mirror of
https://github.com/kevinbentley/Descent3.git
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184 lines
4.9 KiB
C++
184 lines
4.9 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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* $Source: $
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* $Revision: 8 $
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* $Author: Samir $
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* $Date: 8/13/99 2:00p $
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*
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*
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*
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* $Log: /DescentIII/Main/sndlib/sndrender.cpp $
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*
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* 8 8/13/99 2:00p Samir
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* more aureal and geometry fixes.
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*
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* 7 8/11/99 3:12p Samir
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* fixes for aureal support.
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*
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* 6 5/13/99 3:49p Ardussi
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* changes for compiling on the Mac
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*
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* 5 4/16/99 3:33a Jeff
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* ifdefs added to remove windows specific code
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*
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* 4 4/14/99 10:46a Kevin
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* Removed OutrageMessageBox from release builds
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*
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* 3 4/06/99 8:30p Samir
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* added reflection support.
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*
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* 2 4/01/99 4:28p Samir
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* hardware geometry integration if it's available.
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*
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*/
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#include <cstring>
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#include "hlsoundlib.h"
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#include "ddsndgeometry.h"
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#include "sndrender.h"
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#include "room.h"
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#include "object.h"
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#include "application.h"
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#include "soundload.h"
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#include "gametexture.h"
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#include "pserror.h"
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static llsGeometry *Geometry = NULL;
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static int16_t Sound_room_list[SOUND_RENDER_ROOM_LIMIT + 1];
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// resets sound geometry system (called beginning of each level)
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void SoundRenderReset() { Sound_room_list[0] = -1; }
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// if this fails, renderer won't work, do emulation.
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bool sound_render_start_frame() {
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Geometry = Sound_system.m_ll_sound_ptr->GetGeometryInterface();
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if (Geometry) {
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Geometry->StartFrame();
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}
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return Geometry ? true : false;
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}
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// ends a frame
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void sound_render_end_frame() {
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if (Geometry) {
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Geometry->EndFrame();
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}
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Geometry = NULL;
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}
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// render one room's geometry
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// dont render portal faces!
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void sound_render_room_geometry(int iroom, int slot) {
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int iface, reflect_face;
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room *rp;
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face *rfacelist;
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vector *vertlist[MAX_VERTS_PER_FACE];
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unsigned room_tag = (iroom << 20); // 12 bits for room (4096 rooms max per level)
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// 14 bits for faces (16384 faces per room)
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// 6 bits per face (64 primatives per face.)
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unsigned face_tag;
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ASSERT(Geometry);
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if (iroom == -1) {
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return;
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}
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if (iroom != Sound_room_list[slot]) {
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if (ROOMNUM_OUTSIDE(iroom)) {
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Geometry->Clear();
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Sound_room_list[slot] = iroom;
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return;
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}
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Geometry->StartPolygonGroup(slot);
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rp = &Rooms[iroom];
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rfacelist = rp->faces;
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// for now, lets create the geometry for the current room the viewer is in.
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for (iface = 0, reflect_face = 0; iface < rp->num_faces; iface++, reflect_face = (iface / 3)) {
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// add polygon to geometry manager
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tSoundMaterial material = SNDGEO_MATERIAL_NONE;
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face *rfacep = &rfacelist[iface];
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int ivert;
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face_tag = (iface << 6);
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// don't render portals!
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if (rfacep->portal_num > -1) {
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} else {
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for (ivert = 0; ivert < rfacep->num_verts; ivert++) {
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vertlist[ivert] = &rp->verts[rfacep->face_verts[ivert]];
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}
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// do reflections
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if (iface == (reflect_face * 3)) {
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// mprintf(0, "reflect ");
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int flags = GameTextures[rfacep->tmap].flags;
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if (flags & TF_WATER) {
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material = SNDGEO_MATERIAL_WATER;
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} else if (flags & TF_METAL) {
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material = SNDGEO_MATERIAL_METAL;
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} else {
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material = SNDGEO_MATERIAL_ROCK;
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}
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}
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Geometry->AddPoly(rfacep->num_verts, vertlist, (room_tag + face_tag), material);
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}
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}
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Geometry->EndPolygonGroup(slot);
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Geometry->RenderGroup(slot);
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Sound_room_list[slot] = iroom;
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}
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}
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// render all rooms within a certain radius from player
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// the radius is actually scaled according to orientation. radius is maximum radius, really, which is forward
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//
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// returns rooms rendered, terminate list with -1.
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//
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// algorithm:
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//
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// routine (Ci,Ri)
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// start at listener position in room Ri (i=0)
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// render room Ri
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// for each portal, connect to room Rj.
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// take care of special cases like doors, which are 'openings'
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// find center point in Cj.
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// if Distance(Cj,Ci)) < (max_radius*Orient(R0)) then
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// call routine(Cj,Rj)
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// else
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// end routine
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// endif
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// next portal
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// end routine
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//
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int16_t *sound_render_audible_rooms(pos_state *listener_pos, float max_radius) {
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int iroom = 0;
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sound_render_room_geometry(listener_pos->roomnum, iroom);
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Sound_room_list[iroom + 1] = -1;
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return (int16_t *)Sound_room_list;
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}
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