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85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
#include "RendererConfig.h"
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#ifndef USE_SOFTWARE_TNL
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#include "3d.h"
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#include "HardwareInternal.h"
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#include <string.h>
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struct InstanceContext
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{
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matrix m_viewMatrix; // matrix
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matrix m_unscaledMatrix; // unscaled matrix
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vector m_viewPosition; // position
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float m_modelView[4][4]; // model/view transform
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};
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#define MAX_INSTANCE_DEPTH 30
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static InstanceContext sInstanceStack[MAX_INSTANCE_DEPTH];
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static int sInstanceDepth = 0;
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//instance at specified point with specified orientation
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void g3_StartInstanceMatrix( vector *pos, matrix *orient )
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{
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ASSERT( orient != NULL );
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ASSERT( sInstanceDepth < MAX_INSTANCE_DEPTH );
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sInstanceStack[sInstanceDepth].m_viewMatrix = View_matrix;
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sInstanceStack[sInstanceDepth].m_viewPosition = View_position;
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sInstanceStack[sInstanceDepth].m_unscaledMatrix = Unscaled_matrix;
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memcpy( sInstanceStack[sInstanceDepth].m_modelView, gTransformModelView, sizeof(gTransformModelView) );
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++sInstanceDepth;
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//step 1: subtract object position from view position
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vector tempv = View_position - *pos;
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//step 2: rotate view vector through object matrix
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View_position = tempv * *orient;
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//step 3: rotate object matrix through view_matrix (vm = ob * vm)
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matrix tempm, tempm2 = ~*orient;
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tempm = tempm2 * View_matrix;
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View_matrix = tempm;
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tempm = tempm2 * Unscaled_matrix;
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Unscaled_matrix = tempm;
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// transform the model/view matrix
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g3_GetModelViewMatrix( &View_position, &Unscaled_matrix, (float*)gTransformModelView );
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g3_UpdateFullTransform();
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}
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//instance at specified point with specified orientation
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void g3_StartInstanceAngles(vector *pos,angvec *angles)
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{
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if( angles == NULL )
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{
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matrix ident;
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vm_MakeIdentity( &ident );
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g3_StartInstanceMatrix( pos, &ident );
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return;
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}
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matrix tm;
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vm_AnglesToMatrix( &tm, angles->p, angles->h, angles->b );
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g3_StartInstanceMatrix( pos, &tm );
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}
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//pops the old context
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void g3_DoneInstance()
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{
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--sInstanceDepth;
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ASSERT( sInstanceDepth >= 0 );
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View_position = sInstanceStack[sInstanceDepth].m_viewPosition;
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View_matrix = sInstanceStack[sInstanceDepth].m_viewMatrix;
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Unscaled_matrix = sInstanceStack[sInstanceDepth].m_unscaledMatrix;
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memcpy( gTransformModelView, sInstanceStack[sInstanceDepth].m_modelView, sizeof(gTransformModelView) );
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g3_UpdateFullTransform();
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}
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#endif
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