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/*
* 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.
*
*/
#ifndef _3D_H
#define _3D_H
#include "math/vecmat.h"
#include "graphics/tmapper.h"
#include "graphics/2d.h"
#include "graphics/grbatch.h"
#include "camera/camera.h"
//flags for point structure
#define PF_PROJECTED 1 //has been projected, so sx,sy valid
#define PF_OVERFLOW 2 //can't project
#define PF_TEMP_POINT 4 //created during clip
//clipping codes flags
#define CC_OFF_LEFT 1
#define CC_OFF_RIGHT 2
#define CC_OFF_BOT 4
#define CC_OFF_TOP 8
#define CC_OFF_USER 16
#define CC_BEHIND 0x80
// Combo!
#define CC_OFF (CC_OFF_LEFT | CC_OFF_RIGHT | CC_OFF_BOT | CC_OFF_TOP | CC_OFF_USER | CC_BEHIND)
/**
* Start the frame. Pass non-zero to enable zbuffering
*/
#define g3_start_frame(zbuffer_flag) g3_start_frame_func(zbuffer_flag, __FILE__, __LINE__ )
/**
* Use the g3_start_frame macro instead of calling this directly.
*/
extern void g3_start_frame_func(int zbuffer_flag, char * filename, int lineno);
/**
* End the frame
*/
#define g3_end_frame() g3_end_frame_func( __FILE__, __LINE__ )
extern void g3_end_frame_func(char *filename, int lineno);
/**
* Currently in frame?
*/
extern int g3_in_frame();
/**
* Set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
*/
void g3_set_view_angles(vec3d *view_pos,angles *view_orient,float zoom);
/**
* Set view from camera
*/
void g3_set_view(camera *cam);
/**
* Set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
*/
void g3_set_view_matrix(vec3d *view_pos,matrix *view_matrix,float zoom);
// Never set these!
extern matrix View_matrix; // The matrix to convert local coordinates to screen
extern vec3d View_position; // The offset to convert local coordinates to screen
extern matrix Light_matrix; // Used to rotate world points into current local coordinates
extern vec3d Light_base; // Used to rotate world points into current local coordinates
extern matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates
extern vec3d Eye_position; // Where the viewer's eye is at in World coordinates
extern float Eye_fov; // What the viewer's FOV is
extern vec3d Object_position;
extern matrix Object_matrix; // Where the opject is pointing in World coordinates
extern float Proj_fov; // Projection matrix fov (for HT&L)
/**
* Draw a horizon
*/
void g3_draw_horizon(int sky_color,int ground_color);
/**
* Draws a line representing the horizon
*/
void g3_draw_horizon_line();
/**
* Get vectors that are edge of horizon
*/
int g3_compute_sky_polygon(float *points_2d,vec3d *vecs);
/**
* Instance at specified point with specified orientation
*/
void g3_start_instance_matrix(vec3d *pos,matrix *orient, bool set_api = true);
/**
* Instance at specified point with specified orientation
*/
void g3_start_instance_angles(vec3d *pos,angles *orient);
/**
* Pops the old context
*/
void g3_done_instance(bool set_api = false);
/**
* Get current field of view. Fills in angle for x & y
*/
void g3_get_FOV(float *fov_x,float *fov_y);
/**
* Get zoom.
*
* For a given window size, return the zoom which will achieve
* the given FOV along the given axis.
*/
float g3_get_zoom(char axis,float fov,int window_width,int window_height);
/**
* Returns the normalized, unscaled view vectors
*/
void g3_get_view_vectors(vec3d *forward,vec3d *up,vec3d *right);
/**
* Returns true if a plane is facing the viewer.
*
* Takes the unrotated surface normal of the plane, and a point on it. The normal need not be normalized
*/
int g3_check_normal_facing(vec3d *v,vec3d *norm);
/**
* Returns codes_and & codes_or of a list of points numbers
*/
ccodes g3_check_codes(int nv,vertex **pointlist);
/**
* Rotates a point. returns codes. does not check if already rotated
*/
ubyte g3_rotate_vertex(vertex *dest,vec3d *src);
/**
* Same as above, only ignores the current instancing
*/
ubyte g3_rotate_vertex_popped(vertex *dest,vec3d *src);
/**
* Use this for stars, etc
*/
ubyte g3_rotate_faraway_vertex(vertex *dest,vec3d *src);
/**
* Projects a point
*/
int g3_project_vertex(vertex *point);
/**
* Projects a vector
*/
ubyte g3_project_vector(vec3d *p, float *sx, float *sy );
/**
* Rotates a point.
* @return Returns codes.
*/
ubyte g3_rotate_vector(vec3d *dest,vec3d *src);
/**
* Codes a vector.
* @return Returns the codes of a point.
*/
ubyte g3_code_vector(vec3d * p);
/**
* Calculate the depth of a point - returns the z coord of the rotated point
*/
float g3_calc_point_depth(vec3d *pnt);
/**
* From a 2d point, compute the vector through that point
*/
void g3_point_to_vec(vec3d *v,int sx,int sy);
/**
* From a 2d point, compute the vector through that point.
*
* This can be called outside of a g3_start_frame/g3_end_frame
* pair as long g3_start_frame was previously called.
*/
void g3_point_to_vec_delayed(vec3d *v,int sx,int sy);
/*
* Code a point. Fills in the p3_codes field of the point, and returns the codes
*/
ubyte g3_code_vertex(vertex *point);
vec3d *g3_rotate_delta_x(vec3d *dest,float dx);
vec3d *g3_rotate_delta_y(vec3d *dest,float dy);
vec3d *g3_rotate_delta_z(vec3d *dest,float dz);
vec3d *g3_rotate_delta_vec(vec3d *dest,vec3d *src);
ubyte g3_add_delta_vec(vertex *dest,vertex *src,vec3d *deltav);
/**
* Draw a polygon.
*
* Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
* @return Returns 1 if off screen, 0 if drawn
*/
int g3_draw_poly(int nv,vertex **pointlist,uint tmap_flags);
int g3_draw_polygon(vec3d *pos, matrix *ori, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED);
int g3_draw_polygon(vec3d *pos, vec3d *norm, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED);
/**
* Draw a polygon.
*
* Same as g3_draw_poly, but it bashes sw to a constant value
* for all vertexes. Needs to be done after clipping to get them all.
*
* Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
* @return Returns 1 if off screen, 0 if drawn
*/
int g3_draw_poly_constant_sw(int nv,vertex **pointlist,uint tmap_flags, float constant_sw);
/**
* Like g3_draw_poly(), but checks to see if facing.
*
* If surface normal is NULL, this routine must compute it, which will be slow.
* It is better to pre-compute the normal, and pass it to this function.
* When the normal is passed, this function works like g3_check_normal_facing() plus g3_draw_poly().
*
* Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
* @return Returns -1 if not facing, 1 if off screen, 0 if drawn
*/
int g3_draw_poly_if_facing(int nv,vertex **pointlist,uint tmap_flags,vec3d *norm,vec3d *pnt);
/**
* Draws a line.
*
* @param p0 First point
* @param p1 Second point
*/
int g3_draw_line(vertex *p0,vertex *p1);
/**
* Draws a polygon always facing the viewer.
* Compute the corners of a rod. fills in vertbuf.
* Verts has any needs uv's or l's or can be NULL if none needed.
*/
int g3_draw_rod(vec3d *p0,float width1,vec3d *p1,float width2, vertex * verts, uint tmap_flags);
/**
* Draws a bitmap with the specified 3d width & height
*
* Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
* @return Returns 1 if off screen, 0 if drawn
*
* If bitmap is not square, rad will be the 3d size of the smallest dimension.
* orient flips the bitmap in some way. Pass 0 for normal or else pass a
* random nuber between 0 and 7, inclusive.
*/
int g3_draw_bitmap(vertex *pos,int orient, float radius, uint tmap_flags, float depth = 0.0f);
/**
* Get bitmap dims onscreen as if g3_draw_bitmap() had been called
*/
int g3_get_bitmap_dims(int bitmap, vertex *pos, float radius, int *x, int *y, int *w, int *h, int *size);
/**
* Draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
* radius, but not to the distance from the eye. Uses the current 2d color.
*/
int g3_draw_sphere(vertex *pnt,float rad);
/**
* Same as g3_draw_sphere, but you pass a vector and this rotates
* and projects it and then call g3_draw_sphere.
*/
int g3_draw_sphere_ez(vec3d *pnt,float rad);
/**
* Draw a laser shaped 3d looking thing.
*
* 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 = TMAP_FLAG_TEXTURED, float max_len = 0.0f );
/**
* 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 = TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB, float max_len = 0.0f );
/**
* Draw a bitmap that is always facing, but rotates.
*
* If bitmap is not square, rad will be the 3d size of the smallest dimension.
*/
int g3_draw_rotated_bitmap(vertex *pnt,float angle, float radius, uint tmap_flags, float depth = 0.0f);
/**
* Draw a perspective bitmap based on angles and radius
*/
int g3_draw_perspective_bitmap(angles *a, float scale_x, float scale_y, int div_x, int div_y, uint tmap_flags);
/**
* Draw a 2D shield icon w/ 6 points
*/
void g3_draw_2d_shield_icon(const coord2d coords[6], const int r, const int g, const int b, const int a);
/**
* Draw a 2D rectangle
*/
void g3_draw_2d_rect(int x, int y, int w, int h, int r, int g, int b, int a);
/**
* Draw a 2d bitmap on a poly
*/
int g3_draw_2d_poly_bitmap(float x, float y, float w, float h, uint additional_tmap_flags = 0);
/**
* Enables clipping with an arbritary plane.
*
* This will be on until g3_stop_clip_plane is called or until next frame.
* The points passed should be relative to the instance. Probably
* that means world coordinates.
*
* This works like any other clip plane... if this is enabled and you
* rotate a point, the CC_OFF_USER bit will be set in the clipping codes.
* It is completely handled by most g3_draw primitives, except maybe lines.
*
* As far as performance, when enabled, it will slow down each point
* rotation (or g3_code_vertex call) by a vec3d subtraction and dot
* product. It won't slow anything down for polys that are completely
* clipped on or off by the plane, and will slow each clipped polygon by
* not much more than any other clipping we do.
*/
void g3_start_user_clip_plane( vec3d *plane_point, vec3d *plane_normal );
/**
* Stops arbritary plane clipping
*/
void g3_stop_user_clip_plane();
ubyte g3_transfer_vertex(vertex *dest, vec3d *src);
int g3_draw_2d_poly_bitmap_list(bitmap_2d_list* b_list, int n_bm, uint additional_tmap_flags);
int g3_draw_2d_poly_bitmap_rect_list(bitmap_rect_list* b_list, int n_bm, uint additional_tmap_flags);
/**
* Draw a line in HTL mode without having to go through the rotate/project stuff
*/
void g3_draw_htl_line(vec3d *start, vec3d *end);
/**
* Draw a sphere mode without having to go through the rotate/project stuff
*/
void g3_draw_htl_sphere(vec3d *position, float radius);
/**
* Flash ball
*
* A neat looking ball of rays that move around and look all energetic and stuff
*/
struct flash_beam{
vertex start;
vertex end;
float width;
};
class flash_ball{
flash_beam *ray;
vec3d center;
int n_rays;
static geometry_batcher batcher;
void parse_bsp(int offset, ubyte *bsp_data);
void defpoint(int off, ubyte *bsp_data);
public:
flash_ball(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255)
:ray(NULL),n_rays(0)
{initialize(number, min_ray_width, max_ray_width , dir , pcenter , outer , inner , max_r , max_g , max_b , min_r , min_g ,min_b);}
~flash_ball(){if(ray)vm_free(ray);}
void initialize(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255);
void initialize(ubyte *bsp_data, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255);
void render(float rad, float intinsity, float life);
};
#endif
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