
return;
Assert(pos != NULL);
Assert(ori != NULL);
//Let's begin.
const int NUM_VERTICES = 4;
vec3d p[NUM_VERTICES] = { ZERO_VECTOR };
vertex v[NUM_VERTICES];
memset(v, 0, sizeof(v));
p[0].xyz.x = width;
p[0].xyz.y = height;
p[1].xyz.x = -width;
p[1].xyz.y = height;
p[2].xyz.x = -width;
p[2].xyz.y = -height;
p[3].xyz.x = width;
p[3].xyz.y = -height;
for ( int i = 0; i < NUM_VERTICES; i++ ) {
vec3d tmp = vmd_zero_vector;
//Rotate correctly
vm_vec_unrotate(&tmp, &p[i], ori);
//Move to point in space
vm_vec_add2(&tmp, pos);
//Convert to vertex
g3_transfer_vertex(&v[i], &tmp);
}
v[0].texture_position.u = 1.0f;
v[0].texture_position.v = 0.0f;
v[1].texture_position.u = 0.0f;
v[1].texture_position.v = 0.0f;
v[2].texture_position.u = 0.0f;
v[2].texture_position.v = 1.0f;
v[3].texture_position.u = 1.0f;
v[3].texture_position.v = 1.0f;
g3_render_primitives_textured(material_params, v, 4, PRIM_TYPE_TRIFAN, false);
}
void g3_render_rect_oriented(material* mat_info, vec3d *pos, matrix *ori, float width, float height)
{
g3_render_rect_oriented_internal(mat_info, pos, ori, width, height);
}
void g3_render_rect_oriented(material* mat_info, vec3d *pos, vec3d *norm, float width, float height)
{
matrix m;
vm_vector_2_matrix(&m, norm, NULL, NULL);
g3_render_rect_oriented_internal(mat_info, pos, &m, width, height);
}
// adapted g3_draw_rotated_bitmap_3d()
//void render_rotated_bitmap(int texture, float alpha, vertex *pnt, float angle, float rad)
void g3_render_rect_screen_aligned_rotated(material *mat_params, vertex *pnt, float angle, float rad)
{
// holdover mistake from retail causes these bitmaps to be rendered 41% bigger than rad
// this turns radius into the diagonal distance, but the methods below presume manhattan distance (unadjusted radius)
rad *= 1.41421356f;
angle -= Physics_viewer_bank;
if ( angle < 0.0f ) {
angle += PI2;
} else if ( angle > PI2 ) {
angle -= PI2;
}
vec3d PNT(pnt->world);
vec3d p[4];
vertex P[4];
vec3d fvec, rvec, uvec;
vm_vec_sub(&fvec, &View_position, &PNT);
vm_vec_normalize_safe(&fvec);
vm_rot_point_around_line(&uvec, &View_matrix.vec.uvec, angle, &vmd_zero_vector, &View_matrix.vec.fvec);
vm_vec_normalize(&uvec);
vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
vm_vec_normalize(&rvec);
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
//move all the data from the vecs into the verts
g3_transfer_vertex(&P[0], &p[3]);
g3_transfer_vertex(&P[1], &p[2]);
g3_transfer_vertex(&P[2], &p[1]);
g3_transfer_vertex(&P[3], &p[0]);
//set up the UV coords
P[0].texture_position.u = 0.0f; P[0].texture_position.v = 0.0f;
P[1].texture_position.u = 1.0f; P[1].texture_position.v = 0.0f;
P[2].texture_position.u = 1.0f; P[2].texture_position.v = 1.0f;
P[3].texture_position.u = 0.0f; P[3].texture_position.v = 1.0f;
g3_render_primitives_textured(mat_params, P, 4, PRIM_TYPE_TRIFAN, false);
}
// adapted from gr_opengl_scaler()
void g3_render_rect_scaler(material *mat_params, vertex *va, vertex *vb)
{
float x0, y0, x1, y1;
float u0, v0, u1, v1;
float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
float xmin, xmax, ymin, ymax;
int dx0, dy0, dx1, dy1;
x0 = va->screen.xyw.x;
y0 = va->screen.xyw.y;
x1 = vb->screen.xyw.x;
y1 = vb->screen.xyw.y;
xmin = i2fl(gr_screen.clip_left);
ymin = i2fl(gr_screen.clip_top);
xmax = i2fl(gr_screen.clip_right);
ymax = i2fl(gr_screen.clip_bottom);
u0 = va->texture_position.u; v0 = va->texture_position.v;
u1 = vb->texture_position.u; v1 = vb->texture_position.v;
// Check for obviously offscreen bitmaps...
if ( (y1 <= y0) || (x1 <= x0) ) {
return;
}
if ( (x1 < xmin) || (x0 > xmax) ) {
return;
}
if ( (y1 < ymin) || (y0 > ymax) ) {
return;
}
clipped_u0 = u0;
clipped_v0 = v0;
clipped_u1 = u1;
clipped_v1 = v1;
clipped_x0 = x0;
clipped_y0 = y0;
clipped_x1 = x1;
clipped_y1 = y1;
// Clip the left, moving u0 right as necessary
if ( x0 < xmin ) {
clipped_u0 = FIND_SCALED_NUM(xmin, x0, x1, u0, u1);
clipped_x0 = xmin;
}
// Clip the right, moving u1 left as necessary
if ( x1 > xmax ) {
clipped_u1 = FIND_SCALED_NUM(xmax, x0, x1, u0, u1);
clipped_x1 = xmax;
}
// Clip the top, moving v0 down as necessary
if ( y0 < ymin ) {
clipped_v0 = FIND_SCALED_NUM(ymin, y0, y1, v0, v1);
clipped_y0 = ymin;
}
// Clip the bottom, moving v1 up as necessary
if ( y1 > ymax ) {
clipped_v1 = FIND_SCALED_NUM(ymax, y0, y1, v0, v1);
clipped_y1 = ymax;
}
dx0 = fl2i(clipped_x0);
dx1 = fl2i(clipped_x1);
dy0 = fl2i(clipped_y0);
dy1 = fl2i(clipped_y1);
if ( (dx1 <= dx0) || (dy1 <= dy0) ) {
return;
}
vertex v[4];
v[0].screen.xyw.x = clipped_x0;
v[0].screen.xyw.y = clipped_y0;
v[0].screen.xyw.w = va->screen.xyw.w;
v[0].world.xyz.z = va->world.xyz.z;
v[0].texture_position.u = clipped_u0;
v[0].texture_position.v = clipped_v0;
v[1].screen.xyw.x = clipped_x1;
v[1].screen.xyw.y = clipped_y0;
v[1].screen.xyw.w = va->screen.xyw.w;
v[1].world.xyz.z = va->world.xyz.z;
v[1].texture_position.u = clipped_u1;
v[1].texture_position.v = clipped_v0;
v[2].screen.xyw.x = clipped_x1;
v[2].screen.xyw.y = clipped_y1;
v[2].screen.xyw.w = va->screen.xyw.w;
v[2].world.xyz.z = va->world.xyz.z;
v[2].texture_position.u = clipped_u1;
v[2].texture_position.v = clipped_v1;
v[3].screen.xyw.x = clipped_x0;
v[3].screen.xyw.y = clipped_y1;
v[3].screen.xyw.w = va->screen.xyw.w;
v[3].world.xyz.z = va->world.xyz.z;
v[3].texture_position.u = clipped_u0;
v[3].texture_position.v = clipped_v1;
g3_render_primitives_textured(mat_params, v, 4, PRIM_TYPE_TRIFAN, true);
}
// adapted from g3_draw_bitmap()
//void render_oriented_bitmap_2d(int texture, float alpha, bool blending, vertex *pnt, int orient, float rad)
void g3_render_rect_screen_aligned_2d(material *mat_params, vertex *pnt, int orient, float rad)
{
vertex va, vb;
float t, w, h;
float width, height;
int bw, bh;
bm_get_info(mat_params->get_texture_map(TM_BASE_TYPE), &bw, &bh, NULL);
if ( bw < bh ) {
width = rad*2.0f;
height = width*i2fl(bh) / i2fl(bw);
} else if ( bw > bh ) {
height = rad*2.0f;
width = height*i2fl(bw) / i2fl(bh);
} else {
width = height = rad*2.0f;
}
Assert(G3_count == 1);
if ( pnt->codes & (CC_BEHIND | CC_OFF_USER) )
return;
if ( !(pnt->flags&PF_PROJECTED) )
g3_project_vertex(pnt);
if ( pnt->flags & PF_OVERFLOW )
return;
t = (width * gr_screen.clip_width * 0.5f) / pnt->world.xyz.z;
w = t*Matrix_scale.xyz.x;
t = (height * gr_screen.clip_height * 0.5f) / pnt->world.xyz.z;
h = t*Matrix_scale.xyz.y;
float z, sw;
z = pnt->world.xyz.z - rad / 2.0f;
if ( z <= 0.0f ) {
z = 0.0f;
sw = 0.0f;
} else {
sw = 1.0f / z;
}
va.screen.xyw.x = pnt->screen.xyw.x - w / 2.0f;
va.screen.xyw.y = pnt->screen.xyw.y - h / 2.0f;
va.screen.xyw.w = sw;
va.world.xyz.z = z;
vb.screen.xyw.x = va.screen.xyw.x + w;
vb.screen.xyw.y = va.screen.xyw.y + h;
vb.screen.xyw.w = sw;
vb.world.xyz.z = z;
if ( orient & 1 ) {
va.texture_position.u = 1.0f;
vb.texture_position.u = 0.0f;
} else {
va.texture_position.u = 0.0f;
vb.texture_position.u = 1.0f;
}
if ( orient & 2 ) {
va.texture_position.v = 1.0f;
vb.texture_position.v = 0.0f;
} else {
va.texture_position.v = 0.0f;
vb.texture_position.v = 1.0f;
}
g3_render_rect_scaler(mat_params, &va, &vb);
}
// adapted from g3_draw_bitmap_3d
void g3_render_rect_screen_aligned(material *mat_params, vertex *pnt, int orient, float rad, float depth)
{
// holdover mistake from retail causes these bitmaps to be rendered 41% bigger than rad
// this turns radius into the diagonal distance, but the methods below presume manhattan distance (unadjusted radius)
rad *= 1.41421356f;
vec3d PNT(pnt->world);
vec3d p[4];
vertex P[4];
vec3d fvec, rvec, uvec;
vm_vec_sub(&fvec, &View_position, &PNT);
vm_vec_normalize(&fvec);
uvec = View_matrix.vec.uvec;
vm_vec_normalize(&uvec);
rvec = View_matrix.vec.rvec;
vm_vec_normalize(&rvec);
vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
//move all the data from the vecs into the verts
g3_transfer_vertex(&P[0], &p[3]);
g3_transfer_vertex(&P[1], &p[2]);
g3_transfer_vertex(&P[2], &p[1]);
g3_transfer_vertex(&P[3], &p[0]);
// set up the UV coords
if ( orient & 1 ) {
P[0].texture_position.u = 1.0f;
P[1].texture_position.u = 0.0f;
P[2].texture_position.u = 0.0f;
P[3].texture_position.u = 1.0f;
} else {
P[0].texture_position.u = 0.0f;
P[1].texture_position.u = 1.0f;
P[2].texture_position.u = 1.0f;
P[3].texture_position.u = 0.0f;
}
if ( orient & 2 ) {
P[0].texture_position.v = 1.0f;
P[1].texture_position.v = 1.0f;
P[2].texture_position.v = 0.0f;
P[3].texture_position.v = 0.0f;
} else {
P[0].texture_position.v = 0.0f;
P[1].texture_position.v = 0.0f;
P[2].texture_position.v = 1.0f;
P[3].texture_position.v = 1.0f;
}
g3_render_primitives_textured(mat_params, P, 4, PRIM_TYPE_TRIFAN, false);
}
// adapted from g3_draw_laser()
//void render_laser_2d(int texture, color* clr, float alpha, vec3d *headp, float head_width, vec3d *tailp, float tail_width, float max_len)
void g3_render_laser_2d(material *mat_params, vec3d *headp, float head_width, vec3d *tailp, float tail_width, float max_len)
{
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;
g3_rotate_vertex(&pt2, tailp);
g3_project_vertex(&pt2);
if ( pt2.flags & PF_OVERFLOW )
return;
if ( (pt1.codes & pt2.codes) != 0 ) {
// Both off the same side
return;
}
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];
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;
g3_render_primitives_textured(mat_params, v, 4, PRIM_TYPE_TRIFAN, true);
}
// adapted from g3_draw_rod()
void g3_render_rod(color *clr, int num_points, vec3d *pvecs, float width)
{
const int MAX_ROD_VERTS = 100;
vec3d uvec, fvec, rvec;
vec3d vecs[2];
vertex pts[MAX_ROD_VERTS];
int i, nv = 0;
Assert(num_points >= 2);
Assert((num_points * 2) <= MAX_ROD_VERTS);
for ( i = 0; i < num_points; i++ ) {
vm_vec_sub(&fvec, &View_position, &pvecs[i]);
vm_vec_normalize_safe(&fvec);
int first = i + 1;
int second = i - 1;
if ( i == 0 ) {
first = 1;
second = 0;
} else if ( i == num_points - 1 ) {
first = i;
}
vm_vec_sub(&rvec, &pvecs[first], &pvecs[second]);
vm_vec_normalize_safe(&rvec);
vm_vec_cross(&uvec, &rvec, &fvec);
vm_vec_scale_add(&vecs[0], &pvecs[i], &uvec, width * 0.5f);
vm_vec_scale_add(&vecs[1], &pvecs[i], &uvec, -width * 0.5f);
if ( nv > MAX_ROD_VERTS - 2 ) {
Warning(LOCATION, "Hit high-water mark (%i) in g3_draw_rod()!!\n", MAX_ROD_VERTS);
break;
}
g3_transfer_vertex(&pts[nv], &vecs[0]);
g3_transfer_vertex(&pts[nv + 1], &vecs[1]);
pts[nv].texture_position.u = 1.0f;
pts[nv].texture_position.v = i2fl(i);
pts[nv].r = clr->red;
pts[nv].g = clr->green;
pts[nv].b = clr->blue;
pts[nv].a = clr->alpha;
pts[nv + 1].texture_position.u = 0.0f;
pts[nv + 1].texture_position.v = i2fl(i);
pts[nv + 1].r = clr->red;
pts[nv + 1].g = clr->green;
pts[nv + 1].b = clr->blue;
pts[nv + 1].a = clr->alpha;
nv += 2;
}
// we should always have at least 4 verts, and there should always be an even number
Assert((nv >= 4) && !(nv % 2));
material material_params;
material_params.set_depth_mode(ZBUFFER_TYPE_READ);
material_params.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
g3_render_primitives_colored(&material_params, pts, nv, PRIM_TYPE_TRISTRIP, false);
}
// adapted from g3_draw_2d_shield_icon()
void g3_render_shield_icon(color *clr, coord2d coords[6], int resize_mode)
{
GR_DEBUG_SCOPE("Render shield icon");
vertex v[6];
memset(v, 0, sizeof(vertex) * 6);
if ( resize_mode != GR_RESIZE_NONE ) {
gr_resize_screen_pos(&coords[0].x, &coords[0].y, NULL, NULL, resize_mode);
gr_resize_screen_pos(&coords[1].x, &coords[1].y, NULL, NULL, resize_mode);
gr_resize_screen_pos(&coords[2].x, &coords[2].y, NULL, NULL, resize_mode);
gr_resize_screen_pos(&coords[3].x, &coords[3].y, NULL, NULL, resize_mode);
gr_resize_screen_pos(&coords[4].x, &coords[4].y, NULL, NULL, resize_mode);
gr_resize_screen_pos(&coords[5].x, &coords[5].y, NULL, NULL, resize_mode);
}
float sw = 0.1f;
// stuff coords
v[0].screen.xyw.x = i2fl(coords[0].x);
v[0].screen.xyw.y = i2fl(coords[0].y);
v[0].screen.xyw.w = sw;
v[0].texture_position.u = 0.0f;
v[0].texture_position.v = 0.0f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = (ubyte)clr->red;
v[0].g = (ubyte)clr->green;
v[0].b = (ubyte)clr->blue;
v[0].a = 0;
v[1].screen.xyw.x = i2fl(coords[1].x);
v[1].screen.xyw.y = i2fl(coords[1].y);
v[1].screen.xyw.w = sw;
v[1].texture_position.u = 0.0f;
v[1].texture_position.v = 0.0f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = (ubyte)clr->red;
v[1].g = (ubyte)clr->green;
v[1].b = (ubyte)clr->blue;
v[1].a = (ubyte)clr->alpha;
v[2].screen.xyw.x = i2fl(coords[2].x);
v[2].screen.xyw.y = i2fl(coords[2].y);
v[2].screen.xyw.w = sw;
v[2].texture_position.u = 0.0f;
v[2].texture_position.v = 0.0f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = (ubyte)clr->red;
v[2].g = (ubyte)clr->green;
v[2].b = (ubyte)clr->blue;
v[2].a = 0;
v[3].screen.xyw.x = i2fl(coords[3].x);
v[3].screen.xyw.y = i2fl(coords[3].y);
v[3].screen.xyw.w = sw;
v[3].texture_position.u = 0.0f;
v[3].texture_position.v = 0.0f;
v[3].flags = PF_PROJECTED;
v[3].codes = 0;
v[3].r = (ubyte)clr->red;
v[3].g = (ubyte)clr->green;
v[3].b = (ubyte)clr->blue;
v[3].a = (ubyte)clr->alpha;
v[4].screen.xyw.x = i2fl(coords[4].x);
v[4].screen.xyw.y = i2fl(coords[4].y);
v[4].screen.xyw.w = sw;
v[4].texture_position.u = 0.0f;
v[4].texture_position.v = 0.0f;
v[4].flags = PF_PROJECTED;
v[4].codes = 0;
v[4].r = (ubyte)clr->red;
v[4].g = (ubyte)clr->green;
v[4].b = (ubyte)clr->blue;
v[4].a = 0;
v[5].screen.xyw.x = i2fl(coords[5].x);
v[5].screen.xyw.y = i2fl(coords[5].y);
v[5].screen.xyw.w = sw;
v[5].texture_position.u = 0.0f;
v[5].texture_position.v = 0.0f;
v[5].flags = PF_PROJECTED;
v[5].codes = 0;
v[5].r = (ubyte)clr->red;
v[5].g = (ubyte)clr->green;
v[5].b = (ubyte)clr->blue;
v[5].a = 0;
material material_instance;
material_instance.set_depth_mode(ZBUFFER_TYPE_NONE);
material_instance.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
material_instance.set_cull_mode(false);
material_instance.set_color(1.0f, 1.0f, 1.0f, 1.0f);
// draw the polys
g3_render_primitives_colored(&material_instance, v, 6, PRIM_TYPE_TRISTRIP, true);
}
void g3_render_shield_icon(coord2d coords[6], int resize_mode)
{
g3_render_shield_icon(&gr_screen.current_color, coords, resize_mode);
}
// adapted from gr_opengl_line_htl()
void g3_render_line_3d(color *clr, bool depth_testing, const vec3d *start, const vec3d *end)
{
material mat;
mat.set_depth_mode((depth_testing) ? ZBUFFER_TYPE_READ : ZBUFFER_TYPE_NONE);
mat.set_color(*clr);
mat.set_cull_mode(false);
if ( clr->is_alphacolor ) {
mat.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
} else {
mat.set_blend_mode(ALPHA_BLEND_NONE);
}
float line[6] = {
start->xyz.x, start->xyz.y, start->xyz.z,
end->xyz.x, end->xyz.y, end->xyz.z
};
vertex_layout vert_def;
vert_def.add_vertex_component(vertex_format_data::POSITION3, sizeof(float) * 3, 0);
gr_render_primitives_immediate(&mat, PRIM_TYPE_LINES, &vert_def, 2, line, sizeof(float) * 6);
}
void g3_render_line_3d(bool depth_testing, const vec3d *start, const vec3d *end)
{
g3_render_line_3d(&gr_screen.current_color, depth_testing, start, end);
}
void g3_render_sphere(color *clr, vec3d* position, float radius)
{
g3_start_instance_matrix(position, &vmd_identity_matrix, true);
vec3d scale = {{{ radius, radius, radius }}};
gr_push_scale_matrix(&scale);
material material_def;
material_def.set_blend_mode(ALPHA_BLEND_NONE);
material_def.set_depth_mode(ZBUFFER_TYPE_FULL);
material_def.set_color(*clr);
gr_sphere(&material_def, radius);
gr_pop_scale_matrix();
g3_done_instance(true);
}
void g3_render_sphere(vec3d* position, float radius)
{
g3_render_sphere(&gr_screen.current_color, position, radius);
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//flash ball stuff
void flash_ball::initialize(uint number, float min_ray_width, float max_ray_width, const vec3d* dir, const vec3d* pcenter, float outer, float inner, ubyte max_r, ubyte max_g, ubyte max_b, ubyte min_r, ubyte min_g, ubyte min_b)
{
if(number < 1)
return;
center = *pcenter;
if(n_rays < number){
if(ray)vm_free(ray);
ray = (flash_beam*)vm_malloc(sizeof(flash_beam)*number);
n_rays = number;
}
uint i;
for(i = 0; i<n_rays; i++){
//colors
if(min_r != 255){
ray[i].start.r = (ubyte)Random::next(min_r, max_r);
}else{
ray[i].start.r = 255;
}
if(min_g != 255){
ray[i].start.g = (ubyte)Random::next(min_g, max_g);
}else{
ray[i].start.g = 255;
}
if(min_b != 255){
ray[i].start.b = (ubyte)Random::next(min_b, max_b);
}else{
ray[i].start.b = 255;
}
//rays
if(dir == &vmd_zero_vector || outer >= PI2){
//random sphere
vec3d start, end;
vm_vec_rand_vec_quick(&start);
vm_vec_rand_vec_quick(&end);
ray[i].start.world = start;
ray[i].end.world = end;
}else{
//random cones
vec3d start, end;
vm_vec_random_cone(&start, dir, inner, outer);
vm_vec_random_cone(&end, dir, inner, outer);
ray[i].start.world = start;
ray[i].end.world = end;
}
if(max_ray_width == 0.0f)ray[i].width=min_ray_width;
else ray[i].width = frand_range(min_ray_width, max_ray_width);
}
}
#define uw(p) (*((uint *) (p)))
#define w(p) (*((int *) (p)))
#define wp(p) ((int *) (p))
#define vp(p) ((vec3d *) (p))
#define fl(p) (*((float *) (p)))
void flash_ball::defpoint(int off, ubyte *bsp_data)
{
uint n;
uint nverts = uw(off+bsp_data+8);
uint offset = uw(off+bsp_data+16);
ubyte * normcount = off+bsp_data+20;
vec3d *src = vp(off+bsp_data+offset);
if(n_rays < nverts){
if(ray)vm_free(ray);
ray = (flash_beam*)vm_malloc(sizeof(flash_beam)*nverts);
n_rays = nverts;
}
{
vec3d temp;
for (n=0; n<nverts; n++ ) {
temp = *src;
vm_vec_sub2(&temp, &center);
vm_vec_normalize(&temp);
ray[n].start.world = temp;
src++; // move to normal
src+=normcount[n];
}
}
}
#define OP_EOF 0
#define OP_DEFPOINTS 1
#define OP_FLATPOLY 2
#define OP_TMAPPOLY 3
#define OP_SORTNORM 4
#define OP_BOUNDBOX 5
#define OP_TMAP2POLY 6
#define OP_SORTNORM2 7
void flash_ball::parse_bsp(int offset, ubyte *bsp_data){
int ID, SIZE;
memcpy(&ID, &bsp_data[offset], sizeof(int));
memcpy(&SIZE, &bsp_data[offset+sizeof(int)], sizeof(int));
while(ID!=0){
switch(ID){
case OP_EOF:
return;
break;
case OP_DEFPOINTS: defpoint(offset, bsp_data);
break;
case OP_SORTNORM:
break;
case OP_SORTNORM2:
break;
case OP_FLATPOLY:
break;
case OP_TMAPPOLY:
break;
case OP_BOUNDBOX:
break;
case OP_TMAP2POLY:
break;
default:
return;
}
offset += SIZE;
memcpy(&ID, &bsp_data[offset], sizeof(int));
memcpy(&SIZE, &bsp_data[offset+sizeof(int)], sizeof(int));
if(SIZE < 1)ID=OP_EOF;
}
}
void flash_ball::initialize(ubyte *bsp_data, float min_ray_width, float max_ray_width, const vec3d* dir, const vec3d* pcenter, float outer, float inner, ubyte max_r, ubyte max_g, ubyte max_b, ubyte min_r, ubyte min_g, ubyte min_b)
{
center = *pcenter;
vm_vec_negate(&center);
parse_bsp(0,bsp_data);
center = vmd_zero_vector;
uint i;
for(i = 0; i<n_rays; i++){
//colors
if(min_r != 255){
ray[i].start.r = (ubyte)Random::next(min_r, max_r);
}else{
ray[i].start.r = 255;
}
if(min_g != 255){
ray[i].start.g = (ubyte)Random::next(min_g, max_g);
}else{
ray[i].start.g = 255;
}
if(min_b != 255){
ray[i].start.b = (ubyte)Random::next(min_b, max_b);
}else{
ray[i].start.b = 255;
}
//rays
if(dir == &vmd_zero_vector || outer >= PI2){
//random sphere
vec3d end;
vm_vec_rand_vec_quick(&end);
ray[i].end.world = end;
}else{
//random cones
vec3d end;
vm_vec_random_cone(&end, dir, inner, outer);
ray[i].end.world = end;
}
if(max_ray_width == 0.0f)ray[i].width=min_ray_width;
else ray[i].width = frand_range(min_ray_width, max_ray_width);
}
}
//rad how wide the ball should be
//intinsity how visable it should be
//life how far along from start to end should it be
void flash_ball::render(int texture, float rad, float intinsity, float life){
for(uint i = 0; i < n_rays; i++){
vec3d end;
vm_vec_interp_constant(&end, &ray[i].start.world, &ray[i].end.world, life);
vm_vec_scale(&end, rad);
vm_vec_add2(&end, &center);
batching_add_beam(texture, &center, &end, ray[i].width*rad, intinsity);
}
}