#include "RendererConfig.h" #ifndef USE_SOFTWARE_TNL #include "3d.h" #include "HardwareInternal.h" #include "renderer.h" #define round(v) ( (int)( ((v) + 0.5f) ) ) //draws a line. takes two points. returns true if drew void g3_DrawLine(ddgr_color color,g3Point *p0,g3Point *p1) { ubyte codes_or; bool was_clipped=0; if (p0->p3_codes & p1->p3_codes) return; codes_or = p0->p3_codes | p1->p3_codes; if (codes_or) { ClipLine(&p0,&p1,codes_or); was_clipped = 1; } if (!(p0->p3_flags & PF_PROJECTED)) { g3_ProjectPoint(p0); } if (!(p1->p3_flags & PF_PROJECTED)) { g3_ProjectPoint(p1); } rend_SetFlatColor (color); rend_DrawLine( round(p0->p3_sx),round(p0->p3_sy),round(p1->p3_sx),round(p1->p3_sy)); //If was clipped, free temp points if (was_clipped) { if (p0->p3_flags & PF_TEMP_POINT) { FreeTempPoint(p0); } if (p1->p3_flags & PF_TEMP_POINT) { FreeTempPoint(p1); } //Make sure all temp points have been freed CheckTempPoints(); } } //draws a line based on the current setting of render states. takes two points. returns true if drew void g3_DrawSpecialLine(g3Point *p0,g3Point *p1) { ubyte codes_or; bool was_clipped=0; if (p0->p3_codes & p1->p3_codes) return; codes_or = p0->p3_codes | p1->p3_codes; if (codes_or) { ClipLine(&p0,&p1,codes_or); was_clipped = 1; } if (!(p0->p3_flags & PF_PROJECTED)) g3_ProjectPoint(p0); if (!(p1->p3_flags & PF_PROJECTED)) g3_ProjectPoint(p1); rend_DrawSpecialLine (p0,p1); //If was clipped, free temp points if (was_clipped) { if (p0->p3_flags & PF_TEMP_POINT) FreeTempPoint(p0); if (p1->p3_flags & PF_TEMP_POINT) FreeTempPoint(p1); //Make sure all temp points have been freed CheckTempPoints(); } } //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 bool g3_CheckNormalFacing(vector *v,vector *norm) { vector tempv; tempv = View_position - *v; return ((tempv * *norm) > 0); } bool DoFacingCheck(vector *norm,g3Point **vertlist,vector *p) { if (norm) { //have normal ASSERT(norm->x || norm->y || norm->z); return g3_CheckNormalFacing(p,norm); } else { //normal not specified, so must compute vector tempv; //get three points (rotated) and compute normal vm_GetPerp(&tempv,&vertlist[0]->p3_vec,&vertlist[1]->p3_vec,&vertlist[2]->p3_vec); return ((tempv * vertlist[1]->p3_vec) < 0); } } //like g3_DrawPoly(), 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_CheckNormalFacing() plus //g3_DrawPoly(). void g3_CheckAndDrawPoly(int nv,g3Point **pointlist,int bm,vector *norm,vector *pnt) { if (DoFacingCheck(norm,pointlist,pnt)) g3_DrawPoly(nv,pointlist,bm); } int Triangulate_test = 0; //draw a polygon //Parameters: nv - the number of verts in the poly // pointlist - a pointer to a list of pointers to points // bm - the bitmap handle if texturing. ignored if flat shading // Returns 0 if clipped away int g3_DrawPoly(int nv,g3Point **pointlist,int bm,int map_type,g3Codes *clip_codes) { rend_DrawPolygon3D( bm, pointlist, nv, map_type ); return 1; /* int i; g3Codes cc; bool was_clipped=0; if( Triangulate_test && (nv > 3) ) { g3Point *tripoints[3]; int sum=0; for (i=0;ip3_codes; cc.cc_and &= c; cc.cc_or |= c; } } //All points off screen? if( cc.cc_and ) return 0; //One or more point off screen, so clip if( cc.cc_or ) { //Clip the polygon, getting pointer to new buffer pointlist = g3_ClipPolygon( pointlist, &nv, &cc ); //Flag as clipped so temp points will be freed was_clipped = 1; //Check for polygon clipped away, or clip otherwise failed if( (nv==0) || (cc.cc_or&CC_BEHIND) || cc.cc_and ) goto free_points; } //Make list of 2d coords (& check for overflow) for( i = 0; i < nv; ++i ) { g3Point *p = pointlist[i]; //Project if needed if( !(p->p3_flags&PF_PROJECTED) ) { g3_ProjectPoint(p); } } //Draw! rend_DrawPolygon3D( bm, pointlist, nv, map_type ); free_points:; //If was clipped, free temp points if( was_clipped ) { g3_FreeTempPoints( pointlist, nv ); } return 1; */ } //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d //radius, but not to the distance from the eye void g3_DrawSphere(ddgr_color color,g3Point *pnt,float rad) { if (! (pnt->p3_codes & CC_BEHIND)) { if (! (pnt->p3_flags & PF_PROJECTED)) g3_ProjectPoint(pnt); rend_FillCircle(color, pnt->p3_sx, pnt->p3_sy,(rad * Matrix_scale.x * Window_w2 / pnt->p3_z)); } } //draws a bitmap with the specified 3d width & height // If offsets are not -1, then the blitter draws not from the upper left hand // corner of the bitmap, but from size*offsetx,size*offsety // See Jason for explaination void g3_DrawBitmap(vector *pos,float width,float height,int bm,int color) { // get the view orientation matrix viewOrient; g3_GetUnscaledMatrix( &viewOrient ); // break down the color into components float r, g, b; if( color != -1 ) { float scale = 1.0f / 255.0f; r = GR_COLOR_RED(color) * scale; g = GR_COLOR_GREEN(color) * scale; b = GR_COLOR_BLUE(color) * scale; } // calculate the four corners g3Point corners[4], *pts[4]; int i; for( i = 0; i < 4; ++i ) { pts[i] = &corners[i]; // calculate the offset for this corner float cornerScaleU = ((i&1) ^ ((i&2)>>1)) ? 1.0f : -1.0f; float cornerScaleV = (i&2) ? 1.0f : -1.0f; // find the point (parallel to the view frame) vector cornerPos = *pos + (viewOrient.uvec * (height * -cornerScaleV)) + (viewOrient.rvec * (width * cornerScaleU)); corners[i].p3_codes = 0; g3_RotatePoint( pts[i], &cornerPos ); // setup the flags, UVs and colors corners[i].p3_flags |= PF_UV; corners[i].p3_uvl.u = (cornerScaleU * 0.5f) + 0.5f; corners[i].p3_uvl.v = (cornerScaleV * 0.5f) + 0.5f; if( color == -1 ) { corners[i].p3_flags |= PF_L; corners[i].p3_uvl.l = 1.0f; } else { corners[i].p3_flags |= PF_RGBA; corners[i].p3_uvl.r = r; corners[i].p3_uvl.g = g; corners[i].p3_uvl.b = b; } corners[i].p3_uvl.a = 1.0f; } rend_SetTextureType( TT_LINEAR ); rend_DrawPolygon3D( bm, pts, 4 ); } // Draws a bitmap that has been rotated about its center. Angle of rotation is passed as 'rot_angle' void g3_DrawRotatedBitmap(vector *pos,angle rot_angle,float width,float height,int bm,int color) { // get the view orientation matrix viewOrient; g3_GetUnscaledMatrix( &viewOrient ); matrix rot_matrix; vm_AnglesToMatrix( &rot_matrix, 0, 0, rot_angle ); float w = width; float h = height; vector rot_vectors[4]; rot_vectors[0].x = -w; rot_vectors[0].y = h; rot_vectors[1].x = w; rot_vectors[1].y = h; rot_vectors[2].x = w; rot_vectors[2].y = -h; rot_vectors[3].x = -w; rot_vectors[3].y = -h; g3Point rot_points[8], *pntlist[8]; int i; for( i = 0; i < 4; ++i ) { vector offset; rot_vectors[i].z = 0.0f; vm_MatrixMulVector( &offset, &rot_vectors[i], &rot_matrix ); vector cornerPos = *pos + (viewOrient.uvec * offset.y) + (viewOrient.rvec * offset.x); rot_points[i].p3_codes = 0; g3_RotatePoint( &rot_points[i], &cornerPos ); rot_points[i].p3_flags |= PF_UV|PF_RGBA; rot_points[i].p3_l = 1.0f; rot_points[i].p3_uvl.u = ((i&1) ^ ((i&2)>>1)) ? 1.0f : 0.0f; rot_points[i].p3_uvl.v = (i&2) ? 1.0f : 0.0f; pntlist[i] = &rot_points[i]; } // And draw!! rend_SetTextureType( TT_LINEAR ); if( color != -1 ) { rend_SetLighting( LS_FLAT_GOURAUD ); rend_SetFlatColor( color ); } g3_DrawPoly( 4, pntlist, bm ); } // Draws a bitmap on a specific plane. Also does rotation. Angle of rotation is passed as 'rot_angle' void g3_DrawPlanarRotatedBitmap(vector *pos,vector *norm,angle rot_angle,float width,float height,int bm) { matrix rot_matrix; vm_VectorToMatrix( &rot_matrix, norm, NULL, NULL ); vm_TransposeMatrix( &rot_matrix ); matrix twist_matrix; vm_AnglesToMatrix( &twist_matrix, 0, 0, rot_angle ); float w = width; float h = height; vector rot_vectors[4]; rot_vectors[0] = (twist_matrix.rvec * -w); rot_vectors[0] += (twist_matrix.uvec * h); rot_vectors[1] = (twist_matrix.rvec * w); rot_vectors[1] += (twist_matrix.uvec * h); rot_vectors[2] = (twist_matrix.rvec * w); rot_vectors[2] -= (twist_matrix.uvec * h); rot_vectors[3] = (twist_matrix.rvec * -w); rot_vectors[3] -= (twist_matrix.uvec * h); int i; for( i = 0; i < 4; ++i ) { vector temp_vec = rot_vectors[i]; vm_MatrixMulVector( &rot_vectors[i], &temp_vec, &rot_matrix ); } g3Point rot_points[8],*pntlist[8]; for( i = 0; i < 4; ++i ) { rot_vectors[i] += *pos; g3_RotatePoint( &rot_points[i], &rot_vectors[i] ); rot_points[i].p3_flags |= PF_UV|PF_L; rot_points[i].p3_l = 1.0f; pntlist[i] = &rot_points[i]; } rot_points[0].p3_u = 0.0f; rot_points[0].p3_v = 0.0f; rot_points[1].p3_u = 1.0f; rot_points[1].p3_v = 0.0f; rot_points[2].p3_u = 1.0f; rot_points[2].p3_v = 1.0f; rot_points[3].p3_u = 0.0f; rot_points[3].p3_v = 1.0f; // And draw!! rend_SetTextureType( TT_LINEAR ); g3_DrawPoly( 4, pntlist, bm ); } //Draw a wireframe box aligned with the screen. Used for the editor. //Parameters: color - the color to draw the lines // pnt - the center point // rad - specifies the width/2 & height/2 of the box void g3_DrawBox(ddgr_color color,g3Point *pnt,float rad) { if (! (pnt->p3_codes & CC_BEHIND)) { if (! (pnt->p3_flags & PF_PROJECTED)) g3_ProjectPoint(pnt); float w,h; w = rad * Matrix_scale.x * Window_w2 / pnt->p3_z; h = rad * Matrix_scale.y * Window_h2 / pnt->p3_z; rend_DrawLine(round(pnt->p3_sx-w),round(pnt->p3_sy-h),round(pnt->p3_sx+w),round(pnt->p3_sy-h)); rend_DrawLine(round(pnt->p3_sx+w),round(pnt->p3_sy-h),round(pnt->p3_sx+w),round(pnt->p3_sy+h)); rend_DrawLine(round(pnt->p3_sx+w),round(pnt->p3_sy+h),round(pnt->p3_sx-w),round(pnt->p3_sy+h)); rend_DrawLine(round(pnt->p3_sx-w),round(pnt->p3_sy+h),round(pnt->p3_sx-w),round(pnt->p3_sy-h)); } } // Sets the triangulation test to on or off void g3_SetTriangulationTest (int state) { Triangulate_test = state; } #endif