mirror of
https://github.com/kevinbentley/Descent3.git
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6c8977caf0
The vast majority of this is fixing up `char *` that should be `const char *` but a handful of other fixes, like potential buffer overflows that GCC noticed, etc, were applied as well. This removes `-Wno-write-strings` from CMakeLists.txt, as it is no longer necessary, as there is no longer a flood of compiler warning spam when building. This does not fix all compiler warnings; there are still a handful, and they are legitimate, but they can be dealt with in a future commit.
427 lines
11 KiB
C++
427 lines
11 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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*/
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/*
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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 "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 "descent.h"
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#include "application.h"
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#include "ddio.h"
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#include "soundload.h"
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#include "gametexture.h"
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#ifdef LINUX
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#include <string.h>
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#endif
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static llsGeometry *Geometry = NULL;
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static short 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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// places listener in world
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void sound_render_listener_in_world(pos_state *listener_pos) {
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ASSERT(Geometry);
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// update listener
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Int3();
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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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short *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 (short *)Sound_room_list;
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}
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/////////////////////////////////////////////////////////////////////////////
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void start_sound_frame();
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void end_sound_frame();
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bool render_sound_objects_in_geometry();
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bool render_sound_geometry_frame();
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void play_3d_sound(const char *name, object *obj, float vol, int uid);
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play_information sound_play_info[32];
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static pos_state listener_pos_state;
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/////////////////////////////////////////////////////////////////////////////
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#if defined(WIN32)
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#include <windows.h>
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#endif
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void aureal_test() {
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#if defined(WIN32)
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llsSystem *lls;
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char old_mixer = Sound_system.GetSoundMixer();
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bool quit = false, start_sounds = true;
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int i, s;
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angvec listener_ang;
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matrix listener_orient, new_orient;
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vector listener_pos;
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vector listener_vel;
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float frame_time = 0.1f;
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const char *sound_names[] = {"Raindrop", "BreakingGlass", "Cheater!", NULL};
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// initialize aureal and debug viewer
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Sound_system.SetSoundMixer(SOUND_MIXER_AUREAL);
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lls = Sound_system.m_ll_sound_ptr;
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// listener_pos.position = &Viewer_object->pos;
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// listener_pos.velocity = &Viewer_object->mtype.phys_info.velocity;
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// listener_pos.orient = &Viewer_object->orient;
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listener_pos = Viewer_object->pos;
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listener_orient = Viewer_object->orient;
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listener_vel = Viewer_object->mtype.phys_info.velocity;
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listener_pos_state.position = &listener_pos;
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listener_pos_state.velocity = &listener_vel;
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listener_pos_state.orient = &listener_orient;
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listener_pos_state.roomnum = Viewer_object->roomnum;
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// use D3 geo
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while (!quit) {
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int key;
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MSG msg;
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matrix rotmat;
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float frame_start_time;
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frame_start_time = timer_GetTime();
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while (1) {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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exit(1);
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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ddio_Frame();
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Sleep(50);
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break;
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}
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}
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start_sound_frame();
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while ((key = ddio_KeyInKey()) != 0) {
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if (key == KEY_ESC) {
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lls->StopAllSounds();
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quit = true;
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} else if (key == KEY_2) {
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mprintf((0, "aureal test stop sounds.\n"));
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lls->StopAllSounds();
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} else if (key == KEY_1) {
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start_sounds = true;
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}
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}
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listener_ang.p = 0;
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listener_ang.b = 0;
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listener_ang.h = 0;
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listener_vel.z = 0;
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if (KEY_STATE(KEY_LEFT)) {
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listener_ang.h = -4096.0f * frame_time;
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}
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if (KEY_STATE(KEY_RIGHT)) {
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listener_ang.h = 4096.0f * frame_time;
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}
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if (KEY_STATE(KEY_UP)) {
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listener_ang.p = -4096.0f * frame_time;
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}
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if (KEY_STATE(KEY_DOWN)) {
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listener_ang.p = 4096.0f * frame_time;
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}
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if (KEY_STATE(KEY_A)) {
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listener_vel.z = 8.0f * frame_time;
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}
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if (KEY_STATE(KEY_Z)) {
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listener_vel.z = -8.0f * frame_time;
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}
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vm_AnglesToMatrix(&rotmat, listener_ang.p, listener_ang.h, listener_ang.b);
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new_orient = listener_orient * rotmat;
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vm_Orthogonalize(&new_orient);
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listener_orient = new_orient;
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vm_TransposeMatrix(&new_orient);
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listener_pos = listener_pos + (listener_vel * new_orient);
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if (start_sounds) {
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if (!ROOMNUM_OUTSIDE(listener_pos_state.roomnum)) {
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int obji;
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room *rp = &Rooms[listener_pos_state.roomnum];
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mprintf((0, "aureal test start sounds.\n"));
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s = 0, i = 0;
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obji = rp->objects;
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while (obji != -1 && i < 8) {
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if (sound_names[s] && Objects[obji].type != OBJ_VIEWER && Objects[obji].type != OBJ_PLAYER) {
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mprintf((0, "aureal test adding sound.\n"));
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play_3d_sound(sound_names[s], &Objects[obji], 1.0f, i);
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s++;
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} else if (!sound_names[s]) {
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s = 0;
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}
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obji = Objects[obji].next;
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i++;
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}
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}
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start_sounds = false;
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}
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end_sound_frame();
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frame_time = timer_GetTime() - frame_start_time;
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}
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#ifndef RELEASE
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// restore old mixer and ask user to terminate debug viewer before we do.
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OutrageMessageBox("Please terminate debug viewer");
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#endif
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Sound_system.SetSoundMixer(old_mixer);
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#endif // #ifdef WIN32
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}
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/////////////////////////////////////////////////////////////////////////////
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// sequencing functions
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void start_sound_frame() {
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#if defined(WIN32)
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// update lowlevel sound library
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Sound_system.m_ll_sound_ptr->SoundStartFrame();
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sound_render_start_frame();
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// render sound geometry!
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render_sound_geometry_frame();
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#endif
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}
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void end_sound_frame() {
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#if defined(WIN32)
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sound_render_end_frame();
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Sound_system.m_ll_sound_ptr->SoundEndFrame();
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#endif
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}
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// render_sound_geometry_frame
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// returns: false if sound system can't do this internally, or other error.
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// in this case, the caller should emulate 3d sound.
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bool render_sound_geometry_frame() {
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#if defined(WIN32)
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llsGeometry *geometry = Sound_system.m_ll_sound_ptr->GetGeometryInterface();
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int iroom;
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if (!render_sound_objects_in_geometry()) {
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return false;
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}
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if (!geometry) { // we couldn't access a geometry interface
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return false;
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}
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iroom = Viewer_object->roomnum;
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sound_render_room_geometry(iroom, 0);
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return true;
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#else
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return false;
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#endif
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}
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bool render_sound_objects_in_geometry() {
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#if defined(WIN32)
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llsGeometry *geometry = Sound_system.m_ll_sound_ptr->GetGeometryInterface();
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if (!geometry) { // we couldn't access a geometry interface
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return false;
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}
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// update listener
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sound_render_listener_in_world(&listener_pos_state);
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return true;
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#else
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return false;
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#endif
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}
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void play_3d_sound(const char *name, object *obj, float vol, int uid) {
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llsSystem *lls = Sound_system.m_ll_sound_ptr;
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int index = FindSoundName(name);
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pos_state cur_pos;
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if (!lls->CheckAndForceSoundDataAlloc(index)) {
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mprintf((0, "failed to play 3d sound due to alloc error.\n"));
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return;
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}
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cur_pos.position = &obj->pos;
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cur_pos.orient = &obj->orient;
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cur_pos.velocity = &obj->mtype.phys_info.velocity;
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cur_pos.roomnum = obj->roomnum;
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memset(&sound_play_info[uid], 0, sizeof(play_information));
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sound_play_info[uid].samples_per_22khz_sample = 1.0;
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sound_play_info[uid].sample_skip_interval = 0;
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if (lls->PlaySound3d(&sound_play_info[uid], index, &cur_pos, vol, true) == -1) {
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mprintf((0, "failed to play 3d sound.\n"));
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}
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}
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