mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 08:15:59 -10:00
* Ensure model data isn't deleted twice * shared_ptr-ify model data * fix virtual pof filename issue * Fix tests * remove redundant memsets * Clang Tid
972 lines
29 KiB
C++
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;
|
|
}
|
|
}
|