Descent3/sndlib/sndrender.cpp
2024-09-24 23:03:02 +03:00

184 lines
4.9 KiB
C++

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