208 lines
5.3 KiB
C++
208 lines
5.3 KiB
C++
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Rod routines
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*
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*/
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#include "3d.h"
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#include "globvars.h"
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#include "maths.h"
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grs_point blob_vertices[4];
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struct rod_4point
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{
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g3s_point *point_list[4];
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g3s_point points[4];
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};
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static g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 },
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{ 0xfe00,0x0200,0 },
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{ 0xfe00,0xfe00,0 },
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{ 0x0200,0xfe00,0 } };
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//compute the corners of a rod. fills in vertbuf.
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static int calc_rod_corners(rod_4point &rod_point_group, g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
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{
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vms_vector delta_vec,top,tempv,rod_norm;
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ubyte codes_and;
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int i;
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//compute vector from one point to other, do cross product with vector
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//from eye to get perpendiclar
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vm_vec_sub(&delta_vec,&bot_point->p3_vec,&top_point->p3_vec);
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//unscale for aspect
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delta_vec.x = fixdiv(delta_vec.x,Matrix_scale.x);
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delta_vec.y = fixdiv(delta_vec.y,Matrix_scale.y);
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//calc perp vector
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//do lots of normalizing to prevent overflowing. When this code works,
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//it should be optimized
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vm_vec_normalize(&delta_vec);
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vm_vec_copy_normalize(&top,&top_point->p3_vec);
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vm_vec_cross(&rod_norm,&delta_vec,&top);
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vm_vec_normalize(&rod_norm);
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//scale for aspect
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rod_norm.x = fixmul(rod_norm.x,Matrix_scale.x);
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rod_norm.y = fixmul(rod_norm.y,Matrix_scale.y);
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//now we have the usable edge. generate four points
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//top points
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vm_vec_copy_scale(&tempv,&rod_norm,top_width);
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tempv.z = 0;
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rod_point_group.point_list[0] = &rod_point_group.points[0];
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rod_point_group.point_list[1] = &rod_point_group.points[1];
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rod_point_group.point_list[2] = &rod_point_group.points[2];
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rod_point_group.point_list[3] = &rod_point_group.points[3];
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g3s_point (&rod_points)[4] = rod_point_group.points;
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vm_vec_add(&rod_points[0].p3_vec,&top_point->p3_vec,&tempv);
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vm_vec_sub(&rod_points[1].p3_vec,&top_point->p3_vec,&tempv);
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vm_vec_copy_scale(&tempv,&rod_norm,bot_width);
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tempv.z = 0;
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vm_vec_sub(&rod_points[2].p3_vec,&bot_point->p3_vec,&tempv);
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vm_vec_add(&rod_points[3].p3_vec,&bot_point->p3_vec,&tempv);
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//now code the four points
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for (i=0,codes_and=0xff;i<4;i++)
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codes_and &= g3_code_point(&rod_points[i]);
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if (codes_and)
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return 1; //1 means off screen
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//clear flags for new points (not projected)
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for (i=0;i<4;i++)
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rod_points[i].p3_flags = 0;
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return 0;
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}
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//draw a polygon that is always facing you
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//returns 1 if off screen, 0 if drew
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bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
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{
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rod_4point rod;
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if (calc_rod_corners(rod,bot_point,bot_width,top_point,top_width))
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return 0;
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return g3_draw_poly(4,rod.point_list);
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}
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//draw a bitmap object that is always facing you
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//returns 1 if off screen, 0 if drew
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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)
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{
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rod_4point rod;
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if (calc_rod_corners(rod,bot_point,bot_width,top_point,top_width))
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return 0;
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uvl_list[0].l = uvl_list[1].l = uvl_list[2].l = uvl_list[3].l = (light.r+light.g+light.b)/3;
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g3s_lrgb lrgb_list[4];
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lrgb_list[0].r = lrgb_list[1].r = lrgb_list[2].r = lrgb_list[3].r = light.r;
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lrgb_list[0].g = lrgb_list[1].g = lrgb_list[2].g = lrgb_list[3].g = light.g;
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lrgb_list[0].b = lrgb_list[1].b = lrgb_list[2].b = lrgb_list[3].b = light.b;
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return g3_draw_tmap(4,rod.point_list,uvl_list,lrgb_list,bitmap);
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}
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#ifndef OGL
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//draws a bitmap with the specified 3d width & height
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//returns 1 if off screen, 0 if drew
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bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm)
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{
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#ifndef __powerc
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g3s_point pnt;
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fix t,w,h;
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if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
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return 1;
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g3_project_point(&pnt);
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if (pnt.p3_flags & PF_OVERFLOW)
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return 1;
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if (checkmuldiv(&t,width,Canv_w2,pnt.p3_z))
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w = fixmul(t,Matrix_scale.x);
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else
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return 1;
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if (checkmuldiv(&t,height,Canv_h2,pnt.p3_z))
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h = fixmul(t,Matrix_scale.y);
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else
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return 1;
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blob_vertices[0].x = pnt.p3_sx - w;
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blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
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blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
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blob_vertices[2].y = pnt.p3_sy + h;
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scale_bitmap(bm,blob_vertices,0);
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return 0;
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#else
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g3s_point pnt;
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fix w,h;
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double fz;
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if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
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return 1;
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g3_project_point(&pnt);
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if (pnt.p3_flags & PF_OVERFLOW)
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return 1;
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if (pnt.p3_z == 0)
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return 1;
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fz = f2fl(pnt.p3_z);
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w = fixmul(fl2f(((f2fl(width)*fCanv_w2) / fz)), Matrix_scale.x);
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h = fixmul(fl2f(((f2fl(height)*fCanv_h2) / fz)), Matrix_scale.y);
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blob_vertices[0].x = pnt.p3_sx - w;
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blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
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blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
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blob_vertices[2].y = pnt.p3_sy + h;
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scale_bitmap(bm, blob_vertices, 0);
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return 0;
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#endif
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}
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#endif
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