void draw_temporary_translucent_polygons ( void ) { int vertex_index, count; // // No need to set the default blending mode, as each buffered polygon will set it itself // vertex_index = 0; set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); // // Flush any buffered vertex buffers // finalise_primitives (); for ( count = 0; count < number_of_temporary_polygons; count++ ) { LPD3DTLVERTEX vertices; set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, temporary_polygons[count].source_alpha_blend ); set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, temporary_polygons[count].destination_alpha_blend ); if ( temporary_polygons[count].texture ) { set_d3d_texture ( 0, load_hardware_texture_map ( temporary_polygons[count].texture ) ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, temporary_polygons[count].texture_u_address ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, temporary_polygons[count].texture_v_address ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, temporary_polygons[count].texture_mag ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, temporary_polygons[count].texture_mag ); set_d3d_texture_stage_state ( 0, D3DTSS_MIPFILTER, temporary_polygons[count].texture_min ); } else { set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_DISABLE ); set_d3d_texture ( 0, NULL ); } if ( temporary_polygons[count].number_of_vertices > 2 ) { vertices = get_d3d_vertices_points_address ( temporary_polygons[count].number_of_vertices ); memcpy ( vertices, &temporary_vertices[vertex_index], sizeof ( D3DTLVERTEX ) * temporary_polygons[count].number_of_vertices ); draw_fan_primitive ( temporary_polygons[count].number_of_vertices, vertices ); } else { vertices = get_d3d_line_vertices_points_address (); memcpy ( vertices, &temporary_vertices[vertex_index], sizeof ( D3DTLVERTEX ) * 2 ); draw_line_primitive ( vertices ); } vertex_index += temporary_polygons[count].number_of_vertices; } }
void draw_terrain_3d_buffered_polygons ( void ) { if ( vertex_buffer != -1 ) { // // Finalise the last vertex buffer used // unlock_d3d_alpha_vertex_buffer ( vertex_buffer ); vertex_buffer_indices[vertex_buffer].number = base_index - vertex_buffer_indices[vertex_buffer].base_index; if ( base_index ) { int count; // // Flush any buffered primitives // finalise_primitives (); // // Set the alpha blend modes // set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, TRUE, FALSE ); // // Set the texture handle // set_d3d_texture ( 0, load_hardware_texture_map ( terrain_buffered_polygons_texture ) ); // // Draw all the buffered vertex buffers // for ( count = 0; count <= vertex_buffer; count++ ) { #ifdef _WIN32 unsigned int d3drval; d3drval = IDirect3DDevice7_DrawIndexedPrimitiveVB ( d3d.device, D3DPT_TRIANGLELIST, d3d.alpha_vertex_buffer[count], 0, vertex_buffer_indices[count].number_of_vertices_buffered, &buffered_indices[ vertex_buffer_indices[count].base_index ], vertex_buffer_indices[count].number, ( unsigned long ) ( 0 ) ); if ( d3drval != DD_OK ) { debug_log ( "Unable to draw buffered triangles: %s", get_ddraw_error_message ( d3drval ) ); } #endif Transform(); glVertexPointer(3, GL_FLOAT, sizeof(D3DTLVERTEX), 0); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(D3DTLVERTEX), (GLvoid *) offsetof(D3DTLVERTEX, r)); glTexCoordPointer(2, GL_FLOAT, sizeof(D3DTLVERTEX), (GLvoid *) offsetof(D3DTLVERTEX, tu)); glDrawElements(GL_TRIANGLES,vertex_buffer_indices[count].number,GL_UNSIGNED_SHORT, (GLvoid *) buffered_indices[ vertex_buffer_indices[count].base_index]); // OpenGlDrawIndexedBuffer(GL_TRIANGLES,d3d.alpha_vertex_buffer[count],0,vertex_buffer_indices[count].number_of_vertices_buffered, // buffered_indices[ vertex_buffer_indices[count].base_index]); } // // Turn the blend mode off // set_d3d_alpha_fog_zbuffer ( FALSE, TRUE, TRUE, TRUE ); } // // Reset the things! // reset_terrain_3d_buffered_polygons (); } }
void draw_terrain_3d_buffered_polygons ( void ) { if ( vertex_buffer != -1 ) { // // Finalise the last vertex buffer used // unlock_d3d_alpha_vertex_buffer ( vertex_buffer ); vertex_buffer_indices[vertex_buffer].number = base_index - vertex_buffer_indices[vertex_buffer].base_index; if ( base_index ) { int count; // // Flush any buffered primitives // finalise_primitives (); // // Set the alpha blend modes // set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, TRUE, FALSE ); // // Set the texture handle // set_d3d_texture ( 0, terrain_buffered_polygons_texture ); // // Draw all the buffered vertex buffers // for ( count = 0; count <= vertex_buffer; count++ ) { f3d_draw_vb ( D3DPT_TRIANGLELIST, d3d.alpha_vertex_buffer[count], 0, vertex_buffer_indices[count].number_of_vertices_buffered, &buffered_indices[ vertex_buffer_indices[count].base_index ], vertex_buffer_indices[count].number ); } // // Turn the blend mode off // set_d3d_alpha_fog_zbuffer ( FALSE, TRUE, TRUE, TRUE ); } // // Reset the things! // reset_terrain_3d_buffered_polygons (); } }
void draw_3d_moon ( void ) { vertex *moon_polygon, *vert, moon_quad[4]; int outcode, outcode2, count; float moon_width, moon_height, moon_depth; matrix3x3 moon_matrix; int moon_red, moon_green, moon_blue; real_colour colour, specular; moon_polygon = moon_quad; moon_width = 12000; moon_height = 12000; moon_depth = 100000; moon_quad[0].next_vertex = &moon_quad[1]; moon_quad[1].next_vertex = &moon_quad[2]; moon_quad[2].next_vertex = &moon_quad[3]; moon_quad[3].next_vertex = NULL; moon_quad[0].x = -moon_width/2; moon_quad[0].y = moon_height/2; moon_quad[0].z = moon_depth; moon_quad[0].u = 0; moon_quad[0].v = 0; moon_quad[1].x = moon_width/2; moon_quad[1].y = moon_height/2; moon_quad[1].z = moon_depth; moon_quad[1].u = 1; moon_quad[1].v = 0; moon_quad[2].x = moon_width/2; moon_quad[2].y = -moon_height/2; moon_quad[2].z = moon_depth; moon_quad[2].u = 1; moon_quad[2].v = 1; moon_quad[3].x = -moon_width/2; moon_quad[3].y = -moon_height/2; moon_quad[3].z = moon_depth; moon_quad[3].u = 0; moon_quad[3].v = 1; // // Rotate the moon into position // get_3d_transformation_matrix ( moon_matrix, moon_3d_heading, moon_3d_pitch, 0 ); for ( count = 0; count < 4; count++ ) { float x, y, z; x = moon_quad[count].x * moon_matrix[0][0] + moon_quad[count].y * moon_matrix[1][0] + moon_quad[count].z * moon_matrix[2][0]; y = moon_quad[count].x * moon_matrix[0][1] + moon_quad[count].y * moon_matrix[1][1] + moon_quad[count].z * moon_matrix[2][1]; z = moon_quad[count].x * moon_matrix[0][2] + moon_quad[count].y * moon_matrix[1][2] + moon_quad[count].z * moon_matrix[2][2]; moon_quad[count].x = x; moon_quad[count].y = y; moon_quad[count].z = z; } // // Clip the moon to the horizon // clip_3d_coord = 0; moon_polygon = horizon_clip_3d_polygon ( moon_quad ); if ( moon_polygon ) { // // Rotate the polygon around to the users viewpoint // vert = moon_polygon; rotation_3d[0][0] = ( visual_3d_vp->xv.x ); rotation_3d[0][1] = ( visual_3d_vp->yv.x ); rotation_3d[0][2] = ( visual_3d_vp->zv.x ); rotation_3d[1][0] = ( visual_3d_vp->xv.y ); rotation_3d[1][1] = ( visual_3d_vp->yv.y ); rotation_3d[1][2] = ( visual_3d_vp->zv.y ); rotation_3d[2][0] = ( visual_3d_vp->xv.z ); rotation_3d[2][1] = ( visual_3d_vp->yv.z ); rotation_3d[2][2] = ( visual_3d_vp->zv.z ); outcode = 0; outcode2 = CLIP_LEFT | CLIP_RIGHT | CLIP_TOP | CLIP_BOTTOM | CLIP_HITHER | CLIP_YONDER; while ( vert ) { float x, y, z; x = vert->x * rotation_3d[0][0] + vert->y * rotation_3d[1][0] + vert->z * rotation_3d[2][0]; y = vert->x * rotation_3d[0][1] + vert->y * rotation_3d[1][1] + vert->z * rotation_3d[2][1]; z = vert->x * rotation_3d[0][2] + vert->y * rotation_3d[1][2] + vert->z * rotation_3d[2][2]; x *= active_3d_environment->screen_i_scale; y *= active_3d_environment->screen_j_scale; if ( *( ( int * ) &z ) >= *( ( int * ) &clip_hither ) ) { float q, i, j; float oxmax, oxmin, oymax, oymin; int ixmax, ixmin, iymax, iymin; q = 1.0 / z; vert->x = x; vert->y = y; vert->z = z; vert->q = q; i = ( x * q ); j = ( y * q ); vert->j = active_3d_environment->y_origin - j; vert->i = active_3d_environment->x_origin + i; oxmax = active_viewport.x_max - vert->i; oxmin = vert->i - active_viewport.x_min; oymax = active_viewport.y_max - vert->j; oymin = vert->j - active_viewport.y_min; ixmax = *( ( int * ) &oxmax ); ixmin = *( ( int * ) &oxmin ); iymax = *( ( int * ) &oymax ); iymin = *( ( int * ) &oymin ); vert->outcode = generate_lookup_outcode ( ixmin, iymin, ixmax, iymax ); outcode |= vert->outcode; outcode2 &= vert->outcode; } else { vert->outcode = CLIP_HITHER; vert->z = z; vert->x = x; vert->y = y; outcode |= vert->outcode; outcode2 &= vert->outcode; } vert = vert->next_vertex; } if ( outcode2 ) { return; } if ( outcode & CLIP_HITHER ) { moon_polygon = hither_clip_3d_polygon ( moon_polygon, &outcode ); if ( !moon_polygon ) { return; } } if ( outcode ) { apply_perspective_to_polygon_texture ( moon_polygon ); moon_polygon = clip_3d_polygon ( moon_polygon, outcode ); if ( !moon_polygon ) { return; } remove_perspective_from_polygon_texture ( moon_polygon ); } asm_convert_float_to_int ( ( moon_colour.red * 255 ), &moon_red ); asm_convert_float_to_int ( ( moon_colour.green * 255 ), &moon_green ); asm_convert_float_to_int ( ( moon_colour.blue * 255 ), &moon_blue ); colour.red = moon_red; colour.green = moon_green; colour.blue = moon_blue; specular.colour = 0; set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS ); set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, FALSE ); suspend_d3d_fog (); set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE ); set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, ADDITIVE_SOURCE_BLEND ); set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, ADDITIVE_DESTINATION_BLEND ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); set_d3d_texture ( 0, load_hardware_texture_map ( moon_texture ) ); draw_wbuffered_flat_shaded_textured_polygon ( moon_polygon, colour, specular ); set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_DISABLE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture ( 0, NULL ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); reinstate_d3d_fog (); set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, zbuffer_default_comparison ); set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, TRUE ); } }
void draw_3d_sun ( void ) { vertex *sun_polygon, sun_quad[4]; matrix3x3 sun_matrix; float flare_intensity; int sun_red, sun_green, sun_blue; real_colour colour, specular; // // Draw the main sun object // get_3d_transformation_matrix ( sun_matrix, sun_3d_heading, sun_3d_pitch, 0 ); sun_polygon = construct_sun_polygon ( sun_matrix, sun_quad, 32000 * sun_3d_scale, 32000 * sun_3d_scale, 100000 ); specular.colour = 0; if ( sun_polygon ) { asm_convert_float_to_int ( ( sun_3d_colour.red * 255 ), &sun_red ); asm_convert_float_to_int ( ( sun_3d_colour.green * 255 ), &sun_green ); asm_convert_float_to_int ( ( sun_3d_colour.blue * 255 ), &sun_blue ); colour.red = sun_red; colour.green = sun_green; colour.blue = sun_blue; set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS ); set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, FALSE ); suspend_d3d_fog (); set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT ); set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE ); set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, ADDITIVE_SOURCE_BLEND ); set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, ADDITIVE_DESTINATION_BLEND ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); set_d3d_texture ( 0, load_hardware_texture_map ( sun_texture ) ); draw_wbuffered_flat_shaded_textured_polygon ( sun_polygon, colour, specular ); } // // Now render the flare around the sun, if it is indeed there. // // // Calculate the intensity of the sun flare // flare_intensity = ( ( sun_matrix[2][0] * visual_3d_vp->zv.x ) + ( sun_matrix[2][1] * visual_3d_vp->zv.y ) + ( sun_matrix[2][2] * visual_3d_vp->zv.z ) ); flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= flare_intensity; flare_intensity *= sun_3d_intensity; flare_intensity *= sun_3d_intensity; flare_intensity *= sun_3d_intensity; flare_intensity *= 255; sun_polygon = construct_sun_polygon ( sun_matrix, sun_quad, 144000, 69750, 100000 ); if ( sun_polygon ) { asm_convert_float_to_int ( ( ( 74.0 / 255.0 ) * flare_intensity ), &sun_red ); asm_convert_float_to_int ( ( ( 177.0 / 255.0 ) * flare_intensity ), &sun_green ); asm_convert_float_to_int ( ( ( 248.0 / 255.0 ) * flare_intensity ), &sun_blue ); // asm_convert_float_to_int ( ( sun_3d_colour.red * flare_intensity ), &sun_red ); // asm_convert_float_to_int ( ( sun_3d_colour.green * flare_intensity ), &sun_green ); // asm_convert_float_to_int ( ( sun_3d_colour.blue * flare_intensity ), &sun_blue ); colour.red = sun_red; colour.green = sun_green; colour.blue = sun_blue; set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS ); set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, FALSE ); suspend_d3d_fog (); set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT ); set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE ); set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, ADDITIVE_SOURCE_BLEND ); set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, ADDITIVE_DESTINATION_BLEND ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); set_d3d_texture ( 0, load_hardware_texture_map ( sun_flare_texture ) ); draw_wbuffered_flat_shaded_textured_polygon ( sun_polygon, colour, specular ); } set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_DISABLE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture ( 0, NULL ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); reinstate_d3d_fog (); set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, zbuffer_default_comparison ); set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, TRUE ); }
void draw_3d_lightning_cloud_burst ( lightning_strike *strike ) { vertex *polygon, *vert, quad[4]; float width, depth, intensity; vec3d relative_position; int int_intensity, outcode, outcode2; screen *texture; texture = system_textures[lightning_cloud_texture]; width = 30000; depth = 30000; if ( !strike->current_frame_number ) { intensity = 0.5; } else { intensity = 1.0 / ( ( float ) strike->current_frame_number ); } intensity /= 3; quad[0].next_vertex = &quad[1]; quad[1].next_vertex = &quad[2]; quad[2].next_vertex = &quad[3]; quad[3].next_vertex = NULL; quad[0].x = -width/2; quad[0].y = 0; quad[0].z = -depth/2; quad[0].u = 0; quad[0].v = 0; quad[1].x = width/2; quad[1].y = 0; quad[1].z = -depth/2; quad[1].u = 1; quad[1].v = 0; quad[2].x = width/2; quad[2].y = 0; quad[2].z = depth/2; quad[2].u = 1; quad[2].v = 1; quad[3].x = -width/2; quad[3].y = 0; quad[3].z = depth/2; quad[3].u = 0; quad[3].v = 1; polygon = quad; // // Calculate the relative position of the lightning strike // relative_position.x = ( ( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->xv.x + ( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->xv.y + ( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->xv.z ); relative_position.y = ( ( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->yv.x + ( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->yv.y + ( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->yv.z ); relative_position.z = ( ( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->zv.x + ( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->zv.y + ( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->zv.z ); { // // Rotate the polygon around to the users viewpoint // vert = polygon; rotation_3d[0][0] = ( visual_3d_vp->xv.x ); rotation_3d[0][1] = ( visual_3d_vp->yv.x ); rotation_3d[0][2] = ( visual_3d_vp->zv.x ); rotation_3d[1][0] = ( visual_3d_vp->xv.y ); rotation_3d[1][1] = ( visual_3d_vp->yv.y ); rotation_3d[1][2] = ( visual_3d_vp->zv.y ); rotation_3d[2][0] = ( visual_3d_vp->xv.z ); rotation_3d[2][1] = ( visual_3d_vp->yv.z ); rotation_3d[2][2] = ( visual_3d_vp->zv.z ); outcode = 0; outcode2 = CLIP_LEFT | CLIP_RIGHT | CLIP_TOP | CLIP_BOTTOM | CLIP_HITHER | CLIP_YONDER; clip_3d_coord = 0; while ( vert ) { float x, y, z; x = vert->x * rotation_3d[0][0] + vert->y * rotation_3d[1][0] + vert->z * rotation_3d[2][0] + relative_position.x; y = vert->x * rotation_3d[0][1] + vert->y * rotation_3d[1][1] + vert->z * rotation_3d[2][1] + relative_position.y; z = vert->x * rotation_3d[0][2] + vert->y * rotation_3d[1][2] + vert->z * rotation_3d[2][2] + relative_position.z; x *= active_3d_environment->screen_i_scale; y *= active_3d_environment->screen_j_scale; if ( *( ( int * ) &z ) >= *( ( int * ) &clip_hither ) ) { float q, i, j; float oxmax, oxmin, oymax, oymin; int ixmax, ixmin, iymax, iymin; q = 1.0 / z; vert->x = x; vert->y = y; vert->z = z; vert->q = q; i = ( x * q ); j = ( y * q ); vert->j = active_3d_environment->y_origin - j; vert->i = active_3d_environment->x_origin + i; oxmax = active_viewport.x_max - vert->i; oxmin = vert->i - active_viewport.x_min; oymax = active_viewport.y_max - vert->j; oymin = vert->j - active_viewport.y_min; ixmax = *( ( int * ) &oxmax ); ixmin = *( ( int * ) &oxmin ); iymax = *( ( int * ) &oymax ); iymin = *( ( int * ) &oymin ); vert->outcode = generate_lookup_outcode ( ixmin, iymin, ixmax, iymax ); outcode |= vert->outcode; outcode2 &= vert->outcode; } else { vert->outcode = CLIP_HITHER; vert->z = z; vert->x = x; vert->y = y; outcode |= vert->outcode; outcode2 &= vert->outcode; } vert = vert->next_vertex; } if ( outcode2 ) { return; } if ( outcode & CLIP_HITHER ) { polygon = hither_clip_3d_polygon ( polygon, &outcode ); if ( !polygon ) { return; } } if ( outcode ) { apply_perspective_to_polygon_texture ( polygon ); polygon = clip_3d_polygon ( polygon, outcode ); if ( !polygon ) { return; } remove_perspective_from_polygon_texture ( polygon ); } { real_colour colour, specular; set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, TRUE, FALSE ); convert_float_to_int ( intensity * 255, &int_intensity ); colour.red = int_intensity; colour.green = int_intensity; colour.blue = int_intensity; colour.alpha = int_intensity; set_d3d_texture ( 0, texture ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE ); set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MIPFILTER, D3DTFP_POINT ); specular.colour = 0; draw_wbuffered_flat_shaded_textured_polygon ( polygon, colour, specular ); } } }
void draw_3d_rain ( void ) { point_3d_plain_reference rain_point_references[2]; int count, outcode; // // Calculate the rotation matrix, to transform rain drops relative to the view. // rotation_3d[0][0] = ( visual_3d_vp->xv.x ); rotation_3d[0][1] = ( visual_3d_vp->yv.x ); rotation_3d[0][2] = ( visual_3d_vp->zv.x ); rotation_3d[1][0] = ( visual_3d_vp->xv.y ); rotation_3d[1][1] = ( visual_3d_vp->yv.y ); rotation_3d[1][2] = ( visual_3d_vp->zv.y ); rotation_3d[2][0] = ( visual_3d_vp->xv.z ); rotation_3d[2][1] = ( visual_3d_vp->yv.z ); rotation_3d[2][2] = ( visual_3d_vp->zv.z ); if ( rain_3d_raindrops_valid ) { int number_of_valid_raindrops; float rain_intensity; int rain_whiteness; rain_intensity = ambient_3d_light.colour.red * 0.3 + ambient_3d_light.colour.green * 0.59 * ambient_3d_light.colour.blue * 0.11; rain_intensity *= 4; rain_intensity *= 255; rain_intensity = bound ( rain_intensity, 0, 255 ); rain_whiteness = rain_intensity; // // Remeber the number of valid raindrops // number_of_valid_raindrops = rain_3d_raindrops_valid; // // Rotate the rain - putting the results in transformed_3d_points // transform_3d_rain (); // // Go through pairing up the transformed points, drawing lines between them. // rain_point_references[0].point = 0; rain_point_references[1].point = 1; set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, TRUE, FALSE ); set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); set_d3d_texture ( 0, NULL ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_DISABLE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); for ( count = 0; count < number_of_valid_raindrops; count++ ) { vertex *line; // // Construct the 3d line // clip_3d_coord = 0; line = construct_3d_line ( rain_point_references, ( count * 2 ), &outcode ); if ( line ) { line->red = rain_whiteness; line->green = rain_whiteness; line->blue = rain_whiteness; line->alpha = 32; line->next_vertex->red = rain_whiteness; line->next_vertex->green = rain_whiteness; line->next_vertex->blue = rain_whiteness; line->next_vertex->alpha = 192; if ( outcode & CLIP_HITHER ) { line = hither_clip_3d_polygon ( line, &outcode ); } if ( line ) { if ( outcode ) { line = clip_3d_polygon ( line, outcode ); } if ( line ) { vertex *point1, *point2; LPD3DTLVERTEX vertices, vptr; vertices = get_d3d_line_vertices_points_address (); vptr = vertices; point2 = line; point1 = line->next_vertex; *( ( int * ) &vptr->sx ) = *( ( int * ) &point1->i ); *( ( int * ) &vptr->sy ) = *( ( int * ) &point1->j ); *( ( int * ) &vptr->rhw ) = *( ( int * ) &point1->q ); vptr->sz = ( point1->q * zbuffer_factor ) + zbuffer_constant; vptr->r = point1->red; vptr->g = point1->green; vptr->b = point1->blue; vptr->a = point1->alpha; vptr->color = point1->colour; vptr->specular = d3d_fog_intensity; vptr++; *( ( int * ) &vptr->sx ) = *( ( int * ) &point2->i ); *( ( int * ) &vptr->sy ) = *( ( int * ) &point2->j ); *( ( int * ) &vptr->rhw ) = *( ( int * ) &point2->q ); vptr->sz = ( point2->q * zbuffer_factor ) + zbuffer_constant; vptr->r = point2->red; vptr->g = point2->green; vptr->b = point2->blue; vptr->a = point2->alpha; vptr->color = point2->colour; vptr->specular = d3d_fog_intensity; draw_line_primitive ( vertices ); } } } } flush_line_primitives (); set_d3d_alpha_fog_zbuffer ( FALSE, TRUE, TRUE, TRUE ); } if ( rain_3d_snowdrops_valid ) { real_colour snow_specular, snow_colour; // // Rotate the rain - putting the results in transformed_3d_points // transform_3d_snow (); set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, FALSE, FALSE ); // // First, set the snow texture // set_d3d_texture ( 0, load_hardware_texture_map ( snow_3d_texture ) ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR ); set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); snow_colour.red = 255; snow_colour.green = 255; snow_colour.blue = 255; snow_colour.alpha = 255; snow_specular.colour = d3d_fog_intensity; for ( count = 0; count < rain_3d_snowdrops_valid; count++ ) { vertex *poly, snow_quad[4]; if ( !transformed_3d_points[count].outcode ) { float width, height; int outcode; // // We know the raindrop is on the screen ( to a certain extent ) // width = active_3d_environment->screen_i_scale * snow_particle_radius * transformed_3d_points[count].q; height = active_3d_environment->screen_j_scale * snow_particle_radius * transformed_3d_points[count].q; snow_quad[0].q = transformed_3d_points[count].q; snow_quad[0].i = transformed_3d_points[count].i - ( width / 2 ); snow_quad[0].j = transformed_3d_points[count].j - ( height / 2 ); snow_quad[0].u = 0; snow_quad[0].v = 0; snow_quad[0].outcode = generate_3d_outcode ( snow_quad[0].i, snow_quad[0].j ); snow_quad[0].next_vertex = &snow_quad[1]; snow_quad[1].q = transformed_3d_points[count].q; snow_quad[1].i = transformed_3d_points[count].i + ( width / 2 ); snow_quad[1].j = transformed_3d_points[count].j - ( height / 2 ); snow_quad[1].u = 1; snow_quad[1].v = 0; snow_quad[1].outcode = generate_3d_outcode ( snow_quad[1].i, snow_quad[1].j ); snow_quad[1].next_vertex = &snow_quad[2]; snow_quad[2].q = transformed_3d_points[count].q; snow_quad[2].i = transformed_3d_points[count].i + ( width / 2 ); snow_quad[2].j = transformed_3d_points[count].j + ( height / 2 ); snow_quad[2].u = 1; snow_quad[2].v = 1; snow_quad[2].outcode = generate_3d_outcode ( snow_quad[2].i, snow_quad[2].j ); snow_quad[2].next_vertex = &snow_quad[3]; snow_quad[3].q = transformed_3d_points[count].q; snow_quad[3].i = transformed_3d_points[count].i - ( width / 2 ); snow_quad[3].j = transformed_3d_points[count].j + ( height / 2 ); snow_quad[3].u = 0; snow_quad[3].v = 1; snow_quad[3].outcode = generate_3d_outcode ( snow_quad[3].i, snow_quad[3].j ); snow_quad[3].next_vertex = NULL; outcode = snow_quad[0].outcode; outcode |= snow_quad[1].outcode; outcode |= snow_quad[2].outcode; outcode |= snow_quad[3].outcode; poly = snow_quad; if ( outcode ) { clip_3d_coord = 0; poly = clip_3d_polygon ( poly, outcode ); } if ( poly ) { draw_wbuffered_flat_shaded_textured_polygon ( poly, snow_colour, snow_specular ); } } } set_d3d_alpha_fog_zbuffer ( FALSE, TRUE, TRUE, TRUE ); } }