Exemple #1
0
// -------------------------------------------------------------------------------------
// Interface from Matt's data structures to Mike's texture mapper.
// -------------------------------------------------------------------------------------
void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
{
	int	i;

	//	These variables are used in system which renders texture maps which lie on one scanline as a line.
	// fix	div_numerator;
	int	lighting_on_save = Lighting_on;

	Assert(nverts <= MAX_TMAP_VERTS);


#ifdef USE_MULT_CODE
	if ( !divide_table_filled ) fill_divide_table();
#endif

	// -- now called from g3_start_frame -- init_interface_vars_to_assembler();

	//	If no transparency and seg depth is large, render as flat shaded.
	if ((Current_seg_depth > Max_linear_depth) && ((bp->bm_flags & 3) == 0)) {
		draw_tmap_flat(bp, nverts, vertbuf);
		return;
	}

	if ( bp->bm_flags & BM_FLAG_RLE )
		bp = rle_expand_texture( bp );		// Expand if rle'd

	Transparency_on = bp->bm_flags & BM_FLAG_TRANSPARENT;
	if (bp->bm_flags & BM_FLAG_NO_LIGHTING)
		Lighting_on = 0;


	// Setup texture map in Tmap1
	Tmap1.nv = nverts;						// Initialize number of vertices

// 	div_numerator = DivNum;	//f1_0*3;

	for (i=0; i<nverts; i++) {
		g3ds_vertex	*tvp = &Tmap1.verts[i];
		g3s_point	*vp = vertbuf[i];

		tvp->x2d = vp->p3_sx;
		tvp->y2d = vp->p3_sy;

		//	Check for overflow on fixdiv.  Will overflow on vp->z <= something small.  Allow only as low as 256.
		if (vp->p3_z < 256) {
			vp->p3_z = 256;
			// Int3();		// we would overflow if we divided!
		}

		tvp->z = fixdiv(F1_0*12, vp->p3_z);
		tvp->u = vp->p3_u << 6; //* bp->bm_w;
		tvp->v = vp->p3_v << 6; //* bp->bm_h;

		Assert(Lighting_on < 3);

		if (Lighting_on)
			tvp->l = vp->p3_l * NUM_LIGHTING_LEVELS;
	}


	Lighting_enabled = Lighting_on;

	// Now, call my texture mapper.
	if (Lighting_on) {
		switch (Interpolation_method) {	// 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
			case 0:								// choose best interpolation
				per2_flag = 1;
				if (Current_seg_depth > Max_perspective_depth)
					ntexture_map_lighted_linear(bp, &Tmap1);
				else
					ntexture_map_lighted(bp, &Tmap1);
				break;
			case 1:								// linear interpolation
				per2_flag = 1;
				ntexture_map_lighted_linear(bp, &Tmap1);
				break;
			case 2:								// perspective every 8th pixel interpolation
				per2_flag = 1;
				ntexture_map_lighted(bp, &Tmap1);
				break;
			case 3:								// perspective every pixel interpolation
				per2_flag = 0;					// this hack means do divide every pixel
				ntexture_map_lighted(bp, &Tmap1);
				break;
			default:
				Assert(0);				// Illegal value for Interpolation_method, must be 0,1,2,3
		}
	} else {
		switch (Interpolation_method) {	// 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
			case 0:								// choose best interpolation
				per2_flag = 1;
				if (Current_seg_depth > Max_perspective_depth)
					ntexture_map_lighted_linear(bp, &Tmap1);
				else
					ntexture_map_lighted(bp, &Tmap1);
				break;
			case 1:								// linear interpolation
				per2_flag = 1;
				ntexture_map_lighted_linear(bp, &Tmap1);
				break;
			case 2:								// perspective every 8th pixel interpolation
				per2_flag = 1;
				ntexture_map_lighted(bp, &Tmap1);
				break;
			case 3:								// perspective every pixel interpolation
				per2_flag = 0;					// this hack means do divide every pixel
				ntexture_map_lighted(bp, &Tmap1);
				break;
			default:
				Assert(0);				// Illegal value for Interpolation_method, must be 0,1,2,3
		}
	}

	Lighting_on = lighting_on_save;

}
Exemple #2
0
// -------------------------------------------------------------------------------------
// Interface from Matt's data structures to Mike's texture mapper.
// -------------------------------------------------------------------------------------
void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
{
	int	i;

	//	These variables are used in system which renders texture maps which lie on one scanline as a line.
#if SC2000K
	int	flat_flag;							// Set to 1 and remains 1 so long as all y coords are the same (in integer portion).
	int	last_y;								// Y coordinate of previous vertex.
	fix	min_x = 0xfff0000, max_x = 0;	// Minimum and maximum bounds of line to render in place of flat texture map.
#endif
	// fix	div_numerator;
	int	lighting_on_save = Lighting_on;

	Assert(nverts <= MAX_TMAP_VERTS);


#ifdef USE_MULT_CODE
	if ( !divide_table_filled ) fill_divide_table();
#endif

	// -- now called from g3_start_frame -- init_interface_vars_to_assembler();

	//	If no transparency and seg depth is large, render as flat shaded.
	if ((Current_seg_depth > Max_linear_depth) && ((bp->bm_flags & 3) == 0)) {
		draw_tmap_flat(bp, nverts, vertbuf);
		return;
	}

	if ( bp->bm_flags & BM_FLAG_RLE )
		bp = rle_expand_texture( bp );		// Expand if rle'd

	Transparency_on = bp->bm_flags & BM_FLAG_TRANSPARENT;
	if (bp->bm_flags & BM_FLAG_NO_LIGHTING)
		Lighting_on = 0;

	//	Set selector for current texture map.
	if ( bp->bm_selector == 0 )	{
		if (gr_bitmap_assign_selector( bp ) )
			Error( "Couldn't assign selector in ntmap.c!\n" );
	}
	pixel_data_selector = bp->bm_selector;

	// Setup texture map in Tmap1
	Tmap1.nv = nverts;						// Initialize number of vertices

#if SC2000K
	last_y = f2i(vertbuf[0]->p3_sy);
	flat_flag = 1;								// Says so far, this texture map exists all on one scan line
#endif
// 	div_numerator = DivNum;	//f1_0*3;

	for (i=0; i<nverts; i++) {
		g3ds_vertex	*tvp = &Tmap1.verts[i];
		g3s_point	*vp = vertbuf[i];

		tvp->x2d = vp->p3_sx;
		tvp->y2d = vp->p3_sy;

#if SC2000K
		//	If y coordinates are not the same (in integer portion), then this texture map is not all on one scan line
		if (f2i(tvp->y2d) != last_y)
			flat_flag = 0;

		// If everything is flat so far, set minimum x and y for rendering a scanline
		if (flat_flag) {
			if (tvp->x2d < min_x)
				min_x = tvp->x2d;

			if (tvp->x2d > max_x)
				max_x = tvp->x2d;
		}
#endif
		//	Check for overflow on fixdiv.  Will overflow on vp->z <= something small.  Allow only as low as 256.
		if (vp->z < 256) {
			vp->z = 256;
			// Int3();		// we would overflow if we divided!
		}

		tvp->z = fixdiv(F1_0*12, vp->z);
 		tvp->u = vp->p3_u << 6; //* bp->bm_w;
		tvp->v = vp->p3_v << 6; //* bp->bm_h;

		Assert(Lighting_on < 3);

		if (Lighting_on)
			tvp->l = vp->p3_l * NUM_LIGHTING_LEVELS;
	}

#if SC2000K
	// Render a horizontal line instead of a texture map if flat_flag still set (all vertices on one scanline).
	if (SC2000 && flat_flag) {
		fix y,cvw;

		Int3();
		y = Tmap1.verts[0].y2d;
		cvw = i2f(grd_curcanv->cv_bitmap.bm_w-1);

		if (y<0 || y>i2f(grd_curcanv->cv_bitmap.bm_h-1)) { Lighting_on = lighting_on_save; return; }

		//if (min_x < 0) min_x = 0;
		//if (max_x > cvw) max_x = cvw;

		gr_setcolor(*(bp->bm_data+32*32+32));				// Read center pixel of 64x64 bitmap, use as line color.
		gr_line(min_x, Tmap1.verts[0].y2d, max_x, Tmap1.verts[0].y2d);

		Lighting_on = lighting_on_save;
		return;
	}
#endif

	Lighting_enabled = Lighting_on;

	// Now, call my texture mapper.
	if (Lighting_on) {
		switch (Interpolation_method) {	// 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
			case 0:								// choose best interpolation
				per2_flag = 1;
				if (Current_seg_depth > Max_perspective_depth)
					ntexture_map_lighted_linear(bp, &Tmap1);
				else
					ntexture_map_lighted(bp, &Tmap1);
				break;
			case 1:								// linear interpolation
				per2_flag = 1;
				ntexture_map_lighted_linear(bp, &Tmap1);
				break;
			case 2:								// perspective every 8th pixel interpolation
				per2_flag = 1;
				ntexture_map_lighted(bp, &Tmap1);
				break;
			case 3:								// perspective every pixel interpolation
				per2_flag = 0;					// this hack means do divide every pixel
				ntexture_map_lighted(bp, &Tmap1);
				break;
			default:
				Assert(0);				// Illegal value for Interpolation_method, must be 0,1,2,3
		}
	} else {
		switch (Interpolation_method) {	// 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
			case 0:								// choose best interpolation
				per2_flag = 1;
				if (Current_seg_depth > Max_perspective_depth)
					ntexture_map_lighted_linear(bp, &Tmap1);
				else
					ntexture_map_lighted(bp, &Tmap1);
				break;
			case 1:								// linear interpolation
				per2_flag = 1;
				ntexture_map_lighted_linear(bp, &Tmap1);
				break;
			case 2:								// perspective every 8th pixel interpolation
				per2_flag = 1;
				ntexture_map_lighted(bp, &Tmap1);
				break;
			case 3:								// perspective every pixel interpolation
				per2_flag = 0;					// this hack means do divide every pixel
				ntexture_map_lighted(bp, &Tmap1);
				break;
			default:
				Assert(0);				// Illegal value for Interpolation_method, must be 0,1,2,3
		}
	}

	Lighting_on = lighting_on_save;

}