Exemplo n.º 1
0
void batching_add_laser_internal(primitive_batch *batch, vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
{
    Assert(batch->get_render_info().prim_type == PRIM_TYPE_TRIS);

    width1 *= 0.5f;
    width2 *= 0.5f;

    vec3d uvec, fvec, rvec, center, reye;

    vm_vec_sub( &fvec, p0, p1 );
    vm_vec_normalize_safe( &fvec );

    vm_vec_avg( &center, p0, p1 ); // needed for the return value only
    vm_vec_sub(&reye, &Eye_position, &center);
    vm_vec_normalize(&reye);

    // compute the up vector
    vm_vec_cross(&uvec, &fvec, &reye);
    vm_vec_normalize_safe(&uvec);
    // ... the forward vector
    vm_vec_cross(&fvec, &uvec, &reye);
    vm_vec_normalize_safe(&fvec);
    // now recompute right vector, in case it wasn't entirely perpendiclar
    vm_vec_cross(&rvec, &uvec, &fvec);

    // Now have uvec, which is up vector and rvec which is the normal
    // of the face.

    vec3d start, end;

    vm_vec_scale_add(&start, p0, &fvec, -width1);
    vm_vec_scale_add(&end, p1, &fvec, width2);

    vec3d vecs[4];
    batch_vertex verts[6];

    vm_vec_scale_add( &vecs[0], &end, &uvec, width2 );
    vm_vec_scale_add( &vecs[1], &start, &uvec, width1 );
    vm_vec_scale_add( &vecs[2], &start, &uvec, -width1 );
    vm_vec_scale_add( &vecs[3], &end, &uvec, -width2 );

    verts[0].position = vecs[0];
    verts[1].position = vecs[1];
    verts[2].position = vecs[2];

    verts[3].position = vecs[0];
    verts[4].position = vecs[2];
    verts[5].position = vecs[3];

    verts[0].tex_coord.u = 1.0f;
    verts[0].tex_coord.v = 0.0f;
    verts[1].tex_coord.u = 0.0f;
    verts[1].tex_coord.v = 0.0f;
    verts[2].tex_coord.u = 0.0f;
    verts[2].tex_coord.v = 1.0f;

    verts[3].tex_coord.u = 1.0f;
    verts[3].tex_coord.v = 0.0f;
    verts[4].tex_coord.u = 0.0f;
    verts[4].tex_coord.v = 1.0f;
    verts[5].tex_coord.u = 1.0f;
    verts[5].tex_coord.v = 1.0f;

    verts[0].r = (ubyte)r;
    verts[0].g = (ubyte)g;
    verts[0].b = (ubyte)b;
    verts[0].a = 255;
    verts[1].r = (ubyte)r;
    verts[1].g = (ubyte)g;
    verts[1].b = (ubyte)b;
    verts[1].a = 255;
    verts[2].r = (ubyte)r;
    verts[2].g = (ubyte)g;
    verts[2].b = (ubyte)b;
    verts[2].a = 255;
    verts[3].r = (ubyte)r;
    verts[3].g = (ubyte)g;
    verts[3].b = (ubyte)b;
    verts[3].a = 255;
    verts[4].r = (ubyte)r;
    verts[4].g = (ubyte)g;
    verts[4].b = (ubyte)b;
    verts[4].a = 255;
    verts[5].r = (ubyte)r;
    verts[5].g = (ubyte)g;
    verts[5].b = (ubyte)b;
    verts[5].a = 255;

    batch->add_triangle(&verts[0], &verts[1], &verts[2]);
    batch->add_triangle(&verts[3], &verts[4], &verts[5]);
}
Exemplo n.º 2
0
void batching_add_bitmap_rotated_internal(primitive_batch *batch, vertex *pnt, float angle, float rad, color *clr, float depth)
{
    Assert(batch->get_render_info().prim_type == PRIM_TYPE_TRIS);

    float radius = rad;
    rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad

    extern float Physics_viewer_bank;
    angle -= Physics_viewer_bank;

    if ( angle < 0.0f )
        angle += PI2;
    else if ( angle > PI2 )
        angle -= PI2;

    vec3d PNT(pnt->world);
    vec3d p[4];
    vec3d fvec, rvec, uvec;
    batch_vertex verts[6];

    vm_vec_sub(&fvec, &View_position, &PNT);
    vm_vec_normalize_safe(&fvec);

    vm_rot_point_around_line(&uvec, &View_matrix.vec.uvec, angle, &vmd_zero_vector, &View_matrix.vec.fvec);

    vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
    vm_vec_normalize_safe(&rvec);
    vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);

    vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
    vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
    vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);

    vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
    vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
    vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
    vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);


    //move all the data from the vecs into the verts
    //tri 1
    verts[5].position = p[3];
    verts[4].position = p[2];
    verts[3].position = p[1];

    //tri 2
    verts[2].position = p[3];
    verts[1].position = p[1];
    verts[0].position = p[0];

    //tri 1
    verts[5].tex_coord.u = 0.0f;
    verts[5].tex_coord.v = 0.0f;
    verts[4].tex_coord.u = 1.0f;
    verts[4].tex_coord.v = 0.0f;
    verts[3].tex_coord.u = 1.0f;
    verts[3].tex_coord.v = 1.0f;

    //tri 2
    verts[2].tex_coord.u = 0.0f;
    verts[2].tex_coord.v = 0.0f;
    verts[1].tex_coord.u = 1.0f;
    verts[1].tex_coord.v = 1.0f;
    verts[0].tex_coord.u = 0.0f;
    verts[0].tex_coord.v = 1.0f;

    for (int i = 0; i < 6 ; i++) {
        verts[i].r = clr->red;
        verts[i].g = clr->green;
        verts[i].b = clr->blue;
        verts[i].a = clr->alpha;

        verts[i].radius = radius;
    }

    batch->add_triangle(&verts[0], &verts[1], &verts[2]);
    batch->add_triangle(&verts[3], &verts[4], &verts[5]);
}
Exemplo n.º 3
0
void batching_add_beam_internal(primitive_batch *batch, vec3d *start, vec3d *end, float width, color *clr, float offset)
{
    Assert(batch->get_render_info().prim_type == PRIM_TYPE_TRIS);

    vec3d p[4];
    batch_vertex verts[6];

    vec3d fvec, uvecs, uvece, evec;

    vm_vec_sub(&fvec, start, end);
    vm_vec_normalize_safe(&fvec);

    vm_vec_sub(&evec, &View_position, start);
    vm_vec_normalize_safe(&evec);

    vm_vec_cross(&uvecs, &fvec, &evec);
    vm_vec_normalize_safe(&uvecs);

    vm_vec_sub(&evec, &View_position, end);
    vm_vec_normalize_safe(&evec);

    vm_vec_cross(&uvece, &fvec, &evec);
    vm_vec_normalize_safe(&uvece);

    vm_vec_scale_add(&p[0], start, &uvecs, width);
    vm_vec_scale_add(&p[1], end, &uvece, width);
    vm_vec_scale_add(&p[2], end, &uvece, -width);
    vm_vec_scale_add(&p[3], start, &uvecs, -width);

    //move all the data from the vecs into the verts
    //tri 1
    verts[0].position = p[3];
    verts[1].position = p[2];
    verts[2].position = p[1];

    //tri 2
    verts[3].position = p[3];
    verts[4].position = p[1];
    verts[5].position = p[0];

    //set up the UV coords
    //tri 1
    verts[0].tex_coord.u = 0.0f;
    verts[0].tex_coord.v = 0.0f;
    verts[1].tex_coord.u = 1.0f;
    verts[1].tex_coord.v = 0.0f;
    verts[2].tex_coord.u = 1.0f;
    verts[2].tex_coord.v = 1.0f;

    //tri 2
    verts[3].tex_coord.u = 0.0f;
    verts[3].tex_coord.v = 0.0f;
    verts[4].tex_coord.u = 1.0f;
    verts[4].tex_coord.v = 1.0f;
    verts[5].tex_coord.u = 0.0f;
    verts[5].tex_coord.v = 1.0f;

    for(int i = 0; i < 6; i++) {
        verts[i].r = clr->red;
        verts[i].g = clr->green;
        verts[i].b = clr->blue;
        verts[i].a = clr->alpha;

        if(offset > 0.0f) {
            verts[i].radius = offset;
        } else {
            verts[i].radius = width;
        }
    }

    batch->add_triangle(&verts[0], &verts[1], &verts[2]);
    batch->add_triangle(&verts[3], &verts[4], &verts[5]);
}
Exemplo n.º 4
0
//	Create a grid
//	*forward is vector pointing forward
//	*right is vector pointing right
//	*center is center point of grid
//	length is length of grid
//	width is width of grid
//	square_size is size of a grid square
//	For example:
//		*forward = (0.0, 0.0, 1.0)
//		*right   = (1.0, 0.0, 0.0)
//		*center = (0.0, 0.0, 0.0)
//		nrows = 10
//		ncols =  50.0
//		square_size = 10.0
//	will generate a grid of squares 10 long by 5 wide.
//	Each grid square will be 10.0 x 10.0 units.
//	The center of the grid will be at the global origin.
//	The grid will be parallel to the xz plane (because the normal is 0,1,0).
//	(In fact, it will be the xz plane because it is centered on the origin.)
//
//	Stuffs grid in *gridp.  If gridp == NULL, mallocs and returns a grid.
grid *create_grid(grid *gridp, vector *forward, vector *right, vector *center, int nrows, int ncols, float square_size)
{
	int	i, ncols2, nrows2, d = 1;
	vector	dfvec, drvec, cur, cur2, tvec, uvec, save, save2;

	Assert(square_size > 0.0);
	if (double_fine_gridlines)
		d = 2;

	if (gridp == NULL)
		gridp = (grid *) malloc(sizeof(grid));

	Assert(gridp);

	gridp->center = *center;
	gridp->square_size = square_size;

	//	Create the plane equation.
	Assert(!IS_VEC_NULL(forward));
	Assert(!IS_VEC_NULL(right));

	vm_vec_copy_normalize(&dfvec, forward);
	vm_vec_copy_normalize(&drvec, right);

	vm_vec_cross(&uvec, &dfvec, &drvec);
	
	Assert(!IS_VEC_NULL(&uvec));

	gridp->gmatrix.v.uvec = uvec;

	gridp->planeD = -(center->xyz.x * uvec.xyz.x + center->xyz.y * uvec.xyz.y + center->xyz.z * uvec.xyz.z);
	Assert(!_isnan(gridp->planeD));

	gridp->gmatrix.v.fvec = dfvec;
	gridp->gmatrix.v.rvec = drvec;

	vm_vec_scale(&dfvec, square_size);
	vm_vec_scale(&drvec, square_size);

	vm_vec_scale_add(&cur, center, &dfvec, (float) -nrows * d / 2);
	vm_vec_scale_add2(&cur, &drvec, (float) -ncols * d / 2);
	vm_vec_scale_add(&cur2, center, &dfvec, (float) -nrows * 5 / 2);
	vm_vec_scale_add2(&cur2, &drvec, (float) -ncols * 5 / 2);
	save = cur;
	save2 = cur2;

	gridp->ncols = ncols;
	gridp->nrows = nrows;
	ncols2 = ncols / 2;
	nrows2 = nrows / 2;
	Assert(ncols < MAX_GRIDLINE_POINTS && nrows < MAX_GRIDLINE_POINTS);

	// Create the points along the edges of the grid, so we can just draw lines
	// between them to form the grid.  
	for (i=0; i<=ncols*d; i++) {
		gridp->gpoints1[i] = cur;  // small, dark gridline points
		vm_vec_scale_add(&tvec, &cur, &dfvec, (float) nrows * d);
		gridp->gpoints2[i] = tvec;
		vm_vec_add2(&cur, &drvec);
	}

	for (i=0; i<=ncols2; i++) {
		gridp->gpoints5[i] = cur2;  // large, brighter gridline points
		vm_vec_scale_add(&tvec, &cur2, &dfvec, (float) nrows2 * 10);
		gridp->gpoints6[i] = tvec; 
		vm_vec_scale_add2(&cur2, &drvec, 10.0f);
	}

	cur = save;
	cur2 = save2;
	for (i=0; i<=nrows*d; i++) {
		gridp->gpoints3[i] = cur;  // small, dark gridline points
		vm_vec_scale_add(&tvec, &cur, &drvec, (float) ncols * d);
		gridp->gpoints4[i] = tvec;
		vm_vec_add2(&cur, &dfvec);
	}

	for (i=0; i<=nrows2; i++) {
		gridp->gpoints7[i] = cur2;  // large, brighter gridline points
		vm_vec_scale_add(&tvec, &cur2, &drvec, (float) ncols2 * 10);
		gridp->gpoints8[i] = tvec;
		vm_vec_scale_add2(&cur2, &dfvec, 10.0f);
	}

	return gridp;
}
Exemplo n.º 5
0
void batching_add_bitmap_internal(primitive_batch *batch, vertex *pnt, int orient, float rad, color *clr, float depth)
{
    Assert(batch->get_render_info().prim_type == PRIM_TYPE_TRIS);

    float radius = rad;
    rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad

    vec3d PNT(pnt->world);
    vec3d p[4];
    vec3d fvec, rvec, uvec;
    batch_vertex verts[6];

    // get the direction from the point to the eye
    vm_vec_sub(&fvec, &View_position, &PNT);
    vm_vec_normalize_safe(&fvec);

    // get an up vector in the general direction of what we want
    uvec = View_matrix.vec.uvec;

    // make a right vector from the f and up vector, this r vec is exactly what we want, so...
    vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
    vm_vec_normalize_safe(&rvec);

    // fix the u vec with it
    vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);

    // move the center of the sprite based on the depth parameter
    if ( depth != 0.0f )
        vm_vec_scale_add(&PNT, &PNT, &fvec, depth);

    // move one of the verts to the left
    vm_vec_scale_add(&p[0], &PNT, &rvec, rad);

    // and one to the right
    vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);

    // now move all oof the verts to were they need to be
    vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
    vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
    vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
    vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);

    //move all the data from the vecs into the verts
    //tri 1
    verts[5].position = p[3];
    verts[4].position = p[2];
    verts[3].position = p[1];

    //tri 2
    verts[2].position = p[3];
    verts[1].position = p[1];
    verts[0].position = p[0];

    // set up the UV coords
    if ( orient & 1 ) {
        // tri 1
        verts[5].tex_coord.u = 1.0f;
        verts[4].tex_coord.u = 0.0f;
        verts[3].tex_coord.u = 0.0f;

        // tri 2
        verts[2].tex_coord.u = 1.0f;
        verts[1].tex_coord.u = 0.0f;
        verts[0].tex_coord.u = 1.0f;
    } else {
        // tri 1
        verts[5].tex_coord.u = 0.0f;
        verts[4].tex_coord.u = 1.0f;
        verts[3].tex_coord.u = 1.0f;

        // tri 2
        verts[2].tex_coord.u = 0.0f;
        verts[1].tex_coord.u = 1.0f;
        verts[0].tex_coord.u = 0.0f;
    }

    if ( orient & 2 ) {
        // tri 1
        verts[5].tex_coord.v = 1.0f;
        verts[4].tex_coord.v = 1.0f;
        verts[3].tex_coord.v = 0.0f;

        // tri 2
        verts[2].tex_coord.v = 1.0f;
        verts[1].tex_coord.v = 0.0f;
        verts[0].tex_coord.v = 0.0f;
    } else {
        // tri 1
        verts[5].tex_coord.v = 0.0f;
        verts[4].tex_coord.v = 0.0f;
        verts[3].tex_coord.v = 1.0f;

        // tri 2
        verts[2].tex_coord.v = 0.0f;
        verts[1].tex_coord.v = 1.0f;
        verts[0].tex_coord.v = 1.0f;
    }

    for (int i = 0; i < 6 ; i++) {
        verts[i].r = clr->red;
        verts[i].g = clr->green;
        verts[i].b = clr->blue;
        verts[i].a = clr->alpha;

        verts[i].radius = radius;
    }

    batch->add_triangle(&verts[5], &verts[4], &verts[3]);
    batch->add_triangle(&verts[2], &verts[1], &verts[0]);
}
Exemplo n.º 6
0
float geometry_batcher::draw_laser(vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
{
	width1 *= 0.5f;
	width2 *= 0.5f;

	vec3d uvec, fvec, rvec, center, reye;

	vm_vec_sub( &fvec, p0, p1 );
	vm_vec_normalize_safe( &fvec );

	vm_vec_avg( &center, p0, p1 ); // needed for the return value only
	vm_vec_sub(&reye, &Eye_position, &center);
	vm_vec_normalize(&reye);

	// compute the up vector
	vm_vec_cross(&uvec, &fvec, &reye);
	vm_vec_normalize_safe(&uvec);
	// ... the forward vector
	vm_vec_cross(&fvec, &uvec, &reye);
	vm_vec_normalize_safe(&fvec);
	// now recompute right vector, in case it wasn't entirely perpendiclar
	vm_vec_cross(&rvec, &uvec, &fvec);

	// Now have uvec, which is up vector and rvec which is the normal
	// of the face.

	vec3d start, end;

	vm_vec_scale_add(&start, p0, &fvec, -width1);
	vm_vec_scale_add(&end, p1, &fvec, width2);

	vec3d vecs[4];

	vertex *pts = &vert[n_to_render * 3];

	vm_vec_scale_add( &vecs[0], &end, &uvec, width2 );
	vm_vec_scale_add( &vecs[1], &start, &uvec, width1 );
	vm_vec_scale_add( &vecs[2], &start, &uvec, -width1 );
	vm_vec_scale_add( &vecs[3], &end, &uvec, -width2 );

	g3_transfer_vertex( &pts[0], &vecs[0] );
	g3_transfer_vertex( &pts[1], &vecs[1] );
	g3_transfer_vertex( &pts[2], &vecs[2] );

	g3_transfer_vertex( &pts[3], &vecs[0] );
	g3_transfer_vertex( &pts[4], &vecs[2] );
	g3_transfer_vertex( &pts[5], &vecs[3] );

	pts[0].texture_position.u = 1.0f;
	pts[0].texture_position.v = 0.0f;
	pts[1].texture_position.u = 0.0f;
	pts[1].texture_position.v = 0.0f;
	pts[2].texture_position.u = 0.0f;
	pts[2].texture_position.v = 1.0f;

	pts[3].texture_position.u = 1.0f;
	pts[3].texture_position.v = 0.0f;
	pts[4].texture_position.u = 0.0f;
	pts[4].texture_position.v = 1.0f;
	pts[5].texture_position.u = 1.0f;
	pts[5].texture_position.v = 1.0f;

	pts[0].r = (ubyte)r;
	pts[0].g = (ubyte)g;
	pts[0].b = (ubyte)b;
	pts[0].a = 255;
	pts[1].r = (ubyte)r;
	pts[1].g = (ubyte)g;
	pts[1].b = (ubyte)b;
	pts[1].a = 255;
	pts[2].r = (ubyte)r;
	pts[2].g = (ubyte)g;
	pts[2].b = (ubyte)b;
	pts[2].a = 255;
	pts[3].r = (ubyte)r;
	pts[3].g = (ubyte)g;
	pts[3].b = (ubyte)b;
	pts[3].a = 255;
	pts[4].r = (ubyte)r;
	pts[4].g = (ubyte)g;
	pts[4].b = (ubyte)b;
	pts[4].a = 255;
	pts[5].r = (ubyte)r;
	pts[5].g = (ubyte)g;
	pts[5].b = (ubyte)b;
	pts[5].a = 255;


	n_to_render += 2;
	use_radius = false;

	return center.xyz.z;
}
Exemplo n.º 7
0
void geometry_batcher::draw_beam(vec3d *start, vec3d *end, float width, float intensity, float offset)
{
	vec3d p[4];
	vertex *P = &vert[n_to_render * 3];
	float *R = &radius_list[n_to_render * 3];

	vec3d fvec, uvecs, uvece, evec;

	vm_vec_sub(&fvec, start, end);
	vm_vec_normalize_safe(&fvec);

	vm_vec_sub(&evec, &View_position, start);
	vm_vec_normalize_safe(&evec);

	vm_vec_cross(&uvecs, &fvec, &evec);
	vm_vec_normalize_safe(&uvecs);

	vm_vec_sub(&evec, &View_position, end);
	vm_vec_normalize_safe(&evec);

	vm_vec_cross(&uvece, &fvec, &evec);
	vm_vec_normalize_safe(&uvece);


	vm_vec_scale_add(&p[0], start, &uvecs, width);
	vm_vec_scale_add(&p[1], end, &uvece, width);
	vm_vec_scale_add(&p[2], end, &uvece, -width);
	vm_vec_scale_add(&p[3], start, &uvecs, -width);


	//move all the data from the vecs into the verts
	//tri 1
	g3_transfer_vertex(&P[0], &p[3]);
	g3_transfer_vertex(&P[1], &p[2]);
	g3_transfer_vertex(&P[2], &p[1]);

	//tri 2
	g3_transfer_vertex(&P[3], &p[3]);
	g3_transfer_vertex(&P[4], &p[1]);
	g3_transfer_vertex(&P[5], &p[0]);

	//set up the UV coords
	//tri 1
	P[0].texture_position.u = 0.0f;	P[0].texture_position.v = 0.0f;
	P[1].texture_position.u = 1.0f;	P[1].texture_position.v = 0.0f;
	P[2].texture_position.u = 1.0f;	P[2].texture_position.v = 1.0f;

	//tri 2
	P[3].texture_position.u = 0.0f;	P[3].texture_position.v = 0.0f;
	P[4].texture_position.u = 1.0f;	P[4].texture_position.v = 1.0f;
	P[5].texture_position.u = 0.0f;	P[5].texture_position.v = 1.0f;

	ubyte _color = (ubyte)(255.0f * intensity);

	for(int i = 0; i < 6; i++){
		P[i].r = P[i].g = P[i].b = P[i].a = _color;
		if(offset > 0.0f) {
			R[i] = offset;
		} else {
			R[i] = width;
		}
	}

	n_to_render += 2;
	use_radius = true;
}
Exemplo n.º 8
0
void geometry_batcher::draw_bitmap(vertex *pnt, float rad, float angle, float depth)
{
	float radius = rad;
	rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad

	extern float Physics_viewer_bank;
	angle -= Physics_viewer_bank;

	if ( angle < 0.0f )
		angle += PI2;
	else if ( angle > PI2 )
		angle -= PI2;

	vec3d PNT(pnt->world);
	vec3d p[4];
	vec3d fvec, rvec, uvec;
	vertex *P = &vert[n_to_render * 3];
	float *R = &radius_list[n_to_render * 3];

	vm_vec_sub(&fvec, &View_position, &PNT);
	vm_vec_normalize_safe(&fvec);

	vm_rot_point_around_line(&uvec, &View_matrix.vec.uvec, angle, &vmd_zero_vector, &View_matrix.vec.fvec);

	vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
	vm_vec_normalize_safe(&rvec);
	vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);

	vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
	vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
	vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);

	vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
	vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
	vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
	vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);


	//move all the data from the vecs into the verts
	//tri 1
	g3_transfer_vertex(&P[5], &p[3]);
	g3_transfer_vertex(&P[4], &p[2]);
	g3_transfer_vertex(&P[3], &p[1]);

	//tri 2
	g3_transfer_vertex(&P[2], &p[3]);
	g3_transfer_vertex(&P[1], &p[1]);
	g3_transfer_vertex(&P[0], &p[0]);

	//tri 1
	P[5].texture_position.u = 0.0f;	P[5].texture_position.v = 0.0f;
	P[4].texture_position.u = 1.0f;	P[4].texture_position.v = 0.0f;
	P[3].texture_position.u = 1.0f;	P[3].texture_position.v = 1.0f;

	//tri 2
	P[2].texture_position.u = 0.0f;	P[2].texture_position.v = 0.0f;
	P[1].texture_position.u = 1.0f;	P[1].texture_position.v = 1.0f;
	P[0].texture_position.u = 0.0f;	P[0].texture_position.v = 1.0f;

	for (int i = 0; i < 6 ; i++) {
		P[i].r = pnt->r;
		P[i].g = pnt->g;
		P[i].b = pnt->b;
		P[i].a = pnt->a;

		R[i] = radius;
	}

	n_to_render += 2;
}
Exemplo n.º 9
0
/*
0----1
|\   |
|  \ |
3----2
*/
void geometry_batcher::draw_bitmap(vertex *pnt, int orient, float rad, float depth)
{
	float radius = rad;
	rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad

	vec3d PNT(pnt->world);
	vec3d p[4];
	vec3d fvec, rvec, uvec;
	vertex *P = &vert[n_to_render * 3];
	float *R = &radius_list[n_to_render * 3];

	// get the direction from the point to the eye
	vm_vec_sub(&fvec, &View_position, &PNT);
	vm_vec_normalize_safe(&fvec);

	// get an up vector in the general direction of what we want
	uvec = View_matrix.vec.uvec;

	// make a right vector from the f and up vector, this r vec is exactly what we want, so...
	vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
	vm_vec_normalize_safe(&rvec);

	// fix the u vec with it
	vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);

	// move the center of the sprite based on the depth parameter
	if ( depth != 0.0f )
		vm_vec_scale_add(&PNT, &PNT, &fvec, depth);

	// move one of the verts to the left
	vm_vec_scale_add(&p[0], &PNT, &rvec, rad);

	// and one to the right
	vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);

	// now move all oof the verts to were they need to be
	vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
	vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
	vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
	vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);


	//move all the data from the vecs into the verts
	//tri 1
	g3_transfer_vertex(&P[5], &p[3]);
	g3_transfer_vertex(&P[4], &p[2]);
	g3_transfer_vertex(&P[3], &p[1]);

	//tri 2
	g3_transfer_vertex(&P[2], &p[3]);
	g3_transfer_vertex(&P[1], &p[1]);
	g3_transfer_vertex(&P[0], &p[0]);

	// set up the UV coords
	if ( orient & 1 ) {
		// tri 1
		P[5].texture_position.u = 1.0f;
		P[4].texture_position.u = 0.0f;
		P[3].texture_position.u = 0.0f;
		// tri 2
		P[2].texture_position.u = 1.0f;
		P[1].texture_position.u = 0.0f;
		P[0].texture_position.u = 1.0f;
	} else {
		// tri 1
		P[5].texture_position.u = 0.0f;
		P[4].texture_position.u = 1.0f;
		P[3].texture_position.u = 1.0f;
		// tri 2
		P[2].texture_position.u = 0.0f;
		P[1].texture_position.u = 1.0f;
		P[0].texture_position.u = 0.0f;
	}

	if ( orient & 2 ) {
		// tri 1
		P[5].texture_position.v = 1.0f;
		P[4].texture_position.v = 1.0f;
		P[3].texture_position.v = 0.0f;
		// tri 2
		P[2].texture_position.v = 1.0f;
		P[1].texture_position.v = 0.0f;
		P[0].texture_position.v = 0.0f;
	} else {
		// tri 1
		P[5].texture_position.v = 0.0f;
		P[4].texture_position.v = 0.0f;
		P[3].texture_position.v = 1.0f;
		// tri 2
		P[2].texture_position.v = 0.0f;
		P[1].texture_position.v = 1.0f;
		P[0].texture_position.v = 1.0f;
	}

	for (int i = 0; i < 6 ; i++) {
		P[i].r = pnt->r;
		P[i].g = pnt->g;
		P[i].b = pnt->b;
		P[i].a = pnt->a;

		R[i] = radius;
	}

	n_to_render += 2;
}
Exemplo n.º 10
0
//compute the corners of a rod.  fills in vertbuf.
static int calc_rod_corners(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
{
	vms_vector delta_vec,top,tempv,rod_norm;
	ubyte codes_and;
	int i;

	//compute vector from one point to other, do cross product with vector
	//from eye to get perpendiclar

	vm_vec_sub(&delta_vec,&bot_point->p3_vec,&top_point->p3_vec);

	//unscale for aspect

	delta_vec.x = fixdiv(delta_vec.x,Matrix_scale.x);
	delta_vec.y = fixdiv(delta_vec.y,Matrix_scale.y);

	//calc perp vector

	//do lots of normalizing to prevent overflowing.  When this code works,
	//it should be optimized

	vm_vec_normalize(&delta_vec);

	vm_vec_copy_normalize(&top,&top_point->p3_vec);

	vm_vec_cross(&rod_norm,&delta_vec,&top);

	vm_vec_normalize(&rod_norm);

	//scale for aspect

	rod_norm.x = fixmul(rod_norm.x,Matrix_scale.x);
	rod_norm.y = fixmul(rod_norm.y,Matrix_scale.y);

	//now we have the usable edge.  generate four points

	//top points

	vm_vec_copy_scale(&tempv,&rod_norm,top_width);
	tempv.z = 0;

	vm_vec_add(&rod_points[0].p3_vec,&top_point->p3_vec,&tempv);
	vm_vec_sub(&rod_points[1].p3_vec,&top_point->p3_vec,&tempv);

	vm_vec_copy_scale(&tempv,&rod_norm,bot_width);
	tempv.z = 0;

	vm_vec_sub(&rod_points[2].p3_vec,&bot_point->p3_vec,&tempv);
	vm_vec_add(&rod_points[3].p3_vec,&bot_point->p3_vec,&tempv);


	//now code the four points

	for (i=0,codes_and=0xff;i<4;i++)
		codes_and &= g3_code_point(&rod_points[i]);

	if (codes_and)
		return 1;		//1 means off screen

	//clear flags for new points (not projected)

	for (i=0;i<4;i++)
		rod_points[i].p3_flags = 0;

	return 0;
}