コード例 #1
0
ファイル: terrdr.c プロジェクト: Comanche93/eech
void draw_terrain_line ( int index1, int index2 )
{

	int
		outcode,
		outcode2;

	vertex
		*line;

	polygon_3d_vertices[0].x = transformed_3d_3d_points[index1].x;
	polygon_3d_vertices[0].y = transformed_3d_3d_points[index1].y;
	polygon_3d_vertices[0].z = transformed_3d_2d_points[index1].z;
	polygon_3d_vertices[0].i = transformed_3d_2d_points[index1].i;
	polygon_3d_vertices[0].j = transformed_3d_2d_points[index1].j;
	polygon_3d_vertices[0].q = transformed_3d_2d_points[index1].q;
	polygon_3d_vertices[0].outcode = transformed_3d_point_outcodes[index1];
	polygon_3d_vertices[0].next_vertex = &polygon_3d_vertices[1];

	polygon_3d_vertices[1].x = transformed_3d_3d_points[index2].x;
	polygon_3d_vertices[1].y = transformed_3d_3d_points[index2].y;
	polygon_3d_vertices[1].z = transformed_3d_2d_points[index2].z;
	polygon_3d_vertices[1].i = transformed_3d_2d_points[index2].i;
	polygon_3d_vertices[1].j = transformed_3d_2d_points[index2].j;
	polygon_3d_vertices[1].q = transformed_3d_2d_points[index2].q;
	polygon_3d_vertices[1].outcode = transformed_3d_point_outcodes[index2];
	polygon_3d_vertices[1].next_vertex = NULL;

	line = polygon_3d_vertices;

	outcode = line->outcode;
	outcode2 = line->outcode;

	outcode |= line->next_vertex->outcode;
	outcode2 &= line->next_vertex->outcode;

	if ( outcode2 == 0 )
	{

		vertex
			*line;

		line = polygon_3d_vertices;

		clip_3d_coord = 0;

		if ( outcode & CLIP_HITHER )
		{
	
			line = hither_clip_3d_polygon ( line, &outcode );
		}
	
		if ( line )
		{

			if ( outcode )
			{
		
				line = clip_3d_polygon ( line, outcode );
			}

			if ( line )
			{

				real_colour
					colour;

				colour.red = 0;
				colour.green = 0;
				colour.blue = 0;
				colour.alpha = 0;

				d3d_fog_intensity = RGBA_MAKE ( 0, 0, 0, 255 );

				draw_wbuffered_plain_line ( line, colour );
			}
		}
	}
}
コード例 #2
0
ファイル: 3dstrail.c プロジェクト: Comanche93/eech
void render_smoke_trail_polygon ( vertex *poly, screen *texture, int additive )
{

	int
		outcode;

	vertex
		*tmp;

	tmp = poly;

	outcode = 0;

	while ( tmp )
	{

		outcode |= tmp->outcode;

		tmp = tmp->next_vertex;
	}


	if ( outcode )
	{

		clip_3d_coord = 0;

		if ( outcode & CLIP_HITHER )
		{
	
			poly = hither_clip_3d_polygon ( poly, &outcode );
	
			if ( !poly )
			{

				outcode = 0;
			}
		}
	
		if ( outcode )
		{
	
			apply_perspective_to_polygon_texture ( poly );
	
			poly = clip_3d_polygon ( poly, outcode );
	
			if ( poly )
			{

				remove_perspective_from_polygon_texture ( poly );
			}
		}
	}

	if ( poly )
	{

//		d3d_fog_intensity = RGBA_MAKE ( 0, 0, 0, 255 );

		//
		// Set the required renderstates
		//

		set_d3d_int_state ( D3DRENDERSTATE_SPECULARENABLE, FALSE );
//		set_d3d_int_state ( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );

		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
		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_NONE );

		if ( additive )
		{

			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );

			set_d3d_gouraud_shaded_textured_renderstate ( texture );
			draw_wbuffered_gouraud_shaded_textured_polygon ( poly );
		}
		else
		{

			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );

			set_d3d_gouraud_shaded_textured_renderstate ( texture );
			draw_wbuffered_gouraud_shaded_textured_polygon ( poly );
		}

//		set_d3d_int_state ( D3DRENDERSTATE_CULLMODE, D3DCULL_CCW );
	}
}
コード例 #3
0
ファイル: 3dmoon.c プロジェクト: DexterWard/comanche
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 );
	}
}
コード例 #4
0
ファイル: 3dsprite.c プロジェクト: Comanche93/eech
void draw_3d_sprite ( object_3d_sprite *sprite )
{

	float
		x,
		y,
		z,
		q,
		i,
		j,
		radius,
		roll,
		sin_roll,
		cos_roll,
		width,
		height;

	vertex
		*poly,
		sprite_quad[4];

	vec2d
		point1,
		point2,
		point3,
		point4;

	int
		outcode;

	number_of_sprites_in_3d_scene++;

	x = sprite->position.x;
	y = sprite->position.y;
	z = sprite->position.z;

	radius = sprite->radius;

	roll = sprite->roll;
	sin_roll = sin ( roll );
	cos_roll = cos ( roll );

	point1.x = ( -0.5 * ( +cos_roll ) ) + ( +0.5 * ( +sin_roll ) );
	point1.y = ( -0.5 * ( -sin_roll ) ) + ( +0.5 * ( +cos_roll ) );

	point2.x = ( -0.5 * ( +cos_roll ) ) + ( -0.5 * ( +sin_roll ) );
	point2.y = ( -0.5 * ( -sin_roll ) ) + ( -0.5 * ( +cos_roll ) );

	point3.x = ( +0.5 * ( +cos_roll ) ) + ( -0.5 * ( +sin_roll ) );
	point3.y = ( +0.5 * ( -sin_roll ) ) + ( -0.5 * ( +cos_roll ) );

	point4.x = ( +0.5 * ( +cos_roll ) ) + ( +0.5 * ( +sin_roll ) );
	point4.y = ( +0.5 * ( -sin_roll ) ) + ( +0.5 * ( +cos_roll ) );
	
	q = 1.0 / z;

	i = ( active_3d_environment->screen_i_scale * x * q );
	j = ( active_3d_environment->screen_j_scale * y * q );
	
	i = active_3d_environment->x_origin + i;
	j = active_3d_environment->y_origin - j;
	
	width = active_3d_environment->screen_i_scale * radius * q;
	height = active_3d_environment->screen_j_scale * radius * q;

	sprite_quad[0].q = q;
	sprite_quad[0].i = i + ( point1.x * width );
	sprite_quad[0].j = j + ( point1.y * height );
	sprite_quad[0].u = 0;
	sprite_quad[0].v = 0;
	sprite_quad[0].outcode = generate_3d_outcode ( sprite_quad[0].i, sprite_quad[0].j );
	sprite_quad[0].next_vertex = &sprite_quad[1];

	sprite_quad[1].q = q;
	sprite_quad[1].i = i + ( point2.x * width );
	sprite_quad[1].j = j + ( point2.y * height );
	sprite_quad[1].u = 1;
	sprite_quad[1].v = 0;
	sprite_quad[1].outcode = generate_3d_outcode ( sprite_quad[1].i, sprite_quad[1].j );
	sprite_quad[1].next_vertex = &sprite_quad[2];

	sprite_quad[2].q = q;
	sprite_quad[2].i = i + ( point3.x * width );
	sprite_quad[2].j = j + ( point3.y * height );
	sprite_quad[2].u = 1;
	sprite_quad[2].v = 1;
	sprite_quad[2].outcode = generate_3d_outcode ( sprite_quad[2].i, sprite_quad[2].j );
	sprite_quad[2].next_vertex = &sprite_quad[3];

	sprite_quad[3].q = q;
	sprite_quad[3].i = i + ( point4.x * width );
	sprite_quad[3].j = j + ( point4.y * height );
	sprite_quad[3].u = 0;
	sprite_quad[3].v = 1;
	sprite_quad[3].outcode = generate_3d_outcode ( sprite_quad[3].i, sprite_quad[3].j );
	sprite_quad[3].next_vertex = NULL;

	outcode = sprite_quad[0].outcode;
	outcode |= sprite_quad[1].outcode;
	outcode |= sprite_quad[2].outcode;
	outcode |= sprite_quad[3].outcode;

	poly = sprite_quad;

	if ( outcode )
	{

		clip_3d_coord = 0;

		poly = clip_3d_polygon ( poly, outcode );
	}

	if ( poly )
	{

		real_colour
			specular_colour;

		specular_colour.colour = 0;
		specular_colour.alpha = 255;

		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 );

		if (active_3d_environment->render_filter != RENDER_CLEAR )
		{

			float
				r,
				g,
				b,
				intensity;

			int
				ir,
				ig,
				ib;

			real_colour
				colour;

			//
			// Colour the additive to the light colour
			//

			colour.colour = sprite->colour;

			r = colour.red;
			g = colour.green;
			b = colour.blue;

			intensity = ( 0.3 * r ) + ( 0.59 * g ) + ( 0.11 * b );

			r = intensity * ambient_3d_light.colour.red;
			g = intensity * ambient_3d_light.colour.green;
			b = intensity * ambient_3d_light.colour.blue;

			convert_float_to_int ( r, &ir );
			convert_float_to_int ( g, &ig );
			convert_float_to_int ( b, &ib );

			colour.colour = sprite->colour;
			colour.red = ir;
			colour.green = ig;
			colour.blue = ib;

			sprite->colour = colour.colour;
		}

		if ( sprite->additive )
		{

			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );

			set_d3d_flat_shaded_textured_renderstate ( sprite->texture );

			draw_wbuffered_flat_shaded_textured_polygon ( poly, *( ( real_colour * ) &sprite->colour ), specular_colour );
		}
		else
		{



			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );

			set_d3d_flat_shaded_textured_renderstate ( sprite->texture );

			draw_wbuffered_flat_shaded_textured_polygon ( poly, *( ( real_colour * ) &sprite->colour ), specular_colour );
		}
	}
}
コード例 #5
0
ファイル: 3dsun.c プロジェクト: DexterWard/comanche
vertex * construct_sun_polygon ( matrix3x3 sun_matrix, vertex *sun_quad, float sun_width, float sun_height, float sun_depth )
{

	vertex
		*sun_polygon,
		*vert;

	int
		outcode,
		outcode2,
		count;

	sun_quad[0].next_vertex = &sun_quad[1];
	sun_quad[1].next_vertex = &sun_quad[2];
	sun_quad[2].next_vertex = &sun_quad[3];
	sun_quad[3].next_vertex = NULL;

	sun_quad[0].x = -sun_width/2;
	sun_quad[0].y = sun_height/2;
	sun_quad[0].z = sun_depth;
	sun_quad[0].u = 0;
	sun_quad[0].v = 0;

	sun_quad[1].x = sun_width/2;
	sun_quad[1].y = sun_height/2;
	sun_quad[1].z = sun_depth;
	sun_quad[1].u = 1;
	sun_quad[1].v = 0;

	sun_quad[2].x = sun_width/2;
	sun_quad[2].y = -sun_height/2;
	sun_quad[2].z = sun_depth;
	sun_quad[2].u = 1;
	sun_quad[2].v = 1;

	sun_quad[3].x = -sun_width/2;
	sun_quad[3].y = -sun_height/2;
	sun_quad[3].z = sun_depth;
	sun_quad[3].u = 0;
	sun_quad[3].v = 1;

	for ( count = 0; count < 4; count++ )
	{

		float
			x,
			y,
			z;


		x = sun_quad[count].x * sun_matrix[0][0] + sun_quad[count].y * sun_matrix[1][0] + sun_quad[count].z * sun_matrix[2][0];
		y = sun_quad[count].x * sun_matrix[0][1] + sun_quad[count].y * sun_matrix[1][1] + sun_quad[count].z * sun_matrix[2][1];
		z = sun_quad[count].x * sun_matrix[0][2] + sun_quad[count].y * sun_matrix[1][2] + sun_quad[count].z * sun_matrix[2][2];

		sun_quad[count].x = x;
		sun_quad[count].y = y;
		sun_quad[count].z = z;
	}

	//
	// Clip the sun to the horizon
	//

	clip_3d_coord = 0;

	sun_polygon = horizon_clip_3d_polygon ( sun_quad );

	if ( sun_polygon )
	{

		//
		// Rotate the polygon around to the users viewpoint
		//

		vert = sun_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 ( NULL );
		}


		if ( outcode & CLIP_HITHER )
		{

			sun_polygon = hither_clip_3d_polygon ( sun_polygon, &outcode );

			if ( !sun_polygon )
			{

				return ( NULL );
			}
		}

		if ( outcode )
		{

			apply_perspective_to_polygon_texture ( sun_polygon );

			sun_polygon = clip_3d_polygon ( sun_polygon, outcode );

			if ( !sun_polygon )
			{

				return ( NULL );
			}

			remove_perspective_from_polygon_texture ( sun_polygon );
		}

		if ( sun_polygon )
		{

			vertex
				*p;

			p = sun_polygon;

			while ( p )
			{

				if ( p->q < clip_yonder_reciprocal )
				{

					p->q = clip_yonder_reciprocal;
				}

				p = p->next_vertex;
			}
		}

		return ( sun_polygon );
	}
	else
	{

		return ( NULL );
	}
}
コード例 #6
0
ファイル: clouds.c プロジェクト: DexterWard/comanche
void render_cloud_polygon ( int number_of_points, cloud_3d_textured_reference *point_references, vertex *transformed_points, cloud_3d_point *source_points, float alpha_blend, screen *texture )
{

	int
		count,
		alpha,
		first_point,
		this_point,
		previous_point,
		outcode,
		outcode2;

	vertex
		*polygon;

	first_point = point_references->point;

	this_point = first_point;

	outcode = transformed_points[this_point].outcode;
	outcode2 = transformed_points[this_point].outcode;
	convert_float_to_int ( ( source_points[this_point].a * alpha_blend * 255 ), &alpha );
	transformed_points[this_point].u = point_references->u;
	transformed_points[this_point].v = point_references->v;
	transformed_points[this_point].alpha = alpha;

	point_references++;

	for ( count = 1; count < number_of_points; count++ )
	{

		previous_point = this_point;

		this_point = point_references->point;

		outcode |= transformed_points[this_point].outcode;
		outcode2 &= transformed_points[this_point].outcode;

		convert_float_to_int ( ( source_points[this_point].a * alpha_blend * 255 ), &alpha );

		transformed_points[this_point].u = point_references->u;
		transformed_points[this_point].v = point_references->v;
		transformed_points[this_point].alpha = alpha;

		cloud_transformed_3d_points[previous_point].next_vertex = &cloud_transformed_3d_points[this_point];

		point_references++;
	}

	cloud_transformed_3d_points[this_point].next_vertex = NULL;

	if ( !outcode2 )
	{

		polygon = &cloud_transformed_3d_points[first_point];

		clip_3d_coord = 0;

		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 );
		}

		if ( polygon )
		{
			set_d3d_int_state ( D3DRENDERSTATE_SPECULARENABLE, FALSE );
			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );
			set_d3d_gouraud_shaded_textured_renderstate ( texture );

			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
			set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR );
			set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR );
			{

				int
					number_of_vertices;

				vertex
					*vert;

				LPD3DTLVERTEX vertices, vptr;

				vert = polygon;

				vertices = get_d3d_vertices_address ( polygon, &number_of_vertices );

				vptr = vertices;

				while ( vert )
				{

					real_colour
						specular;

					specular.colour = d3d_fog_intensity;
					specular.red = vert->specular;
					specular.green = vert->specular;
					specular.blue = vert->specular;

					*( ( int * ) &vptr->sx ) = *( ( int * ) &vert->i );
					*( ( int * ) &vptr->sy ) = *( ( int * ) &vert->j );
					*( ( int * ) &vptr->tu ) = *( ( int * ) &vert->u );
					*( ( int * ) &vptr->tv ) = *( ( int * ) &vert->v );
					*( ( int * ) &vptr->rhw ) = *( ( int * ) &vert->q );
					vptr->sz = ( vert->q * zbuffer_factor ) + zbuffer_constant;

					vptr->r = vert->red;
					vptr->g = vert->green;
					vptr->b = vert->blue;
					vptr->a = vert->alpha;

					vptr->color = vert->colour;
					vptr->specular = specular.colour;

					if ( vptr->sz >= 1.0 )
					{

						vptr->sz = 0.999;
					}

					vptr++;

					vert = vert->next_vertex;
				}

				draw_fan_primitive ( number_of_vertices, vertices );
			}

//			draw_wbuffered_gouraud_shaded_textured_polygon ( polygon );
		}
	}
}
コード例 #7
0
ファイル: 3dstrike.c プロジェクト: Comanche93/eech
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 );
		}
	}
}
コード例 #8
0
ファイル: 3dline.c プロジェクト: Comanche93/eech
void draw_3d_polyline ( struct OBJECT_3D_POLYLINE *polyline )
{

	int
		segment,
		outcode;

	float
		average_distance;

	polyline_point
		*points;

	vertex
		*line;

	real_colour
		colour;

	//
	// Connect the two vertices up
	//

	points = polyline->polyline->points;

	segment = polyline->segment;

	points[segment].transformed_point.next_vertex = &points[segment+1].transformed_point;

	points[segment+1].transformed_point.next_vertex = NULL;

	outcode = points[segment].transformed_point.outcode;
	outcode |= points[segment+1].transformed_point.outcode;

	//
	// Calculate the average distance of the polyline
	//

	average_distance = ( points[segment].transformed_point.z + points[segment+1].transformed_point.z ) / 2.0;

	//
	// Set the fog value for this polyline
	//

	{

		float
			fog_intensity;

		int
			ifog_intensity;

		fog_intensity = get_fog_distance_value ( average_distance );

		convert_float_to_int ( fog_intensity, &ifog_intensity );

		set_d3d_fog_face_intensity ( ifog_intensity );
	}

	//
	// Calculate the lighting if required
	//

	if ( polyline->polyline->lit )
	{

		vec3d
			point1,
			point2,
			plane_normal,
			line_normal;

		float
			red,
			green,
			blue,
			ndotn,
			ndotp1,
			ndotcamera,
			direction_factor;

		light_3d_source
			*this_light;

		int
			ired,
			igreen,
			iblue;
	
		//
		// This bit is a work of a genius matey!
		//

		point1 = points[segment].world_point;
		point2 = points[segment+1].world_point;

		point1.x = ( ( point2.x - point1.x ) / 2 ) + point1.x;
		point1.y = ( ( point2.y - point1.y ) / 2 ) + point1.y;
		point1.z = ( ( point2.z - point1.z ) / 2 ) + point1.z;

		plane_normal.x = point2.x - point1.x;
		plane_normal.y = point2.y - point1.y;
		plane_normal.z = point2.z - point1.z;

		ndotn = ( ( plane_normal.x * plane_normal.x ) + ( plane_normal.y * plane_normal.y ) + ( plane_normal.z * plane_normal.z ) );
		ndotp1 = ( ( point1.x * plane_normal.x ) + ( point1.y * plane_normal.y ) + ( point1.z * plane_normal.z ) );

		ndotcamera = (	( visual_3d_vp->x * plane_normal.x ) + ( visual_3d_vp->y * plane_normal.y ) + ( visual_3d_vp->z * plane_normal.z ) );

		direction_factor = ( ( ndotp1 - ndotcamera ) / ndotn );

		line_normal.x = visual_3d_vp->x + direction_factor * ( plane_normal.x );
		line_normal.y = visual_3d_vp->y + direction_factor * ( plane_normal.y );
		line_normal.z = visual_3d_vp->z + direction_factor * ( plane_normal.z );

		line_normal.x = line_normal.x - point1.x;
		line_normal.y = line_normal.y - point1.y;
		line_normal.z = line_normal.z - point1.z;

		normalise_any_3d_vector ( &line_normal );

		this_light = current_3d_lights;

		red = ambient_3d_light.colour.red;
		green = ambient_3d_light.colour.green;
		blue = ambient_3d_light.colour.blue;

		while ( this_light )
		{

			float
				intensity;

			intensity = ( ( line_normal.x * this_light->lx ) + ( line_normal.y * this_light->ly ) + ( line_normal.z * this_light->lz ) );

			if ( ( *( int * ) &intensity ) > ( *( int * ) &float_value_zero ) )
			{

				red += intensity * this_light->colour.red;
				green += intensity * this_light->colour.green;
				blue += intensity * this_light->colour.blue;
			}

			this_light = this_light->succ;
		}
	
		red = bound ( red, 0, 1 );
		green = bound ( green, 0, 1 );
		blue = bound ( blue, 0, 1 );

		red *= polyline->polyline->colour.red;
		green *= polyline->polyline->colour.green;
		blue *= polyline->polyline->colour.blue;

		red += FLOAT_FLOAT_FACTOR;
		green += FLOAT_FLOAT_FACTOR;
		blue += FLOAT_FLOAT_FACTOR;

		ired = ( *( int * ) &red ) - INTEGER_FLOAT_FACTOR;
		igreen = ( *( int * ) &green ) - INTEGER_FLOAT_FACTOR;
		iblue = ( *( int * ) &blue ) - INTEGER_FLOAT_FACTOR;

		colour.red = ired;
		colour.green = igreen;
		colour.blue = iblue;
		colour.alpha = 0;
	}
	else
	{

		colour = polyline->polyline->colour;
	}

	//
	// Go through all the vertices, creating lines to draw, then render them.
	//

	line = &points[segment].transformed_point;

	clip_3d_coord = 0;

	if ( outcode & CLIP_HITHER )
	{

		line = hither_clip_3d_polygon ( line, &outcode );
	}

	if ( line )
	{

		if ( outcode )
		{

			line = clip_3d_polygon ( line, outcode );
		}

		if ( line )
		{

			set_d3d_plain_renderstate ();

			draw_wbuffered_plain_line ( line, colour );
		}
	}
}
コード例 #9
0
ファイル: 3drain.c プロジェクト: DexterWard/comanche
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 );
	}
}
コード例 #10
0
ファイル: terrtree.c プロジェクト: Comanche93/eech
void render_clipped_3d_terrain_tree_gouraud_textured_diffuse_lit_polygon ( object_3d_face *this_face, struct OBJECT_3D_INFO *object_base )
{

	int
		triangle_count,
		outcode;

	vertex
		*poly;

	texture_map
		*texture;

	texture = &system_textures[current_object_3d_surface->texture_index];

	for ( triangle_count = 0; triangle_count < ( this_face->number_of_points - 2 ); triangle_count++ )
	{

		poly = NULL;
		/*construct_3d_vertex_gouraud_coloured_textured_triangle_fan ( triangle_count,
																									current_object_3d_point_list,
																									current_object_3d_gouraud_list,
																									current_object_3d_texture_list,
																									object_base->points_base,
																									&outcode,
																									current_tree_colour_red,
																									current_tree_colour_green,
																									current_tree_colour_blue,
																									current_tree_colour_alpha );
																									*/
		if ( poly )
		{
		
			if ( outcode )
			{
		
				clip_3d_coord = 0;

				if ( outcode & CLIP_HITHER )
				{
			
					poly = hither_clip_3d_polygon ( poly, &outcode );
		
					if ( !poly )
					{
		
						continue;
					}
				}
			
				if ( outcode )
				{
		
					apply_perspective_to_polygon_texture ( poly );
						
					poly = clip_3d_polygon ( poly, outcode );
		
					if ( !poly )
					{
		
						continue;
					}
		
					remove_perspective_from_polygon_texture ( poly );
				}
			}
		

//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMAG, current_object_3d_texture_filter );
//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMIN, current_object_3d_texture_mipmap );
//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREADDRESS, current_object_3d_texture_address );

//			draw_d3d_gouraud_shaded_textured_polygon ( poly, texture );
		}
	}
}
コード例 #11
0
ファイル: terrtree.c プロジェクト: Comanche93/eech
void render_clipped_3d_terrain_tree_textured_diffuse_lit_polygon ( object_3d_face *this_face, struct OBJECT_3D_INFO *object_base )
{

	vertex
		*poly;

	texture_map
		*texture;

	texture = &system_textures[current_object_3d_surface->texture_index];

	{

		real_colour
			colour;

		float
			red,
			green,
			blue;

		int
			ired,
			igreen,
			iblue;

		//
		// Look up the colour of the face normal
		//

		red = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].r;
		green = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].g;
		blue = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].b;

		red *= current_tree_colour_red;
		green *= current_tree_colour_green;
		blue *= current_tree_colour_blue;

		convert_float_to_int ( red, &ired );
		convert_float_to_int ( green, &igreen );
		convert_float_to_int ( blue, &iblue );

		colour.red = ired;
		colour.green = igreen;
		colour.blue = iblue;
		colour.alpha = 255;

		poly = NULL;
		/*construct_3d_vertex_textured_polygon ( this_face->number_of_points,
																		current_object_3d_point_list,
																		current_object_3d_texture_list,
																		object_base->points_base );
																		*/
		
		clip_3d_coord = 0;

		if ( current_object_3d_outcode & CLIP_HITHER )
		{
	
			poly = hither_clip_3d_polygon ( poly, &current_object_3d_outcode );

			if ( !poly )
			{

				return;
			}
		}

		if ( current_object_3d_outcode )
		{

			apply_perspective_to_polygon_texture ( poly );
				
			poly = clip_3d_polygon ( poly, current_object_3d_outcode );

			if ( !poly )
			{

				return;
			}

			remove_perspective_from_polygon_texture ( poly );
		}

//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMAG, current_object_3d_texture_filter );
//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMIN, current_object_3d_texture_mipmap );
//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREADDRESS, current_object_3d_texture_address );

//		draw_d3d_flat_shaded_textured_polygon ( poly, texture, colour );
	}
}