Files
fs2open.github.com/code/render/3dlaser.cpp
T
2009-06-26 19:19:38 +00:00

506 lines
12 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 "globalincs/systemvars.h"
#include "io/key.h"
#include "cmdline/cmdline.h"
int Lasers = 1;
DCF_BOOL( lasers, Lasers )
/*
// This works but leaves the effect looking very flat
float g3_draw_laser_htl(vec3d *p0,float width1,vec3d *p1,float width2, int r, int g, int b, uint tmap_flags)
{
vec3d 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;
vec3d 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(vec3d *p0,float width1,vec3d *p1,float width2, int r, int g, int b, uint tmap_flags)
{
width1 *= 0.5f;
width2 *= 0.5f;
vec3d 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;
vec3d start, end;
vm_vec_scale_add(&start, p0, &fvec, -width1);
vm_vec_scale_add(&end, p1, &fvec, width2);
vec3d 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(vec3d *headp, float head_width, vec3d *tailp, float tail_width, uint tmap_flags, float max_len )
{
if (!Lasers) {
return 0.0f;
}
if ( !Cmdline_nohtl && (tmap_flags & TMAP_HTL_3D_UNLIT) ) {
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(vec3d *headp, float head_width, vec3d *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;
}