/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Rod routines * */ #include "3d.h" #include "globvars.h" #include "fix.h" grs_point blob_vertices[4]; g3s_point rod_points[4]; static g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]}; g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 }, { 0xfe00,0x0200,0 }, { 0xfe00,0xfe00,0 }, { 0x0200,0xfe00,0 } }; g3s_lrgb lrgb_list[4] = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; //compute the corners of a rod. fills in vertbuf. int calc_rod_corners(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width) { vms_vector delta_vec,top,tempv,rod_norm; ubyte codes_and; int i; //compute vector from one point to other, do cross product with vector //from eye to get perpendiclar vm_vec_sub(&delta_vec,&bot_point->p3_vec,&top_point->p3_vec); //unscale for aspect delta_vec.x = fixdiv(delta_vec.x,Matrix_scale.x); delta_vec.y = fixdiv(delta_vec.y,Matrix_scale.y); //calc perp vector //do lots of normalizing to prevent overflowing. When this code works, //it should be optimized vm_vec_normalize(&delta_vec); vm_vec_copy_normalize(&top,&top_point->p3_vec); vm_vec_cross(&rod_norm,&delta_vec,&top); vm_vec_normalize(&rod_norm); //scale for aspect rod_norm.x = fixmul(rod_norm.x,Matrix_scale.x); rod_norm.y = fixmul(rod_norm.y,Matrix_scale.y); //now we have the usable edge. generate four points //top points vm_vec_copy_scale(&tempv,&rod_norm,top_width); tempv.z = 0; vm_vec_add(&rod_points[0].p3_vec,&top_point->p3_vec,&tempv); vm_vec_sub(&rod_points[1].p3_vec,&top_point->p3_vec,&tempv); vm_vec_copy_scale(&tempv,&rod_norm,bot_width); tempv.z = 0; vm_vec_sub(&rod_points[2].p3_vec,&bot_point->p3_vec,&tempv); vm_vec_add(&rod_points[3].p3_vec,&bot_point->p3_vec,&tempv); //now code the four points for (i=0,codes_and=0xff;i<4;i++) codes_and &= g3_code_point(&rod_points[i]); if (codes_and) return 1; //1 means off screen //clear flags for new points (not projected) for (i=0;i<4;i++) rod_points[i].p3_flags = 0; return 0; } //draw a polygon that is always facing you //returns 1 if off screen, 0 if drew bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width) { if (calc_rod_corners(bot_point,bot_width,top_point,top_width)) return 0; return g3_draw_poly(4,rod_point_list); } //draw a bitmap object that is always facing you //returns 1 if off screen, 0 if drew bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,g3s_lrgb light) { if (calc_rod_corners(bot_point,bot_width,top_point,top_width)) return 0; uvl_list[0].l = uvl_list[1].l = uvl_list[2].l = uvl_list[3].l = (light.r+light.g+light.b)/3; lrgb_list[0].r = lrgb_list[1].r = lrgb_list[2].r = lrgb_list[3].r = light.r; lrgb_list[0].g = lrgb_list[1].g = lrgb_list[2].g = lrgb_list[3].g = light.g; lrgb_list[0].b = lrgb_list[1].b = lrgb_list[2].b = lrgb_list[3].b = light.b; return g3_draw_tmap(4,rod_point_list,uvl_list,lrgb_list,bitmap); } #ifndef OGL //draws a bitmap with the specified 3d width & height //returns 1 if off screen, 0 if drew bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm) { #ifndef __powerc g3s_point pnt; fix t,w,h; if (g3_rotate_point(&pnt,pos) & CC_BEHIND) return 1; g3_project_point(&pnt); if (pnt.p3_flags & PF_OVERFLOW) return 1; if (checkmuldiv(&t,width,Canv_w2,pnt.p3_z)) w = fixmul(t,Matrix_scale.x); else return 1; if (checkmuldiv(&t,height,Canv_h2,pnt.p3_z)) h = fixmul(t,Matrix_scale.y); else return 1; blob_vertices[0].x = pnt.p3_sx - w; blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h; blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w; blob_vertices[2].y = pnt.p3_sy + h; scale_bitmap(bm,blob_vertices,0); return 0; #else g3s_point pnt; fix w,h; double fz; if (g3_rotate_point(&pnt,pos) & CC_BEHIND) return 1; g3_project_point(&pnt); if (pnt.p3_flags & PF_OVERFLOW) return 1; if (pnt.p3_z == 0) return 1; fz = f2fl(pnt.p3_z); w = fixmul(fl2f(((f2fl(width)*fCanv_w2) / fz)), Matrix_scale.x); h = fixmul(fl2f(((f2fl(height)*fCanv_h2) / fz)), Matrix_scale.y); blob_vertices[0].x = pnt.p3_sx - w; blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h; blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w; blob_vertices[2].y = pnt.p3_sy + h; scale_bitmap(bm, blob_vertices, 0); return 0; #endif } #endif