Files
fs2open.github.com/code/ship/shield.cpp
T
BMagnu 1f5525e04f Fix virtual POF crashes (#7327)
* Ensure model data isn't deleted twice

* shared_ptr-ify model data

* fix virtual pof filename issue

* Fix tests

* remove redundant memsets

* Clang Tid
2026-03-31 10:02:24 -04:00

972 lines
29 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.
*
*/
// Detail level effects (Detail.shield_effects)
// 0 Nothing rendered
// 1 An animating bitmap rendered per hit, not shrink-wrapped. Lasts half time. One per ship.
// 2 Animating bitmap per hit, not shrink-wrapped. Lasts full time. Unlimited.
// 3 Shrink-wrapped texture. Lasts half-time.
// 4 Shrink-wrapped texture. Lasts full-time.
#include "render/3d.h"
#include "model/model.h"
#include "freespace.h"
#include "mission/missionparse.h"
#include "nebula/neb.h"
#include "network/multi.h"
#include "object/objectshield.h"
#include "ship/ship.h"
#include "species_defs/species_defs.h"
#include "tracing/Monitor.h"
#include "tracing/tracing.h"
#include "utils/Random.h"
int Show_shield_mesh = 0;
// One unit in 3d means this in the shield hit texture map.
#define SHIELD_HIT_SCALE 0.15f // Note, larger constant means smaller effect
#define MAX_TRIS_PER_HIT 40 // Number of triangles per shield hit, maximum.
#define MAX_SHIELD_HITS 200 // Maximum number of active shield hits.
#define MAX_SHIELD_TRI_BUFFER (MAX_SHIELD_HITS*MAX_TRIS_PER_HIT) //(MAX_SHIELD_HITS*20) // Persistent buffer of triangle comprising all active shield hits.
#define SHIELD_HIT_DURATION (3*F1_0/4) // Duration, in milliseconds, of shield hit effect
#define SH_UNUSED -1 // Indicates an unused record in Shield_hits
#define SH_TYPE_1 1 // Indicates Shield_hits record is of type 1.
#define UV_MAX (63.95f/64.0f) // max allowed value until tmapper bugs fixed, 1/24/97
float Shield_scale = SHIELD_HIT_SCALE;
/**
* Structure which mimics the ::shield_tri structure in model.h.
*
* Since the global shield triangle array needs the vertex information, we will acutally
* store the information in this structure instead of the indices into the vertex list
*/
typedef struct gshield_tri {
int used; // Set if this triangle is currently in use.
int trinum; // a debug parameter
fix creation_time; // time at which created.
shield_vertex verts[4]; // Triangles, but at lower detail level, a square.
} gshield_tri;
typedef struct shield_hit {
fix start_time; // start time of this object
int type; // type, probably the weapon type, to indicate the bitmap to use
int objnum; // Object index, needed to get current orientation, position.
float radius_override; // the weapon which caused the hit may adjust the size of the effect
int num_tris; // Number of Shield_tris comprising this shield.
int tri_list[MAX_TRIS_PER_HIT]; // Indices into Shield_tris, triangles for this shield hit.
ubyte rgb[3]; // rgb colors
matrix hit_orient; // hit rotation
vec3d hit_pos; // hit position
} shield_hit;
/**
* Stores point at which shield was hit.
* Gets processed in frame interval.
*/
typedef struct shield_point {
int objnum; // Object that was hit.
int shield_tri; // Triangle in shield mesh that took hit.
vec3d hit_point; // Point in global 3-space of hit.
float radius_override;
} shield_point;
#define MAX_SHIELD_POINTS 100
shield_point Shield_points[MAX_SHIELD_POINTS];
int Num_shield_points;
int Num_multi_shield_points; // used by multiplayer clients
gshield_tri Global_tris[MAX_SHIELD_TRI_BUFFER]; // The persistent triangles, part of shield hits.
int Num_tris; // Number of triangles in current shield. Would be a local, but needed in numerous routines.
shield_hit Shield_hits[MAX_SHIELD_HITS];
int Shield_bitmaps_loaded = 0;
// This is a recursive function, so prototype it.
extern void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec);
void load_shield_hit_bitmap()
{
size_t i;
// Check if we've already allocated the shield effect bitmaps
if ( Shield_bitmaps_loaded )
return;
Shield_bitmaps_loaded = 1;
for (i = 0; i < Species_info.size(); i++ )
{
if (Species_info[i].shield_anim.filename[0] != '\0')
{
Species_info[i].shield_anim.first_frame = bm_load_animation(Species_info[i].shield_anim.filename, &Species_info[i].shield_anim.num_frames, nullptr, nullptr, nullptr, true);
Assertion((Species_info[i].shield_anim.first_frame >= 0), "Error while loading shield hit ani: %s for species: %s\n", Species_info[i].shield_anim.filename, Species_info[i].species_name);
}
}
}
void shield_hit_page_in()
{
size_t i;
if ( !Shield_bitmaps_loaded ) {
load_shield_hit_bitmap();
}
for (i = 0; i < Species_info.size(); i++) {
generic_anim *sa = &Species_info[i].shield_anim;
if ( sa->first_frame >= 0 ) {
bm_page_in_xparent_texture(sa->first_frame, sa->num_frames );
}
}
}
/**
* Initialize shield hit system.
*
* Called from game_level_init()
*/
void shield_hit_init()
{
int i;
for (i=0; i<MAX_SHIELD_HITS; i++) {
Shield_hits[i].type = SH_UNUSED;
Shield_hits[i].objnum = -1;
}
for (i=0; i<MAX_SHIELD_TRI_BUFFER; i++) {
Global_tris[i].used = 0;
Global_tris[i].creation_time = Missiontime;
}
Num_multi_shield_points = 0;
load_shield_hit_bitmap();
}
/**
* Release the storage allocated to store the shield effect.
*
* This doesn't need to do anything; the bitmap manager will release everything.
*/
void release_shield_hit_bitmap()
{
if ( !Shield_bitmaps_loaded )
return;
}
int Poly_count = 0;
/**
* De-initialize the shield hit system. Called from game_level_close().
*
* @todo We should probably not bother releasing the shield hit bitmaps every level.
*/
void shield_hit_close()
{
release_shield_hit_bitmap();
}
void shield_frame_init()
{
Poly_count = 0;
Num_shield_points = 0;
}
void create_low_detail_poly(int global_index, vec3d *tcp, vec3d *rightv, vec3d *upv)
{
float scale;
gshield_tri *trip;
trip = &Global_tris[global_index];
scale = vm_vec_mag(tcp) * 2.0f;
vm_vec_scale_add(&trip->verts[0].pos, tcp, rightv, -scale/2.0f);
vm_vec_scale_add2(&trip->verts[0].pos, upv, scale/2.0f);
vm_vec_scale_add(&trip->verts[1].pos, &trip->verts[0].pos, rightv, scale);
vm_vec_scale_add(&trip->verts[2].pos, &trip->verts[1].pos, upv, -scale);
vm_vec_scale_add(&trip->verts[3].pos, &trip->verts[2].pos, rightv, -scale);
// Set u, v coordinates.
// Note, this need only be done once, as it's common for all explosions.
trip->verts[0].u = 0.0f;
trip->verts[0].v = 0.0f;
trip->verts[1].u = 1.0f;
trip->verts[1].v = 0.0f;
trip->verts[2].u = 1.0f;
trip->verts[2].v = 1.0f;
trip->verts[3].u = 0.0f;
trip->verts[3].v = 1.0f;
}
/**
* Given a shield triangle, compute the uv coordinates at its vertices given
* the center point of the explosion texture, distance to center of shield and
* right and up vectors.
*
* For small distances (relative to radius), coordinates can be computed using
* distance. For larger values, should compute angle.
*/
void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vec3d *tcp, float /*radius*/, vec3d *rightv, vec3d *upv)
{
int i;
shield_vertex *sv;
for (i=0; i<3; i++) {
vec3d v2cp;
sv = &verts[stp->verts[i]];
vm_vec_sub(&v2cp, &sv->pos, tcp);
sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f;
sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f;
CLAMP(sv->u, 0.0f, UV_MAX);
CLAMP(sv->v, 0.0f, UV_MAX);
}
}
/**
* Free records in ::Global_tris previously used by Shield_hits[shnum].tri_list
*/
void free_global_tri_records(int shnum)
{
int i;
Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
for (i=0; i<Shield_hits[shnum].num_tris; i++){
Global_tris[Shield_hits[shnum].tri_list[i]].used = 0;
}
}
void shield_render_low_detail_bitmap(int texture, float alpha, gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
{
int j;
vec3d pnt;
vertex verts[4];
memset(verts, 0, sizeof(verts));
for (j=0; j<4; j++ ) {
// Rotate point into world coordinates
vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient);
vm_vec_add2(&pnt, pos);
// Pnt is now the x,y,z world coordinates of this vert.
g3_transfer_vertex(&verts[j], &pnt);
verts[j].texture_position.u = trip->verts[j].u;
verts[j].texture_position.v = trip->verts[j].v;
}
verts[0].r = r;
verts[0].g = g;
verts[0].b = b;
verts[1].r = r;
verts[1].g = g;
verts[1].b = b;
verts[2].r = r;
verts[2].g = g;
verts[2].b = b;
verts[3].r = r;
verts[3].g = g;
verts[3].b = b;
vec3d norm;
vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
//vertex *vertlist[4];
vertex vertlist[4];
if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) {
vertlist[0] = verts[3];
vertlist[1] = verts[2];
vertlist[2] = verts[1];
vertlist[3] = verts[0];
//vertlist[0] = &verts[3];
//vertlist[1] = &verts[2];
//vertlist[2] = &verts[1];
//vertlist[3] = &verts[0];
//g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT);
} else {
vertlist[0] = verts[0];
vertlist[1] = verts[1];
vertlist[2] = verts[2];
vertlist[3] = verts[3];
//vertlist[0] = &verts[0];
//vertlist[1] = &verts[1];
//vertlist[2] = &verts[2];
//vertlist[3] = &verts[3];
//g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT);
}
material material_params;
material_set_unlit_emissive(&material_params, texture, alpha, 2.0f);
g3_render_primitives_colored_textured(&material_params, vertlist, 4, PRIM_TYPE_TRIFAN, false);
}
/**
* Render one triangle of a shield hit effect on one ship.
* Each frame, the triangle needs to be rotated into global coords.
*
* @param texture handle to desired bitmap to render with
* @param alpha alpha value for color blending
* @param trip pointer to triangle in global array
* @param orient orientation of object shield is associated with
* @param pos center point of object
* @param r Red colour
* @param g Green colour
* @param b Blue colour
*/
void shield_render_triangle(int texture, float alpha, gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
{
int j;
vec3d pnt;
vertex verts[3];
memset(&verts, 0, sizeof(verts));
if (trip->trinum == -1)
return; // Means this is a quad, must have switched detail_level.
for (j=0; j<3; j++ ) {
// Rotate point into world coordinates
vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient);
vm_vec_add2(&pnt, pos);
// Pnt is now the x,y,z world coordinates of this vert.
// For this example, I am just drawing a sphere at that point.
g3_transfer_vertex(&verts[j],&pnt);
verts[j].texture_position.u = trip->verts[j].u;
verts[j].texture_position.v = trip->verts[j].v;
Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
}
verts[0].r = r;
verts[0].g = g;
verts[0].b = b;
verts[1].r = r;
verts[1].g = g;
verts[1].b = b;
verts[2].r = r;
verts[2].g = g;
verts[2].b = b;
vec3d norm;
Poly_count++;
vm_vec_perp(&norm, &verts[0].world, &verts[1].world, &verts[2].world);
material material_params;
material_set_unlit(&material_params, texture, alpha, true, true);
material_params.set_color_scale(2.0f);
if ( vm_vec_dot(&norm, &verts[1].world) >= 0.0 ) {
vertex vertlist[3];
vertlist[0] = verts[2];
vertlist[1] = verts[1];
vertlist[2] = verts[0];
g3_render_primitives_colored_textured(&material_params, vertlist, 3, PRIM_TYPE_TRIFAN, false);
} else {
g3_render_primitives_colored_textured(&material_params, verts, 3, PRIM_TYPE_TRIFAN, false);
}
}
void shield_render_decal(polymodel *pm, matrix *orient, vec3d *pos, matrix* hit_orient, vec3d *hit_pos, float hit_radius, int bitmap_id, color *clr)
{
if (!pm->shield.buffer_id->isValid() || pm->shield.buffer_n_verts < 3) {
return;
}
g3_start_instance_matrix(pos, orient, true);
shield_material material_info;
material_info.set_texture_map(TM_BASE_TYPE, bitmap_id);
material_info.set_color(*clr);
material_info.set_blend_mode(bm_has_alpha_channel(bitmap_id) ? ALPHA_BLEND_ALPHA_BLEND_ALPHA : ALPHA_BLEND_ADDITIVE);
material_info.set_depth_mode(ZBUFFER_TYPE_READ);
material_info.set_impact_radius(hit_radius);
material_info.set_impact_transform(*hit_orient, *hit_pos);
material_info.set_cull_mode(false);
gr_render_shield_impact(&material_info, PRIM_TYPE_TRIS, &pm->shield.layout, *pm->shield.buffer_id, pm->shield.buffer_n_verts);
g3_done_instance(true);
}
MONITOR(NumShieldRend)
/**
* Render a shield mesh in the global array ::Shield_hits[]
*/
void render_shield(int shield_num)
{
vec3d *centerp;
matrix *orient;
object *objp;
ship *shipp;
ship_info *si;
shield_hit* sh = &Shield_hits[shield_num];
if (sh->type == SH_UNUSED) {
return;
}
Assert(sh->objnum >= 0);
objp = &Objects[sh->objnum];
if (objp->flags[Object::Object_Flags::No_shields]) {
return;
}
// If this object didn't get rendered, don't render its shields. In fact, make the shield hit go away.
if (!(objp->flags[Object::Object_Flags::Was_rendered])) {
sh->type = SH_UNUSED;
return;
}
// At detail levels 1, 3, animations play at double speed to reduce load.
if ( (Detail.shield_effects == 1) || (Detail.shield_effects == 3) ) {
sh->start_time -= Frametime;
}
MONITOR_INC(NumShieldRend,1);
shipp = &Ships[objp->instance];
si = &Ship_info[shipp->ship_info_index];
// objp, shipp, and si are now setup correctly
// If this ship is in its deathroll, make the shield hit effects go away faster.
if (shipp->flags[Ship::Ship_Flags::Dying]) {
sh->start_time -= fl2f(2*flFrametime);
}
// Detail level stuff. When lots of shield hits, maybe make them go away faster.
if (Poly_count > 50) {
if (sh->start_time + (SHIELD_HIT_DURATION*50)/Poly_count < Missiontime) {
sh->type = SH_UNUSED;
free_global_tri_records(shield_num);
return;
}
} else if ((sh->start_time + SHIELD_HIT_DURATION) < Missiontime) {
sh->type = SH_UNUSED;
free_global_tri_records(shield_num);
return;
}
orient = &objp->orient;
centerp = &objp->pos;
int bitmap_id, frame_num;
// Do some sanity checking
Assert( (si->species >= 0) && (si->species < (int)Species_info.size()) );
generic_anim *sa = &Species_info[si->species].shield_anim;
polymodel *pm = model_get(si->model_num);
// don't try to draw if we don't have an ani
if ( sa->first_frame >= 0 )
{
frame_num = bm_get_anim_frame(sa->first_frame, f2fl(Missiontime - sh->start_time), f2fl(SHIELD_HIT_DURATION));
bitmap_id = sa->first_frame + frame_num;
float alpha = 0.9999f;
nebula_handle_alpha(alpha, centerp, Neb2_fog_visibility_shield);
ubyte r, g, b;
r = (ubyte)(sh->rgb[0] * alpha);
g = (ubyte)(sh->rgb[1] * alpha);
b = (ubyte)(sh->rgb[2] * alpha);
if ( bitmap_id <= -1 ) {
return;
}
if ( (Detail.shield_effects == 1) || (Detail.shield_effects == 2) ) {
shield_render_low_detail_bitmap(bitmap_id, alpha, &Global_tris[sh->tri_list[0]], orient, centerp, r, g, b);
} else if ( Detail.shield_effects < 4 ) {
for ( int i = 0; i < sh->num_tris; i++ ) {
shield_render_triangle(bitmap_id, alpha, &Global_tris[sh->tri_list[i]], orient, centerp, r, g, b);
}
} else {
float hit_radius = pm->core_radius;
if ( si->is_big_or_huge() ) {
hit_radius = pm->core_radius * 0.5f;
}
if (sh->radius_override >= 0.0f)
hit_radius = sh->radius_override;
if (si->max_shield_impact_effect_radius >= 0.0f && hit_radius > si->max_shield_impact_effect_radius) {
hit_radius = si->max_shield_impact_effect_radius;
}
if (hit_radius > 0.0) {
color clr;
gr_init_alphacolor(&clr, r, g, b, fl2i(alpha * 255.0f));
shield_render_decal(pm, orient, centerp, &sh->hit_orient, &sh->hit_pos, hit_radius, bitmap_id, &clr);
}
}
}
}
/**
* Render all the shield hits in the global array Shield_hits[]
*
* This is a temporary function. Shield hit rendering will at least have to
* occur with the ship, perhaps even internal to the ship.
*/
void render_shields()
{
GR_DEBUG_SCOPE("Render Shields");
TRACE_SCOPE(tracing::DrawShields);
int i;
if (Detail.shield_effects == 0 || Disable_shield_effects) {
return; // No shield effect rendered at lowest detail level.
}
for (i=0; i<MAX_SHIELD_HITS; i++){
if (Shield_hits[i].type != SH_UNUSED){
render_shield(i);
}
}
gr_clear_states();
}
void create_tris_containing(vec3d *vp, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
{
int i, j;
const auto& verts = shieldp->verts;
for (i=0; i<Num_tris; i++) {
if ( !shieldp->tris[i].used ) {
for (j=0; j<3; j++) {
vec3d v;
v = verts[shieldp->tris[i].verts[j]].pos;
if ((vp->xyz.x == v.xyz.x) && (vp->xyz.y == v.xyz.y) && (vp->xyz.z == v.xyz.z))
create_shield_from_triangle(i, orient, shieldp, tcp, centerp, radius, rvec, uvec);
}
}
}
}
void visit_children(int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
{
shield_vertex *sv;
sv = &(shieldp->verts[shieldp->tris[trinum].verts[vertex_index]]);
if ( (sv->u > 0.0f) && (sv->u < UV_MAX) && (sv->v > 0.0f) && (sv->v < UV_MAX))
create_tris_containing(&sv->pos, orient, shieldp, tcp, centerp, radius, rvec, uvec);
}
int get_free_global_shield_index()
{
int gi = 0;
while ((gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
gi++;
}
// If couldn't find one, choose a random one.
if (gi == MAX_SHIELD_TRI_BUFFER)
gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
return gi;
}
int get_global_shield_tri()
{
int shnum;
// Find unused shield hit buffer
for (shnum=0; shnum<MAX_SHIELD_HITS; shnum++)
if (Shield_hits[shnum].type == SH_UNUSED)
break;
if (shnum == MAX_SHIELD_HITS) {
shnum = Random::next(MAX_SHIELD_HITS);
}
Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
return shnum;
}
void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
{
rs_compute_uvs( &shieldp->tris[trinum], shieldp->verts.get(), tcp, radius, rvec, uvec);
shieldp->tris[trinum].used = 1;
visit_children(trinum, 0, orient, shieldp, tcp, centerp, radius, rvec, uvec);
visit_children(trinum, 1, orient, shieldp, tcp, centerp, radius, rvec, uvec);
visit_children(trinum, 2, orient, shieldp, tcp, centerp, radius, rvec, uvec);
}
/**
* Copy information from Current_tris to ::Global_tris, stuffing information
* in a slot in ::Shield_hits.
*
* The Global_tris array is not a shield_tri structure.
* We need to store vertex information in the global array since the vertex list
* will not be available to us when we actually use the array.
*/
void copy_shield_to_globals( int objnum, shield_info *shieldp, matrix *hit_orient, vec3d *hit_pos, float radius_override)
{
int i, j;
int gi = 0;
int count = 0; // Number of triangles in this shield hit.
int shnum; // shield hit number, index in Shield_hits.
shnum = get_global_shield_tri();
Shield_hits[shnum].type = SH_TYPE_1;
for (i = 0; i < shieldp->ntris; i++ ) {
if ( shieldp->tris[i].used ) {
while ( (gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
gi++;
}
// If couldn't find one, choose a random one.
if (gi == MAX_SHIELD_TRI_BUFFER)
gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
Global_tris[gi].used = shieldp->tris[i].used;
Global_tris[gi].trinum = i;
Global_tris[gi].creation_time = Missiontime;
// copy the pos/u/v elements of the shield_vertex structure into the shield vertex structure for this global triangle.
for (j = 0; j < 3; j++)
Global_tris[gi].verts[j] = shieldp->verts[shieldp->tris[i].verts[j]];
Shield_hits[shnum].tri_list[count++] = gi;
if (count >= MAX_TRIS_PER_HIT) {
if (Detail.shield_effects < 4) {
mprintf(("Warning: Too many triangles in shield hit.\n"));
}
break;
}
}
}
Shield_hits[shnum].num_tris = count;
Shield_hits[shnum].start_time = Missiontime;
Shield_hits[shnum].objnum = objnum;
Shield_hits[shnum].hit_orient = *hit_orient;
Shield_hits[shnum].hit_pos = *hit_pos;
Shield_hits[shnum].radius_override = radius_override;
Shield_hits[shnum].rgb[0] = 255;
Shield_hits[shnum].rgb[1] = 255;
Shield_hits[shnum].rgb[2] = 255;
if((objnum >= 0) && (objnum < MAX_OBJECTS) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) && (Objects[objnum].instance < MAX_SHIPS) && (Ships[Objects[objnum].instance].ship_info_index >= 0) && (Ships[Objects[objnum].instance].ship_info_index < ship_info_size())){
ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
Shield_hits[shnum].rgb[0] = sip->shield_color[0];
Shield_hits[shnum].rgb[1] = sip->shield_color[1];
Shield_hits[shnum].rgb[2] = sip->shield_color[2];
}
}
/**
* This function needs to be called by big ships which have shields. It should be able to be modified to deal with
* the large polygons we use for their shield meshes - unknownplayer
*
* At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
*/
void create_shield_low_detail(int objnum, int /*model_num*/, matrix * /*orient*/, vec3d * /*centerp*/, vec3d *tcp, int tr0, shield_info *shieldp)
{
matrix tom;
int gi;
int shnum;
shnum = get_global_shield_tri();
Shield_hits[shnum].type = SH_TYPE_1;
gi = get_free_global_shield_index();
Global_tris[gi].used = 1;
Global_tris[gi].trinum = -1; // This tells triangle renderer to not render in case detail_level was switched.
Global_tris[gi].creation_time = Missiontime;
Shield_hits[shnum].tri_list[0] = gi;
Shield_hits[shnum].num_tris = 1;
Shield_hits[shnum].start_time = Missiontime;
Shield_hits[shnum].objnum = objnum;
Shield_hits[shnum].rgb[0] = 255;
Shield_hits[shnum].rgb[1] = 255;
Shield_hits[shnum].rgb[2] = 255;
if((objnum >= 0) && (objnum < MAX_OBJECTS) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) && (Objects[objnum].instance < MAX_SHIPS) && (Ships[Objects[objnum].instance].ship_info_index >= 0) && (Ships[Objects[objnum].instance].ship_info_index < ship_info_size())){
ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
Shield_hits[shnum].rgb[0] = sip->shield_color[0];
Shield_hits[shnum].rgb[1] = sip->shield_color[1];
Shield_hits[shnum].rgb[2] = sip->shield_color[2];
}
vm_vector_2_matrix_norm(&tom, &shieldp->tris[tr0].norm, nullptr, nullptr);
create_low_detail_poly(gi, tcp, &tom.vec.rvec, &tom.vec.uvec);
}
// Algorithm for shrink-wrapping a texture across a triangular mesh.
//
// - Given a point of intersection, tcp (local to objnum)
// - Vector to center of shield from tcp is v2c.
// - Using v2c, compute right and down vectors. These are the vectors of
// increasing u and v, respectively.
// - Triangle of intersection of tcp is tr0.
// - For 3 points in tr0, compute u,v coordinates using up and down vectors
// from center point, tcp. Need to know size of explosion texture. N units
// along right vector corresponds to O units in explosion texture space.
// - For each edge, if either endpoint was outside texture bounds, recursively
// apply previous and current step.
//
// Output of above is a list of triangles with u,v coordinates. These u,v
// coordinates will have to be clipped against the explosion texture bounds.
void create_shield_explosion(int objnum, int model_num, vec3d *tcp, int tr0, float radius_override)
{
matrix tom; // Texture Orientation Matrix
shield_info *shieldp;
polymodel *pm;
int i;
object* objp = &Objects[objnum];
if (objp->flags[Object::Object_Flags::No_shields])
return;
pm = model_get(model_num);
Num_tris = pm->shield.ntris;
shieldp = &pm->shield;
if (Num_tris == 0)
return;
if ( (Detail.shield_effects == 1) || (Detail.shield_effects == 2) ) {
create_shield_low_detail(objnum, model_num, &objp->orient, &objp->pos, tcp, tr0, shieldp);
return;
}
for (i=0; i<Num_tris; i++)
shieldp->tris[i].used = 0;
// Compute orientation matrix from normal of surface hit.
// Note, this will cause the shape of the bitmap to change abruptly
// as the impact point moves to another triangle. To prevent this,
// you could average the normals at the vertices, then interpolate the
// normals from the vertices to get a smoothly changing normal across the face.
// I had tried using the vector from the impact point to the center, which
// changes smoothly, but this looked surprisingly bad.
vm_vector_2_matrix_norm(&tom, &shieldp->tris[tr0].norm, nullptr, nullptr);
// Create the shield from the current triangle, as well as its neighbors.
create_shield_from_triangle(tr0, &objp->orient, shieldp, tcp, &objp->pos, objp->radius, &tom.vec.rvec, &tom.vec.uvec);
for (i=0; i<3; i++)
create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], &objp->orient, shieldp, tcp, &objp->pos, objp->radius, &tom.vec.rvec, &tom.vec.uvec);
copy_shield_to_globals(objnum, shieldp, &tom, tcp, radius_override);
}
MONITOR(NumShieldHits)
/**
* Add data for a shield hit.
*/
void add_shield_point(int objnum, int tri_num, const vec3d *hit_pos, float radius_override)
{
if (Num_shield_points >= MAX_SHIELD_POINTS)
return;
Verify(objnum < MAX_OBJECTS);
MONITOR_INC(NumShieldHits,1);
Shield_points[Num_shield_points].objnum = objnum;
Shield_points[Num_shield_points].shield_tri = tri_num;
Shield_points[Num_shield_points].hit_point = *hit_pos;
Shield_points[Num_shield_points].radius_override = radius_override;
Num_shield_points++;
Ships[Objects[objnum].instance].shield_hits++;
}
// ugh! I wrote a special routine to store shield points for clients in multiplayer
// games. Problem is initilization and flow control of normal gameplay make this problem
// more than trivial to solve. Turns out that I think I can just keep track of the
// shield_points for multiplayer in a separate count -- then assign the multi count to
// the normal count at the correct time.
void add_shield_point_multi(int objnum, int tri_num, vec3d *hit_pos)
{
if (Num_multi_shield_points >= MAX_SHIELD_POINTS)
return;
Shield_points[Num_shield_points].objnum = objnum;
Shield_points[Num_shield_points].shield_tri = tri_num;
Shield_points[Num_shield_points].hit_point = *hit_pos;
Num_multi_shield_points++;
}
/**
* Sets up the shield point hit information for multiplayer clients
*/
void shield_point_multi_setup()
{
int i;
Assert( MULTIPLAYER_CLIENT );
if ( Num_multi_shield_points == 0 )
return;
Num_shield_points = Num_multi_shield_points;
for (i = 0; i < Num_shield_points; i++ ){
Ships[Objects[Shield_points[i].objnum].instance].shield_hits++;
}
Num_multi_shield_points = 0;
}
/**
* Create all the shield explosions that occurred on object *objp this frame.
*/
void create_shield_explosion_all(object *objp)
{
if (Detail.shield_effects == 0 || Disable_shield_effects) {
return;
}
int i;
int num;
int count;
int objnum;
ship *shipp;
num = objp->instance;
shipp = &Ships[num];
count = shipp->shield_hits;
objnum = OBJ_INDEX(objp);
for (i=0; i<Num_shield_points; i++) {
if (Shield_points[i].objnum == objnum) {
create_shield_explosion(objnum, Ship_info[shipp->ship_info_index].model_num, &Shield_points[i].hit_point, Shield_points[i].shield_tri, Shield_points[i].radius_override);
count--;
if (count <= 0){
break;
}
}
}
// some some reason, clients seem to have a bogus count valud on occation. I"ll chalk it up
// to missed packets :-) MWA 2/6/98
if ( !MULTIPLAYER_CLIENT ) {
Assert(count == 0); // Couldn't find all the alleged shield hits. Bogus!
}
}
/**
* Returns the lowest threshold of shield hitpoints that triggers a shield hit
*
* @return If all_quadrants is true, looks at entire shield, otherwise just one quadrant
*/
float ship_shield_hitpoint_threshold(const object* obj, bool all_quadrants)
{
if (all_quadrants) {
// All quadrants
auto num_quads = static_cast<float>(obj->shield_quadrant.size());
return MAX(2.0f * num_quads, Shield_percent_skips_damage * shield_get_max_strength(obj));
} else {
// Just one quadrant
return MAX(2.0f, Shield_percent_skips_damage * shield_get_max_quad(obj));
}
}
/**
* Returns true if the shield presents any opposition to something trying to force through it.
*
* @return If quadrant is -1, looks at entire shield, otherwise just one quadrant
*/
bool ship_is_shield_up(const object *obj, int quadrant)
{
if ( (quadrant >= 0) && (quadrant < static_cast<int>(obj->shield_quadrant.size()))) {
// Just check one quadrant
return ( shield_get_quad(obj, quadrant) > ship_shield_hitpoint_threshold(obj, false) );
} else {
// Check all quadrants
return ( shield_get_strength(obj) > ship_shield_hitpoint_threshold(obj, true) );
}
}
// return quadrant containing hit_pnt.
// \ 1 /.
// 3 \ / 0
// / \.
// / 2 \.
// Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame.
int get_quadrant(const vec3d *hit_pnt, const object *shipobjp)
{
if (shipobjp != NULL && Ship_info[Ships[shipobjp->instance].ship_info_index].flags[Ship::Info_Flags::Model_point_shields]) {
int closest = -1;
float closest_dist = FLT_MAX;
for (unsigned int i=0; i<Ships[shipobjp->instance].shield_points.size(); i++) {
float dist = vm_vec_dist(hit_pnt, &Ships[shipobjp->instance].shield_points.at(i));
if (dist < closest_dist) {
closest = i;
closest_dist = dist;
}
}
return closest;
} else {
int result = 0;
if (hit_pnt->xyz.x < hit_pnt->xyz.z)
result |= 1;
if (hit_pnt->xyz.x < -hit_pnt->xyz.z)
result |= 2;
return result;
}
}