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https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
422 lines
11 KiB
C++
422 lines
11 KiB
C++
#include "RendererConfig.h"
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#ifndef USE_SOFTWARE_TNL
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#include "3d.h"
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#include "HardwareInternal.h"
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#include "renderer.h"
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#define round(v) ((int)(((v) + 0.5f)))
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// draws a line. takes two points. returns true if drew
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void g3_DrawLine(ddgr_color color, g3Point *p0, g3Point *p1) {
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ubyte codes_or;
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bool was_clipped = 0;
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if (p0->p3_codes & p1->p3_codes)
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return;
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codes_or = p0->p3_codes | p1->p3_codes;
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if (codes_or) {
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ClipLine(&p0, &p1, codes_or);
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was_clipped = 1;
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}
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if (!(p0->p3_flags & PF_PROJECTED)) {
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g3_ProjectPoint(p0);
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}
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if (!(p1->p3_flags & PF_PROJECTED)) {
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g3_ProjectPoint(p1);
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}
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rend_SetFlatColor(color);
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rend_DrawLine(round(p0->p3_sx), round(p0->p3_sy), round(p1->p3_sx), round(p1->p3_sy));
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// If was clipped, free temp points
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if (was_clipped) {
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if (p0->p3_flags & PF_TEMP_POINT) {
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FreeTempPoint(p0);
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}
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if (p1->p3_flags & PF_TEMP_POINT) {
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FreeTempPoint(p1);
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}
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// Make sure all temp points have been freed
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CheckTempPoints();
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}
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}
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// draws a line based on the current setting of render states. takes two points. returns true if drew
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void g3_DrawSpecialLine(g3Point *p0, g3Point *p1) {
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ubyte codes_or;
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bool was_clipped = 0;
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if (p0->p3_codes & p1->p3_codes)
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return;
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codes_or = p0->p3_codes | p1->p3_codes;
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if (codes_or) {
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ClipLine(&p0, &p1, codes_or);
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was_clipped = 1;
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}
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if (!(p0->p3_flags & PF_PROJECTED))
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g3_ProjectPoint(p0);
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if (!(p1->p3_flags & PF_PROJECTED))
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g3_ProjectPoint(p1);
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rend_DrawSpecialLine(p0, p1);
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// If was clipped, free temp points
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if (was_clipped) {
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if (p0->p3_flags & PF_TEMP_POINT)
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FreeTempPoint(p0);
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if (p1->p3_flags & PF_TEMP_POINT)
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FreeTempPoint(p1);
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// Make sure all temp points have been freed
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CheckTempPoints();
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}
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}
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// returns true if a plane is facing the viewer. takes the unrotated surface
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// normal of the plane, and a point on it. The normal need not be normalized
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bool g3_CheckNormalFacing(vector *v, vector *norm) {
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vector tempv;
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tempv = View_position - *v;
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return ((tempv * *norm) > 0);
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}
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bool DoFacingCheck(vector *norm, g3Point **vertlist, vector *p) {
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if (norm) {
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// have normal
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ASSERT(norm->x || norm->y || norm->z);
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return g3_CheckNormalFacing(p, norm);
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} else {
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// normal not specified, so must compute
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vector tempv;
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// get three points (rotated) and compute normal
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vm_GetPerp(&tempv, &vertlist[0]->p3_vec, &vertlist[1]->p3_vec, &vertlist[2]->p3_vec);
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return ((tempv * vertlist[1]->p3_vec) < 0);
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}
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}
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// like g3_DrawPoly(), but checks to see if facing. If surface normal is
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// NULL, this routine must compute it, which will be slow. It is better to
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// pre-compute the normal, and pass it to this function. When the normal
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// is passed, this function works like g3_CheckNormalFacing() plus
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// g3_DrawPoly().
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void g3_CheckAndDrawPoly(int nv, g3Point **pointlist, int bm, vector *norm, vector *pnt) {
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if (DoFacingCheck(norm, pointlist, pnt))
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g3_DrawPoly(nv, pointlist, bm);
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}
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int Triangulate_test = 0;
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// draw a polygon
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// Parameters: nv - the number of verts in the poly
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// pointlist - a pointer to a list of pointers to points
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// bm - the bitmap handle if texturing. ignored if flat shading
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// Returns 0 if clipped away
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int g3_DrawPoly(int nv, g3Point **pointlist, int bm, int map_type, g3Codes *clip_codes) {
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rend_DrawPolygon3D(bm, pointlist, nv, map_type);
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return 1;
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/*
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int i;
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g3Codes cc;
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bool was_clipped=0;
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if( Triangulate_test && (nv > 3) )
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{
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g3Point *tripoints[3];
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int sum=0;
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for (i=0;i<nv-2;i++)
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{
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tripoints[0] = pointlist[0];
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tripoints[1] = pointlist[i+1];
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tripoints[2] = pointlist[i+2];
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sum += g3_DrawPoly( 3, tripoints, bm, map_type );
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}
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return sum;
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}
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//Initialize or just used the ones passed in
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if( clip_codes )
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{
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cc = *clip_codes;
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}
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else
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{
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cc.cc_or = 0;
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cc.cc_and = 0xff;
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//Get codes for this polygon, and copy uvls into points
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for( i = 0; i < nv; ++i )
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{
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ubyte c = pointlist[i]->p3_codes;
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cc.cc_and &= c;
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cc.cc_or |= c;
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}
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}
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//All points off screen?
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if( cc.cc_and )
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return 0;
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//One or more point off screen, so clip
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if( cc.cc_or )
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{
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//Clip the polygon, getting pointer to new buffer
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pointlist = g3_ClipPolygon( pointlist, &nv, &cc );
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//Flag as clipped so temp points will be freed
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was_clipped = 1;
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//Check for polygon clipped away, or clip otherwise failed
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if( (nv==0) || (cc.cc_or&CC_BEHIND) || cc.cc_and )
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goto free_points;
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}
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//Make list of 2d coords (& check for overflow)
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for( i = 0; i < nv; ++i )
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{
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g3Point *p = pointlist[i];
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//Project if needed
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if( !(p->p3_flags&PF_PROJECTED) )
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{
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g3_ProjectPoint(p);
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}
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}
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//Draw!
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rend_DrawPolygon3D( bm, pointlist, nv, map_type );
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free_points:;
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//If was clipped, free temp points
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if( was_clipped )
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{
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g3_FreeTempPoints( pointlist, nv );
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}
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return 1;
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*/
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}
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// draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
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// radius, but not to the distance from the eye
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void g3_DrawSphere(ddgr_color color, g3Point *pnt, float rad) {
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if (!(pnt->p3_codes & CC_BEHIND)) {
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if (!(pnt->p3_flags & PF_PROJECTED))
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g3_ProjectPoint(pnt);
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rend_FillCircle(color, pnt->p3_sx, pnt->p3_sy, (rad * Matrix_scale.x * Window_w2 / pnt->p3_z));
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}
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}
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// draws a bitmap with the specified 3d width & height
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// If offsets are not -1, then the blitter draws not from the upper left hand
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// corner of the bitmap, but from size*offsetx,size*offsety
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// See Jason for explaination
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void g3_DrawBitmap(vector *pos, float width, float height, int bm, int color) {
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// get the view orientation
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matrix viewOrient;
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g3_GetUnscaledMatrix(&viewOrient);
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// break down the color into components
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float r, g, b;
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if (color != -1) {
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float scale = 1.0f / 255.0f;
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r = GR_COLOR_RED(color) * scale;
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g = GR_COLOR_GREEN(color) * scale;
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b = GR_COLOR_BLUE(color) * scale;
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}
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// calculate the four corners
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g3Point corners[4], *pts[4];
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int i;
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for (i = 0; i < 4; ++i) {
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pts[i] = &corners[i];
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// calculate the offset for this corner
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float cornerScaleU = ((i & 1) ^ ((i & 2) >> 1)) ? 1.0f : -1.0f;
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float cornerScaleV = (i & 2) ? 1.0f : -1.0f;
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// find the point (parallel to the view frame)
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vector cornerPos = *pos + (viewOrient.uvec * (height * -cornerScaleV)) + (viewOrient.rvec * (width * cornerScaleU));
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corners[i].p3_codes = 0;
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g3_RotatePoint(pts[i], &cornerPos);
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// setup the flags, UVs and colors
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corners[i].p3_flags |= PF_UV;
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corners[i].p3_uvl.u = (cornerScaleU * 0.5f) + 0.5f;
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corners[i].p3_uvl.v = (cornerScaleV * 0.5f) + 0.5f;
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if (color == -1) {
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corners[i].p3_flags |= PF_L;
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corners[i].p3_uvl.l = 1.0f;
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} else {
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corners[i].p3_flags |= PF_RGBA;
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corners[i].p3_uvl.r = r;
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corners[i].p3_uvl.g = g;
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corners[i].p3_uvl.b = b;
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}
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corners[i].p3_uvl.a = 1.0f;
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}
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rend_SetTextureType(TT_LINEAR);
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rend_DrawPolygon3D(bm, pts, 4);
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}
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// Draws a bitmap that has been rotated about its center. Angle of rotation is passed as 'rot_angle'
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void g3_DrawRotatedBitmap(vector *pos, angle rot_angle, float width, float height, int bm, int color) {
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// get the view orientation
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matrix viewOrient;
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g3_GetUnscaledMatrix(&viewOrient);
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matrix rot_matrix;
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vm_AnglesToMatrix(&rot_matrix, 0, 0, rot_angle);
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float w = width;
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float h = height;
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vector rot_vectors[4];
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rot_vectors[0].x = -w;
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rot_vectors[0].y = h;
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rot_vectors[1].x = w;
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rot_vectors[1].y = h;
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rot_vectors[2].x = w;
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rot_vectors[2].y = -h;
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rot_vectors[3].x = -w;
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rot_vectors[3].y = -h;
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g3Point rot_points[8], *pntlist[8];
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int i;
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for (i = 0; i < 4; ++i) {
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vector offset;
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rot_vectors[i].z = 0.0f;
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vm_MatrixMulVector(&offset, &rot_vectors[i], &rot_matrix);
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vector cornerPos = *pos + (viewOrient.uvec * offset.y) + (viewOrient.rvec * offset.x);
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rot_points[i].p3_codes = 0;
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g3_RotatePoint(&rot_points[i], &cornerPos);
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rot_points[i].p3_flags |= PF_UV | PF_RGBA;
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rot_points[i].p3_l = 1.0f;
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rot_points[i].p3_uvl.u = ((i & 1) ^ ((i & 2) >> 1)) ? 1.0f : 0.0f;
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rot_points[i].p3_uvl.v = (i & 2) ? 1.0f : 0.0f;
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pntlist[i] = &rot_points[i];
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}
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// And draw!!
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rend_SetTextureType(TT_LINEAR);
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if (color != -1) {
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rend_SetLighting(LS_FLAT_GOURAUD);
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rend_SetFlatColor(color);
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}
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g3_DrawPoly(4, pntlist, bm);
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}
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// Draws a bitmap on a specific plane. Also does rotation. Angle of rotation is passed as 'rot_angle'
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void g3_DrawPlanarRotatedBitmap(vector *pos, vector *norm, angle rot_angle, float width, float height, int bm) {
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matrix rot_matrix;
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vm_VectorToMatrix(&rot_matrix, norm, NULL, NULL);
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vm_TransposeMatrix(&rot_matrix);
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matrix twist_matrix;
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vm_AnglesToMatrix(&twist_matrix, 0, 0, rot_angle);
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float w = width;
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float h = height;
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vector rot_vectors[4];
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rot_vectors[0] = (twist_matrix.rvec * -w);
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rot_vectors[0] += (twist_matrix.uvec * h);
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rot_vectors[1] = (twist_matrix.rvec * w);
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rot_vectors[1] += (twist_matrix.uvec * h);
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rot_vectors[2] = (twist_matrix.rvec * w);
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rot_vectors[2] -= (twist_matrix.uvec * h);
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rot_vectors[3] = (twist_matrix.rvec * -w);
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rot_vectors[3] -= (twist_matrix.uvec * h);
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int i;
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for (i = 0; i < 4; ++i) {
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vector temp_vec = rot_vectors[i];
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vm_MatrixMulVector(&rot_vectors[i], &temp_vec, &rot_matrix);
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}
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g3Point rot_points[8], *pntlist[8];
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for (i = 0; i < 4; ++i) {
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rot_vectors[i] += *pos;
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g3_RotatePoint(&rot_points[i], &rot_vectors[i]);
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rot_points[i].p3_flags |= PF_UV | PF_L;
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rot_points[i].p3_l = 1.0f;
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pntlist[i] = &rot_points[i];
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}
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rot_points[0].p3_u = 0.0f;
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rot_points[0].p3_v = 0.0f;
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rot_points[1].p3_u = 1.0f;
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rot_points[1].p3_v = 0.0f;
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rot_points[2].p3_u = 1.0f;
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rot_points[2].p3_v = 1.0f;
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rot_points[3].p3_u = 0.0f;
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rot_points[3].p3_v = 1.0f;
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// And draw!!
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rend_SetTextureType(TT_LINEAR);
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g3_DrawPoly(4, pntlist, bm);
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}
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// Draw a wireframe box aligned with the screen. Used for the editor.
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// Parameters: color - the color to draw the lines
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// pnt - the center point
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// rad - specifies the width/2 & height/2 of the box
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void g3_DrawBox(ddgr_color color, g3Point *pnt, float rad) {
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if (!(pnt->p3_codes & CC_BEHIND)) {
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if (!(pnt->p3_flags & PF_PROJECTED))
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g3_ProjectPoint(pnt);
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float w, h;
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w = rad * Matrix_scale.x * Window_w2 / pnt->p3_z;
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h = rad * Matrix_scale.y * Window_h2 / pnt->p3_z;
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rend_DrawLine(round(pnt->p3_sx - w), round(pnt->p3_sy - h), round(pnt->p3_sx + w), round(pnt->p3_sy - h));
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rend_DrawLine(round(pnt->p3_sx + w), round(pnt->p3_sy - h), round(pnt->p3_sx + w), round(pnt->p3_sy + h));
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rend_DrawLine(round(pnt->p3_sx + w), round(pnt->p3_sy + h), round(pnt->p3_sx - w), round(pnt->p3_sy + h));
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rend_DrawLine(round(pnt->p3_sx - w), round(pnt->p3_sy + h), round(pnt->p3_sx - w), round(pnt->p3_sy - h));
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}
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}
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// Sets the triangulation test to on or off
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void g3_SetTriangulationTest(int state) { Triangulate_test = state; }
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#endif
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