1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429
|
/*
* 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.
*
*/
#include "render/3dinternal.h"
#include "graphics/tmapper.h"
#include "graphics/2d.h" // Needed for w,h,aspect of canvas
#include "lighting/lighting.h"
matrix View_matrix; // The matrix to convert local coordinates to screen
vec3d View_position; // The offset to convert local coordinates to screen
matrix Unscaled_matrix; // View_matrix before scaling
matrix Light_matrix; // Used to rotate world points into current local coordinates
vec3d Light_base; // Used to rotate world points into current local coordinates
matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates
vec3d Eye_position; // Where the viewer's eye is at in World coordinates
float Eye_fov; // What the viewer's FOV is
float View_zoom; // The zoom factor
float Proj_fov; // The fov (for HTL projection matrix)
vec3d Window_scale; // Scaling for window aspect
vec3d Matrix_scale; // How the matrix is scaled, window_scale * zoom
int Canvas_width; // The actual width
int Canvas_height; // The actual height
float Canv_w2; // Canvas_width / 2
float Canv_h2; // Canvas_height / 2
vec3d Object_position;
matrix Object_matrix; // Where the opject is pointing in World coordinates
#define MAX_INSTANCE_DEPTH 10
struct instance_context {
matrix m;
vec3d p;
matrix lm;
vec3d lb;
matrix om;
vec3d op;
} instance_stack[MAX_INSTANCE_DEPTH];
int instance_depth = 0;
int G3_count = 0;
int G3_frame_count = 0;
extern int Cmdline_nohtl;
/**
* Check if in frame
*/
int g3_in_frame()
{
return G3_count;
}
/**
* Start the frame
* Pass true for zbuffer_flag to turn on zbuffering
*/
void g3_start_frame_func(int zbuffer_flag, char * filename, int lineno)
{
float s;
int width, height;
float aspect;
Assert( G3_count == 0 );
G3_count++;
// Clear any user-defined clip planes
g3_stop_user_clip_plane();
// Get the values from the 2d...
width = gr_screen.clip_width;
height = gr_screen.clip_height;
aspect = gr_screen.aspect;
//set int w,h & fixed-point w,h/2
Canvas_width = width;
Canv_w2 = (float)width / 2.0f;
Canvas_height = height;
Canv_h2 = (float)height / 2.0f;
//compute aspect ratio for this canvas
s = aspect*(float)Canvas_height/(float)Canvas_width;
if ( !Cmdline_nohtl || (s <= 0.0f) ) { //scale x
Window_scale.xyz.x = s;
Window_scale.xyz.y = 1.0f;
}
else {
Window_scale.xyz.y = 1.0f / s;
Window_scale.xyz.x = 1.0f;
}
Window_scale.xyz.z = 1.0f; //always 1
init_free_points();
if (zbuffer_flag) {
gr_zbuffer_clear(TRUE);
} else {
gr_zbuffer_clear(FALSE);
}
G3_frame_count++;
}
/**
* This doesn't do anything, but is here for completeness
*/
void g3_end_frame_func(char *filename, int lineno)
{
G3_count--;
Assert( G3_count == 0 );
free_point_num = 0;
}
void scale_matrix(void);
void g3_set_view(camera *cam)
{
vec3d pos;
matrix ori;
cam->get_info(&pos, &ori);
if(Sexp_fov <= 0.0f)
g3_set_view_matrix(&pos, &ori, cam->get_fov());
else
g3_set_view_matrix(&pos, &ori, Sexp_fov);
}
/**
* 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)
{
Assert( G3_count == 1 );
View_zoom = zoom;
View_position = *view_pos;
View_matrix = *view_matrix;
Proj_fov = 1.39626348f * View_zoom;
Eye_matrix = View_matrix;
Eye_position = *view_pos;
Eye_fov = zoom;
scale_matrix();
Light_matrix = vmd_identity_matrix;
Light_base.xyz.x = 0.0f;
Light_base.xyz.y = 0.0f;
Light_base.xyz.z = 0.0f;
vm_vec_zero(&Object_position);
Object_matrix = vmd_identity_matrix;
}
/**
* 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)
{
matrix tmp;
Assert( G3_count == 1 );
vm_angles_2_matrix(&tmp,view_orient);
g3_set_view_matrix(view_pos,&tmp,zoom);
}
/**
* Performs aspect scaling on global view matrix
*/
void scale_matrix(void)
{
Unscaled_matrix = View_matrix; //so we can use unscaled if we want
Matrix_scale = Window_scale;
float s = 1.0f;
if (Cmdline_nohtl) {
if (View_zoom <= 1.0f) { //zoom in by scaling z
Matrix_scale.xyz.z = Matrix_scale.xyz.z*View_zoom;
} else { //zoom out by scaling x&y
s = 1.0f / View_zoom;
Matrix_scale.xyz.x *= s;
Matrix_scale.xyz.y *= s;
}
} else {
s = 1.0f / tanf(Proj_fov * 0.5f);
Matrix_scale.xyz.x *= s;
Matrix_scale.xyz.y *= s;
}
//now scale matrix elements
vm_vec_scale(&View_matrix.vec.rvec,Matrix_scale.xyz.x );
vm_vec_scale(&View_matrix.vec.uvec,Matrix_scale.xyz.y );
vm_vec_scale(&View_matrix.vec.fvec,Matrix_scale.xyz.z );
}
ubyte g3_rotate_vertex_popped(vertex *dest,vec3d *src)
{
vec3d tempv;
Assert( G3_count == 1 );
Assert( instance_depth > 0 );
vm_vec_sub(&tempv,src,&instance_stack[0].p);
vm_vec_rotate( &dest->world, &tempv, &instance_stack[0].m );
dest->flags = 0; //not projected
return g3_code_vertex(dest);
}
/**
* nstance at specified point with specified orientation
*
* if matrix==NULL, don't modify matrix. This will be like doing an offset
* if pos==NULL, no position change
*/
void g3_start_instance_matrix(vec3d *pos,matrix *orient, bool set_api)
{
vec3d tempv;
matrix tempm,tempm2;
Assert( G3_count == 1 );
Assert(instance_depth<MAX_INSTANCE_DEPTH);
instance_stack[instance_depth].m = View_matrix;
instance_stack[instance_depth].p = View_position;
instance_stack[instance_depth].lm = Light_matrix;
instance_stack[instance_depth].lb = Light_base;
instance_stack[instance_depth].om = Object_matrix;
instance_stack[instance_depth].op = Object_position;
instance_depth++;
// Make sure orient is valid
if (!orient) {
orient = &vmd_identity_matrix; // Assume no change in orient
}
if ( pos ) {
//step 1: subtract object position from view position
vm_vec_sub2(&View_position,pos);
//step 2: rotate view vector through object matrix
vm_vec_rotate(&tempv,&View_position,orient);
View_position = tempv;
vm_vec_unrotate(&tempv,pos,&Object_matrix);
vm_vec_add2(&Object_position, &tempv);
} else {
// No movement, leave View_position alone
}
//step 3: rotate object matrix through view_matrix (vm = ob * vm)
vm_copy_transpose_matrix(&tempm2,orient);
vm_matrix_x_matrix(&tempm,&tempm2,&View_matrix);
View_matrix = tempm;
vm_matrix_x_matrix(&Object_matrix,orient,&instance_stack[instance_depth-1].om);
// Update the lighting matrix
matrix saved_orient = Light_matrix;
vec3d saved_base = Light_base;
if ( pos ) {
vm_vec_unrotate(&Light_base,pos,&saved_orient );
vm_vec_add2(&Light_base, &saved_base );
} else {
// No movement, light_base doesn't change.
}
vm_matrix_x_matrix(&Light_matrix,&saved_orient, orient);
if(!Cmdline_nohtl && set_api)
gr_start_instance_matrix(pos,orient);
}
/**
* Instance at specified point with specified orientation
*
* If angles==NULL, don't modify matrix. This will be like doing an offset
*/
void g3_start_instance_angles(vec3d *pos,angles *orient)
{
matrix tm;
Assert( G3_count == 1 );
if (orient==NULL) {
g3_start_instance_matrix(pos,NULL);
return;
}
vm_angles_2_matrix(&tm,orient);
g3_start_instance_matrix(pos,&tm, false);
if(!Cmdline_nohtl)gr_start_angles_instance_matrix(pos, orient);
}
/**
* Pops the old context
*/
void g3_done_instance(bool use_api)
{
Assert( G3_count == 1 );
instance_depth--;
Assert(instance_depth >= 0);
View_position = instance_stack[instance_depth].p;
View_matrix = instance_stack[instance_depth].m;
Light_matrix = instance_stack[instance_depth].lm;
Light_base = instance_stack[instance_depth].lb;
Object_matrix = instance_stack[instance_depth].om;
Object_position = instance_stack[instance_depth].op;
if (!Cmdline_nohtl && use_api)
gr_end_instance_matrix();
}
int G3_user_clip = 0;
vec3d G3_user_clip_normal;
vec3d G3_user_clip_point;
/**
* 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 )
{
float mag = vm_vec_mag( plane_normal );
if ( (mag < 0.1f) || (mag > 1.5f ) ) {
// Invalid plane_normal passed in. Get Allender (since it is
// probably a ship warp in bug:) or John.
Int3();
return;
}
G3_user_clip = 1;
if(!Cmdline_nohtl) {
G3_user_clip_normal = *plane_normal;
G3_user_clip_point = *plane_point;
gr_start_clip();
}
vm_vec_rotate(&G3_user_clip_normal, plane_normal, &View_matrix );
vm_vec_normalize(&G3_user_clip_normal);
vec3d tempv;
vm_vec_sub(&tempv,plane_point,&View_position);
vm_vec_rotate(&G3_user_clip_point,&tempv,&View_matrix );
}
/**
* Stops arbritary plane clipping
*/
void g3_stop_user_clip_plane()
{
G3_user_clip = 0;
if(!Cmdline_nohtl) {
gr_end_clip();
}
}
/**
* Returns TRUE if point is behind user plane
*/
int g3_point_behind_user_plane( vec3d *pnt )
{
if ( G3_user_clip ) {
vec3d tmp;
vm_vec_sub( &tmp, pnt, &G3_user_clip_point );
if ( vm_vec_dot( &tmp, &G3_user_clip_normal ) <= 0.0f ) {
return 1;
}
}
return 0;
}
|