Files
fs2open.github.com/code/render/3dlaser.cpp
T
bobboau e0907340c1 added a geometry batcher and implemented it in sevral places
namely: lasers, thrusters, and particles,
these have been the primary botle necks for some time,
and this seems to have smoothed them out quite a bit.
2005-03-16 01:35:59 +00:00

782 lines
20 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.
*
*/
/*
* $Logfile: /Freespace2/code/Render/3dLaser.cpp $
* $Revision: 2.14 $
* $Date: 2005-03-16 01:35:59 $
* $Author: bobboau $
*
* Code to draw 3d looking lasers
*
* $Log: not supported by cvs2svn $
* Revision 2.13 2004/07/26 20:47:50 Kazan
* remove MCD complete
*
* Revision 2.12 2004/07/12 16:33:04 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.11 2004/03/21 09:41:54 randomtiger
* Fixed a bug that was causing windowed movie playback and a crash.
* Added some batching redirection.
*
* Revision 2.10 2004/03/17 04:07:31 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.9 2004/03/06 23:28:24 bobboau
* fixed motion debris
* animated laser textures
* and added a new error check called a safepoint, mostly for tracking the 'Y bug'
*
* Revision 2.8 2004/03/05 09:01:51 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.7 2004/02/28 14:14:57 randomtiger
* Removed a few uneeded if DIRECT3D's.
* Set laser function to only render the effect one sided.
* Added some stuff to the credits.
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.6 2004/02/20 04:29:56 bobboau
* pluged memory leaks,
* 3D HTL lasers (they work perfictly)
* and posably fixed Turnsky's shinemap bug
*
* Revision 2.5 2004/02/14 00:18:35 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.4 2004/02/03 18:29:30 randomtiger
* Fixed OGL fogging in HTL
* Changed htl laser function to work in D3D, commented out until function flat bug is fixed
*
* Revision 2.3 2003/11/25 15:04:46 fryday
* Got lasers to work in HT&L OpenGL
* Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl
*
* Revision 2.2 2003/08/21 15:03:43 phreak
* zeroed out the specular fields since they caused some flickering
*
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 7/30/99 7:01p Dave
* Dogfight escort gauge. Fixed up laser rendering in Glide.
*
* 4 7/27/99 3:09p Dave
* Made g400 work. Whee.
*
* 3 5/27/99 6:17p Dave
* Added in laser glows.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 26 5/13/98 3:10p John
* made detail slider for weapon rendering change the distance that lasers
* become non-textured. The lowest setting turns off missile trail
* rendering.
*
* 25 5/05/98 11:15p Lawrance
* Optimize weapon flyby sound determination
*
* 24 4/10/98 5:20p John
* Changed RGB in lighting structure to be ubytes. Removed old
* not-necessary 24 bpp software stuff.
*
* 23 3/17/98 3:02p John
* made lasers draw as non-textured only on software.
*
* 22 3/17/98 3:01p John
* Make thicker lasers not render as polys further away.
*
* 21 2/26/98 3:26p John
* Added code to turn off laser rendering
*
* 20 1/29/98 9:46a John
* Capped debris length
*
* 19 1/23/98 5:08p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 18 1/19/98 8:51a John
* Did a quick out if both points of laser off same side of view pyramid.
*
* 17 1/06/98 6:18p John
* Made debris render as a blur. Had to make g3_draw_laser take tmap
* flags.
*
* 16 12/15/97 10:09p John
* put in some debug laser code.
*
* 15 12/15/97 11:32a John
* New Laser Code
*
* 14 10/23/97 8:32p John
* Increased laser to dot distance
*
* 13 9/20/97 9:45a John
* made lasers not draw as pixels as fast as before if viewing from the
* side.
*
*
* 12 8/19/97 11:42p Lawrance
* use atan2_safe() instead of atan2()
*
* 11 8/19/97 12:54p Sandeep
* Fixed lasers to work in optimized build
*
* 10 6/24/97 6:22p John
* added detail flags.
* sped up motion debris system a bit.
*
* 9 5/29/97 3:10p John
* Took out debug menu.
* Made software scaler draw larger bitmaps.
* Optimized Direct3D some.
*
* 8 4/29/97 9:55a John
*
* 7 4/22/97 4:11p John
* New debug var stuff
*
* 6 3/28/97 6:10p Lawrance
* draw lasers so end appears at gun mount tip on first frame
*
* 5 3/06/97 8:48a John
* fixed bug with lasers drawing too close.
*
* 4 2/07/97 9:07a John
* made lasers not fade by default.
*
* 3 2/03/97 8:01p John
* Added debug code to fade lasers out with distance.
*
* 2 12/11/96 12:41p John
* Added new code to draw 3d laser using 2d ellipses.
*
* 1 12/11/96 12:13p John
*
* $NoKeywords: $
*/
#include "graphics/2d.h"
#include "render/3dinternal.h"
#include "globalincs/systemvars.h"
#include "io/key.h"
#include "cmdline/cmdline.h"
#include "graphics/grbatch.h"
int Lasers = 1;
DCF_BOOL( lasers, Lasers );
/*
// This works but leaves the effect looking very flat
float g3_draw_laser_htl(vector *p0,float width1,vector *p1,float width2, int r, int g, int b, uint tmap_flags)
{
vector uvec, fvec, rvec, center;
vm_vec_sub( &fvec, p0, p1 );
vm_vec_normalize_safe( &fvec );
vm_vec_avg( &center, p0, p1 ); //needed for the return value only
vm_vec_crossprod(&uvec,&fvec,&Eye_matrix.vec.rvec);
if(vm_vec_mag_squared(&uvec)==0) uvec.xyz.y = 1.0f; //in case fvec is exactly equal to matrx.rvec, stick some arbitrary value in uvec
//normalize new perpendicular vector
vm_vec_normalize(&uvec);
//now recompute right vector, in case it wasn't entirely perpendiclar
vm_vec_crossprod(&rvec,&uvec,&fvec);
// Now have uvec, which is up vector and rvec which is the normal
// of the face.
int i;
vector vecs[4];
vertex pts[4];
vertex *ptlist[8] =
{ &pts[3], &pts[2], &pts[1], &pts[0],
&pts[0], &pts[1], &pts[2], &pts[3]};
vm_vec_scale_add( &vecs[0], p0, &uvec, width1/2.0f );
vm_vec_scale_add( &vecs[1], p1, &uvec, width2/2.0f );
vm_vec_scale_add( &vecs[2], p1, &uvec, -width2/2.0f );
vm_vec_scale_add( &vecs[3], p0, &uvec, -width1/2.0f );
for (i=0; i<4; i++ ) {
g3_transfer_vertex( &pts[i], &vecs[i] );
}
ptlist[0]->u = 0.0f;
ptlist[0]->v = 0.0f;
ptlist[1]->u = 1.0f;
ptlist[1]->v = 0.0f;
ptlist[2]->u = 1.0f;
ptlist[2]->v = 1.0f;
ptlist[3]->u = 0.0f;
ptlist[3]->v = 1.0f;
ptlist[0]->r = (ubyte)r;
ptlist[0]->g = (ubyte)g;
ptlist[0]->b = (ubyte)b;
ptlist[0]->a = 255;
ptlist[1]->r = (ubyte)r;
ptlist[1]->g = (ubyte)g;
ptlist[1]->b = (ubyte)b;
ptlist[1]->a = 255;
ptlist[2]->r = (ubyte)r;
ptlist[2]->g = (ubyte)g;
ptlist[2]->b = (ubyte)b;
ptlist[2]->a = 255;
ptlist[3]->r = (ubyte)r;
ptlist[3]->g = (ubyte)g;
ptlist[3]->b = (ubyte)b;
ptlist[3]->a = 255;
gr_tmapper(gr_screen.mode == GR_DIRECT3D ? 8 : 4,
ptlist,tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);
return center.xyz.z;
}
*/
float g3_draw_laser_htl_batched(vector *p0,float width1,vector *p1,float width2, int r, int g, int b, uint tmap_flags)
{
width1 *= 0.5f;
width2 *= 0.5f;
vector uvec, fvec, rvec, center, reye;
vm_vec_sub( &fvec, p0, p1 );
vm_vec_normalize_safe( &fvec );
vm_vec_avg( &center, p0, p1 ); //needed for the return value only
vm_vec_sub(&reye, &Eye_position, &center);
vm_vec_normalize(&reye);
vm_vec_crossprod(&uvec,&fvec,&reye);
vm_vec_normalize(&uvec);
vm_vec_crossprod(&fvec,&uvec,&reye);
vm_vec_normalize(&fvec);
// if(vm_vec_mag_squared(&uvec)==0) uvec.xyz.y = 1.0f; //in case fvec is exactly equal to matrx.rvec, stick some arbitrary value in uvec
//normalize new perpendicular vector
// vm_vec_normalize(&uvec);
//now recompute right vector, in case it wasn't entirely perpendiclar
vm_vec_crossprod(&rvec,&uvec,&fvec);
// Now have uvec, which is up vector and rvec which is the normal
// of the face.
int i;
vector start, end;
vm_vec_scale_add(&start, p0, &fvec, -width1);
vm_vec_scale_add(&end, p1, &fvec, width2);
vector vecs[6];
vm_vec_scale_add( &vecs[0], &start, &uvec, width1 );
vm_vec_scale_add( &vecs[1], &end, &uvec, width2 );
vm_vec_scale_add( &vecs[2], &end, &uvec, -width2 );
vm_vec_scale_add( &vecs[3], &start, &uvec, -width1 );
vertex *pts = batch_get_block(6, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);
for (i=0; i<4; i++ ) {
g3_transfer_vertex( &pts[i], &vecs[i] );
}
pts[0].u = 0.0f;
pts[0].v = 1.0f;
pts[0].r = (ubyte)r;
pts[0].g = (ubyte)g;
pts[0].b = (ubyte)b;
pts[0].a = 255;
pts[1].u = 1.0f;
pts[1].v = 1.0f;
pts[1].r = (ubyte)r;
pts[1].g = (ubyte)g;
pts[1].b = (ubyte)b;
pts[1].a = 255;
pts[2].u = 1.0f;
pts[2].v = 0.0f;
pts[2].r = (ubyte)r;
pts[2].g = (ubyte)g;
pts[2].b = (ubyte)b;
pts[2].a = 255;
pts[3].u = 0.0f;
pts[3].v = 0.0f;
pts[3].r = (ubyte)r;
pts[3].g = (ubyte)g;
pts[3].b = (ubyte)b;
pts[3].a = 255;
// 302
memcpy(&pts[4], &pts[2], sizeof(vertex));
memcpy(&pts[5], &pts[0], sizeof(vertex));
return center.xyz.z;
}
float g3_draw_laser_htl(vector *p0,float width1,vector *p1,float width2, int r, int g, int b, uint tmap_flags)
{
// Redirect for batching!
if(Cmdline_batch_3dunlit && tmap_flags & TMAP_HTL_3DU_BATCH)
{
return g3_draw_laser_htl_batched(p0,width1,p1,width2, r, g, b, tmap_flags);
}
width1 *= 0.5f;
width2 *= 0.5f;
vector uvec, fvec, rvec, center, reye;
vm_vec_sub( &fvec, p0, p1 );
vm_vec_normalize_safe( &fvec );
vm_vec_avg( &center, p0, p1 ); //needed for the return value only
vm_vec_sub(&reye, &Eye_position, &center);
vm_vec_normalize(&reye);
vm_vec_crossprod(&uvec,&fvec,&reye);
vm_vec_normalize(&uvec);
vm_vec_crossprod(&fvec,&uvec,&reye);
vm_vec_normalize(&fvec);
// if(vm_vec_mag_squared(&uvec)==0) uvec.xyz.y = 1.0f; //in case fvec is exactly equal to matrx.rvec, stick some arbitrary value in uvec
//normalize new perpendicular vector
// vm_vec_normalize(&uvec);
//now recompute right vector, in case it wasn't entirely perpendiclar
vm_vec_crossprod(&rvec,&uvec,&fvec);
// Now have uvec, which is up vector and rvec which is the normal
// of the face.
int i;
vector start, end;
vm_vec_scale_add(&start, p0, &fvec, -width1);
vm_vec_scale_add(&end, p1, &fvec, width2);
vector vecs[4];
vertex pts[4];
vertex *ptlist[8] =
{ &pts[3], &pts[2], &pts[1], &pts[0],
&pts[0], &pts[1], &pts[2], &pts[3]};
vm_vec_scale_add( &vecs[0], &start, &uvec, width1 );
vm_vec_scale_add( &vecs[1], &end, &uvec, width2 );
vm_vec_scale_add( &vecs[2], &end, &uvec, -width2 );
vm_vec_scale_add( &vecs[3], &start, &uvec, -width1 );
for (i=0; i<4; i++ ) {
g3_transfer_vertex( &pts[i], &vecs[i] );
}
ptlist[0]->u = 0.0f;
ptlist[0]->v = 0.0f;
ptlist[1]->u = 1.0f;
ptlist[1]->v = 0.0f;
ptlist[2]->u = 1.0f;
ptlist[2]->v = 1.0f;
ptlist[3]->u = 0.0f;
ptlist[3]->v = 1.0f;
ptlist[0]->r = (ubyte)r;
ptlist[0]->g = (ubyte)g;
ptlist[0]->b = (ubyte)b;
ptlist[0]->a = 255;
ptlist[1]->r = (ubyte)r;
ptlist[1]->g = (ubyte)g;
ptlist[1]->b = (ubyte)b;
ptlist[1]->a = 255;
ptlist[2]->r = (ubyte)r;
ptlist[2]->g = (ubyte)g;
ptlist[2]->b = (ubyte)b;
ptlist[2]->a = 255;
ptlist[3]->r = (ubyte)r;
ptlist[3]->g = (ubyte)g;
ptlist[3]->b = (ubyte)b;
ptlist[3]->a = 255;
gr_tmapper(4, ptlist,tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);
return center.xyz.z;
}
// This assumes you have already set a color with gr_set_color or gr_set_color_fast
// and a bitmap with gr_set_bitmap. If it is very far away, it draws the laser
// as flat-shaded using current color, else textured using current texture.
// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels.
float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_width, uint tmap_flags, float max_len )
{
if (!Lasers){
return 0.0f;
}
if((!Cmdline_nohtl) && tmap_flags & TMAP_HTL_3D_UNLIT
){
//&&(gr_screen.mode == GR_OPENGL)) {
return
g3_draw_laser_htl(headp, head_width, tailp, tail_width, 255,255,255, tmap_flags | TMAP_HTL_3D_UNLIT);
}
float headx, heady, headr, tailx, taily, tailr;
vertex pt1, pt2;
float depth;
int head_on = 0;
Assert( G3_count == 1 );
g3_rotate_vertex(&pt1,headp);
g3_project_vertex(&pt1);
if (pt1.flags & PF_OVERFLOW)
return 0.0f;
g3_rotate_vertex(&pt2,tailp);
g3_project_vertex(&pt2);
if (pt2.flags & PF_OVERFLOW)
return 0.0f;
if ( (pt1.codes & pt2.codes) != 0 ) {
// Both off the same side
return 0.0f;
}
headx = pt1.sx;
heady = pt1.sy;
headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.sw);
tailx = pt2.sx;
taily = pt2.sy;
tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.sw);
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.z+pt2.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;
head_on = 1;
} else {
a = atan2_safe( taily-heady, tailx-headx );
w = len_2d;
h1 = headr;
h2 = tailr;
head_on = 0;
}
mx = (tailx+headx)/2.0f;
my = (taily+heady)/2.0f;
// gr_set_color(255,0,0);
// g3_draw_line( &pt1, &pt2 );
// gr_set_color( 255, 0, 0 );
// gr_pixel( fl2i(mx),fl2i(my) );
// 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];
vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
memset(v,0,sizeof(vertex)*4);
float sw;
if ( depth < 0.0f ) depth = 0.0f;
sw = 1.0f / depth;
v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
v[0].z = pt1.z;
v[0].sw = pt1.sw;
v[0].u = 0.0f;
v[0].v = 0.0f;
v[0].b = 191;
v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
v[1].z = pt2.z;
v[1].sw = pt2.sw;
v[1].u = 1.0f;
v[1].v = 0.0f;
v[1].b = 191;
v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
v[2].z = pt2.z;
v[2].sw = pt2.sw;
v[2].u = 1.0f;
v[2].v = 1.0f;
v[2].b = 191;
v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
v[3].z = pt1.z;
v[3].sw = pt1.sw;
v[3].u = 0.0f;
v[3].v = 1.0f;
v[3].b = 191;
gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT);
return depth;
}
// Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows)
// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float tail_width, int r, int g, int b, uint tmap_flags, float max_len )
{
if (!Lasers){
return 0.0f;
}
if((!Cmdline_nohtl) && tmap_flags & TMAP_HTL_3D_UNLIT
){
// &&(gr_screen.mode==GR_OPENGL)) {
return
g3_draw_laser_htl(headp,head_width,tailp,tail_width,r,g,b,tmap_flags | TMAP_HTL_3D_UNLIT);
}
float headx, heady, headr, tailx, taily, tailr;
vertex pt1, pt2;
float depth;
int head_on = 0;
Assert( G3_count == 1 );
g3_rotate_vertex(&pt1,headp);
g3_project_vertex(&pt1);
if (pt1.flags & PF_OVERFLOW)
return 0.0f;
g3_rotate_vertex(&pt2,tailp);
g3_project_vertex(&pt2);
if (pt2.flags & PF_OVERFLOW)
return 0.0f;
if ( (pt1.codes & pt2.codes) != 0 ) {
// Both off the same side
return 0.0f;
}
headx = pt1.sx;
heady = pt1.sy;
headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.sw);
tailx = pt2.sx;
taily = pt2.sy;
tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.sw);
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.z+pt2.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;
head_on = 1;
} else {
a = atan2_safe( taily-heady, tailx-headx );
w = len_2d;
h1 = headr;
h2 = tailr;
head_on = 0;
}
mx = (tailx+headx)/2.0f;
my = (taily+heady)/2.0f;
// gr_set_color(255,0,0);
// g3_draw_line( &pt1, &pt2 );
// gr_set_color( 255, 0, 0 );
// gr_pixel( fl2i(mx),fl2i(my) );
// 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];
vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
memset(v,0,sizeof(vertex)*4);
float sw;
if ( depth < 0.0f ) depth = 0.0f;
sw = 1.0f / depth;
v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
v[0].z = pt1.z;
v[0].sw = pt1.sw;
v[0].u = 0.0f;
v[0].v = 0.0f;
v[0].r = (ubyte)r;
v[0].g = (ubyte)g;
v[0].b = (ubyte)b;
v[0].a = 255;
v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
v[1].z = pt2.z;
v[1].sw = pt2.sw;
v[1].u = 1.0f;
v[1].v = 0.0f;
v[1].r = (ubyte)r;
v[1].g = (ubyte)g;
v[1].b = (ubyte)b;
v[1].a = 255;
v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
v[2].z = pt2.z;
v[2].sw = pt2.sw;
v[2].u = 1.0f;
v[2].v = 1.0f;
v[2].r = (ubyte)r;
v[2].g = (ubyte)g;
v[2].b = (ubyte)b;
v[2].a = 255;
v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
v[3].z = pt1.z;
v[3].sw = pt1.sw;
v[3].u = 0.0f;
v[3].v = 1.0f;
v[3].r = (ubyte)r;
v[3].g = (ubyte)g;
v[3].b = (ubyte)b;
v[3].a = 255;
gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);
return depth;
}