dxx-rebirth/common/3d/draw.cpp

363 lines
7.8 KiB
C++

/*
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.
*/
/*
*
* Drawing routines
*
*/
#include "dxxerror.h"
#include "3d.h"
#include "globvars.h"
#include "texmap.h"
#include "clipper.h"
tmap_drawer_type tmap_drawer_ptr = draw_tmap;
flat_drawer_type flat_drawer_ptr = gr_upoly_tmap;
line_drawer_type line_drawer_ptr = gr_line;
//specifies 2d drawing routines to use instead of defaults. Passing
//NULL for either or both restores defaults
void g3_set_special_render(tmap_drawer_type tmap_drawer,flat_drawer_type flat_drawer,line_drawer_type line_drawer)
{
tmap_drawer_ptr = (tmap_drawer)?tmap_drawer:draw_tmap;
flat_drawer_ptr = (flat_drawer)?flat_drawer:gr_upoly_tmap;
line_drawer_ptr = (line_drawer)?line_drawer:gr_line;
}
#ifndef OGL
//deal with a clipped line
bool must_clip_line(g3s_point *p0,g3s_point *p1,ubyte codes_or)
{
bool ret;
if ((p0->p3_flags&PF_TEMP_POINT) || (p1->p3_flags&PF_TEMP_POINT))
ret = 0; //line has already been clipped, so give up
else {
clip_line(&p0,&p1,codes_or);
ret = g3_draw_line(p0,p1);
}
//free temp points
if (p0->p3_flags & PF_TEMP_POINT)
free_temp_point(p0);
if (p1->p3_flags & PF_TEMP_POINT)
free_temp_point(p1);
return ret;
}
//draws a line. takes two points. returns true if drew
bool g3_draw_line(g3s_point *p0,g3s_point *p1)
{
ubyte codes_or;
if (p0->p3_codes & p1->p3_codes)
return 0;
codes_or = p0->p3_codes | p1->p3_codes;
if (codes_or & CC_BEHIND)
return must_clip_line(p0,p1,codes_or);
if (!(p0->p3_flags&PF_PROJECTED))
g3_project_point(p0);
if (p0->p3_flags&PF_OVERFLOW)
return must_clip_line(p0,p1,codes_or);
if (!(p1->p3_flags&PF_PROJECTED))
g3_project_point(p1);
if (p1->p3_flags&PF_OVERFLOW)
return must_clip_line(p0,p1,codes_or);
return (bool) (*line_drawer_ptr)(p0->p3_sx,p0->p3_sy,p1->p3_sx,p1->p3_sy);
}
#endif
//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_check_normal_facing(const vms_vector *v,const vms_vector *norm)
{
vms_vector tempv;
vm_vec_sub(&tempv,&View_position,v);
return (vm_vec_dot(&tempv,norm) > 0);
}
static bool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p)
{
if (norm) { //have normal
Assert(norm->x || norm->y || norm->z);
return g3_check_normal_facing(p,norm);
}
else { //normal not specified, so must compute
vms_vector tempv;
//get three points (rotated) and compute normal
vm_vec_perp(&tempv,&vertlist[0]->p3_vec,&vertlist[1]->p3_vec,&vertlist[2]->p3_vec);
return (vm_vec_dot(&tempv,&vertlist[1]->p3_vec) < 0);
}
}
//like g3_draw_poly(), 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_check_normal_facing() plus
//g3_draw_poly().
//returns -1 if not facing, 1 if off screen, 0 if drew
bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt)
{
if (do_facing_check(norm,pointlist,pnt))
return g3_draw_poly(nv,pointlist);
else
return 255;
}
bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt)
{
if (do_facing_check(norm,pointlist,pnt))
return g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bm);
else
return 255;
}
//deal with face that must be clipped
bool must_clip_flat_face(int nv,g3s_codes cc)
{
int i;
bool ret=0;
g3s_point **bufptr;
bufptr = clip_polygon(Vbuf0,Vbuf1,&nv,&cc);
if (nv>0 && !(cc.uor&CC_BEHIND) && !cc.uand) {
for (i=0;i<nv;i++) {
g3s_point *p = bufptr[i];
if (!(p->p3_flags&PF_PROJECTED))
g3_project_point(p);
if (p->p3_flags&PF_OVERFLOW) {
ret = 1;
goto free_points;
}
Vertex_list[i*2] = p->p3_sx;
Vertex_list[i*2+1] = p->p3_sy;
}
(*flat_drawer_ptr)(nv,(int *)Vertex_list);
}
else
ret=1;
//free temp points
free_points:
;
for (i=0;i<nv;i++)
if (Vbuf1[i]->p3_flags & PF_TEMP_POINT)
free_temp_point(Vbuf1[i]);
// Assert(free_point_num==0);
return ret;
}
#ifndef OGL
//draw a flat-shaded face.
//returns 1 if off screen, 0 if drew
bool g3_draw_poly(int nv,g3s_point **pointlist)
{
int i;
g3s_point **bufptr;
g3s_codes cc;
cc.uor = 0; cc.uand = 0xff;
bufptr = Vbuf0;
for (i=0;i<nv;i++) {
bufptr[i] = pointlist[i];
cc.uand &= bufptr[i]->p3_codes;
cc.uor |= bufptr[i]->p3_codes;
}
if (cc.uand)
return 1; //all points off screen
if (cc.uor)
return must_clip_flat_face(nv,cc);
//now make list of 2d coords (& check for overflow)
for (i=0;i<nv;i++) {
g3s_point *p = bufptr[i];
if (!(p->p3_flags&PF_PROJECTED))
g3_project_point(p);
if (p->p3_flags&PF_OVERFLOW)
return must_clip_flat_face(nv,cc);
Vertex_list[i*2] = p->p3_sx;
Vertex_list[i*2+1] = p->p3_sy;
}
(*flat_drawer_ptr)(nv,(int *)Vertex_list);
return 0; //say it drew
}
bool must_clip_tmap_face(int nv,g3s_codes cc,grs_bitmap *bm);
//draw a texture-mapped face.
//returns 1 if off screen, 0 if drew
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm)
{
int i;
g3s_point **bufptr;
g3s_codes cc;
cc.uor = 0; cc.uand = 0xff;
bufptr = Vbuf0;
for (i=0;i<nv;i++) {
g3s_point *p;
p = bufptr[i] = pointlist[i];
cc.uand &= p->p3_codes;
cc.uor |= p->p3_codes;
p->p3_u = uvl_list[i].u;
p->p3_v = uvl_list[i].v;
p->p3_l = (light_rgb[i].r+light_rgb[i].g+light_rgb[i].b)/3;
p->p3_flags |= PF_UVS + PF_LS;
}
if (cc.uand)
return 1; //all points off screen
if (cc.uor)
return must_clip_tmap_face(nv,cc,bm);
//now make list of 2d coords (& check for overflow)
for (i=0;i<nv;i++) {
g3s_point *p = bufptr[i];
if (!(p->p3_flags&PF_PROJECTED))
g3_project_point(p);
if (p->p3_flags&PF_OVERFLOW) {
Int3(); //should not overflow after clip
return 255;
}
}
(*tmap_drawer_ptr)(bm,nv,bufptr);
return 0; //say it drew
}
#endif
bool must_clip_tmap_face(int nv,g3s_codes cc,grs_bitmap *bm)
{
g3s_point **bufptr;
int i;
bufptr = clip_polygon(Vbuf0,Vbuf1,&nv,&cc);
if (nv && !(cc.uor&CC_BEHIND) && !cc.uand) {
for (i=0;i<nv;i++) {
g3s_point *p = bufptr[i];
if (!(p->p3_flags&PF_PROJECTED))
g3_project_point(p);
if (p->p3_flags&PF_OVERFLOW) {
Int3(); //should not overflow after clip
goto free_points;
}
}
(*tmap_drawer_ptr)(bm,nv,bufptr);
}
free_points:
;
for (i=0;i<nv;i++)
if (bufptr[i]->p3_flags & PF_TEMP_POINT)
free_temp_point(bufptr[i]);
// Assert(free_point_num==0);
return 0;
}
#ifndef OGL
//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
//radius, but not to the distance from the eye
int g3_draw_sphere(g3s_point *pnt,fix rad)
{
if (! (pnt->p3_codes & CC_BEHIND)) {
if (! (pnt->p3_flags & PF_PROJECTED))
g3_project_point(pnt);
if (! (pnt->p3_codes & PF_OVERFLOW)) {
fix r2,t;
r2 = fixmul(rad,Matrix_scale.x);
#ifndef __powerc
if (checkmuldiv(&t,r2,Canv_w2,pnt->p3_z))
return gr_disk(pnt->p3_sx,pnt->p3_sy,t);
#else
if (pnt->p3_z == 0)
return 0;
return gr_disk(pnt->p3_sx, pnt->p3_sy, fl2f(((f2fl(r2) * fCanv_w2) / f2fl(pnt->p3_z))));
#endif
}
}
return 0;
}
#endif