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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// scene.cpp
// Project: Nostril (aka Postal)
//
// This module impliments the CScene class
//
// History:
// 01/05/97 MJR Started.
//
// 01/31/97 JMI Added cheezy alpha to Render().
//
// 02/06/97 JMI Added 3D transform and render to Render() for CSprite3's.
// For now, the world transform is set up on each 3D render,
// but I will fix that next to be affected once.
//
// 02/07/97 JMI Now uses m_transWorld member as the world transform.
//
// 02/07/97 JMI Added the alpha blit for alphable sprite.
// May not work yet, but Jeff wants it anyways.
//
// 02/07/97 JMI Now it works, but there's some fudge in presuming the 3D
// guy's diameter for the collision detection necessary for
// the alpha X Ray.
//
// 02/07/97 JMI Now the scene has its own pipeline and CSprite3 does not.
// B/c of this we no longer needed the m_transWorld, b/c we
// could incorporate it right into the view.
// Also, removed m_ppipe from CSprite3 and added m_sRadius
// so the X Ray logic could do correct collision between
// the X Rayee and X Rayables.
// Also, added a function to initialize/create the pipeline.
//
// 02/10/97 JMI Changed the number of "Randy Units" represented by our
// SCREEN_DIAMETER_FOR_3D to 25.5 (was 30.0).
//
// 02/10/97 JMI Added support for child objects of 3D sprites (CSprite3's).
//
// 02/11/97 JMI Changed 3D support to recursive inline so indefinite child
// depths can be supported.
//
// 02/11/97 JMI Fixed bug in SetupPipeline() that was incorrectly trans-
// lating the view transform along Z a distance of
// dModelRadius. Now it transforms 0 along Z.
// Also, changed MODEL_DIAMETER to the actual units used in
// SoftImage and, consequently, set SCREEN_DIAMETER_FOR_3D
// to the actual pixel size we want to use. I imagine we'll
// have to make both of these larger eventually to fit all
// the animations.
//
// 02/13/97 JMI Render() now uses the hood passed to it to get the lighting
// effects. Render() now takes a CHood* as a parm.
//
// 02/13/97 JMI Render3D() now uses textures and fog.
//
// 02/14/97 JMI Render3D() now passes the CSprite3.m_psphere values to Jeff
// who returns them and sizes an image. Currently, for
// clipping purposes, the dude is rendered in the image and
// then rspBlitT'd to the screen (so, if his textures all map
// to 0, he won't show up b/c 0 is the transparent color pass-
// ed to rspBlitT).
// Also, CSprite3 now contains an m_psphere ptr which must be
// set to the bounding sphere data for the CSprite3 frame (x, y,
// z, w).
// Also, added TransformPts() function which will map an array
// of pts through the optionally provided transform and then
// through the scenes transforms.
//
// 02/15/97 JMI Now there are 3 ways a 3D object is dealt with in Render3D:
// 1) Not transformed or rendered -- it is entirely off the
// destination region.
// 2) Rendered into an intermediate buffer Jeff allocates and
// then rspBlitT'ed to the destination buffer -- it is
// partially off the destination region and, therefore,
// requires clippage.
// 3) Rendered directly into the destination region -- it is
// entirely within the region.
//
// 02/14/97 JMI Added m_transNoZ which is a transform that is equivalent
// to the scene's pipeline (m_pipeline), but does not scale
// Z to the maximum value. It instead scales Z the same
// as X and Y. This is now used by TransformPts().
// 02/16/97 JMI Now the Render3D should clip to the bounding cube of the
// points to efficientize the clippage further.
// Need to clean up Render3D(). I feel like I'm doing a little
// too much stuff.
// 02/17/97 JMI Also, increased model diameter (MODEL_DAIMETER) to 30.0
// since the dude was 10.0 off the origin (very close to
// exceeding the Z buf height.
// Also, Render3D() now uses brighter lighting for objects
// that have the InHighIntensity flag set and also uses
// the m_sBrightness flag as the center point for the fog.
// Also, added TransformPtsToRealm() which translate points
// through the specified transform, the scene's pipeline's
// transforms, and finally maps them to Realm 3D coordinates.
//
// 02/17/97 JMI Now the alpha X Ray effect auto centers on 3D dudes.
//
// 02/19/97 JMI Now Alpha2d can handle sprites with no alpha.
//
// 02/19/97 JMI Now does not affect the passed in brightness in Render3D.
//
// 02/21/97 JMI Increased MODEL_DIAMETER to 50.0 to avoid problem with
// children rigids exceeding the Z and clip buffers.
//
// 02/23/97 JMI Had forgotten to Make1() the NoZ* transforms in
// SetupPipeline().
//
// 02/24/97 JMI Had forgotten to specify dest clipping rect for FSPR8 blit
// of Alpha2d.
//
// 02/24/97 JMI Collapsed CAlphaSprite2 into CSprite2 and added
// m_sAlphaLevel so a constant alpha level can be specified.
// Using a constant alpha level is faster than using a mask.
// Also, made it so the m_type field of the various sprites
// are set automatically on construction so YOU SHOULD NO
// LONGER SET THE CSprite*::m_type!
//
// 02/24/97 JMI Added homogeneous alpha blit but it is untested as far as
// its use in this module.
//
// 02/25/97 JMI PATCHED FOR DEMO: Instead of ASSERTing in Render3D() when
// a CSprite3 is hosed, it will try to detect and skip it
// for now.
//
// 02/26/97 JMI Took out above patch.
//
// 03/05/97 JMI Added Render() function to render a 3D sprite into a
// specified background.
//
// 03/21/97 JMI Added InDeleteOnRender flag and added support for new
// CSpriteLine2d CSprite derived class.
//
// 03/27/97 JMI Added SCALE3D parameter to allow quick scaling.
//
// 03/28/97 JMI Put in VERY TEMP clippage to keep until the rspLine can
// clip to a specified area (now clips to the destination).
//
// 04/02/97 JMI Now use slightly faster method to determine the blit
// position for the sprite rendered into the clip buffer.
// Changed MODEL_DIAMETER to 28.444444445 (from 50.0) so
// we can divide it by 2 many times before getting errors
// due to using integer division. The idea of that
// particular number is to get a pixel size of the 3d world
// of 128 which, of course, is a power of 2.
//
// 04/02/97 JMI Put MODEL_DIAMETER back to 50.0 b/c rocket man's rocket
// is too far away from him when the animation starts.
//
// 04/02/97 JMI Put MODEL_DIAMETER back to 30.0. Now Render3D() checks
// to make sure the item fits into the Z buffer and, instead
// of ASSERTing like it used to, it just TRACEs and does not
// do the render.
//
// 04/02/97 JMI In last fix, I used ||'s to separate newly combined ASSERTs
// into an if (). It should've been &&'s. Fixed.
//
// 04/02/97 JMI Removed old, commented out ASSERT in Render3D(). Also,
// made Render3D() aware of InHidden flag. Although the
// loop in Render() takes care of the top-level objects'
// InHidden flag, Render3D() was not, so child items that
// were hidden would have been drawn, I think. Now they
// definitely won't.
//
// 04/14/97 JMI Added use of TEMP flag m_bDontBlit to allow us to speed up
// the Snap() call by not blitting.
//
// 04/29/97 JMI Made the child concept part of the base class sprite (was
// part of the 3D sprite (CSprite3)) and added a parent
// pointer.
// Now that we have the parent sprite pointer, I was able to
// make sure the sprites remove themselves from their parents
// and remove their children when they are destroyed.
// Also, added member functions to CScene to handle rendering
// 2D sprites, 3D sprites, and 2D lines.
//
// 05/02/97 JMI If an alpha was 100 or over for a general alpha blit, it
// was using the regular blit (opaque) instead of an rspBlitT
// (transparent).
//
// 05/02/97 JMI Added CSpriteCylinder3d, a cylinder primitive.
//
// 05/13/97 JMI Now Render3D() tries to maximize the size of an object it
// can render by centering top-level 3D objects in the 3D
// screen based on their bounding sphere.
// This change required additional fields in CSprite3.
//
// 05/13/97 JMI Casted instances of warning C4018 (signed/unsigned mismatch)
// to make MSVC 4.1(Alpha) happy (these seem to fall under
// Warning Level 3 in 4.1(Alpha) but not in 4.2(Intel)).
//
// 05/15/97 JMI I had thought that the max alpha (i.e., opaque) level was
// 100 and was, therefore, checking to see if the level was
// less than 100 before calling the alpha blit. As it turns
// out, it is 255. Fixed.
//
// 05/15/97 JMI Now obeys g_GameSettings.m_sAlphaBlend and m_sXRayEffect.
//
// 05/16/97 JMI Code in Render3D() is set up so that no more than 1 level
// deep of child will currently work for CSprite3. The
// solution would be to add an m_transCumm to CSprite3 that
// could accumulate the combined transforms as CSprite3's are
// Render3D()'d.
//
// 05/19/97 JMI Now, by pointing mysprite.m_pszText at some text, you can
// display text at the sprites m_sX2, m_sY2.
//
// 05/20/97 JMI Now DrawLine2D() uses rspLine() with a clip rect.
//
// 05/20/97 JMI Text (CSprite::m_pszText) drawn via ms_print is now clipped
// to a column that is guaranteed to be within the clip rect.
//
// 05/22/97 JMI Now obeys g_GameSettings.m_s3dFog.
//
// 05/22/97 JMI Now the collision detection for the alpha affect is done
// using the width and height of the xray mask instead of the
// dude's xrayee's width and height.
//
// 06/05/97 JMI m_pipeline.m_pZB->Clear() was being called for top-level
// 3D items even if they were OFFSCREEN. WHoopsee. Fixed.
//
// 06/05/97 JMI In Render3D(), the indirect render, when copying from the
// temp (indirect) buf to the composite buffer, did not take
// into account the fact that the center of the render may
// not have been the center of the current renderee's bounding
// sphere (which happens in the case of a child object (they
// are blit relative to the center of the top-level parent's
// bounding sphere) ).
//
// 06/10/97 JRD Returned lighting to non-adjusting because the spheres weren't
// accurate enough. Luckily, the fix in the 3d export made the
// non-adaptive lighting MUCH better.
//
// 06/10/97 JRD Updated to centered based adaptive lighting - a good compromise!
//
// 06/14/97 MJR Added g_bSceneDontBlit to replace the flag in gamesettings
// that was being misused for that purpose.
//
// 06/16/97 JRD Shrunk Z-buffer from 30 to 16 Randy Units
//
// 06/25/97 JMI Added SetXRayAll() and m_bXRayAll which enable or disable
// xraying of all 'alpha' _and_ 'opaque' layers.
// Also, changed InXrayable to InAlpha and added InOpaque to
// differentiate between these two types which are now, at
// times, both xrayable.
//
// 06/26/97 JMI Now uses phood->Map3Dto2D() (was using the global
// version defined in reality.h which is no more).
//
// 06/29/97 MJR Converted vector of layers into simple array of layers
// (motivated by trying to get it to work on the mac).
//
// 07/01/97 JMI Added m_transScene2Realm which is used in
// TransformPtsToRealm() to convert from the scene to the
// realm. This value is set via the SetupPipeline() call.
// Currently, the code exists but is commented out b/c it
// does not seem to bridge the gap between scene and realm
// coords correctly.
//
// 07/10/97 JMI Now Render2D() can uses an alpha mask with an alpha level
// via the new rspGeneralAlphaBlit() which accepts a level.
//
// 07/17/97 JRD Moved the pipeline tranform so it would only be called
// if a 3d object was on screen. (watch for side effects)
//
// 07/20/97 JMI Added some ASSERTs on m_sAlphaLevel in Render2D().
//
// 07/03/97 JRD Altered the load to update the pipeline based on the
// 3d scale for that level.
//
// 08/04/97 JMI Now Render3D() verifies that a sprite has a valid m_pthing
// before using it to display info on a sprite that could not
// be drawn.
//
// 08/07/97 JMI Moved global single instance of gdSCALE3D defined in
// scene.cpp into scene as an instantiable member, m_dScale3d.
// Also, now SetupPipeline() does what UpdatePipeline() used
// to (got rid of UpdatePipeline()).
//
// 08/18/97 JMI Added ASSERTs to make sure inserted sprite's layer number
// is greater than or equal to 0.
//
// 08/18/97 JMI If the InDeleteOnRender flag was specified in a sprite,
// it was removed from the scene list, deleted, and then its
// flags were checked for the XRay bit which it usually had
// because it was memset'ed to 0xdd on deletion. This caused
// it to be the XRayee. Fixed.
// Also, made the Render() call used for blitting things into
// the background call the basic Render().
// Also, increased MODEL_DIAMETER to 18.0 (was 16.0).
//
// 08/18/97 JMI Changed Render() used by dead things to update themselves
// into the background to be called DeadRender3D() to better
// describe what it does and differentiate it from the other
// more generic Render()ers. Also, added two parameters so
// it could call itself with 3D children.
//
// 08/23/97 JMI Now offsets child light offset by the parent's.
//
// 10/03/99 JMI Changed Render3D() to take a light scheme instead of a hood
// to make it more general.
//
////////////////////////////////////////////////////////////////////////////////
#define SCENE_CPP
#include "RSPiX.h"
#include "scene.h"
#include "game.h"
#include "alphablitforpostal.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SCREEN2MODEL_RATIO (4.5 * m_dScale3d)
// This represents the number of "Randy units" represented by
// SCREEN_DIAMETER_FOR_3D.
#define MODEL_DIAMETER 20.0 // In "Randy Units".
#define MODEL_ZSPAN 30.0 // must NEVER be exceeded or lighting is hosed
// Diameter in pixels for screen for 3D objects.
// Should be largest to hold largest 3D object.
#define SCREEN_DIAMETER_FOR_3D (MODEL_DIAMETER * SCREEN2MODEL_RATIO)
int16_t gsGlobalBrightnessPerLightAttribute = 5;
/* short gsGlobalLightingAdjustment = 128; /* neutral center */
// NOTE: This max value completely depends on the actual lighting effect curve:
// it should be set near the bright spot of the curve.
int16_t gsGlobalLightingAdjustment = 128; // NEUTRAL BABY!
//160 /* Max White */ - 6 * gsGlobalBrightnessPerLightAttribute;
// Used to control whether or not scene will actually blit. When set to true,
// scene will execute quite a bit faster, except you won't see anything. :)
bool g_bSceneDontBlit;
// Font stuff.
#define FONT_CELL_HEIGHT 15
#define FONT_FORE_COLOR 250
#define FONT_BACK_COLOR 0
#define FONT_SHADOW_COLOR 0
const double c_dMaxScale = 10.0;
const double c_dMinScale = 0.2;
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Used to draw within the scene.
RPrint CScene::ms_print;
////////////////////////////////////////////////////////////////////////////////
// Default (and only) constructor
////////////////////////////////////////////////////////////////////////////////
CScene::CScene()
{
// No array of layers yet
m_pLayers = 0;
m_sNumLayers = 0;
// This can fail, so I had wanted to put it in SetupPipeline(), but there's
// not much difference really since that function does not return an error
// either. Since this only needs to be done once, I decided to put it
// here....let me know if you think it sucks.
// Note that this function initializes m_dScale3d and other members.
SetupPipeline();
// If the static print has no font . . .
if (ms_print.GetFont() == NULL)
{
ms_print.SetFont(FONT_CELL_HEIGHT, &g_fontBig);
ms_print.SetColor(FONT_FORE_COLOR, FONT_BACK_COLOR, FONT_SHADOW_COLOR);
ms_print.SetWordWrap(FALSE);
}
// Default to something (anything)
m_bXRayAll = false;
}
////////////////////////////////////////////////////////////////////////////////
// Destructor
////////////////////////////////////////////////////////////////////////////////
CScene::~CScene()
{
Clear();
}
////////////////////////////////////////////////////////////////////////////////
// Clear the scene (clears out all layers and sprites)
////////////////////////////////////////////////////////////////////////////////
void CScene::Clear(void)
{
// Clear all sprites from all layers
RemoveAllSprites();
// Delete the layers
delete []m_pLayers;
m_pLayers = 0;
m_sNumLayers = 0;
}
////////////////////////////////////////////////////////////////////////////////
// Remove all sprites (from all layers)
///////////////////////////////////////////////////////////////////////////////
void CScene::RemoveAllSprites(void)
{
// Clear sprites from each layer
for (int16_t s = 0; s < m_sNumLayers; s++)
RemoveSprites(s);
}
////////////////////////////////////////////////////////////////////////////////
// Remove sprites from specified layer
////////////////////////////////////////////////////////////////////////////////
void CScene::RemoveSprites(
int16_t sLayer) // In: Layer number (0 to n-1)
{
// Get pointer to layer
Layer* pLayer = &(m_pLayers[sLayer]);
// Go through layer's collection of sprites
for (msetSprites::iterator i = pLayer->m_sprites.begin(); i != pLayer->m_sprites.end(); i++)
{
// Get pointer to sprite
CSprite* pSprite = *i;
// Clear inserted flag
pSprite->m_sPrivFlags &= ~CSprite::PrivInserted;
// Delete sprite if delete-on-clear flag is set
if (pSprite->m_sInFlags & CSprite::InDeleteOnClear)
delete pSprite;
}
// Clear the sprite container
#if _MSC_VER >= 1020
pLayer->m_sprites.clear();
#else
pLayer->m_sprites.erase(pLayer->m_sprites.begin(), pLayer->m_sprites.end());
#endif
}
////////////////////////////////////////////////////////////////////////////////
// Set number of layers (destroys any existing layers!)
////////////////////////////////////////////////////////////////////////////////
void CScene::SetLayers(
int16_t sNumLayers) // In: Number of layers
{
// Validate parameters
ASSERT(sNumLayers > 0);
// Clear all layers (and sprites)
Clear();
// Create array of layers
m_pLayers = new Layer[sNumLayers];
m_sNumLayers = sNumLayers;
}
////////////////////////////////////////////////////////////////////////////////
// Update existing sprite or add new sprite
////////////////////////////////////////////////////////////////////////////////
void CScene::UpdateSprite(
CSprite* pSprite) // In: Sprite to add
{
ASSERT(pSprite != NULL);
// Check if it's already in the scene
if (pSprite->m_sPrivFlags & CSprite::PrivInserted)
{
// Check if layer has changed
if (pSprite->m_sLayer != pSprite->m_sSavedLayer)
{
// Erase from old layer
m_pLayers[pSprite->m_sSavedLayer].m_sprites.erase(pSprite->m_iter);
// Add to specified layer and save iterator for fast access later on
ASSERT(pSprite->m_sLayer < m_sNumLayers);
ASSERT(pSprite->m_sLayer >= 0);
pSprite->m_iter = m_pLayers[pSprite->m_sLayer].m_sprites.insert(pSprite);
pSprite->m_sSavedLayer = pSprite->m_sLayer;
}
// Check if priority has changed
if (pSprite->m_sPriority != pSprite->m_sSavedPriority)
{
// For now, just erase it and then re-insert it. There is definitely
// a faster way to do this, but since we'll likely be revamping the
// entire draw-order logic, I'll leave it like this.
m_pLayers[pSprite->m_sSavedLayer].m_sprites.erase(pSprite->m_iter);
pSprite->m_iter = m_pLayers[pSprite->m_sLayer].m_sprites.insert(pSprite);
pSprite->m_sSavedPriority = pSprite->m_sPriority;
}
}
else
{
// Add to specified layer and save iterator for fast access later on
ASSERT(pSprite->m_sLayer < m_sNumLayers);
ASSERT(pSprite->m_sLayer >= 0);
pSprite->m_iter = m_pLayers[pSprite->m_sLayer].m_sprites.insert(pSprite);
// Save layer and priority so we can detect changes to them
pSprite->m_sSavedLayer = pSprite->m_sLayer;
pSprite->m_sSavedPriority = pSprite->m_sPriority;
// Set inserted flag
pSprite->m_sPrivFlags |= CSprite::PrivInserted;
}
}
////////////////////////////////////////////////////////////////////////////////
// Remove sprite (safe to call even if sprite isn't in scene).
////////////////////////////////////////////////////////////////////////////////
void CScene::RemoveSprite(
CSprite* pSprite) // In: Sprite to remove
{
ASSERT(pSprite != NULL);
// Make sure sprite is currently inserted -- if not, skip it. This is
// not treated as an error because there may be situations where the
// caller doesn't know the sprite has already been removed from the layer,
// such as when someone else has called Clear() or some similar function.
if(pSprite->m_sPrivFlags & CSprite::PrivInserted)
{
// Erase sprite from layer. Knowing the iterator makes this very fast.
ASSERT(pSprite->m_sSavedLayer < m_sNumLayers);
m_pLayers[pSprite->m_sSavedLayer].m_sprites.erase(pSprite->m_iter);
// Clear inserted flag
pSprite->m_sPrivFlags &= ~CSprite::PrivInserted;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render a 3D sprite.
//
// See the Render3D(..., RAlpha*, ...) for details.
//
////////////////////////////////////////////////////////////////////////////////
void // Returns nothing.
CScene::Render3D(
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSprite3* ps3Cur, // 3D sprite to render.
CHood* phood, // Da hood, homey.
RRect* prcDstClip) // Dst clip rect.
{
RAlpha* palphaLight;
// If high intensity indicated . . .
if (ps3Cur->m_sInFlags & CSprite::InHighIntensity)
{
// Use spot lighting.
palphaLight = phood->m_pltSpot;
}
else
{
// Use ambient lighting.
palphaLight = phood->m_pltAmbient;
}
Render3D( // Returns happy thoughts.
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
ps3Cur, // Tree of 3D sprites to render.
palphaLight, // Da hood, homey.
prcDstClip); // Dst clip rect.
}
////////////////////////////////////////////////////////////////////////////////
// Render a 3D sprite.
//
// This function will, for a top level 3D sprite:
// 0) Clear the Z buffer.
// 1) Transform the bounding sphere to screen coordinates.
// 2) Ignore the sprite if the bounding sphere indicates the sprite is entirely
// offscreen.
// 3) Center the Render() on the bounding sphere to get maximum Z buffer room
// on X/Z plane.
// 4) Render into a clip image if the bounding sphere indicates the sprite is
// partially offscreen. The clip image then gets rspBlitT'd to the composite
// buffer with clipping.
//
// For a non-top level 3D sprite:
// 1) Combine all parent transforms with this sprite's transform.
// 2) Transform the bounding sphere to screen coordinates.
// 3) Center the Render() on the top-level parent's bounding sphere so it matches
// the parents' position(s).
// 4) Render into a clip image if the bounding sphere indicates the sprite is
// partially offscreen. The clip image then gets rspBlitT'd to the composite
// buffer with clipping.
//
////////////////////////////////////////////////////////////////////////////////
void // Returns nothing.
CScene::Render3D(
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSprite3* ps3Cur, // 3D sprite to render.
RAlpha* plight, // Light to render with.
RRect* prcDstClip) // Dst clip rect.
{
// This transform is the product of the parent and the
// child's transform used to determine the position of
// a child object absolutely.
RTransform transChildAbs;
RTransform* ptransRender; // The transform used.
int16_t sCurX;
int16_t sCurY;
RP3d pt3dSrcCenter, pt3dSrcRadius; // Center and point on outside of bounding
// sphere in "Randy" coords.
int16_t sClipLeft; // Amount clipped off left edge of dest region.
int16_t sClipTop; // Amount clipped off top edge of dest region.
int16_t sClipRight; // Amount clipped off right edge of dest region.
int16_t sClipBottom; // Amount clipped off bottom edge of dest region.
int16_t sRadius; // Radius of bounding sphere in pixels.
int16_t sDiameter; // Diameter of bounding sphere in pixels.
int16_t sCenterX; // Center of bounding sphere as screen coord.
int16_t sCenterY; // Center of bounding sphere as screen coord.
RImage* pimRender; // Image to render into.
bool bIndirectRender; // Rendering to intermediate buffer.
int16_t sIndirectRenderX; // Render coord when rendering to clip buffer.
int16_t sIndirectRenderY; // Render coord when rendering to clip buffer.
int16_t sDirectRenderZ; // Render Coord in either case
int16_t sDirectRenderX; // Render coord when rendering to pimDst buffer.
int16_t sDirectRenderY; // Render coord when rendering to pimDst buffer.
int16_t sRenderX; // Render coord passed to Render().
int16_t sRenderY; // Render coord passed to Render().
int16_t sBlitX; // Blit pos for 3D model.
int16_t sBlitY; // Biit pos for 3D model.
int16_t sRenderOffX; // Offset to Render().
int16_t sRenderOffY; // Offset to Render().
ASSERT(ps3Cur->m_psop != NULL);
ASSERT(ps3Cur->m_ptex != NULL);
ASSERT(ps3Cur->m_pmesh != NULL);
ASSERT(ps3Cur->m_ptrans != NULL);
ASSERT(ps3Cur->m_psphere != NULL);
// If there's a parent . . .
if (ps3Cur->m_psprParent != NULL)
{
// NOTE: This does NOT work for more than 1 level of child depth.
// To make that work, we must put a transform in the CSprite3.
// Apply child and parent to transChildAbs.
transChildAbs.Mul( ((CSprite3*)ps3Cur->m_psprParent)->m_ptrans->T, ps3Cur->m_ptrans->T);
// Use transChildAbs.
ptransRender = &transChildAbs;
}
else
{
// Use current top-level matrix.
ptransRender = ps3Cur->m_ptrans;
}
// Here's the deal with m_pipeline. :
// X == Origin.
// @ == Center of sphere of points.
// ________________m_pimClipBuf________________
// | (m_sX, m_sY) (m_sX + m_sW, m_sY) |
// | ___________ |
// | | ooo | |
// | | o\o/o | |
// | | o*o | |
// | | o | |
// | |ooooo@ooooo| |
// | | o | |
// | | o o | |
// | | o o | |
// | |_oo__X__oo_| |
// | (m_sX, m_sY + m_sH) (m_sX + m_sW, m_sY + m_sH)
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// |____________________________________________|
// Get the bounding info.
// Setup src pts.
// Get current sphere.
pt3dSrcCenter = *(ps3Cur->m_psphere);
pt3dSrcRadius.x = pt3dSrcCenter.x + pt3dSrcCenter.w;
pt3dSrcRadius.y = pt3dSrcCenter.y + pt3dSrcCenter.w;
pt3dSrcRadius.z = pt3dSrcCenter.z + pt3dSrcCenter.w;
pt3dSrcRadius.w = 1;
pt3dSrcCenter.w = 1;
// Let the pipeline know of the bounding sphere.
m_pipeline.BoundingSphereToScreen(pt3dSrcCenter, pt3dSrcRadius, *ptransRender);
// Check screen location:
// Get radius of sphere of points (SphOP).
sDiameter = MAX(m_pipeline.m_sW, m_pipeline.m_sH);
sRadius = sDiameter / 2;
// ****TEMP****
if (g_bSceneDontBlit == false)
{
// ****END TEMP****
// Determine destination of hotspot on screen relative to parent, if any.
sCurX = ps3Cur->m_sX2 + sDstX;
sCurY = ps3Cur->m_sY2 + sDstY;
// Determine center of sphere of points relative to origin.
int16_t sOrgRelCenX = (m_pipeline.m_sCenX - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2));
int16_t sOrgRelCenY = (m_pipeline.m_sCenY - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2));
// Determine center of sphere of points on screen.
sCenterX = sCurX + sOrgRelCenX;
sCenterY = sCurY + sOrgRelCenY;
// Determine amount that is off of the clip rect.
sClipLeft = prcDstClip->sX - (sCenterX - sRadius);
sClipTop = prcDstClip->sY - (sCenterY - sRadius);
sClipRight = (sCenterX + sRadius) - (prcDstClip->sX + prcDstClip->sW);
sClipBottom = (sCenterY + sRadius) - (prcDstClip->sY + prcDstClip->sH);
// If on screen at all . . .
if (sClipLeft < sDiameter && sClipTop < sDiameter && sClipRight < sDiameter && sClipBottom < sDiameter)
{
// Transform pts through *ptransRender, view, and finally screen transforms.
m_pipeline.Transform(
ps3Cur->m_psop, // Sea of 3D points to form
// mesh around.
*ptransRender); // The transformation.
// If there's no parent . . .
if (ps3Cur->m_psprParent == NULL)
{
// Clear Z buffer for new 3D tree.
m_pipeline.m_pZB->Clear();
}
// Determine destination for sprite on screen.
// Get upper left hand corner by subtracting the radius from the screen center of points.
sBlitX = sCenterX - sRadius;
sBlitY = sCenterY - sRadius;
//////////////////////////////////////////////////////////////////////////////
// GLOBAL LIGHTING FACTOR: (ADAPTIVE)
//////////////////////////////////////////////////////////////////////////////
// Here we do dynamic light adjustment based on the current sphere.
// Stage two aligns front of sphere:
// *** RESTORING DO NON-ADJUSTMENT! ***
// re-attempting center adjustment level
int16_t sLightOffset = 0; // Must be initialized here (the other assignments are +=).
// - (m_pipeline.m_sCenZ + m_pipeline.m_sZ);
// If no parent . . .
if (ps3Cur->m_psprParent == NULL)
{
// For indirect Render:
// Render so center of sphere is at center of clip image.
sIndirectRenderX = 0;
sIndirectRenderY = 0;
// For direct Render:
// Determine destination for render on screen.
// The position you supply to Render() is one 3D screen radius
// up and to the left.
sDirectRenderX = sCenterX - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2);
sDirectRenderY = sCenterY - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2);
sDirectRenderZ = m_pipeline.m_sCenZ; // don't need to know
// Offset by the center relative to the origin.
sRenderOffX = -sOrgRelCenX;
sRenderOffY = -sOrgRelCenY;
}
else
{
// MUST BE 3D PARENT!
ASSERT(ps3Cur->m_psprParent->m_type == CSprite::Standard3d);
CSprite3* ps3Parent = (CSprite3*)(ps3Cur->m_psprParent);
// Use the position the parent rendered at.
sDirectRenderX = ps3Parent->m_sDirectRenderX;
sDirectRenderY = ps3Parent->m_sDirectRenderY;
sDirectRenderZ = ps3Parent->m_sDirectRenderZ;
sIndirectRenderX = ps3Parent->m_sIndirectRenderX;
sIndirectRenderY = ps3Parent->m_sIndirectRenderY;
// Offset by the amount the parent was offset.
sRenderOffX = ps3Parent->m_sRenderOffX;
sRenderOffY = ps3Parent->m_sRenderOffY;
// Offset lighting by parent's offset.
sLightOffset += ps3Parent->m_sBrightness;
}
// If this sprite has children . . .
if (ps3Cur->m_psprHeadChild != NULL)
{
// Store Render() positions for children to use.
ps3Cur->m_sDirectRenderX = sDirectRenderX;
ps3Cur->m_sDirectRenderY = sDirectRenderY;
ps3Cur->m_sDirectRenderZ = sDirectRenderZ;
ps3Cur->m_sIndirectRenderX = sIndirectRenderX;
ps3Cur->m_sIndirectRenderY = sIndirectRenderY;
// Store Render() offsets for children to use.
ps3Cur->m_sRenderOffX = sRenderOffX;
ps3Cur->m_sRenderOffY = sRenderOffY;
}
// If only partially on screen . . .
if (sClipLeft > 0 || sClipTop > 0 || sClipRight > 0 || sClipBottom > 0)
{
ASSERT(m_pipeline.m_pimClipBuf != NULL);
// Use clip image.
pimRender = m_pipeline.m_pimClipBuf;
// Remember to blit to composite.
bIndirectRender = true;
// Use appropriate position.
sRenderX = sIndirectRenderX;
sRenderY = sIndirectRenderY;
}
else
{
// Use composite buffer.
pimRender = pimDst;
// Remember we don't need to blit to composite.
bIndirectRender = false;
// Use appropriate position.
sRenderX = sDirectRenderX;
sRenderY = sDirectRenderY;
}
// use either the current z center or parent to adjust:
// Note that we've already offset this by the parent and that is why
// we do a += (see above (search for sLightOffset) ).
sLightOffset += ps3Cur->m_sBrightness + gsGlobalLightingAdjustment - sDirectRenderZ;
// Make sure we don't overrun the Z buffer . . .
// Note that m_pipeline.m_sCen? are in image coords (i.e., (0, 0) is
// the upper, left hand corner and (SCREEN_DIAMETER_FOR_3D,
// SCREEN_DIAMETER_FOR_3D) is the lower, right hand corner).
if ( m_pipeline.m_sCenX - sRadius >= -sRenderOffX
&& m_pipeline.m_sCenX + sRadius < SCREEN_DIAMETER_FOR_3D - sRenderOffX
&& m_pipeline.m_sCenY - sRadius >= -sRenderOffY
&& m_pipeline.m_sCenY + sRadius < SCREEN_DIAMETER_FOR_3D - sRenderOffY)
{
// If fog enabled . . .
if (g_GameSettings.m_s3dFog != FALSE)
{
// Render with textures and fog.
m_pipeline.Render(
pimRender, // Dst image.
sRenderX, // 2D Dst coord.
sRenderY, // 2D Dst coord.
ps3Cur->m_pmesh, // Src mesh.
m_pipeline.m_pZB, // Z buffer (use its own for now).
ps3Cur->m_ptex, // Textures.
sLightOffset, // Fog offset. Fogool?
plight, // Ambient lighting schtuff.
sRenderOffX, // Offset render/z-buffer to center of sphere of points.
sRenderOffY); // Offset render/z-buffer to center of sphere of points.
}
else
{
// Render with textures, no fog.
m_pipeline.Render(
pimRender, // Dst image.
sRenderX, // 2D Dst coord.
sRenderY, // 2D Dst coord.
ps3Cur->m_pmesh, // Src mesh.
m_pipeline.m_pZB, // Z buffer (use its own for now).
ps3Cur->m_ptex, // Textures.
sRenderOffX, // Offset render/z-buffer to center of sphere of points.
sRenderOffY); // Offset render/z-buffer to center of sphere of points.
}
// If we rendered into an intermediate buffer b/c of clipping . . .
if (bIndirectRender == true)
{
// Get it into destination.
rspBlitT(
0, // Transparent index.
pimRender, // Src.
pimDst, // Dst.
m_pipeline.m_sCenX - sRadius + sRenderOffX, // Src.
m_pipeline.m_sCenY - sRadius + sRenderOffY, // Src.
sBlitX, // Dst.
sBlitY, // Dst.
m_pipeline.m_sW, // Both.
m_pipeline.m_sH, // Both.
prcDstClip, // Dst.
NULL); // Src.
m_pipeline.ClearClipBuffer();
}
else
{
// Already in pimDst.
}
#if 0 // Set to 1 to see origin target, center of points X,
// rect for bounding cube, and rect for clip image.
// Draw bounds.
rspRect(
1,
RSP_WHITE_INDEX,
pimDst,
sCenterX - sRadius,
sCenterY - sRadius,
sDiameter,
sDiameter,
prcDstClip);
// Draw target at hotspot on screen.
#define HOTSPOT_TARGET_LENGTH 5
rspLine(
RSP_WHITE_INDEX,
pimDst,
sCurX - HOTSPOT_TARGET_LENGTH / 2,
sCurY,
sCurX + HOTSPOT_TARGET_LENGTH / 2 + 1,
sCurY);
// prcDstClip);
rspLine(RSP_WHITE_INDEX,
pimDst,
sCurX,
sCurY - HOTSPOT_TARGET_LENGTH / 2,
sCurX,
sCurY + HOTSPOT_TARGET_LENGTH / 2 + 1);
// prcDstClip);
// Draw origin with X.
#define ORIGIN_TARGET_LENGTH 6
rspLine(
251/*Yellow*/,
pimDst,
sCenterX - ORIGIN_TARGET_LENGTH / 2,
sCenterY - ORIGIN_TARGET_LENGTH / 2,
sCenterX + ORIGIN_TARGET_LENGTH / 2 + 1,
sCenterY + ORIGIN_TARGET_LENGTH / 2 + 1);
// prcDstClip);
rspLine(
251/*Yellow*/,
pimDst,
sCenterX + ORIGIN_TARGET_LENGTH / 2,
sCenterY - ORIGIN_TARGET_LENGTH / 2,
sCenterX - ORIGIN_TARGET_LENGTH / 2 - 1,
sCenterY + ORIGIN_TARGET_LENGTH / 2 + 1);
// prcDstClip);
// Draw image.
rspRect(1, RSP_WHITE_INDEX, pimDst,
sCenterX - (short)(SCREEN_DIAMETER_FOR_3D / 2),
sCenterY - (short)(SCREEN_DIAMETER_FOR_3D / 2),
m_pipeline.m_pimClipBuf->m_sWidth,
m_pipeline.m_pimClipBuf->m_sHeight,
prcDstClip);
// Note whether clipping.
if (bIndirectRender == true)
{
rspLine(251/*Yellow*/, pimDst, sCenterX, sCenterY, 1, 1);
}
#endif
}
else
{
char szMsg[1024];
if (ps3Cur->m_pthing)
{
sprintf(szMsg, "Render3D(): %s with ID %d",
CThing::ms_aClassInfo[ps3Cur->m_pthing->GetClassID()].pszClassName,
ps3Cur->m_pthing->GetInstanceID());
}
else
{
strcpy(szMsg, "Render3D(): Unknown class with unknown ID");
}
// If there's a parent . . .
CSprite* psprParent = ps3Cur->m_psprParent;
if (psprParent != NULL)
{
if (psprParent->m_pthing)
{
sprintf(szMsg, "%s, child of %s with ID %d,",
szMsg,
CThing::ms_aClassInfo[psprParent->m_pthing->GetClassID()].pszClassName,
psprParent->m_pthing->GetInstanceID());
}
}
strcat(szMsg, " would exceed the Z buffer, if rendered. Not gonna do it.\n");
TRACE(szMsg);
}
}
// ****TEMP****
}
// ****END TEMP****
// Store this location (it is used by Render() to do collision circle for XRay).
ps3Cur->m_sCenX = ps3Cur->m_sX2 + m_pipeline.m_sCenX - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2);
ps3Cur->m_sCenY = ps3Cur->m_sY2 + m_pipeline.m_sCenY - (int16_t)(SCREEN_DIAMETER_FOR_3D / 2);
ps3Cur->m_sRadius = sRadius;
}
////////////////////////////////////////////////////////////////////////////////
// Line function until we have one that can clip to other than the dest image.
////////////////////////////////////////////////////////////////////////////////
inline
void DrawLine2d( // Returns nothing.
U8 u8Color, // Color to draw line with.
RImage* pimDst, // Destination image.
int16_t sDstX1, // Start pt.
int16_t sDstY1, // Start pt.
int16_t sDstX2, // End pt.
int16_t sDstY2, // End pt.
RRect* prcDstClip) // Dst clip rect.
{
#if 0
// If entirely on view . . .
// *****VERY CHEESY, INCORRECT CLIP FOR LINE TOTALLY ON SCREEN****
RRect rcClipPt1(sDstX1, sDstY1, 1, 1);
RRect rcClipPt2(sDstX2, sDstY2, 1, 1);
if ( rcClipPt1.ClipTo(prcDstClip) != -1
&& rcClipPt2.ClipTo(prcDstClip) != -1)
{
// Draw.
rspLine(
u8Color,
pimDst,
sDstX1,
sDstY1,
sDstX2,
sDstY2);
}
#else
// Draw.
rspLine(
u8Color,
pimDst,
sDstX1,
sDstY1,
sDstX2,
sDstY2,
prcDstClip);
#endif
}
////////////////////////////////////////////////////////////////////////////////
// Line function for 3D line.
////////////////////////////////////////////////////////////////////////////////
inline
void DrawLine3d( // Returns nothing.
U8 u8Color, // Color to draw line with.
RImage* pimDst, // Destination image.
int16_t sDstX1, // Start pt.
int16_t sDstY1, // Start pt.
int16_t sDstZ1, // Start pt.
int16_t sDstX2, // End pt.
int16_t sDstY2, // End pt.
int16_t sDstZ2, // End pt.
CHood* phood, // Da hood, homey.
RRect* prcDstClip) // Dst clip rect.
{
int16_t s2dX1, s2dY1;
phood->Map3Dto2D(sDstX1, sDstY1, sDstZ1, &s2dX1, &s2dY1);
int16_t s2dX2, s2dY2;
phood->Map3Dto2D(sDstX2, sDstY2, sDstZ2, &s2dX2, &s2dY2);
DrawLine2d(u8Color, pimDst, s2dX1, s2dY1, s2dX2, s2dY2, prcDstClip);
}
////////////////////////////////////////////////////////////////////////////////
// Draw a 2D line.
////////////////////////////////////////////////////////////////////////////////
void CScene::Line2D( // Returns nothing.
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSpriteLine2d* psl2, // Tree of sprites to render.
RRect* prcDstClip) // Dst clip rect.
{
DrawLine2d(
psl2->m_u8Color,
pimDst,
psl2->m_sX2 + sDstX,
psl2->m_sY2 + sDstY,
psl2->m_sX2End + sDstX,
psl2->m_sY2End + sDstY,
prcDstClip);
}
////////////////////////////////////////////////////////////////////////////////
// Draw a 3D (as if there were another kind) cylinder.
// Actually, it draws a box from a cylinder description.
////////////////////////////////////////////////////////////////////////////////
void CScene::RenderCylinder3D( // Returns nothing.
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSpriteCylinder3d* psc3, // Cylinder sprite.
CHood* phood, // Da hood, homey.
RRect* prcDstClip) // Dst clip rect.
{
int16_t sX = sDstX + psc3->m_sX2;
int16_t sZ = sDstY + psc3->m_sY2;
// Determine points.
int16_t sX1 = sX - psc3->m_sRadius;
int16_t sX2 = sX + psc3->m_sRadius;
int16_t sY1 = 0;
int16_t sY2 = psc3->m_sHeight;
int16_t sZ1 = sZ - psc3->m_sRadius;
int16_t sZ2 = sZ + psc3->m_sRadius;
// Base box.
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY1,
sZ1,
sX2,
sY1,
sZ,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX2,
sY1,
sZ,
sX,
sY1,
sZ2,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY1,
sZ2,
sX1,
sY1,
sZ,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX1,
sY1,
sZ,
sX,
sY1,
sZ1,
phood,
prcDstClip);
// Top box.
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY2,
sZ1,
sX2,
sY2,
sZ,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX2,
sY2,
sZ,
sX,
sY2,
sZ2,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY2,
sZ2,
sX1,
sY2,
sZ,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX1,
sY2,
sZ,
sX,
sY2,
sZ1,
phood,
prcDstClip);
// Height edges.
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY1,
sZ1,
sX,
sY2,
sZ1,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX2,
sY1,
sZ,
sX2,
sY2,
sZ,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX,
sY1,
sZ2,
sX,
sY2,
sZ2,
phood,
prcDstClip);
DrawLine3d(
psc3->m_u8Color,
pimDst,
sX1,
sY1,
sZ,
sX1,
sY2,
sZ,
phood,
prcDstClip);
}
////////////////////////////////////////////////////////////////////////////////
// Render a 2D sprite.
////////////////////////////////////////////////////////////////////////////////
void CScene::Render2D( // Returns nothing.
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSprite2* ps2Cur, // Tree of sprites to render.
CHood* phood, // Da hood, homey.
RRect* prcDstClip, // Dst clip rect.
CSprite* psprXRayee) // XRayee, if not NULL.
{
// Make sure the stuff we need is there.
ASSERT(ps2Cur->m_pImage != NULL);
ASSERT(ps2Cur->m_sAlphaLevel >= 0);
ASSERT(ps2Cur->m_sAlphaLevel <= 255);
if (ps2Cur->m_pimAlpha != NULL && g_GameSettings.m_sAlphaBlend != FALSE)
{
// If the alpha level is not opaque . . .
if (ps2Cur->m_sAlphaLevel < 255)
{
// Do the Alpha Mask with adaptable alpha level blit.
rspGeneralAlphaBlit(
ps2Cur->m_sAlphaLevel, // Adaptable alpha level.
phood->m_pmaTransparency, // Levels multialpha table.
ps2Cur->m_pimAlpha, // Alpha mask.
ps2Cur->m_pImage, // Src.
pimDst, // Dst.
ps2Cur->m_sX2 + sDstX, // 2D Dst coord.
ps2Cur->m_sY2 + sDstY, // 2D Dst coord.
*prcDstClip); // Dst clip.
}
else
{
// Do the Alpha Mask blit.
rspGeneralAlphaBlit(
phood->m_pmaTransparency, // Levels multialpha table.
ps2Cur->m_pimAlpha, // Alpha mask.
ps2Cur->m_pImage, // Src.
pimDst, // Dst.
ps2Cur->m_sX2 + sDstX, // 2D Dst coord.
ps2Cur->m_sY2 + sDstY, // 2D Dst coord.
*prcDstClip); // Dst clip.
}
}
else
{
// If the alpha level is not opaque . . .
if (ps2Cur->m_sAlphaLevel < 255 && g_GameSettings.m_sAlphaBlend != FALSE)
{
// Do Homogeneous Alpha blit.
rspAlphaBlitT(
ps2Cur->m_sAlphaLevel, // Homogeneous alpha level.
phood->m_pmaTransparency, // Levels multialpha table.
ps2Cur->m_pImage, // Src.
pimDst, // Dst.
ps2Cur->m_sX2 + sDstX, // 2D Dst coord.
ps2Cur->m_sY2 + sDstY, // 2D Dst coord.
prcDstClip); // Dst clip.
}
else
{
// Determine which BLiT to use based on image type
if (ps2Cur->m_pImage->m_type == RImage::FSPR8)
{
// If this item is alpha OR this item is an opaque and we are
// xraying opaques AND there is an xrayee AND the xray effect is enabled,
// we need to see if the xray should be used via collision detection.
int16_t sNormalBlit = 1;
#if 0 // The math equiv which appears to be slower than the confusing but
// similar compares. Also, the math allows none of the short circuiting
// that the C++ compares do.
short sUseXRay
= ( (ps2Cur->m_sInFlags & CSprite::InAlpha)
+ ( (ps2Cur->m_sInFlags & CSprite::InOpaque)
* m_bXRayAll
)
)
* (long)psprXRayee
* ( g_GameSettings.m_sXRayEffect
+ m_bXRayAll
)
;
if (sUseXRay)
#else
if ( ( (ps2Cur->m_sInFlags & CSprite::InAlpha)
|| ( (ps2Cur->m_sInFlags & CSprite::InOpaque)
&& m_bXRayAll == true
)
)
&& psprXRayee
&&
( g_GameSettings.m_sXRayEffect != FALSE
|| m_bXRayAll == true)
)
#endif
{
// Check if this sprite collides with the xrayee sprite. If so,
// we need to do draw this sprite with the xray effect so the
// xrayee(s) can be seen through it.
int16_t sXRayeeW = phood->m_pimXRayMask->m_sWidth;
int16_t sXRayeeH = phood->m_pimXRayMask->m_sHeight;
int16_t sXRayeeX = psprXRayee->m_sX2; // Default to 2D blit location.
int16_t sXRayeeY = psprXRayee->m_sY2; // Default to 2D blit location.
switch (psprXRayee->m_type)
{
case CSprite::Standard2d:
// Use default sXRayeeX, sXRayeeY.
break;
case CSprite::Standard3d:
{
// For ease of access.
CSprite3* ps3XRayee = (CSprite3*)psprXRayee;
sXRayeeX = ps3XRayee->m_sCenX - sXRayeeW / 2;
sXRayeeY = ps3XRayee->m_sCenY - sXRayeeH / 2;
break;
}
}
// Do an exteremely cheesy collision detecting by clipping the two rects!!!!
RRect rect1(sXRayeeX, sXRayeeY, sXRayeeW, sXRayeeH);
RRect rect2(ps2Cur->m_sX2, ps2Cur->m_sY2, ps2Cur->m_pImage->m_sWidth, ps2Cur->m_pImage->m_sHeight);
if (rect2.ClipTo(&rect1) != -1)
{
// Clear flag so he doesn't get drawn by normal blit
sNormalBlit = 0;
// Get coordinate in BUILDING coordinates (i.e., coords inside/realtive-to the building)
// for the alpha effect.
int16_t sAlphaX = (sXRayeeX + sXRayeeW / 2 - phood->m_pimXRayMask->m_sWidth / 2) - ps2Cur->m_sX2;
int16_t sAlphaY = (sXRayeeY + sXRayeeH / 2 - phood->m_pimXRayMask->m_sHeight / 2) - ps2Cur->m_sY2;
// Set position of alpha effect.
g_alphaBlit(
ps2Cur->m_pImage, // Source image.
pimDst, // Destination image.
phood->m_pimXRayMask, // Mask of alphable area.
phood->m_pmaTransparency, // Table of alphas or something.
sAlphaX, // Source coordinate in pimSrc to start blit.
sAlphaY, // Source coordinate in pimSrc to start blit.
ps2Cur->m_sX2 + sDstX, // Destination coordinate in pimDst for pimSrc(0,0).
ps2Cur->m_sY2 + sDstY, // Destination coordinate in pimDst for pimSrc(0,0).
*prcDstClip); // Rectangle to clip Dst to.
}
}
if (sNormalBlit)
{
// Transparent BLiT
rspBlit(
ps2Cur->m_pImage, // src
pimDst, // dst
ps2Cur->m_sX2 + sDstX, // map x to dst image
ps2Cur->m_sY2 + sDstY, // map y to dst image
prcDstClip); // dst clip
}
}
else
{
// Non-alpha BLiT
rspBlitT(
0, // Src.
ps2Cur->m_pImage, // src
pimDst, // dst
0, // src x
0, // src y
ps2Cur->m_sX2 + sDstX, // dst x
ps2Cur->m_sY2 + sDstY, // dst y
ps2Cur->m_pImage->m_sWidth, // width
ps2Cur->m_pImage->m_sHeight, // height
prcDstClip, // dst clip
NULL); // Src clip.
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Render a sprite tree.
////////////////////////////////////////////////////////////////////////////////
void CScene::Render( // Returns nothing.
RImage* pimDst, // Destination image.
int16_t sDstX, // Destination 2D x coord.
int16_t sDstY, // Destination 2D y coord.
CSprite* pSprite, // Tree of sprites to render.
CHood* phood, // Da hood, homey.
RRect* prcDstClip, // Dst clip rect.
CSprite* psprXRayee) // XRayee, if not NULL.
{
while (pSprite != NULL)
{
// Make sure sprite isn't hidden (if it is, skip it)
if (!(pSprite->m_sInFlags & CSprite::InHidden))
{
// Set flag to indicate sprite was rendered. As of right now, the sprite WILL
// be rendered if we get this far, but if the logic changes, the setting of
// this flag might need to be moved to somewhere else.
pSprite->m_sOutFlags |= CSprite::OutRendered;
// Determine whether this is a 2d or 3d sprite
switch (pSprite->m_type)
{
case CSprite::Standard2d:
{
// ****TEMP****
if (g_bSceneDontBlit == false)
{
// ****END TEMP****
Render2D( // Returns nothing.
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
(CSprite2*)pSprite, // Tree of sprites to render.
phood, // Da hood, homey.
prcDstClip, // Dst clip rect.
psprXRayee); // XRayee, if not NULL.
// ****TEMP****
}
// ****END TEMP****
break; // CSprite::Standard2d.
}
case CSprite::Standard3d: // *** g_bSceneDontBlit is checked inside Render3D() 10/03/99 ***
Render3D( // Returns happy thoughts.
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
(CSprite3*)pSprite, // Tree of 3D sprites to render.
phood, // Da hood, homey.
prcDstClip); // Dst clip rect.
break; // CSprite::Standard3d.
case CSprite::Line2d:
{
// ****TEMP****
if (g_bSceneDontBlit == false)
{
// ****END TEMP****
Line2D( // Returns nothing.
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
(CSpriteLine2d*)pSprite, // Tree of sprites to render.
prcDstClip); // Dst clip rect.
// ****TEMP****
}
// ****END TEMP****
break;
}
case CSprite::Cylinder3d:
{
// ****TEMP****
if (g_bSceneDontBlit == false)
{
// ****END TEMP****
RenderCylinder3D( // Returns nothing.
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
(CSpriteCylinder3d*)pSprite, // Cylinder sprite.
phood, // Da hood, homey.
prcDstClip); // Dst clip rect.
// ****TEMP****
}
// ****END TEMP****
break;
}
}
// ****TEMP****
if (g_bSceneDontBlit == false)
{
// ****END TEMP****
// If there's some text . . .
if (pSprite->m_pszText != NULL)
{
// Bind it.
int16_t sX = pSprite->m_sX2 + sDstX;
int16_t sY = pSprite->m_sY2 + sDstY;
int16_t sW = prcDstClip->sX + prcDstClip->sW - sX;
int16_t sH = prcDstClip->sY + prcDstClip->sH - sY;
if (sW > 0 && sH > 0)
{
ms_print.SetColumn(
sX,
sY,
sW,
sH);
// Print it.
ms_print.print(
sX, sY,
"%s",
pSprite->m_pszText);
}
}
// ****TEMP****
}
// ****END TEMP****
// If this sprite has any children . . .
if (pSprite->m_psprHeadChild != NULL)
{
Render( // Returns nothing.
pimDst, // Destination image.
sDstX + pSprite->m_sX2, // Destination 2D x coord.
sDstY + pSprite->m_sY2, // Destination 2D y coord.
pSprite->m_psprHeadChild, // Tree of sprites to render.
phood, // Da hood, homey.
prcDstClip, // Dst clip rect.
psprXRayee); // XRayee, if not NULL.
}
}
// Get sibling.
pSprite = pSprite->m_psprNext;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render specified area of scene into specified image
///////////////////////////////////////////////////////////////////////////////
void CScene::Render(
int16_t sSrcX, // In: Source (scene) x coord
int16_t sSrcY, // In: Source (scene) y coord
int16_t sW, // In: Width
int16_t sH, // In: Height
RImage* pimDst, // In: Destination image
int16_t sDstX, // In: Destination (image) x coord
int16_t sDstY, // In: Destination (image) y coord
CHood* phood) // In: The hood involved.
{
// Init dst clipping rect
RRect rDstClip(sDstX, sDstY, sW, sH);
// Clip the dst clipping rect to the image size (in case image is smaller)
RRect rImageSize(0, 0, pimDst->m_sWidth, pimDst->m_sHeight);
rDstClip.ClipTo(&rImageSize);
ms_print.SetDestination(pimDst, &rDstClip);
// Calculate mapping from scene to image coords
int16_t sMapX = sSrcX - sDstX;
int16_t sMapY = sSrcY - sDstY;
CSprite* psprXRayee = NULL; // XRayee when not NULL.
// Go through all the layers, back to front
for (int16_t sLayer = 0; sLayer < m_sNumLayers; sLayer++)
{
// Get pointer to layer (more readable)
Layer* pLayer = &m_pLayers[sLayer];
// Make sure layer isn't hidden (if it is, skip it)
if (!(pLayer->m_bHidden))
{
// Go through all the sprites stored in this layer
for (msetSprites::iterator iSprite = pLayer->m_sprites.begin(); iSprite != pLayer->m_sprites.end(); )
{
// Get pointer to sprite (more readable than iterator dereference and may optimize better)
CSprite* pSprite = *iSprite;
Render( // Returns nothing.
pimDst, // Destination image.
-sMapX, // Destination 2D x coord.
-sMapY, // Destination 2D y coord.
pSprite, // Tree of sprites to render.
phood, // Da hood, homey.
&rDstClip, // Dst clip rect.
psprXRayee); // XRayee, if not NULL.
// Move to next item before deleting this one.
iSprite++;
// If this sprite wanted to be deleted after use . . .
if (pSprite->m_sInFlags & CSprite::InDeleteOnRender)
{
RemoveSprite(pSprite);
// Be gone, vile weed.
delete pSprite;
}
else
{
// If this sprite is an xrayee, add it to the container
if (pSprite->m_sInFlags & CSprite::InXrayee)
{
psprXRayee = pSprite;
}
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup render pipeline. Use this function to setup or alter the pipeline.
// This function DOES a Make1() and then multiplies by the supplied transform,
// if any. Any transforms that need to be applied after this setup can be
// done following a call to this function.
// The only sux is you cannot insert yourself into the middle of this function.
// If that's what you need, you should probably just do the entire setup for
// the pipe yourself or add a similar function to this one.
////////////////////////////////////////////////////////////////////////////////
void CScene::SetupPipeline( // Returns nothing.
RTransform* ptrans /*= NULL*/, // Transform to apply before doing defaults.
RTransform* ptransScene2Realm /*= NULL*/, // Transform to convert from scene to realm.
double dScale3d /*= 0.0*/) // In: New scaling to apply to pipeline (see
// m_dScale3d declaration).
{
/////////////////////////////////////////////////////////////////////////////
// This portion was previously done in UpdatePipeline().
/////////////////////////////////////////////////////////////////////////////
// Adjust the current pipeline to account for the case when we've
// loaded a new hood which may have a different 3d scaling for
// the 3d characters. This effects both the pipeline and the
// smashatorium!
/////////////////////////////////////////////////////////////////////////////
// Some extra safety
if (dScale3d <= c_dMinScale) dScale3d = c_dMinScale;
if (dScale3d > c_dMaxScale) dScale3d = c_dMaxScale;
ASSERT( (dScale3d >= c_dMinScale) && (dScale3d <= c_dMaxScale) );
// Strap onto the old methods:
m_dScale3d = dScale3d;
// Use the built in adjustment features of the pipeline:
if (m_pipeline.Create(1000, SCREEN_DIAMETER_FOR_3D) != 0)
TRACE("SetupPipeline(): FONGOOL! m_pipeline.Create() failed! No 3D for you!\n");
/////////////////////////////////////////////////////////////////////////////
// End previously done in UpdatePipeline().
/////////////////////////////////////////////////////////////////////////////
// Re-init (Renit) the pipeline.
m_pipeline.m_tView.Make1(); // Identity.
m_pipeline.m_tScreen.Make1(); // Identity.
m_transNoZView.Make1(); // Identity.
m_transNoZScreen.Make1(); // Identity.
// If there is a user transform . . .
if (ptrans != NULL)
{
// Apply now. Ok. Close.
m_pipeline.m_tView.PreMulBy(ptrans->T);
}
// If there is a conversion transform . . .
if (ptransScene2Realm != NULL)
{
m_transScene2Realm = *ptransScene2Realm;
}
else
{
m_transScene2Realm.Make1();
}
////////////////////////////////////////////////////////
// Stolen from the famous 3D e-letters by Jeff Diamond.
// We use this to get from SoftImage to Postal coord
// system.
////////////////////////////////////////////////////////
// OK, this is a bit more professional way to do it:
int16_t sScreenSize = SCREEN_DIAMETER_FOR_3D; // diameter in pixels;
// short sScreenRadius = sScreenSize>>1;
double dModelSize = MODEL_DIAMETER; // diameter in Randy's coordinates
double dModelRadius = 0.5 * dModelSize;
// Flipping the image in the view was a bad hack, bacause it
// changes the direction of rotation about the axis:
// m_pipe.m_tView.Scale(1.0,-1.0,1.0); // DON'T DO!
// Just put the Randy origin in the center of the cube:
m_pipeline.m_tView.Trans(dModelRadius, dModelRadius, 0.0);
// Mimic this in transform that contains no Z scaling.
m_transNoZView.Trans(dModelRadius, dModelRadius, 0.0);
// Then, to project to the screen, need to FIRST scale it,
// THEN flip it about y=0, and FINALLY slide it back down sp
// we can see it. (Luckily, when you're down it's still a single
// matrix, so it's no slower than anything else you might do.
// Also, stretch out the z-coordinate to take full advantage of the
// 16-bit z-buffer
//
m_pipeline.m_tScreen.Scale(
double(sScreenSize) / dModelSize,
double(sScreenSize) / dModelSize,
REAL(65535.0 / MODEL_ZSPAN)); // Use MODEL_ZSPAN for consistent fog thickness
// Mimic this in transform that contains no Z scaling.
m_transNoZScreen.Scale(
double(sScreenSize) / dModelSize,
double(sScreenSize) / dModelSize,
double(sScreenSize) / dModelSize);
// Now offset the image and flip the y-coordinate:
m_pipeline.m_tScreen.Scale(1.0,-1.0,1.0); // mirror vertically about (y=0)
// Mimic this in transform that contains no Z scaling.
m_transNoZScreen.Scale(1.0, -1.0, 1.0);
m_pipeline.m_tScreen.Trans(0.0,sScreenSize,0.0); // slide down the screen
// Mimic this in transform that contains no Z scaling.
m_transNoZScreen.Trans(0.0,sScreenSize,0.0);
////////////////////////////////////////////////////////
// More transforms can be applied to either of the
// pipeline's transforms after this function exits, if
// so desired.
////////////////////////////////////////////////////////
}
////////////////////////////////////////////////////////////////////////////////
// Transform the given points through the CScene's pipeline with the
// supplied transform.
////////////////////////////////////////////////////////////////////////////////
void CScene::TransformPts( // Returns nothing.
RTransform* ptrans, // In: Transformation to apply to CScene's before
// transforming pts.
RP3d* p3dPtsSrc, // In: Ptr to group of pts to transform from.
RP3d* p3dPtsDst, // Out: Ptr to group of pts to transform into.
int16_t sNum) // In: The number of pts in p3dPtsSrc to transform.
{
// Let's try to be nice and let the user call us all the time.
// That is, check if there's anything to do before wasting any time . . .
if (sNum > 0)
{
RTransform transApplied; // Auto-identitied.
// If there is a user transformation . . .
if (ptrans != NULL)
{
// Create scene-user transform:
// Apply user to view.
transApplied.Mul(m_transNoZView.T, ptrans->T);
// Apply user-view to screen (store in user-view).
transApplied.PreMulBy(m_transNoZScreen.T);
}
else
{
// Create plain scene transform:
// Apply view to screen (store in scene transform).
transApplied.Mul(m_transNoZScreen.T, m_transNoZView.T);
}
// Translate points
int16_t sCur;
// Note that this could save a fraction of a miniscule(sp?) moment by being
// a do { } while since we know sNum > 0, but fongooey.
for (sCur = 0; sCur < sNum; sCur++)
{
transApplied.TransformInto(*p3dPtsSrc++, *p3dPtsDst++);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Transform the given points through the CScene's pipeline with the
// supplied transform and then map them to Realm 3D coordinates.
////////////////////////////////////////////////////////////////////////////////
void CScene::TransformPtsToRealm( // Returns nothing.
RTransform* ptrans, // In: Transformation to apply to CScene's before
// transforming pts.
RP3d* p3dPtsSrc, // In: Ptr to group of pts to transform from.
RP3d* p3dPtsDst, // Out: Ptr to group of pts to transform into.
int16_t sNum) // In: The number of pts in p3dPtsSrc to transform.
{
#if 0 // This doesn't work.
RTransform trans;
// If there is a user transform . . .
if (ptrans != NULL)
{
// Combine the caller's with the conversion.
trans.Mul(m_transScene2Realm.T, ptrans->T);
// Use new transform.
ptrans = &trans;
}
else
{
// Use the conversion transform.
ptrans = &m_transScene2Realm;
}
#endif
// Map to scene.
TransformPts(ptrans, p3dPtsSrc, p3dPtsDst, sNum);
// Translate to Postal Realm coords.
int16_t i;
for (i = 0; i < sNum; i++)
{
p3dPtsDst->x -= SCREEN_DIAMETER_FOR_3D / 2;
p3dPtsDst->y = -(p3dPtsDst->y - SCREEN_DIAMETER_FOR_3D / 2);
// No Z mapping.
// p3dPtsDst->z = p3dPtsDst->z;
p3dPtsDst++;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render a 3D sprite tree into the specified image.
// Ignores non 3D sprites.
////////////////////////////////////////////////////////////////////////////////
void CScene::DeadRender3D( // Returns nothing.
RImage* pimDst, // Destination image.
CSprite3* ps3, // Tree of 3D sprites to render.
CHood* phood, // Da hood, homey.
int16_t sDstX /*= 0*/, // Destination 2D x coord.
int16_t sDstY /*= 0*/, // Destination 2D y coord.
RRect* prcDstClip /*= NULL*/) // Dst clip rect.
{
// Make sure sprite isn't hidden (if it is, skip it)
if (!(ps3->m_sInFlags & CSprite::InHidden))
{
ASSERT(pimDst != NULL);
ASSERT(ps3 != NULL);
ASSERT(phood != NULL);
RRect rcClip;
// If no clipping rect specified . . .
if (prcDstClip == NULL)
{
prcDstClip = &rcClip;
rcClip.sX = 0;
rcClip.sY = 0;
rcClip.sW = pimDst->m_sWidth;
rcClip.sH = pimDst->m_sHeight;
}
#if 1
// Render.
Render3D(
pimDst, // Destination image.
sDstX, // Destination 2D x coord.
sDstY, // Destination 2D y coord.
ps3, // Tree of 3D sprites to render.
phood, // Da hood, homey.
prcDstClip); // Dst clip rect.
// Call for all children . . .
CSprite* psprite = ps3->m_psprHeadChild;
while (psprite)
{
// If 3D child and visible . . .
if (psprite->m_type == CSprite::Standard3d)
{
// Render 'em.
DeadRender3D(
pimDst,
(CSprite3*)psprite,
phood,
sDstX + ps3->m_sX2,
sDstY + ps3->m_sY2,
prcDstClip);
}
// Next, please.
psprite = psprite->m_psprNext;
}
#else
Render( // Returns nothing.
pimDst, // Destination image.
0, // Destination 2D x coord.
0, // Destination 2D y coord.
ps3, // Tree of sprites to render.
phood, // Da hood, homey.
prcDstClip, // Dst clip rect.
NULL); // XRayee, if not NULL.
#endif
}
}
////////////////////////////////////////////////////////////////////////////////
// Set all 'alpha' _and_ 'opaque' layers to xray.
////////////////////////////////////////////////////////////////////////////////
void CScene::SetXRayAll( // You see a door to the north. Returns nothing.
bool bXRayAll) // In: true to X Ray all 'alpha' _and_ 'opaque' layers.
{
m_bXRayAll = bXRayAll;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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