Ejemplo n.º 1
0
static void calcTileIllum(UDWORD tileX, UDWORD tileY)
{
	/* The number or normals that we got is in numNormals*/
	Vector3f finalVector = {0.0f, 0.0f, 0.0f};
	unsigned int i, val;
	int dotProduct;

	unsigned int numNormals = 0; // How many normals have we got?
	Vector3f normals[8]; // Maximum 8 possible normals

	/* Quadrants look like:-

				  *
				  *
			0	  *    1
				  *
				  *
		**********V**********
				  *
				  *
			3	  *	   2
				  *
				  *
	*/

	/* Do quadrant 0 - tile that's above and left*/
	normalsOnTile(tileX-1, tileY-1, 0, &numNormals, normals);

	/* Do quadrant 1 - tile that's above and right*/
	normalsOnTile(tileX, tileY-1, 1, &numNormals, normals);

	/* Do quadrant 2 - tile that's down and right*/
	normalsOnTile(tileX, tileY, 2, &numNormals, normals);

	/* Do quadrant 3 - tile that's down and left*/
	normalsOnTile(tileX-1, tileY, 3, &numNormals, normals);

	for(i = 0; i < numNormals; i++)
	{
		finalVector = Vector3f_Add(finalVector, normals[i]);
	}

	dotProduct = Vector3f_ScalarP(Vector3f_Normalise(finalVector), theSun);

	val = abs(dotProduct) / 16;
	if (val == 0) val = 1;
	if (val > 254) val = 254;
	mapTile(tileX, tileY)->illumination = val;
}
Ejemplo n.º 2
0
/// Draw the shadow for a shape
static void pie_DrawShadow(iIMDShape *shape, int flag, int flag_data, Vector3f* light)
{
	unsigned int i, j, n;
	Vector3f *pVertices;
	iIMDPoly *pPolys;
	unsigned int edge_count = 0;
	static EDGE *edgelist = NULL;
	static unsigned int edgelistsize = 256;
	EDGE *drawlist = NULL;

	if(!edgelist)
	{
		edgelist = (EDGE*)malloc(sizeof(EDGE)*edgelistsize);
	}
	pVertices = shape->points;
	if( flag & pie_STATIC_SHADOW && shape->shadowEdgeList )
	{
		drawlist = shape->shadowEdgeList;
		edge_count = shape->nShadowEdges;
	}
	else
	{

		for (i = 0, pPolys = shape->polys; i < shape->npolys; ++i, ++pPolys) {
			Vector3f p[3], v[2], normal = {0.0f, 0.0f, 0.0f};
			VERTEXID current, first;
			for(j = 0; j < 3; j++)
			{
				current = pPolys->pindex[j];
				p[j] = Vector3f_Init(pVertices[current].x, scale_y(pVertices[current].y, flag, flag_data), pVertices[current].z);
			}

			v[0] = Vector3f_Sub(p[2], p[0]);
			v[1] = Vector3f_Sub(p[1], p[0]);
			normal = Vector3f_CrossP(v[0], v[1]);
			if (Vector3f_ScalarP(normal, *light) > 0)
			{
				first = pPolys->pindex[0];
				for (n = 1; n < pPolys->npnts; n++) {
					// link to the previous vertex
					addToEdgeList(pPolys->pindex[n-1], pPolys->pindex[n], edgelist, &edge_count, pVertices);
					// check if the edgelist is still large enough
					if(edge_count >= edgelistsize-1)
					{
						// enlarge
						EDGE* newstack;
						edgelistsize *= 2;
						newstack = realloc(edgelist, sizeof(EDGE) * edgelistsize);
						if (newstack == NULL)
						{
							debug(LOG_FATAL, "pie_DrawShadow: Out of memory!");
							abort();
							return;
						}

						edgelist = newstack;

						debug(LOG_WARNING, "new edge list size: %u", edgelistsize);
					}
				}
				// back to the first
				addToEdgeList(pPolys->pindex[pPolys->npnts-1], first, edgelist, &edge_count, pVertices);
			}
		}
		//debug(LOG_WARNING, "we have %i edges", edge_count);
		drawlist = edgelist;

		if(flag & pie_STATIC_SHADOW)
		{
			// first compact the current edgelist
			for(i = 0, j = 0; i < edge_count; i++)
			{
				if(edgelist[i].from < 0)
				{
					continue;
				}
				edgelist[j] = edgelist[i];
				j++;
			}
			edge_count = j;
			// then store it in the imd
			shape->nShadowEdges = edge_count;
			shape->shadowEdgeList = realloc(shape->shadowEdgeList, sizeof(EDGE) * shape->nShadowEdges);
			memcpy(shape->shadowEdgeList, edgelist, sizeof(EDGE) * shape->nShadowEdges);
		}
	}

	// draw the shadow volume
	glBegin(GL_QUADS);
	for(i=0;i<edge_count;i++)
	{
		int a = drawlist[i].from, b = drawlist[i].to;
		if(a < 0)
		{
			continue;
		}

		glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
		glVertex3f(pVertices[b].x+light->x, scale_y(pVertices[b].y, flag, flag_data)+light->y, pVertices[b].z+light->z);
		glVertex3f(pVertices[a].x+light->x, scale_y(pVertices[a].y, flag, flag_data)+light->y, pVertices[a].z+light->z);
		glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
	}
	glEnd();

#ifdef SHOW_SHADOW_EDGES
	glDisable(GL_DEPTH_TEST);
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

	glColor4ub(0xFF, 0, 0, 0xFF);
	glBegin(GL_LINES);
	for(i = 0; i < edge_count; i++)
	{
		int a = drawlist[i].from, b = drawlist[i].to;
		if(a < 0)
		{
			continue;
		}

		glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
		glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
	}
	glEnd();
	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
	glEnable(GL_DEPTH_TEST);
#endif
}