コード例 #1
0
ファイル: RenderModel.cpp プロジェクト: 0-T-0/Serious-Engine
// begin/end model rendering to screen
void BeginModelRenderingView( CAnyProjection3D &prProjection, CDrawPort *pdp)
{
  ASSERT( _iRenderingType==0 && _pdp==NULL);

  // set 3D projection
  _iRenderingType = 1;
  _pdp = pdp;
  prProjection->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
  prProjection->Prepare();
  // in case of mirror projection, move mirror clip plane a bit father from the mirrored models,
  // so we have less clipping (for instance, player feet)
  if( prProjection->pr_bMirror) prProjection->pr_plMirrorView.pl_distance -= 0.06f; // -0.06 is because entire projection is offseted by +0.05
  _aprProjection = prProjection;
  _pdp->SetProjection( _aprProjection);
  // make FPU precision low
  _fpuOldPrecision = GetFPUPrecision(); 
  SetFPUPrecision(FPT_24BIT);

  // prepare common arrays for simple shadows rendering
  _avtxCommon.PopAll();
  _atexCommon.PopAll();
  _acolCommon.PopAll();

  // eventually setup truform
  extern INDEX gap_bForceTruform;
  extern INDEX ogl_bTruformLinearNormals;
  if( ogl_bTruformLinearNormals) ogl_bTruformLinearNormals = 1;
  if( gap_bForceTruform) {
    gap_bForceTruform = 1;
    gfxSetTruform( _pGfx->gl_iTessellationLevel, ogl_bTruformLinearNormals);
  }
}
コード例 #2
0
ファイル: WorldCSG.cpp プロジェクト: DrItanium/Serious-Engine
// assure that floating point precision is 53 bits
void AssureFPT_53(void)
{
  if (GetFPUPrecision()!=FPT_53BIT) {
    ASSERTALWAYS( "Floating precision must be set to 53 bits during CSG!");
    SetFPUPrecision(FPT_53BIT);
  }
}
コード例 #3
0
ファイル: Float.cpp プロジェクト: RocketersAlex/LCSource
/*
 * Destructor with automatic restoring of FPU precision.
 */
CSetFPUPrecision::~CSetFPUPrecision(void)
{
  // check consistency
  ASSERT(GetFPUPrecision()==sfp_fptNewPrecision);
  // restore old precision if needed
  if (sfp_fptNewPrecision!=sfp_fptOldPrecision) {
    SetFPUPrecision(sfp_fptOldPrecision);
  }
}
コード例 #4
0
ファイル: Float.cpp プロジェクト: RocketersAlex/LCSource
/*
 * Constructor with automatic setting of FPU precision.
 */
CSetFPUPrecision::CSetFPUPrecision(enum FPUPrecisionType fptNew)
{
  // remember old precision
  sfp_fptOldPrecision = GetFPUPrecision();
  // set new precision if needed
  sfp_fptNewPrecision = fptNew;
  if (sfp_fptNewPrecision!=sfp_fptOldPrecision) {
    SetFPUPrecision(fptNew);
  }
}
コード例 #5
0
ファイル: RenderModel.cpp プロジェクト: 0-T-0/Serious-Engine
void EndModelRenderingView( BOOL bRestoreOrtho/*=TRUE*/)
{
  ASSERT( _iRenderingType==1 && _pdp!=NULL);
  // assure that FPU precision was low all the model rendering time, then revert to old FPU precision
  ASSERT( GetFPUPrecision()==FPT_24BIT);
  SetFPUPrecision(_fpuOldPrecision);
  // restore front face direction
  gfxFrontFace(GFX_CCW);
  // render all batched shadows
  extern void RenderBatchedSimpleShadows_View(void);
  RenderBatchedSimpleShadows_View();
  // back to 2D projection?
  if( bRestoreOrtho) _pdp->SetOrtho();
  _iRenderingType = 0;
  _pdp = NULL;
  // eventually disable re-enable clipping
  gfxEnableClipping();
  if( _aprProjection->pr_bMirror || _aprProjection->pr_bWarp) gfxEnableClipPlane();
}
コード例 #6
0
ファイル: WorldCSG.cpp プロジェクト: DrItanium/Serious-Engine
/*
 * Copy selected sectors of a source brush to a 3D object.
 */
void CWorld::CopySourceBrushSectorsToObject(
  CEntity &enBrush,
  CBrushSectorSelectionForCSG &bscselSectors,
  const CPlacement3D &plSourcePlacement,
  CObject3D &obObject,
  const CPlacement3D &plTargetPlacement,
  DOUBLEaabbox3D &boxSourceAbsolute
  )
{
  ASSERT(GetFPUPrecision()==FPT_53BIT);
  // get the brush mip from the entity
  CBrushMip &bmBrushMip = *GetBrushMip(enBrush);

  // calculate placement of the brush in absolute space (taking relative
  // world placement and entity placement in account)
  CPlacement3D plBrush = enBrush.en_plPlacement;
  plBrush.RelativeToAbsolute(plSourcePlacement);

  // copy selected sectors of brush to object3d object
  bmBrushMip.ToObject3D(obObject, bscselSectors);

  // make a copy of the object and find its box in absolute space
  CObject3D obAbsolute;
  obAbsolute = obObject;
  CSimpleProjection3D_DOUBLE prToAbsolute;
  prToAbsolute.ObjectPlacementL() = plBrush;
  prToAbsolute.ViewerPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
  prToAbsolute.Prepare();
  obAbsolute.Project(prToAbsolute);
  obAbsolute.GetBoundingBox(boxSourceAbsolute);

  // project the brush into target space
  CSimpleProjection3D_DOUBLE prSimple;
  prSimple.ObjectPlacementL() = plBrush;
  prSimple.ViewerPlacementL() = plTargetPlacement;
  prSimple.Prepare();
  obObject.Project(prSimple);
}
コード例 #7
0
ファイル: WorldCSG.cpp プロジェクト: DrItanium/Serious-Engine
/*
 * Move sectors of a target brush that are affected, to a 3D object.
 */
void CWorld::MoveTargetBrushPartToObject(
  CEntity &enBrush,
  DOUBLEaabbox3D &boxAffected,
  CObject3D &obObject
  )
{
  ASSERT(GetFPUPrecision()==FPT_53BIT);
  // get the brush mip from the entity
  CBrushMip &bmBrushMip = *GetBrushMip(enBrush);

  // copy those sectors of brush touching given bbox to 3D object
  CBrushSectorSelectionForCSG bscselSectors;
  bmBrushMip.SelectSectorsInRange(bscselSectors, DOUBLEtoFLOAT(boxAffected));
  bmBrushMip.ToObject3D(obObject, bscselSectors);
  bmBrushMip.DeleteSelectedSectors(bscselSectors);
  // if no sectors are moved this way
  if (obObject.ob_aoscSectors.Count()==0) {
    // move the open sector to object
    CBrushSectorSelectionForCSG bscselOpen;
    bmBrushMip.SelectOpenSector(bscselOpen);
    bmBrushMip.ToObject3D(obObject, bscselOpen);
    bmBrushMip.DeleteSelectedSectors(bscselOpen);
  }
}