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For displaying things in a scene, because the eye position is not necessarily the ship position.
351 lines
7.8 KiB
C++
351 lines
7.8 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 "graphics/2d.h" // Needed for w,h,aspect of canvas
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#include "graphics/matrix.h"
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#include "graphics/tmapper.h"
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#include "lighting/lighting.h"
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#include "render/3dinternal.h"
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matrix View_matrix; // The matrix to convert local coordinates to screen
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vec3d View_position; // The offset to convert local coordinates to screen
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matrix Unscaled_matrix; // View_matrix before scaling
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matrix Light_matrix; // Used to rotate world points into current local coordinates
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vec3d Light_base; // Used to rotate world points into current local coordinates
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matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates
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vec3d Eye_position; // Where the viewer's eye is at in World coordinates
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fov_t Eye_fov; // What the viewer's FOV is
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fov_t View_zoom = 0.0f; // The zoom factor
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fov_t Proj_fov = 0.0f;// The fov (for HTL projection matrix)
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vec3d Window_scale; // Scaling for window aspect
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vec3d Matrix_scale; // How the matrix is scaled, window_scale * zoom
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int Canvas_width; // The actual width
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int Canvas_height; // The actual height
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float Canv_w2; // Canvas_width / 2
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float Canv_h2; // Canvas_height / 2
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vec3d Object_position;
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matrix Object_matrix; // Where the opject is pointing in World coordinates
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#define MAX_INSTANCE_DEPTH 32
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struct instance_context {
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matrix m;
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vec3d p;
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matrix lm;
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vec3d lb;
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matrix om;
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vec3d op;
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} instance_stack[MAX_INSTANCE_DEPTH];
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int instance_depth = 0;
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int G3_count = 0;
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int G3_frame_count = 0;
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/**
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* Check if in frame
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*/
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int g3_in_frame()
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{
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return G3_count;
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}
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/**
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* Start the frame
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* Pass true for zbuffer_flag to turn on zbuffering
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*/
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void g3_start_frame_func(int zbuffer_flag, const char * /*filename*/, int /*lineno*/)
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{
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float s;
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int width, height;
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float aspect;
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Assert( G3_count == 0 );
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G3_count++;
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// Get the values from the 2d...
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width = gr_screen.clip_width;
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height = gr_screen.clip_height;
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aspect = gr_screen.aspect;
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//set int w,h & fixed-point w,h/2
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Canvas_width = width;
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Canv_w2 = (float)width / 2.0f;
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Canvas_height = height;
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Canv_h2 = (float)height / 2.0f;
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//compute aspect ratio for this canvas
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s = aspect*(float)Canvas_height/(float)Canvas_width;
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Window_scale.xyz.x = s;
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Window_scale.xyz.y = 1.0f;
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Window_scale.xyz.z = 1.0f; //always 1
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init_free_points();
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if (zbuffer_flag) {
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gr_zbuffer_clear(TRUE);
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} else {
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gr_zbuffer_clear(FALSE);
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}
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G3_frame_count++;
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}
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/**
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* This doesn't do anything, but is here for completeness
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*/
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void g3_end_frame_func(const char * /*filename*/, int /*lineno*/)
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{
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G3_count--;
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Assert( G3_count == 0 );
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free_point_num = 0;
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}
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void scale_matrix(void);
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void g3_set_fov(fov_t zoom) {
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Proj_fov = zoom * PROJ_FOV_FACTOR;
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}
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float g3_get_hfov(const fov_t& fov, bool visible_fov) {
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SCP_UNUSED(visible_fov);
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if (std::holds_alternative<float>(fov))
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return std::get<float>(fov);
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else {
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const auto& afov = std::get<asymmetric_fov>(fov);
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return afov.right - afov.left;
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}
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}
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void g3_set_view(camera *cam)
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{
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vec3d pos;
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matrix ori;
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cam->get_info(&pos, &ori);
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if(Sexp_fov <= 0.0f)
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g3_set_view_matrix(&pos, &ori, cam->get_fov());
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else
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g3_set_view_matrix(&pos, &ori, Sexp_fov);
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}
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/**
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* Set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
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*/
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void g3_set_view_matrix(const vec3d *view_pos, const matrix *view_matrix, fov_t zoom)
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{
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Assert( G3_count == 1 );
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View_zoom = zoom;
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View_position = *view_pos;
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View_matrix = *view_matrix;
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g3_set_fov(View_zoom);
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Eye_matrix = View_matrix;
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Eye_position = *view_pos;
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Eye_fov = zoom;
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scale_matrix();
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Light_matrix = vmd_identity_matrix;
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Light_base.xyz.x = 0.0f;
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Light_base.xyz.y = 0.0f;
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Light_base.xyz.z = 0.0f;
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vm_vec_zero(&Object_position);
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Object_matrix = vmd_identity_matrix;
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}
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/**
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* Performs aspect scaling on global view matrix
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*/
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void scale_matrix(void)
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{
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Unscaled_matrix = View_matrix; //so we can use unscaled if we want
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Matrix_scale = Window_scale;
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float s = 1.0f / tanf(g3_get_hfov(Proj_fov) * 0.5f);
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Matrix_scale.xyz.x *= s;
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Matrix_scale.xyz.y *= s;
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//now scale matrix elements
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vm_vec_scale(&View_matrix.vec.rvec,Matrix_scale.xyz.x );
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vm_vec_scale(&View_matrix.vec.uvec,Matrix_scale.xyz.y );
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vm_vec_scale(&View_matrix.vec.fvec,Matrix_scale.xyz.z );
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}
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/**
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* nstance at specified point with specified orientation
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*
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* if matrix==NULL, don't modify matrix. This will be like doing an offset
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* if pos==NULL, no position change
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*/
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void g3_start_instance_matrix(const vec3d *pos, const matrix *orient, bool set_api)
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{
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vec3d tempv;
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matrix tempm,tempm2;
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Assert( G3_count == 1 );
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Assert(instance_depth<MAX_INSTANCE_DEPTH);
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instance_stack[instance_depth].m = View_matrix;
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instance_stack[instance_depth].p = View_position;
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instance_stack[instance_depth].lm = Light_matrix;
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instance_stack[instance_depth].lb = Light_base;
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instance_stack[instance_depth].om = Object_matrix;
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instance_stack[instance_depth].op = Object_position;
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instance_depth++;
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// Make sure orient is valid
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if (!orient) {
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orient = &vmd_identity_matrix; // Assume no change in orient
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}
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if ( pos ) {
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//step 1: subtract object position from view position
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vm_vec_sub2(&View_position,pos);
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//step 2: rotate view vector through object matrix
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vm_vec_rotate(&tempv,&View_position,orient);
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View_position = tempv;
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vm_vec_unrotate(&tempv,pos,&Object_matrix);
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vm_vec_add2(&Object_position, &tempv);
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} else {
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// No movement, leave View_position alone
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}
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//step 3: rotate object matrix through view_matrix (vm = ob * vm)
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vm_copy_transpose(&tempm2,orient);
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vm_matrix_x_matrix(&tempm,&tempm2,&View_matrix);
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View_matrix = tempm;
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vm_matrix_x_matrix(&Object_matrix,&instance_stack[instance_depth-1].om,orient);
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// Update the lighting matrix
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matrix saved_orient = Light_matrix;
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vec3d saved_base = Light_base;
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if ( pos ) {
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vm_vec_unrotate(&Light_base,pos,&saved_orient );
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vm_vec_add2(&Light_base, &saved_base );
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} else {
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// No movement, light_base doesn't change.
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}
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vm_matrix_x_matrix(&Light_matrix,&saved_orient, orient);
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if(set_api)
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gr_start_instance_matrix(pos, orient);
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}
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void g3_start_instance_matrix(const matrix4 *transform, bool set_api)
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{
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matrix orient;
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vec3d pos;
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vm_matrix4_get_orientation(&orient, (matrix4*)transform);
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vm_matrix4_get_offset(&pos, (matrix4*)transform);
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g3_start_instance_matrix(&pos, &orient, set_api);
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}
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/**
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* Instance at specified point with specified orientation
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*
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* If angles==NULL, don't modify matrix. This will be like doing an offset
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*/
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void g3_start_instance_angles(const vec3d *pos, const angles *orient)
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{
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matrix tm;
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Assert( G3_count == 1 );
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if (orient==NULL) {
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g3_start_instance_matrix(pos,NULL);
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return;
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}
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vm_angles_2_matrix(&tm,orient);
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g3_start_instance_matrix(pos,&tm, false);
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gr_start_angles_instance_matrix(pos, orient);
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}
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/**
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* Pops the old context
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*/
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void g3_done_instance(bool use_api)
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{
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Assert( G3_count == 1 );
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instance_depth--;
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Assert(instance_depth >= 0);
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View_position = instance_stack[instance_depth].p;
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View_matrix = instance_stack[instance_depth].m;
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Light_matrix = instance_stack[instance_depth].lm;
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Light_base = instance_stack[instance_depth].lb;
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Object_matrix = instance_stack[instance_depth].om;
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Object_position = instance_stack[instance_depth].op;
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if (use_api)
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gr_end_instance_matrix();
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}
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int G3_user_clip = 0;
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vec3d G3_user_clip_normal;
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vec3d G3_user_clip_point;
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/**
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* Returns TRUE if point is behind user plane
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*/
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int g3_point_behind_user_plane( const vec3d *pnt )
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{
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if ( G3_user_clip ) {
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vec3d tmp;
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vm_vec_sub( &tmp, pnt, &G3_user_clip_point );
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if ( vm_vec_dot( &tmp, &G3_user_clip_normal ) <= 0.0f ) {
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return 1;
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}
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}
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return 0;
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}
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