mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 04:31:34 -10:00
The original OpenGL Core changes only used a single vertex array object for specifying the data layout of our vertex data. This uses the OpenGL extension GL_ARB_vertex_attrib_binding to extend that so that each vertex_layout uses a separate vertex array object which should improve performance by reducing the CPU overhead while switching the vertex layout. Since we need to use offsets into the vertex buffers at some points this can not be done with the core functions since those do not support specifying an offset when binding a vertex buffer. GL_ARB_vertex_attrib_binding does support that and also features an improved API for specifying the vertex layout. If that extension is not available then the rendering engine will fall back to the current code. In CPU intensive scenes I observed a frametime improvement of 1-2 ms.
1527 lines
38 KiB
C++
1527 lines
38 KiB
C++
/*
|
|
* Copyright (C) Volition, Inc. 1999. All rights reserved.
|
|
*
|
|
* All source code herein is the property of Volition, Inc. You may not sell
|
|
* or otherwise commercially exploit the source or things you created based on the
|
|
* source.
|
|
*
|
|
*/
|
|
|
|
|
|
|
|
#include "bmpman/bmpman.h"
|
|
#include "cmdline/cmdline.h"
|
|
#include "globalincs/alphacolors.h"
|
|
#include "graphics/grbatch.h"
|
|
#include "graphics/tmapper.h"
|
|
#include "graphics/matrix.h"
|
|
#include "io/key.h"
|
|
#include "physics/physics.h" // For Physics_viewer_bank for g3_draw_rotated_bitmap
|
|
#include "render/3dinternal.h"
|
|
#include "render/batching.h"
|
|
|
|
/**
|
|
* Deal with a clipped line
|
|
*/
|
|
int must_clip_line(vertex *p0, vertex *p1, ubyte codes_or, uint flags)
|
|
{
|
|
int ret = 0;
|
|
|
|
clip_line(&p0, &p1, codes_or, flags);
|
|
|
|
if (p0->codes & p1->codes) goto free_points;
|
|
|
|
codes_or = (unsigned char)(p0->codes | p1->codes);
|
|
|
|
if (codes_or & CC_BEHIND) goto free_points;
|
|
|
|
if (!(p0->flags&PF_PROJECTED))
|
|
g3_project_vertex(p0);
|
|
|
|
if (p0->flags&PF_OVERFLOW) goto free_points;
|
|
|
|
if (!(p1->flags&PF_PROJECTED))
|
|
g3_project_vertex(p1);
|
|
|
|
if (p1->flags&PF_OVERFLOW) goto free_points;
|
|
|
|
gr_aaline( p0, p1 );
|
|
|
|
ret = 1;
|
|
|
|
//frees temp points
|
|
free_points:
|
|
|
|
if (p0->flags & PF_TEMP_POINT)
|
|
free_temp_point(p0);
|
|
|
|
if (p1->flags & PF_TEMP_POINT)
|
|
free_temp_point(p1);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* Draws a line. takes two points. returns true if drew
|
|
*/
|
|
int g3_draw_line(vertex *p0, vertex *p1)
|
|
{
|
|
#ifdef FRED_OGL_COMMENT_OUT_FOR_NOW
|
|
if(Fred_running)
|
|
{
|
|
gr_aaline( p0, p1 );
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
ubyte codes_or;
|
|
|
|
Assert( G3_count == 1 );
|
|
|
|
if (p0->codes & p1->codes)
|
|
return 0;
|
|
|
|
codes_or = (unsigned char)(p0->codes | p1->codes);
|
|
|
|
if (codes_or & CC_BEHIND)
|
|
return must_clip_line(p0,p1,codes_or,0);
|
|
|
|
if (!(p0->flags&PF_PROJECTED))
|
|
g3_project_vertex(p0);
|
|
|
|
if (p0->flags&PF_OVERFLOW)
|
|
return must_clip_line(p0,p1,codes_or,0);
|
|
|
|
|
|
if (!(p1->flags&PF_PROJECTED))
|
|
g3_project_vertex(p1);
|
|
|
|
if (p1->flags&PF_OVERFLOW)
|
|
return must_clip_line(p0,p1,codes_or,0);
|
|
|
|
gr_aaline( p0, p1 );
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//returns true if a plane is facing the viewer. takes the unrotated surface
|
|
//normal of the plane, and a point on it. The normal need not be normalized
|
|
int g3_check_normal_facing(const vec3d *v, const vec3d *norm)
|
|
{
|
|
vec3d tempv;
|
|
|
|
Assert( G3_count == 1 );
|
|
|
|
vm_vec_sub(&tempv,&View_position,v);
|
|
|
|
return (vm_vec_dot(&tempv,norm) > 0.0f);
|
|
}
|
|
|
|
//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
|
|
//radius, but not to the distance from the eye
|
|
int g3_draw_sphere(vertex *pnt, float rad)
|
|
{
|
|
Assert( G3_count == 1 );
|
|
|
|
if (! (pnt->codes & CC_BEHIND)) {
|
|
|
|
if (! (pnt->flags & PF_PROJECTED))
|
|
g3_project_vertex(pnt);
|
|
|
|
if (! (pnt->codes & PF_OVERFLOW)) {
|
|
float r2,t;
|
|
|
|
r2 = rad*Matrix_scale.xyz.x;
|
|
|
|
t=r2*Canv_w2/pnt->world.xyz.z;
|
|
|
|
gr_circle(fl2i(pnt->screen.xyw.x),fl2i(pnt->screen.xyw.y),fl2i(t*2.0f),GR_RESIZE_NONE);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int g3_draw_sphere_ez(const vec3d *pnt, float rad)
|
|
{
|
|
vertex pt;
|
|
ubyte flags;
|
|
|
|
Assert( G3_count == 1 );
|
|
|
|
flags = g3_rotate_vertex(&pt, pnt);
|
|
|
|
if (flags == 0) {
|
|
|
|
g3_project_vertex(&pt);
|
|
|
|
if (!(pt.flags & PF_OVERFLOW)) {
|
|
|
|
g3_draw_sphere( &pt, rad );
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// get bitmap dims onscreen as if g3_draw_bitmap() had been called
|
|
int g3_get_bitmap_dims(int bitmap, vertex *pnt, float rad, int *x, int *y, int *w, int *h, int *size)
|
|
{
|
|
float t;
|
|
float width, height;
|
|
|
|
int bw, bh;
|
|
|
|
bm_get_info( bitmap, &bw, &bh, NULL );
|
|
|
|
if ( bw < bh ) {
|
|
width = rad*2.0f;
|
|
height = width*i2fl(bh)/i2fl(bw);
|
|
} else if ( bw > bh ) {
|
|
height = rad*2.0f;
|
|
width = height*i2fl(bw)/i2fl(bh);
|
|
} else {
|
|
width = height = rad*2.0f;
|
|
}
|
|
|
|
Assert( G3_count == 1 );
|
|
|
|
if ( pnt->codes & (CC_BEHIND|CC_OFF_USER) ) {
|
|
return 1;
|
|
}
|
|
|
|
if (!(pnt->flags&PF_PROJECTED)){
|
|
g3_project_vertex(pnt);
|
|
}
|
|
|
|
if (pnt->flags & PF_OVERFLOW){
|
|
return 1;
|
|
}
|
|
|
|
t = (width*Canv_w2)/pnt->world.xyz.z;
|
|
*w = (int)(t*Matrix_scale.xyz.x);
|
|
|
|
t = (height*Canv_h2)/pnt->world.xyz.z;
|
|
*h = (int)(t*Matrix_scale.xyz.y);
|
|
|
|
*x = (int)(pnt->screen.xyw.x - *w/2.0f);
|
|
*y = (int)(pnt->screen.xyw.y - *h/2.0f);
|
|
|
|
*size = MAX(bw, bh);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/** As a define only for readability. */
|
|
#define TRIANGLE_AREA(_p, _q, _r) do {\
|
|
vec3d a, b, cross;\
|
|
\
|
|
a.xyz.x = _q->world.xyz.x - _p->world.xyz.x;\
|
|
a.xyz.y = _q->world.xyz.y - _p->world.xyz.y;\
|
|
a.xyz.z = 0.0f;\
|
|
\
|
|
b.xyz.x = _r->world.xyz.x - _p->world.xyz.x;\
|
|
b.xyz.y = _r->world.xyz.y - _p->world.xyz.y;\
|
|
b.xyz.z = 0.0f;\
|
|
\
|
|
vm_vec_cross(&cross, &a, &b);\
|
|
total_area += vm_vec_mag(&cross) * 0.5f;\
|
|
} while(0);
|
|
|
|
#include "graphics/2d.h"
|
|
|
|
//draws a horizon. takes eax=sky_color, edx=ground_color
|
|
void g3_draw_horizon_line()
|
|
{
|
|
int s1, s2;
|
|
int cpnt;
|
|
horz_pt horz_pts[4]; // 0 = left, 1 = right
|
|
vec3d horizon_vec;
|
|
float up_right, down_right,down_left,up_left;
|
|
|
|
Assert( G3_count == 1 );
|
|
|
|
//compute horizon_vector
|
|
horizon_vec.xyz.x = Unscaled_matrix.vec.rvec.xyz.y*Matrix_scale.xyz.y*Matrix_scale.xyz.z;
|
|
horizon_vec.xyz.y = Unscaled_matrix.vec.uvec.xyz.y*Matrix_scale.xyz.x*Matrix_scale.xyz.z;
|
|
horizon_vec.xyz.z = Unscaled_matrix.vec.fvec.xyz.y*Matrix_scale.xyz.x*Matrix_scale.xyz.y;
|
|
|
|
// now compute values & flag for 4 corners.
|
|
up_right = horizon_vec.xyz.x + horizon_vec.xyz.y + horizon_vec.xyz.z;
|
|
down_right = horizon_vec.xyz.x - horizon_vec.xyz.y + horizon_vec.xyz.z;
|
|
down_left = -horizon_vec.xyz.x - horizon_vec.xyz.y + horizon_vec.xyz.z;
|
|
up_left = -horizon_vec.xyz.x + horizon_vec.xyz.y + horizon_vec.xyz.z;
|
|
|
|
//check flags for all sky or all ground.
|
|
if ( (up_right<0.0f)&&(down_right<0.0f)&&(down_left<0.0f)&&(up_left<0.0f) ) {
|
|
return;
|
|
}
|
|
|
|
if ( (up_right>0.0f)&&(down_right>0.0f)&&(down_left>0.0f)&&(up_left>0.0f) ) {
|
|
return;
|
|
}
|
|
|
|
// check for intesection with each of four edges & compute horizon line
|
|
cpnt = 0;
|
|
|
|
// check intersection with left edge
|
|
s1 = up_left > 0.0f;
|
|
s2 = down_left > 0.0f;
|
|
if ( s1 != s2 ) {
|
|
horz_pts[cpnt].x = 0.0f;
|
|
horz_pts[cpnt].y = fl_abs(up_left * Canv_h2 / horizon_vec.xyz.y);
|
|
horz_pts[cpnt].edge = 0;
|
|
cpnt++;
|
|
}
|
|
|
|
// check intersection with top edge
|
|
s1 = up_left > 0.0f;
|
|
s2 = up_right > 0.0f;
|
|
if ( s1 != s2 ) {
|
|
horz_pts[cpnt].x = fl_abs(up_left * Canv_w2 / horizon_vec.xyz.x);
|
|
horz_pts[cpnt].y = 0.0f;
|
|
horz_pts[cpnt].edge = 1;
|
|
cpnt++;
|
|
}
|
|
|
|
// check intersection with right edge
|
|
s1 = up_right > 0.0f;
|
|
s2 = down_right > 0.0f;
|
|
if ( s1 != s2 ) {
|
|
horz_pts[cpnt].x = i2fl(Canvas_width)-1;
|
|
horz_pts[cpnt].y = fl_abs(up_right * Canv_h2 / horizon_vec.xyz.y);
|
|
horz_pts[cpnt].edge = 2;
|
|
cpnt++;
|
|
}
|
|
|
|
//check intersection with bottom edge
|
|
s1 = down_right > 0.0f;
|
|
s2 = down_left > 0.0f;
|
|
if ( s1 != s2 ) {
|
|
horz_pts[cpnt].x = fl_abs(down_left * Canv_w2 / horizon_vec.xyz.x);
|
|
horz_pts[cpnt].y = i2fl(Canvas_height)-1;
|
|
horz_pts[cpnt].edge = 3;
|
|
cpnt++;
|
|
}
|
|
|
|
if ( cpnt != 2 ) {
|
|
mprintf(( "HORZ: Wrong number of points (%d)\n", cpnt ));
|
|
return;
|
|
}
|
|
|
|
//make sure first edge is left
|
|
if ( horz_pts[0].x > horz_pts[1].x ) {
|
|
horz_pt tmp;
|
|
tmp = horz_pts[0];
|
|
horz_pts[0] = horz_pts[1];
|
|
horz_pts[1] = tmp;
|
|
}
|
|
|
|
// draw from left to right.
|
|
gr_line( fl2i(horz_pts[0].x),fl2i(horz_pts[0].y),fl2i(horz_pts[1].x),fl2i(horz_pts[1].y), GR_RESIZE_NONE );
|
|
}
|
|
|
|
// draw a perspective bitmap based on angles and radius
|
|
vec3d g3_square[4] = {
|
|
{ { { -1.0f, -1.0f, 20.0f } } },
|
|
{ { { -1.0f, 1.0f, 20.0f } } },
|
|
{ { { 1.0f, 1.0f, 20.0f } } },
|
|
{ { { 1.0f, -1.0f, 20.0f } } }
|
|
};
|
|
|
|
#define MAX_PERSPECTIVE_DIVISIONS 5 // should never even come close to this limit
|
|
|
|
void stars_project_2d_onto_sphere( vec3d *pnt, float rho, float phi, float theta )
|
|
{
|
|
float a = PI * phi;
|
|
float b = PI2 * theta;
|
|
float sin_a = sinf(a);
|
|
|
|
// coords
|
|
pnt->xyz.z = rho * sin_a * cosf(b);
|
|
pnt->xyz.y = rho * sin_a * sinf(b);
|
|
pnt->xyz.x = rho * cosf(a);
|
|
}
|
|
|
|
void g3_draw_htl_line(const vec3d *start, const vec3d *end)
|
|
{
|
|
//gr_line_htl(start, end);
|
|
g3_render_line_3d(true, start, end);
|
|
}
|
|
|
|
void g3_draw_htl_sphere(color *clr, const vec3d* position, float radius)
|
|
{
|
|
g3_start_instance_matrix(position, &vmd_identity_matrix, true);
|
|
|
|
material material_def;
|
|
|
|
material_def.set_blend_mode(ALPHA_BLEND_NONE);
|
|
material_def.set_depth_mode(ZBUFFER_TYPE_FULL);
|
|
material_def.set_color(*clr);
|
|
|
|
gr_sphere(&material_def, radius);
|
|
|
|
g3_done_instance(true);
|
|
}
|
|
|
|
void g3_draw_htl_sphere(const vec3d* position, float radius)
|
|
{
|
|
g3_draw_htl_sphere(&gr_screen.current_color, position, radius);
|
|
}
|
|
|
|
void g3_render_primitives(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
|
|
{
|
|
vertex_layout layout;
|
|
|
|
if ( orthographic ) {
|
|
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
|
|
} else {
|
|
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
|
|
}
|
|
|
|
if ( orthographic ) {
|
|
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
} else {
|
|
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
}
|
|
}
|
|
|
|
void g3_render_primitives_textured(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
|
|
{
|
|
vertex_layout layout;
|
|
|
|
if ( orthographic ) {
|
|
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
|
|
} else {
|
|
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
|
|
}
|
|
|
|
layout.add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(vertex), (int)offsetof(vertex, texture_position));
|
|
|
|
if ( orthographic ) {
|
|
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
} else {
|
|
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
}
|
|
}
|
|
|
|
void g3_render_primitives_colored(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
|
|
{
|
|
vertex_layout layout;
|
|
|
|
if ( orthographic ) {
|
|
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
|
|
} else {
|
|
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
|
|
}
|
|
|
|
layout.add_vertex_component(vertex_format_data::COLOR4, sizeof(vertex), (int)offsetof(vertex, r));
|
|
|
|
if ( orthographic ) {
|
|
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
} else {
|
|
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
}
|
|
}
|
|
|
|
void g3_render_primitives_colored_textured(material* mat, vertex* verts, int n_verts, primitive_type prim_type, bool orthographic)
|
|
{
|
|
vertex_layout layout;
|
|
|
|
if ( orthographic ) {
|
|
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex), (int)offsetof(vertex, screen));
|
|
} else {
|
|
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vertex), (int)offsetof(vertex, world));
|
|
}
|
|
|
|
layout.add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(vertex), (int)offsetof(vertex, texture_position));
|
|
layout.add_vertex_component(vertex_format_data::COLOR4, sizeof(vertex), (int)offsetof(vertex, r));
|
|
|
|
if ( orthographic ) {
|
|
gr_render_primitives_2d_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
} else {
|
|
gr_render_primitives_immediate(mat, prim_type, &layout, n_verts, verts, n_verts * sizeof(vertex));
|
|
}
|
|
}
|
|
|
|
// adapted from g3_draw_polygon()
|
|
void g3_render_rect_oriented_internal(material* material_params, vec3d *pos, matrix *ori, float width, float height)
|
|
{
|
|
//idiot-proof
|
|
if ( width == 0 || height == 0 )
|
|
return;
|
|
|
|
Assert(pos != NULL);
|
|
Assert(ori != NULL);
|
|
|
|
//Let's begin.
|
|
|
|
const int NUM_VERTICES = 4;
|
|
vec3d p[NUM_VERTICES] = { ZERO_VECTOR };
|
|
vertex v[NUM_VERTICES];
|
|
|
|
memset(v, 0, sizeof(v));
|
|
|
|
p[0].xyz.x = width;
|
|
p[0].xyz.y = height;
|
|
|
|
p[1].xyz.x = -width;
|
|
p[1].xyz.y = height;
|
|
|
|
p[2].xyz.x = -width;
|
|
p[2].xyz.y = -height;
|
|
|
|
p[3].xyz.x = width;
|
|
p[3].xyz.y = -height;
|
|
|
|
for ( int i = 0; i < NUM_VERTICES; i++ ) {
|
|
vec3d tmp = vmd_zero_vector;
|
|
|
|
//Rotate correctly
|
|
vm_vec_unrotate(&tmp, &p[i], ori);
|
|
//Move to point in space
|
|
vm_vec_add2(&tmp, pos);
|
|
|
|
//Convert to vertex
|
|
g3_transfer_vertex(&v[i], &tmp);
|
|
}
|
|
|
|
v[0].texture_position.u = 1.0f;
|
|
v[0].texture_position.v = 0.0f;
|
|
|
|
v[1].texture_position.u = 0.0f;
|
|
v[1].texture_position.v = 0.0f;
|
|
|
|
v[2].texture_position.u = 0.0f;
|
|
v[2].texture_position.v = 1.0f;
|
|
|
|
v[3].texture_position.u = 1.0f;
|
|
v[3].texture_position.v = 1.0f;
|
|
|
|
g3_render_primitives_textured(material_params, v, 4, PRIM_TYPE_TRIFAN, false);
|
|
}
|
|
|
|
void g3_render_rect_oriented(material* mat_info, vec3d *pos, matrix *ori, float width, float height)
|
|
{
|
|
g3_render_rect_oriented_internal(mat_info, pos, ori, width, height);
|
|
}
|
|
|
|
void g3_render_rect_oriented(material* mat_info, vec3d *pos, vec3d *norm, float width, float height)
|
|
{
|
|
matrix m;
|
|
vm_vector_2_matrix(&m, norm, NULL, NULL);
|
|
|
|
g3_render_rect_oriented_internal(mat_info, pos, &m, width, height);
|
|
}
|
|
|
|
// adapted g3_draw_rotated_bitmap_3d()
|
|
//void render_rotated_bitmap(int texture, float alpha, vertex *pnt, float angle, float rad)
|
|
void g3_render_rect_screen_aligned_rotated(material *mat_params, vertex *pnt, float angle, float rad)
|
|
{
|
|
rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and hieght rad
|
|
|
|
angle -= Physics_viewer_bank;
|
|
if ( angle < 0.0f ) {
|
|
angle += PI2;
|
|
} else if ( angle > PI2 ) {
|
|
angle -= PI2;
|
|
}
|
|
|
|
vec3d PNT(pnt->world);
|
|
vec3d p[4];
|
|
vertex P[4];
|
|
vec3d fvec, rvec, uvec;
|
|
|
|
vm_vec_sub(&fvec, &View_position, &PNT);
|
|
vm_vec_normalize_safe(&fvec);
|
|
|
|
vm_rot_point_around_line(&uvec, &View_matrix.vec.uvec, angle, &vmd_zero_vector, &View_matrix.vec.fvec);
|
|
vm_vec_normalize(&uvec);
|
|
|
|
vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
|
|
vm_vec_normalize(&rvec);
|
|
|
|
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
|
|
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
|
|
|
|
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
|
|
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
|
|
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
|
|
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
|
|
|
|
//move all the data from the vecs into the verts
|
|
g3_transfer_vertex(&P[0], &p[3]);
|
|
g3_transfer_vertex(&P[1], &p[2]);
|
|
g3_transfer_vertex(&P[2], &p[1]);
|
|
g3_transfer_vertex(&P[3], &p[0]);
|
|
|
|
//set up the UV coords
|
|
P[0].texture_position.u = 0.0f; P[0].texture_position.v = 0.0f;
|
|
P[1].texture_position.u = 1.0f; P[1].texture_position.v = 0.0f;
|
|
P[2].texture_position.u = 1.0f; P[2].texture_position.v = 1.0f;
|
|
P[3].texture_position.u = 0.0f; P[3].texture_position.v = 1.0f;
|
|
|
|
g3_render_primitives_textured(mat_params, P, 4, PRIM_TYPE_TRIFAN, false);
|
|
}
|
|
|
|
// adapted from gr_opengl_scaler()
|
|
void g3_render_rect_scaler(material *mat_params, vertex *va, vertex *vb)
|
|
{
|
|
float x0, y0, x1, y1;
|
|
float u0, v0, u1, v1;
|
|
float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
|
|
float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
|
|
float xmin, xmax, ymin, ymax;
|
|
int dx0, dy0, dx1, dy1;
|
|
|
|
x0 = va->screen.xyw.x;
|
|
y0 = va->screen.xyw.y;
|
|
x1 = vb->screen.xyw.x;
|
|
y1 = vb->screen.xyw.y;
|
|
|
|
xmin = i2fl(gr_screen.clip_left);
|
|
ymin = i2fl(gr_screen.clip_top);
|
|
xmax = i2fl(gr_screen.clip_right);
|
|
ymax = i2fl(gr_screen.clip_bottom);
|
|
|
|
u0 = va->texture_position.u; v0 = va->texture_position.v;
|
|
u1 = vb->texture_position.u; v1 = vb->texture_position.v;
|
|
|
|
// Check for obviously offscreen bitmaps...
|
|
if ( (y1 <= y0) || (x1 <= x0) ) {
|
|
return;
|
|
}
|
|
|
|
if ( (x1 < xmin) || (x0 > xmax) ) {
|
|
return;
|
|
}
|
|
|
|
if ( (y1 < ymin) || (y0 > ymax) ) {
|
|
return;
|
|
}
|
|
|
|
clipped_u0 = u0;
|
|
clipped_v0 = v0;
|
|
clipped_u1 = u1;
|
|
clipped_v1 = v1;
|
|
|
|
clipped_x0 = x0;
|
|
clipped_y0 = y0;
|
|
clipped_x1 = x1;
|
|
clipped_y1 = y1;
|
|
|
|
// Clip the left, moving u0 right as necessary
|
|
if ( x0 < xmin ) {
|
|
clipped_u0 = FIND_SCALED_NUM(xmin, x0, x1, u0, u1);
|
|
clipped_x0 = xmin;
|
|
}
|
|
|
|
// Clip the right, moving u1 left as necessary
|
|
if ( x1 > xmax ) {
|
|
clipped_u1 = FIND_SCALED_NUM(xmax, x0, x1, u0, u1);
|
|
clipped_x1 = xmax;
|
|
}
|
|
|
|
// Clip the top, moving v0 down as necessary
|
|
if ( y0 < ymin ) {
|
|
clipped_v0 = FIND_SCALED_NUM(ymin, y0, y1, v0, v1);
|
|
clipped_y0 = ymin;
|
|
}
|
|
|
|
// Clip the bottom, moving v1 up as necessary
|
|
if ( y1 > ymax ) {
|
|
clipped_v1 = FIND_SCALED_NUM(ymax, y0, y1, v0, v1);
|
|
clipped_y1 = ymax;
|
|
}
|
|
|
|
dx0 = fl2i(clipped_x0);
|
|
dx1 = fl2i(clipped_x1);
|
|
dy0 = fl2i(clipped_y0);
|
|
dy1 = fl2i(clipped_y1);
|
|
|
|
if ( (dx1 <= dx0) || (dy1 <= dy0) ) {
|
|
return;
|
|
}
|
|
|
|
vertex v[4];
|
|
|
|
v[0].screen.xyw.x = clipped_x0;
|
|
v[0].screen.xyw.y = clipped_y0;
|
|
v[0].screen.xyw.w = va->screen.xyw.w;
|
|
v[0].world.xyz.z = va->world.xyz.z;
|
|
v[0].texture_position.u = clipped_u0;
|
|
v[0].texture_position.v = clipped_v0;
|
|
|
|
v[1].screen.xyw.x = clipped_x1;
|
|
v[1].screen.xyw.y = clipped_y0;
|
|
v[1].screen.xyw.w = va->screen.xyw.w;
|
|
v[1].world.xyz.z = va->world.xyz.z;
|
|
v[1].texture_position.u = clipped_u1;
|
|
v[1].texture_position.v = clipped_v0;
|
|
|
|
v[2].screen.xyw.x = clipped_x1;
|
|
v[2].screen.xyw.y = clipped_y1;
|
|
v[2].screen.xyw.w = va->screen.xyw.w;
|
|
v[2].world.xyz.z = va->world.xyz.z;
|
|
v[2].texture_position.u = clipped_u1;
|
|
v[2].texture_position.v = clipped_v1;
|
|
|
|
v[3].screen.xyw.x = clipped_x0;
|
|
v[3].screen.xyw.y = clipped_y1;
|
|
v[3].screen.xyw.w = va->screen.xyw.w;
|
|
v[3].world.xyz.z = va->world.xyz.z;
|
|
v[3].texture_position.u = clipped_u0;
|
|
v[3].texture_position.v = clipped_v1;
|
|
|
|
g3_render_primitives_textured(mat_params, v, 4, PRIM_TYPE_TRIFAN, true);
|
|
}
|
|
|
|
// adapted from g3_draw_bitmap()
|
|
//void render_oriented_bitmap_2d(int texture, float alpha, bool blending, vertex *pnt, int orient, float rad)
|
|
void g3_render_rect_screen_aligned_2d(material *mat_params, vertex *pnt, int orient, float rad)
|
|
{
|
|
vertex va, vb;
|
|
float t, w, h;
|
|
float width, height;
|
|
|
|
int bw, bh;
|
|
|
|
bm_get_info(mat_params->get_texture_map(TM_BASE_TYPE), &bw, &bh, NULL);
|
|
|
|
if ( bw < bh ) {
|
|
width = rad*2.0f;
|
|
height = width*i2fl(bh) / i2fl(bw);
|
|
} else if ( bw > bh ) {
|
|
height = rad*2.0f;
|
|
width = height*i2fl(bw) / i2fl(bh);
|
|
} else {
|
|
width = height = rad*2.0f;
|
|
}
|
|
|
|
Assert(G3_count == 1);
|
|
|
|
if ( pnt->codes & (CC_BEHIND | CC_OFF_USER) )
|
|
return;
|
|
|
|
if ( !(pnt->flags&PF_PROJECTED) )
|
|
g3_project_vertex(pnt);
|
|
|
|
if ( pnt->flags & PF_OVERFLOW )
|
|
return;
|
|
|
|
t = (width * gr_screen.clip_width * 0.5f) / pnt->world.xyz.z;
|
|
w = t*Matrix_scale.xyz.x;
|
|
|
|
t = (height * gr_screen.clip_height * 0.5f) / pnt->world.xyz.z;
|
|
h = t*Matrix_scale.xyz.y;
|
|
|
|
float z, sw;
|
|
z = pnt->world.xyz.z - rad / 2.0f;
|
|
if ( z <= 0.0f ) {
|
|
z = 0.0f;
|
|
sw = 0.0f;
|
|
} else {
|
|
sw = 1.0f / z;
|
|
}
|
|
|
|
va.screen.xyw.x = pnt->screen.xyw.x - w / 2.0f;
|
|
va.screen.xyw.y = pnt->screen.xyw.y - h / 2.0f;
|
|
va.screen.xyw.w = sw;
|
|
va.world.xyz.z = z;
|
|
|
|
vb.screen.xyw.x = va.screen.xyw.x + w;
|
|
vb.screen.xyw.y = va.screen.xyw.y + h;
|
|
vb.screen.xyw.w = sw;
|
|
vb.world.xyz.z = z;
|
|
|
|
if ( orient & 1 ) {
|
|
va.texture_position.u = 1.0f;
|
|
vb.texture_position.u = 0.0f;
|
|
} else {
|
|
va.texture_position.u = 0.0f;
|
|
vb.texture_position.u = 1.0f;
|
|
}
|
|
|
|
if ( orient & 2 ) {
|
|
va.texture_position.v = 1.0f;
|
|
vb.texture_position.v = 0.0f;
|
|
} else {
|
|
va.texture_position.v = 0.0f;
|
|
vb.texture_position.v = 1.0f;
|
|
}
|
|
|
|
g3_render_rect_scaler(mat_params, &va, &vb);
|
|
}
|
|
|
|
// adapted from g3_draw_bitmap_3d
|
|
void g3_render_rect_screen_aligned(material *mat_params, vertex *pnt, int orient, float rad, float depth)
|
|
{
|
|
rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and hieght rad
|
|
|
|
vec3d PNT(pnt->world);
|
|
vec3d p[4];
|
|
vertex P[4];
|
|
vec3d fvec, rvec, uvec;
|
|
|
|
vm_vec_sub(&fvec, &View_position, &PNT);
|
|
vm_vec_normalize(&fvec);
|
|
|
|
uvec = View_matrix.vec.uvec;
|
|
vm_vec_normalize(&uvec);
|
|
rvec = View_matrix.vec.rvec;
|
|
vm_vec_normalize(&rvec);
|
|
|
|
vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
|
|
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
|
|
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
|
|
|
|
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
|
|
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
|
|
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
|
|
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
|
|
|
|
//move all the data from the vecs into the verts
|
|
g3_transfer_vertex(&P[0], &p[3]);
|
|
g3_transfer_vertex(&P[1], &p[2]);
|
|
g3_transfer_vertex(&P[2], &p[1]);
|
|
g3_transfer_vertex(&P[3], &p[0]);
|
|
|
|
// set up the UV coords
|
|
if ( orient & 1 ) {
|
|
P[0].texture_position.u = 1.0f;
|
|
P[1].texture_position.u = 0.0f;
|
|
P[2].texture_position.u = 0.0f;
|
|
P[3].texture_position.u = 1.0f;
|
|
} else {
|
|
P[0].texture_position.u = 0.0f;
|
|
P[1].texture_position.u = 1.0f;
|
|
P[2].texture_position.u = 1.0f;
|
|
P[3].texture_position.u = 0.0f;
|
|
}
|
|
|
|
if ( orient & 2 ) {
|
|
P[0].texture_position.v = 1.0f;
|
|
P[1].texture_position.v = 1.0f;
|
|
P[2].texture_position.v = 0.0f;
|
|
P[3].texture_position.v = 0.0f;
|
|
} else {
|
|
P[0].texture_position.v = 0.0f;
|
|
P[1].texture_position.v = 0.0f;
|
|
P[2].texture_position.v = 1.0f;
|
|
P[3].texture_position.v = 1.0f;
|
|
}
|
|
|
|
g3_render_primitives_textured(mat_params, P, 4, PRIM_TYPE_TRIFAN, false);
|
|
}
|
|
|
|
// adapted from g3_draw_laser_htl()
|
|
void g3_render_laser(material *mat_params, vec3d *headp, float head_width, vec3d *tailp, float tail_width)
|
|
{
|
|
head_width *= 0.5f;
|
|
tail_width *= 0.5f;
|
|
vec3d uvec, fvec, rvec, center, reye, rfvec;
|
|
|
|
vm_vec_sub(&fvec, headp, tailp);
|
|
vm_vec_normalize_safe(&fvec);
|
|
vm_vec_copy_scale(&rfvec, &fvec, -1.0f);
|
|
|
|
vm_vec_avg(¢er, headp, tailp); //needed for the return value only
|
|
vm_vec_sub(&reye, &Eye_position, ¢er);
|
|
vm_vec_normalize(&reye);
|
|
|
|
// code intended to prevent possible null vector normalize issue - start
|
|
if ( vm_vec_equal(reye, fvec) ) {
|
|
fvec.xyz.x = -reye.xyz.z;
|
|
fvec.xyz.y = 0.0f;
|
|
fvec.xyz.z = -reye.xyz.x;
|
|
|
|
} else if ( vm_vec_equal(reye, rfvec) ) {
|
|
fvec.xyz.x = reye.xyz.z;
|
|
fvec.xyz.y = 0.0f;
|
|
fvec.xyz.z = reye.xyz.x;
|
|
}
|
|
// code intended to prevent possible null vector normalize issue - end
|
|
|
|
vm_vec_cross(&uvec, &fvec, &reye);
|
|
vm_vec_normalize(&uvec);
|
|
vm_vec_cross(&fvec, &uvec, &reye);
|
|
vm_vec_normalize(&fvec);
|
|
|
|
//now recompute right vector, in case it wasn't entirely perpendiclar
|
|
vm_vec_cross(&rvec, &uvec, &fvec);
|
|
|
|
// Now have uvec, which is up vector and rvec which is the normal
|
|
// of the face.
|
|
|
|
int i;
|
|
vec3d start, end;
|
|
vm_vec_scale_add(&start, headp, &fvec, -head_width);
|
|
vm_vec_scale_add(&end, tailp, &fvec, tail_width);
|
|
vec3d vecs[4];
|
|
vertex pts[4];
|
|
|
|
vm_vec_scale_add(&vecs[0], &start, &uvec, head_width);
|
|
vm_vec_scale_add(&vecs[1], &end, &uvec, tail_width);
|
|
vm_vec_scale_add(&vecs[2], &end, &uvec, -tail_width);
|
|
vm_vec_scale_add(&vecs[3], &start, &uvec, -head_width);
|
|
|
|
for ( i = 0; i < 4; i++ ) {
|
|
g3_transfer_vertex(&pts[i], &vecs[i]);
|
|
}
|
|
|
|
pts[0].texture_position.u = 0.0f;
|
|
pts[0].texture_position.v = 0.0f;
|
|
pts[1].texture_position.u = 1.0f;
|
|
pts[1].texture_position.v = 0.0f;
|
|
pts[2].texture_position.u = 1.0f;
|
|
pts[2].texture_position.v = 1.0f;
|
|
pts[3].texture_position.u = 0.0f;
|
|
pts[3].texture_position.v = 1.0f;
|
|
|
|
g3_render_primitives_textured(mat_params, pts, 4, PRIM_TYPE_TRIFAN, false);
|
|
}
|
|
|
|
// adapted from g3_draw_laser()
|
|
//void render_laser_2d(int texture, color* clr, float alpha, vec3d *headp, float head_width, vec3d *tailp, float tail_width, float max_len)
|
|
void g3_render_laser_2d(material *mat_params, vec3d *headp, float head_width, vec3d *tailp, float tail_width, float max_len)
|
|
{
|
|
float headx, heady, headr, tailx, taily, tailr;
|
|
vertex pt1, pt2;
|
|
float depth;
|
|
|
|
Assert(G3_count == 1);
|
|
|
|
g3_rotate_vertex(&pt1, headp);
|
|
|
|
g3_project_vertex(&pt1);
|
|
if ( pt1.flags & PF_OVERFLOW )
|
|
return;
|
|
|
|
g3_rotate_vertex(&pt2, tailp);
|
|
|
|
g3_project_vertex(&pt2);
|
|
if ( pt2.flags & PF_OVERFLOW )
|
|
return;
|
|
|
|
if ( (pt1.codes & pt2.codes) != 0 ) {
|
|
// Both off the same side
|
|
return;
|
|
}
|
|
|
|
headx = pt1.screen.xyw.x;
|
|
heady = pt1.screen.xyw.y;
|
|
headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.screen.xyw.w);
|
|
|
|
tailx = pt2.screen.xyw.x;
|
|
taily = pt2.screen.xyw.y;
|
|
tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.screen.xyw.w);
|
|
|
|
float len_2d = fl_sqrt((tailx - headx)*(tailx - headx) + (taily - heady)*(taily - heady));
|
|
|
|
// Cap the length if needed.
|
|
if ( (max_len > 1.0f) && (len_2d > max_len) ) {
|
|
float ratio = max_len / len_2d;
|
|
|
|
tailx = headx + (tailx - headx) * ratio;
|
|
taily = heady + (taily - heady) * ratio;
|
|
tailr = headr + (tailr - headr) * ratio;
|
|
|
|
len_2d = fl_sqrt((tailx - headx)*(tailx - headx) + (taily - heady)*(taily - heady));
|
|
}
|
|
|
|
depth = (pt1.world.xyz.z + pt2.world.xyz.z)*0.5f;
|
|
|
|
float max_r = headr;
|
|
float a;
|
|
if ( tailr > max_r )
|
|
max_r = tailr;
|
|
|
|
if ( max_r < 1.0f )
|
|
max_r = 1.0f;
|
|
|
|
float mx, my, w, h1, h2;
|
|
|
|
if ( len_2d < max_r ) {
|
|
|
|
h1 = headr + (max_r - len_2d);
|
|
if ( h1 > max_r ) h1 = max_r;
|
|
h2 = tailr + (max_r - len_2d);
|
|
if ( h2 > max_r ) h2 = max_r;
|
|
|
|
len_2d = max_r;
|
|
if ( fl_abs(tailx - headx) > 0.01f ) {
|
|
a = (float)atan2(taily - heady, tailx - headx);
|
|
} else {
|
|
a = 0.0f;
|
|
}
|
|
|
|
w = len_2d;
|
|
|
|
} else {
|
|
a = atan2_safe(taily - heady, tailx - headx);
|
|
|
|
w = len_2d;
|
|
|
|
h1 = headr;
|
|
h2 = tailr;
|
|
}
|
|
|
|
mx = (tailx + headx) / 2.0f;
|
|
my = (taily + heady) / 2.0f;
|
|
|
|
// Draw box with width 'w' and height 'h' at angle 'a' from horizontal
|
|
// centered around mx, my
|
|
|
|
if ( h1 < 1.0f ) h1 = 1.0f;
|
|
if ( h2 < 1.0f ) h2 = 1.0f;
|
|
|
|
float sa, ca;
|
|
|
|
sa = (float)sin(a);
|
|
ca = (float)cos(a);
|
|
|
|
vertex v[4];
|
|
memset(v, 0, sizeof(vertex) * 4);
|
|
|
|
if ( depth < 0.0f ) depth = 0.0f;
|
|
|
|
v[0].screen.xyw.x = (-w / 2.0f)*ca + (-h1 / 2.0f)*sa + mx;
|
|
v[0].screen.xyw.y = (-w / 2.0f)*sa - (-h1 / 2.0f)*ca + my;
|
|
v[0].world.xyz.z = pt1.world.xyz.z;
|
|
v[0].screen.xyw.w = pt1.screen.xyw.w;
|
|
v[0].texture_position.u = 0.0f;
|
|
v[0].texture_position.v = 0.0f;
|
|
v[0].b = 191;
|
|
|
|
v[1].screen.xyw.x = (w / 2.0f)*ca + (-h2 / 2.0f)*sa + mx;
|
|
v[1].screen.xyw.y = (w / 2.0f)*sa - (-h2 / 2.0f)*ca + my;
|
|
v[1].world.xyz.z = pt2.world.xyz.z;
|
|
v[1].screen.xyw.w = pt2.screen.xyw.w;
|
|
v[1].texture_position.u = 1.0f;
|
|
v[1].texture_position.v = 0.0f;
|
|
v[1].b = 191;
|
|
|
|
v[2].screen.xyw.x = (w / 2.0f)*ca + (h2 / 2.0f)*sa + mx;
|
|
v[2].screen.xyw.y = (w / 2.0f)*sa - (h2 / 2.0f)*ca + my;
|
|
v[2].world.xyz.z = pt2.world.xyz.z;
|
|
v[2].screen.xyw.w = pt2.screen.xyw.w;
|
|
v[2].texture_position.u = 1.0f;
|
|
v[2].texture_position.v = 1.0f;
|
|
v[2].b = 191;
|
|
|
|
v[3].screen.xyw.x = (-w / 2.0f)*ca + (h1 / 2.0f)*sa + mx;
|
|
v[3].screen.xyw.y = (-w / 2.0f)*sa - (h1 / 2.0f)*ca + my;
|
|
v[3].world.xyz.z = pt1.world.xyz.z;
|
|
v[3].screen.xyw.w = pt1.screen.xyw.w;
|
|
v[3].texture_position.u = 0.0f;
|
|
v[3].texture_position.v = 1.0f;
|
|
v[3].b = 191;
|
|
|
|
g3_render_primitives_textured(mat_params, v, 4, PRIM_TYPE_TRIFAN, true);
|
|
}
|
|
|
|
// adapted from g3_draw_rod()
|
|
void g3_render_rod(color *clr, int num_points, vec3d *pvecs, float width)
|
|
{
|
|
const int MAX_ROD_VERTS = 100;
|
|
vec3d uvec, fvec, rvec;
|
|
vec3d vecs[2];
|
|
vertex pts[MAX_ROD_VERTS];
|
|
int i, nv = 0;
|
|
|
|
Assert(num_points >= 2);
|
|
Assert((num_points * 2) <= MAX_ROD_VERTS);
|
|
|
|
for ( i = 0; i < num_points; i++ ) {
|
|
vm_vec_sub(&fvec, &View_position, &pvecs[i]);
|
|
vm_vec_normalize_safe(&fvec);
|
|
|
|
int first = i + 1;
|
|
int second = i - 1;
|
|
|
|
if ( i == 0 ) {
|
|
first = 1;
|
|
second = 0;
|
|
} else if ( i == num_points - 1 ) {
|
|
first = i;
|
|
}
|
|
|
|
vm_vec_sub(&rvec, &pvecs[first], &pvecs[second]);
|
|
vm_vec_normalize_safe(&rvec);
|
|
|
|
vm_vec_cross(&uvec, &rvec, &fvec);
|
|
|
|
vm_vec_scale_add(&vecs[0], &pvecs[i], &uvec, width * 0.5f);
|
|
vm_vec_scale_add(&vecs[1], &pvecs[i], &uvec, -width * 0.5f);
|
|
|
|
if ( nv > MAX_ROD_VERTS - 2 ) {
|
|
Warning(LOCATION, "Hit high-water mark (%i) in g3_draw_rod()!!\n", MAX_ROD_VERTS);
|
|
break;
|
|
}
|
|
|
|
g3_transfer_vertex(&pts[nv], &vecs[0]);
|
|
g3_transfer_vertex(&pts[nv + 1], &vecs[1]);
|
|
|
|
pts[nv].texture_position.u = 1.0f;
|
|
pts[nv].texture_position.v = i2fl(i);
|
|
pts[nv].r = clr->red;
|
|
pts[nv].g = clr->green;
|
|
pts[nv].b = clr->blue;
|
|
pts[nv].a = clr->alpha;
|
|
|
|
pts[nv + 1].texture_position.u = 0.0f;
|
|
pts[nv + 1].texture_position.v = i2fl(i);
|
|
pts[nv + 1].r = clr->red;
|
|
pts[nv + 1].g = clr->green;
|
|
pts[nv + 1].b = clr->blue;
|
|
pts[nv + 1].a = clr->alpha;
|
|
|
|
nv += 2;
|
|
}
|
|
|
|
// we should always have at least 4 verts, and there should always be an even number
|
|
Assert((nv >= 4) && !(nv % 2));
|
|
|
|
material material_params;
|
|
|
|
material_params.set_depth_mode(ZBUFFER_TYPE_READ);
|
|
material_params.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
|
|
g3_render_primitives_colored(&material_params, pts, nv, PRIM_TYPE_TRISTRIP, false);
|
|
}
|
|
|
|
// adapted from g3_draw_2d_shield_icon()
|
|
void g3_render_shield_icon(color *clr, coord2d coords[6], int resize_mode)
|
|
{
|
|
GR_DEBUG_SCOPE("Render shield icon");
|
|
|
|
vertex v[6];
|
|
|
|
memset(v, 0, sizeof(vertex) * 6);
|
|
|
|
if ( resize_mode != GR_RESIZE_NONE ) {
|
|
gr_resize_screen_pos(&coords[0].x, &coords[0].y, NULL, NULL, resize_mode);
|
|
gr_resize_screen_pos(&coords[1].x, &coords[1].y, NULL, NULL, resize_mode);
|
|
gr_resize_screen_pos(&coords[2].x, &coords[2].y, NULL, NULL, resize_mode);
|
|
gr_resize_screen_pos(&coords[3].x, &coords[3].y, NULL, NULL, resize_mode);
|
|
gr_resize_screen_pos(&coords[4].x, &coords[4].y, NULL, NULL, resize_mode);
|
|
gr_resize_screen_pos(&coords[5].x, &coords[5].y, NULL, NULL, resize_mode);
|
|
}
|
|
|
|
float sw = 0.1f;
|
|
|
|
// stuff coords
|
|
v[0].screen.xyw.x = i2fl(coords[0].x);
|
|
v[0].screen.xyw.y = i2fl(coords[0].y);
|
|
v[0].screen.xyw.w = sw;
|
|
v[0].texture_position.u = 0.0f;
|
|
v[0].texture_position.v = 0.0f;
|
|
v[0].flags = PF_PROJECTED;
|
|
v[0].codes = 0;
|
|
v[0].r = (ubyte)clr->red;
|
|
v[0].g = (ubyte)clr->green;
|
|
v[0].b = (ubyte)clr->blue;
|
|
v[0].a = 0;
|
|
|
|
v[1].screen.xyw.x = i2fl(coords[1].x);
|
|
v[1].screen.xyw.y = i2fl(coords[1].y);
|
|
v[1].screen.xyw.w = sw;
|
|
v[1].texture_position.u = 0.0f;
|
|
v[1].texture_position.v = 0.0f;
|
|
v[1].flags = PF_PROJECTED;
|
|
v[1].codes = 0;
|
|
v[1].r = (ubyte)clr->red;
|
|
v[1].g = (ubyte)clr->green;
|
|
v[1].b = (ubyte)clr->blue;
|
|
v[1].a = (ubyte)clr->alpha;
|
|
|
|
v[2].screen.xyw.x = i2fl(coords[2].x);
|
|
v[2].screen.xyw.y = i2fl(coords[2].y);
|
|
v[2].screen.xyw.w = sw;
|
|
v[2].texture_position.u = 0.0f;
|
|
v[2].texture_position.v = 0.0f;
|
|
v[2].flags = PF_PROJECTED;
|
|
v[2].codes = 0;
|
|
v[2].r = (ubyte)clr->red;
|
|
v[2].g = (ubyte)clr->green;
|
|
v[2].b = (ubyte)clr->blue;
|
|
v[2].a = 0;
|
|
|
|
v[3].screen.xyw.x = i2fl(coords[3].x);
|
|
v[3].screen.xyw.y = i2fl(coords[3].y);
|
|
v[3].screen.xyw.w = sw;
|
|
v[3].texture_position.u = 0.0f;
|
|
v[3].texture_position.v = 0.0f;
|
|
v[3].flags = PF_PROJECTED;
|
|
v[3].codes = 0;
|
|
v[3].r = (ubyte)clr->red;
|
|
v[3].g = (ubyte)clr->green;
|
|
v[3].b = (ubyte)clr->blue;
|
|
v[3].a = (ubyte)clr->alpha;
|
|
|
|
v[4].screen.xyw.x = i2fl(coords[4].x);
|
|
v[4].screen.xyw.y = i2fl(coords[4].y);
|
|
v[4].screen.xyw.w = sw;
|
|
v[4].texture_position.u = 0.0f;
|
|
v[4].texture_position.v = 0.0f;
|
|
v[4].flags = PF_PROJECTED;
|
|
v[4].codes = 0;
|
|
v[4].r = (ubyte)clr->red;
|
|
v[4].g = (ubyte)clr->green;
|
|
v[4].b = (ubyte)clr->blue;
|
|
v[4].a = 0;
|
|
|
|
v[5].screen.xyw.x = i2fl(coords[5].x);
|
|
v[5].screen.xyw.y = i2fl(coords[5].y);
|
|
v[5].screen.xyw.w = sw;
|
|
v[5].texture_position.u = 0.0f;
|
|
v[5].texture_position.v = 0.0f;
|
|
v[5].flags = PF_PROJECTED;
|
|
v[5].codes = 0;
|
|
v[5].r = (ubyte)clr->red;
|
|
v[5].g = (ubyte)clr->green;
|
|
v[5].b = (ubyte)clr->blue;
|
|
v[5].a = 0;
|
|
|
|
material material_instance;
|
|
material_instance.set_depth_mode(ZBUFFER_TYPE_NONE);
|
|
material_instance.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
material_instance.set_cull_mode(false);
|
|
material_instance.set_color(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// draw the polys
|
|
g3_render_primitives_colored(&material_instance, v, 6, PRIM_TYPE_TRISTRIP, true);
|
|
}
|
|
|
|
void g3_render_shield_icon(coord2d coords[6], int resize_mode)
|
|
{
|
|
g3_render_shield_icon(&gr_screen.current_color, coords, resize_mode);
|
|
}
|
|
|
|
// adapted from gr_opengl_line_htl()
|
|
void g3_render_line_3d(color *clr, bool depth_testing, const vec3d *start, const vec3d *end)
|
|
{
|
|
material mat;
|
|
|
|
mat.set_depth_mode((depth_testing) ? ZBUFFER_TYPE_READ : ZBUFFER_TYPE_NONE);
|
|
mat.set_color(*clr);
|
|
mat.set_cull_mode(false);
|
|
|
|
if ( clr->is_alphacolor ) {
|
|
mat.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
} else {
|
|
mat.set_blend_mode(ALPHA_BLEND_NONE);
|
|
}
|
|
|
|
float line[6] = {
|
|
start->xyz.x, start->xyz.y, start->xyz.z,
|
|
end->xyz.x, end->xyz.y, end->xyz.z
|
|
};
|
|
|
|
vertex_layout vert_def;
|
|
|
|
vert_def.add_vertex_component(vertex_format_data::POSITION3, sizeof(float) * 3, 0);
|
|
|
|
gr_render_primitives_immediate(&mat, PRIM_TYPE_LINES, &vert_def, 2, line, sizeof(float) * 6);
|
|
}
|
|
|
|
void g3_render_line_3d(bool depth_testing, const vec3d *start, const vec3d *end)
|
|
{
|
|
g3_render_line_3d(&gr_screen.current_color, depth_testing, start, end);
|
|
}
|
|
|
|
void g3_render_sphere(color *clr, vec3d* position, float radius)
|
|
{
|
|
g3_start_instance_matrix(position, &vmd_identity_matrix, true);
|
|
|
|
vec3d scale = {{{ radius, radius, radius }}};
|
|
gr_push_scale_matrix(&scale);
|
|
|
|
material material_def;
|
|
|
|
material_def.set_blend_mode(ALPHA_BLEND_NONE);
|
|
material_def.set_depth_mode(ZBUFFER_TYPE_FULL);
|
|
material_def.set_color(*clr);
|
|
|
|
gr_sphere(&material_def, radius);
|
|
|
|
gr_pop_scale_matrix();
|
|
g3_done_instance(true);
|
|
}
|
|
|
|
void g3_render_sphere(vec3d* position, float radius)
|
|
{
|
|
g3_render_sphere(&gr_screen.current_color, position, radius);
|
|
}
|
|
|
|
void g3_render_colored_rect(color *clr, int x, int y, int w, int h, int resize_mode)
|
|
{
|
|
if ( resize_mode != GR_RESIZE_NONE ) {
|
|
gr_resize_screen_pos(&x, &y, &w, &h, resize_mode);
|
|
}
|
|
|
|
vertex v[4];
|
|
|
|
memset(v, 0, sizeof(vertex) * 4);
|
|
|
|
float sw = 0.1f;
|
|
|
|
// stuff coords
|
|
v[0].screen.xyw.x = i2fl(x);
|
|
v[0].screen.xyw.y = i2fl(y);
|
|
v[0].screen.xyw.w = sw;
|
|
v[0].texture_position.u = 0.0f;
|
|
v[0].texture_position.v = 0.0f;
|
|
v[0].flags = PF_PROJECTED;
|
|
v[0].codes = 0;
|
|
v[0].r = (ubyte)clr->red;
|
|
v[0].g = (ubyte)clr->green;
|
|
v[0].b = (ubyte)clr->blue;
|
|
v[0].a = (ubyte)clr->alpha;
|
|
|
|
v[1].screen.xyw.x = i2fl(x + w);
|
|
v[1].screen.xyw.y = i2fl(y);
|
|
v[1].screen.xyw.w = sw;
|
|
v[1].texture_position.u = 0.0f;
|
|
v[1].texture_position.v = 0.0f;
|
|
v[1].flags = PF_PROJECTED;
|
|
v[1].codes = 0;
|
|
v[1].r = (ubyte)clr->red;
|
|
v[1].g = (ubyte)clr->green;
|
|
v[1].b = (ubyte)clr->blue;
|
|
v[1].a = (ubyte)clr->alpha;
|
|
|
|
v[2].screen.xyw.x = i2fl(x + w);
|
|
v[2].screen.xyw.y = i2fl(y + h);
|
|
v[2].screen.xyw.w = sw;
|
|
v[2].texture_position.u = 0.0f;
|
|
v[2].texture_position.v = 0.0f;
|
|
v[2].flags = PF_PROJECTED;
|
|
v[2].codes = 0;
|
|
v[2].r = (ubyte)clr->red;
|
|
v[2].g = (ubyte)clr->green;
|
|
v[2].b = (ubyte)clr->blue;
|
|
v[2].a = (ubyte)clr->alpha;
|
|
|
|
v[3].screen.xyw.x = i2fl(x);
|
|
v[3].screen.xyw.y = i2fl(y + h);
|
|
v[3].screen.xyw.w = sw;
|
|
v[3].texture_position.u = 0.0f;
|
|
v[3].texture_position.v = 0.0f;
|
|
v[3].flags = PF_PROJECTED;
|
|
v[3].codes = 0;
|
|
v[3].r = (ubyte)clr->red;
|
|
v[3].g = (ubyte)clr->green;
|
|
v[3].b = (ubyte)clr->blue;
|
|
v[3].a = (ubyte)clr->alpha;
|
|
|
|
material material_params;
|
|
material_params.set_depth_mode(ZBUFFER_TYPE_NONE);
|
|
material_params.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
material_params.set_cull_mode(false);
|
|
|
|
// draw the polys
|
|
g3_render_primitives_colored(&material_params, v, 4, PRIM_TYPE_TRIFAN, true);
|
|
}
|
|
|
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
|
|
//flash ball stuff
|
|
|
|
void flash_ball::initialize(int number, float min_ray_width, float max_ray_width, const vec3d* dir, const vec3d* pcenter, float outer, float inner, ubyte max_r, ubyte max_g, ubyte max_b, ubyte min_r, ubyte min_g, ubyte min_b)
|
|
{
|
|
if(number < 1)
|
|
return;
|
|
|
|
center = *pcenter;
|
|
|
|
if(n_rays < number){
|
|
if(ray)vm_free(ray);
|
|
ray = (flash_beam*)vm_malloc(sizeof(flash_beam)*number);
|
|
n_rays = number;
|
|
}
|
|
|
|
int i;
|
|
for(i = 0; i<n_rays; i++){
|
|
//colors
|
|
if(min_r != 255){
|
|
ray[i].start.r = (rand()%(max_r-min_r))+min_r;
|
|
}else{
|
|
ray[i].start.r = 255;
|
|
}
|
|
if(min_g != 255){
|
|
ray[i].start.g = (rand()%(max_g-min_g))+min_g;
|
|
}else{
|
|
ray[i].start.g = 255;
|
|
}
|
|
if(min_b != 255){
|
|
ray[i].start.b = (rand()%(max_b-min_b))+min_b;
|
|
}else{
|
|
ray[i].start.b = 255;
|
|
}
|
|
|
|
//rays
|
|
if(dir == &vmd_zero_vector || outer >= PI2){
|
|
//random sphere
|
|
vec3d start, end;
|
|
|
|
vm_vec_rand_vec_quick(&start);
|
|
vm_vec_rand_vec_quick(&end);
|
|
|
|
ray[i].start.world = start;
|
|
ray[i].end.world = end;
|
|
}else{
|
|
//random cones
|
|
vec3d start, end;
|
|
|
|
vm_vec_random_cone(&start, dir, outer, inner);
|
|
vm_vec_random_cone(&end, dir, outer, inner);
|
|
|
|
ray[i].start.world = start;
|
|
ray[i].end.world = end;
|
|
}
|
|
if(max_ray_width == 0.0f)ray[i].width=min_ray_width;
|
|
else ray[i].width = frand_range(min_ray_width, max_ray_width);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
#define uw(p) (*((uint *) (p)))
|
|
#define w(p) (*((int *) (p)))
|
|
#define wp(p) ((int *) (p))
|
|
#define vp(p) ((vec3d *) (p))
|
|
#define fl(p) (*((float *) (p)))
|
|
|
|
void flash_ball::defpoint(int off, ubyte *bsp_data)
|
|
{
|
|
int n;
|
|
int nverts = w(off+bsp_data+8);
|
|
int offset = w(off+bsp_data+16);
|
|
ubyte * normcount = off+bsp_data+20;
|
|
vec3d *src = vp(off+bsp_data+offset);
|
|
|
|
if(n_rays < nverts){
|
|
if(ray)vm_free(ray);
|
|
ray = (flash_beam*)vm_malloc(sizeof(flash_beam)*nverts);
|
|
n_rays = nverts;
|
|
}
|
|
|
|
{
|
|
vec3d temp;
|
|
for (n=0; n<nverts; n++ ) {
|
|
|
|
temp = *src;
|
|
vm_vec_sub2(&temp, ¢er);
|
|
vm_vec_normalize(&temp);
|
|
ray[n].start.world = temp;
|
|
|
|
src++; // move to normal
|
|
|
|
src+=normcount[n];
|
|
}
|
|
}
|
|
}
|
|
|
|
#define OP_EOF 0
|
|
#define OP_DEFPOINTS 1
|
|
#define OP_FLATPOLY 2
|
|
#define OP_TMAPPOLY 3
|
|
#define OP_SORTNORM 4
|
|
#define OP_BOUNDBOX 5
|
|
|
|
|
|
void flash_ball::parse_bsp(int offset, ubyte *bsp_data){
|
|
int ID, SIZE;
|
|
|
|
memcpy(&ID, &bsp_data[offset], sizeof(int));
|
|
memcpy(&SIZE, &bsp_data[offset+sizeof(int)], sizeof(int));
|
|
|
|
while(ID!=0){
|
|
switch(ID){
|
|
case OP_EOF:
|
|
return;
|
|
break;
|
|
case OP_DEFPOINTS: defpoint(offset, bsp_data);
|
|
break;
|
|
case OP_SORTNORM:
|
|
break;
|
|
case OP_FLATPOLY:
|
|
break;
|
|
case OP_TMAPPOLY:
|
|
break;
|
|
case OP_BOUNDBOX:
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
offset += SIZE;
|
|
memcpy(&ID, &bsp_data[offset], sizeof(int));
|
|
memcpy(&SIZE, &bsp_data[offset+sizeof(int)], sizeof(int));
|
|
|
|
if(SIZE < 1)ID=OP_EOF;
|
|
}
|
|
}
|
|
|
|
|
|
void flash_ball::initialize(ubyte *bsp_data, float min_ray_width, float max_ray_width, const vec3d* dir, const vec3d* pcenter, float outer, float inner, ubyte max_r, ubyte max_g, ubyte max_b, ubyte min_r, ubyte min_g, ubyte min_b)
|
|
{
|
|
center = *pcenter;
|
|
vm_vec_negate(¢er);
|
|
parse_bsp(0,bsp_data);
|
|
center = vmd_zero_vector;
|
|
|
|
int i;
|
|
for(i = 0; i<n_rays; i++){
|
|
//colors
|
|
if(min_r != 255){
|
|
ray[i].start.r = (rand()%(max_r-min_r))+min_r;
|
|
}else{
|
|
ray[i].start.r = 255;
|
|
}
|
|
if(min_g != 255){
|
|
ray[i].start.g = (rand()%(max_g-min_g))+min_g;
|
|
}else{
|
|
ray[i].start.g = 255;
|
|
}
|
|
if(min_b != 255){
|
|
ray[i].start.b = (rand()%(max_b-min_b))+min_b;
|
|
}else{
|
|
ray[i].start.b = 255;
|
|
}
|
|
|
|
//rays
|
|
if(dir == &vmd_zero_vector || outer >= PI2){
|
|
//random sphere
|
|
vec3d end;
|
|
|
|
vm_vec_rand_vec_quick(&end);
|
|
|
|
ray[i].end.world = end;
|
|
}else{
|
|
//random cones
|
|
vec3d end;
|
|
|
|
vm_vec_random_cone(&end, dir, outer, inner);
|
|
|
|
ray[i].end.world = end;
|
|
}
|
|
if(max_ray_width == 0.0f)ray[i].width=min_ray_width;
|
|
else ray[i].width = frand_range(min_ray_width, max_ray_width);
|
|
}
|
|
}
|
|
|
|
//rad how wide the ball should be
|
|
//intinsity how visable it should be
|
|
//life how far along from start to end should it be
|
|
void flash_ball::render(int texture, float rad, float intinsity, float life){
|
|
for(int i = 0; i < n_rays; i++){
|
|
vec3d end;
|
|
vm_vec_interp_constant(&end, &ray[i].start.world, &ray[i].end.world, life);
|
|
vm_vec_scale(&end, rad);
|
|
vm_vec_add2(&end, ¢er);
|
|
|
|
batching_add_beam(texture, ¢er, &end, ray[i].width*rad, intinsity);
|
|
}
|
|
}
|