Files
fs2open.github.com/code/render/3dmath.cpp
T
Goober5000andClaude Fable 5.1 b519bc8945 Set both flags when g3_project_vertex hits a vertex at zero depth
The expression used & instead of |, so neither PF_OVERFLOW nor
PF_PROJECTED was ever set on that path.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-17 23:15:11 -04:00

320 lines
6.8 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 "graphics/2d.h"
#include "render/3dinternal.h"
#include "tracing/Monitor.h"
#define MIN_Z 0.0f
/**
* Codes a vector. Returns the codes of a point.
*/
ubyte g3_code_vector(const vec3d *p)
{
ubyte cc=0;
if (p->xyz.x > p->xyz.z)
cc |= CC_OFF_RIGHT;
if (p->xyz.y > p->xyz.z)
cc |= CC_OFF_TOP;
if (p->xyz.x < -p->xyz.z)
cc |= CC_OFF_LEFT;
if (p->xyz.y < -p->xyz.z)
cc |= CC_OFF_BOT;
if (p->xyz.z < MIN_Z )
cc |= CC_BEHIND;
if ( G3_user_clip ) {
// Check if behind user plane
if ( g3_point_behind_user_plane(p)) {
cc |= CC_OFF_USER;
}
}
return cc;
}
/**
* Code a point. fills in the p3_codes field of the point, and returns the codes
*/
ubyte g3_code_vertex(vertex *p)
{
ubyte cc=0;
if (p->world.xyz.x > p->world.xyz.z)
cc |= CC_OFF_RIGHT;
if (p->world.xyz.y > p->world.xyz.z)
cc |= CC_OFF_TOP;
if (p->world.xyz.x < -p->world.xyz.z)
cc |= CC_OFF_LEFT;
if (p->world.xyz.y < -p->world.xyz.z)
cc |= CC_OFF_BOT;
if (p->world.xyz.z < MIN_Z )
cc |= CC_BEHIND;
if ( G3_user_clip ) {
// Check if behind user plane
if ( g3_point_behind_user_plane(&p->world)) {
cc |= CC_OFF_USER;
}
}
return p->codes = cc;
}
ubyte g3_transfer_vertex(vertex *dest, const vec3d *src)
{
dest->world = *src;
dest->codes = 0;
dest->flags = 0;
return 0;
}
static void g3_compensate_asymmetric_fov(float& x, float& y, float z) {
if (std::holds_alternative<asymmetric_fov>(Proj_fov)) {
const auto& afov = std::get<asymmetric_fov>(Proj_fov);
float angle = atan2_safe(z, x) + (afov.left + afov.right);
x = angle == PI_2 ? 0.0f : z / tanf(angle);
angle = atan2_safe(z, y) + (afov.up + afov.down);
y = angle == PI_2 ? 0.0f : z / tanf(angle);
}
}
static inline void g3_compensate_asymmetric_fov(vec3d& rotated) {
g3_compensate_asymmetric_fov(rotated.xyz.x, rotated.xyz.y, rotated.xyz.z);
}
MONITOR( NumRotations )
ubyte g3_rotate_vertex(vertex *dest, const vec3d *src)
{
#if 0
vec3d tempv;
Assert( G3_count == 1 );
vm_vec_sub(&tempv,src,&View_position);
vm_vec_rotate( (vec3d *)&dest->x, &tempv, &View_matrix );
dest->flags = 0; //not projected
return g3_code_vertex(dest);
#else
float tx, ty, tz, x,y,z;
ubyte codes;
MONITOR_INC( NumRotations, 1 );
tx = src->xyz.x - View_position.xyz.x;
ty = src->xyz.y - View_position.xyz.y;
tz = src->xyz.z - View_position.xyz.z;
x = tx * View_matrix.vec.rvec.xyz.x;
x += ty * View_matrix.vec.rvec.xyz.y;
x += tz * View_matrix.vec.rvec.xyz.z;
y = tx * View_matrix.vec.uvec.xyz.x;
y += ty * View_matrix.vec.uvec.xyz.y;
y += tz * View_matrix.vec.uvec.xyz.z; //-V537
z = tx * View_matrix.vec.fvec.xyz.x;
z += ty * View_matrix.vec.fvec.xyz.y;
z += tz * View_matrix.vec.fvec.xyz.z;
g3_compensate_asymmetric_fov(x, y, z);
codes = 0;
if (x > z) codes |= CC_OFF_RIGHT;
if (x < -z) codes |= CC_OFF_LEFT;
if (y > z) codes |= CC_OFF_TOP;
if (y < -z) codes |= CC_OFF_BOT;
if (z < MIN_Z ) codes |= CC_BEHIND;
dest->world.xyz.x = x;
dest->world.xyz.y = y;
dest->world.xyz.z = z;
if ( G3_user_clip ) {
// Check if behind user plane
if ( g3_point_behind_user_plane(&dest->world)) {
codes |= CC_OFF_USER;
}
}
dest->codes = codes;
dest->flags = 0; // not projected
return codes;
#endif
}
ubyte g3_rotate_faraway_vertex(vertex *dest, const vec3d *src)
{
Assert( G3_count == 1 );
MONITOR_INC( NumRotations, 1 );
vm_vec_rotate( &dest->world, src, &View_matrix );
g3_compensate_asymmetric_fov(dest->world);
dest->flags = 0; //not projected
return g3_code_vertex(dest);
}
/**
* Rotates a point. returns codes. does not check if already rotated
*/
ubyte g3_rotate_vector(vec3d *dest, const vec3d *src)
{
vec3d tempv;
Assert( G3_count == 1 );
MONITOR_INC( NumRotations, 1 );
vm_vec_sub(&tempv,src,&View_position);
vm_vec_rotate(dest,&tempv,&View_matrix);
g3_compensate_asymmetric_fov(*dest);
return g3_code_vector(dest);
}
ubyte g3_project_vector(const vec3d *p, float *sx, float *sy )
{
float w;
Assert( G3_count == 1 );
if ( p->xyz.z <= MIN_Z ) return PF_OVERFLOW;
w=1.0f / p->xyz.z;
*sx = (Canvas_width + (p->xyz.x * Canvas_width * w)) * 0.5f;
*sy = (Canvas_height - (p->xyz.y * Canvas_height * w)) * 0.5f;
return PF_PROJECTED;
}
/**
* Projects a point. Checks for overflow.
*/
int g3_project_vertex(vertex *p)
{
float w;
Assert( G3_count == 1 );
if ( p->flags & PF_PROJECTED )
return p->flags;
if (p->world.xyz.z == 0.0f) {
p->screen.xyw.x = 0.0;
p->screen.xyw.y = 0.0;
p->screen.xyw.w = 0.0;
p->flags |= PF_OVERFLOW | PF_PROJECTED;
return p->flags;
}
w = 1.0f / p->world.xyz.z;
if (p->world.xyz.z < MIN_Z) {
p->flags |= PF_OVERFLOW;
}
if (w < 0.0f) {
p->screen.xyw.x = (Canvas_width + (p->world.xyz.x * Canvas_width * -w)) * 0.5f;
p->screen.xyw.y = (Canvas_height - (p->world.xyz.y * Canvas_height * -w)) * 0.5f;
} else {
p->screen.xyw.x = (Canvas_width + (p->world.xyz.x * Canvas_width * w)) * 0.5f;
p->screen.xyw.y = (Canvas_height - (p->world.xyz.y * Canvas_height * w)) * 0.5f;
}
CAP(w, -1.0f, 1.0f);
p->screen.xyw.w = w;
p->flags |= PF_PROJECTED;
return p->flags;
}
/**
* From a 2d point, compute the vector through that point
*/
void g3_point_to_vec(vec3d *v, int sx, int sy)
{
vec3d tempv;
Assert( G3_count == 1 );
tempv.xyz.x = ((float)sx - Canv_w2) / Canv_w2;
tempv.xyz.y = -((float)sy - Canv_h2) / Canv_h2;
tempv.xyz.z = 1.0f;
tempv.xyz.x = tempv.xyz.x * Matrix_scale.xyz.z / Matrix_scale.xyz.x;
tempv.xyz.y = tempv.xyz.y * Matrix_scale.xyz.z / Matrix_scale.xyz.y;
vm_vec_normalize(&tempv);
vm_vec_unrotate(v, &tempv, &Unscaled_matrix);
}
/**
* From a 2d point, compute the vector through that point.
*
* This can be called outside of a g3_start_frame/g3_end_frame
* pair as long g3_start_frame was previously called.
*/
void g3_point_to_vec_delayed(vec3d *v, int sx, int sy)
{
vec3d tempv;
tempv.xyz.x = ((float)sx - Canv_w2) / Canv_w2;
tempv.xyz.y = -((float)sy - Canv_h2) / Canv_h2;
tempv.xyz.z = 1.0f;
tempv.xyz.x = tempv.xyz.x * Matrix_scale.xyz.z / Matrix_scale.xyz.x;
tempv.xyz.y = tempv.xyz.y * Matrix_scale.xyz.z / Matrix_scale.xyz.y;
vm_vec_normalize(&tempv);
vm_vec_unrotate(v, &tempv, &Unscaled_matrix);
}
vec3d *g3_rotate_delta_vec(vec3d *dest, const vec3d *src)
{
Assert( G3_count == 1 );
return vm_vec_rotate(dest,src,&View_matrix);
}
/**
* Calculate the depth of a point - returns the z coord of the rotated point
*/
float g3_calc_point_depth(const vec3d *pnt)
{
float q;
q = (pnt->xyz.x - View_position.xyz.x) * View_matrix.vec.fvec.xyz.x;
q += (pnt->xyz.y - View_position.xyz.y) * View_matrix.vec.fvec.xyz.y;
q += (pnt->xyz.z - View_position.xyz.z) * View_matrix.vec.fvec.xyz.z;
return q;
}