/* ** _3dfx_decompose_tmap_and_draw */ void _3dfx_decompose_tmap_and_draw( int nv, g3s_point **pointlist, uvl *uvl_copy, grs_bitmap *bm ) { int i; uvl uvl_copy_3dfx[8]; g3s_point *pointlist2[8]; pointlist2[0] = pointlist[0]; uvl_copy_3dfx[0] = uvl_copy[0]; _3dfx_DownloadAndUseTexture( bm->bm_handle ); for ( i = 0; i < nv - 2; i++ ) { int j; for ( j = 1; j < 3; j++ ) { pointlist2[j] = pointlist[i+j]; uvl_copy_3dfx[j] = uvl_copy[i+j]; } if ( _3dfx_available ) { g3_draw_tmap( 3, pointlist2, (g3s_uvl *) uvl_copy_3dfx, bm ); } _3dfx_triangles_rendered_pre_clip++; } }
bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt) { if (do_facing_check(norm,pointlist,pnt)) return g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bm); else return 255; }
//draw a bitmap object that is always facing you //returns 1 if off screen, 0 if drew bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,g3s_lrgb light) { if (calc_rod_corners(bot_point,bot_width,top_point,top_width)) return 0; uvl_list[0].l = uvl_list[1].l = uvl_list[2].l = uvl_list[3].l = (light.r+light.g+light.b)/3; lrgb_list[0].r = lrgb_list[1].r = lrgb_list[2].r = lrgb_list[3].r = light.r; lrgb_list[0].g = lrgb_list[1].g = lrgb_list[2].g = lrgb_list[3].g = light.g; lrgb_list[0].b = lrgb_list[1].b = lrgb_list[2].b = lrgb_list[3].b = light.b; return g3_draw_tmap(4,rod_point_list,uvl_list,lrgb_list,bitmap); }
//draw a bitmap object that is always facing you //returns 1 if off screen, 0 if drew void g3_draw_rod_tmap(grs_bitmap &bitmap,const g3s_point &bot_point,fix bot_width,const g3s_point &top_point,fix top_width,g3s_lrgb light) { rod_4point rod; if (calc_rod_corners(rod,bot_point,bot_width,top_point,top_width)) return; const fix average_light = static_cast<unsigned>(light.r+light.g+light.b)/3; const array<g3s_uvl, 4> uvl_list{{ { 0x0200, 0x0200, average_light }, { 0xfe00, 0x0200, average_light }, { 0xfe00, 0xfe00, average_light }, { 0x0200, 0xfe00, average_light } }}; const array<g3s_lrgb, 4> lrgb_list{{ light, light, light, light, }}; g3_draw_tmap(rod.point_list,uvl_list,lrgb_list,bitmap); }
//calls the object interpreter to render an object. The object renderer //is really a seperate pipeline. returns true if drew bool g3_draw_polygon_model(ubyte *p,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,g3s_lrgb model_light,fix *glow_values) { glow_num = -1; //glow off by default while (w(p) != OP_EOF) switch (w(p)) { case OP_DEFPOINTS: { int n = w(p+2); rotate_point_list(Interp_point_list,vp(p+4),n); p += n*sizeof(struct vms_vector) + 4; break; } case OP_DEFP_START: { int n = w(p+2); int s = w(p+4); rotate_point_list(&Interp_point_list[s],vp(p+8),n); p += n*sizeof(struct vms_vector) + 8; break; } case OP_FLATPOLY: { int nv = w(p+2); Assert( nv < MAX_POINTS_PER_POLY ); if (g3_check_normal_facing(vp(p+4),vp(p+16)) > 0) { int i; #ifdef FADE_FLATPOLY short c; unsigned char cc; int l; #endif // DPH: Now we treat this color as 15bpp // gr_setcolor(w(p+28)); #ifndef FADE_FLATPOLY gr_setcolor(gr_find_closest_color_15bpp(w(p + 28))); #else //l = (32 * model_light) >> 16; l = f2i(fixmul(i2f(32), (model_light.r+model_light.g+model_light.b)/3)); if (l<0) l = 0; else if (l>32) l = 32; cc = gr_find_closest_color_15bpp(w(p+28)); c = gr_fade_table[(l<<8)|cc]; gr_setcolor(c); #endif for (i=0;i<nv;i++) point_list[i] = Interp_point_list + wp(p+30)[i]; g3_draw_poly(nv,point_list); } p += 30 + ((nv&~1)+1)*2; break; } case OP_TMAPPOLY: { int nv = w(p+2); g3s_uvl *uvl_list; Assert( nv < MAX_POINTS_PER_POLY ); if (g3_check_normal_facing(vp(p+4),vp(p+16)) > 0) { int i; g3s_lrgb light, *lrgb_list; MALLOC(lrgb_list, g3s_lrgb, nv); //calculate light from surface normal if (glow_num < 0) //no glow { light.r = light.g = light.b = -vm_vec_dot(&View_matrix.fvec,vp(p+16)); light.r = f1_0/4 + (light.r*3)/4; light.r = fixmul(light.r,model_light.r); light.g = f1_0/4 + (light.g*3)/4; light.g = fixmul(light.g,model_light.g); light.b = f1_0/4 + (light.b*3)/4; light.b = fixmul(light.b,model_light.b); } else //yes glow { light.r = light.g = light.b = glow_values[glow_num]; glow_num = -1; } //now poke light into l values uvl_list = (g3s_uvl *) (p+30+((nv&~1)+1)*2); for (i=0;i<nv;i++) { uvl_list[i].l = (light.r+light.g+light.b)/3; lrgb_list[i].r = light.r; lrgb_list[i].g = light.g; lrgb_list[i].b = light.b; } for (i=0;i<nv;i++) point_list[i] = Interp_point_list + wp(p+30)[i]; g3_draw_tmap(nv,point_list,uvl_list,lrgb_list,model_bitmaps[w(p+28)]); d_free(lrgb_list); } p += 30 + ((nv&~1)+1)*2 + nv*12; break; } case OP_SORTNORM: if (g3_check_normal_facing(vp(p+16),vp(p+4)) > 0) { //facing //draw back then front g3_draw_polygon_model(p+w(p+30),model_bitmaps,anim_angles,model_light,glow_values); g3_draw_polygon_model(p+w(p+28),model_bitmaps,anim_angles,model_light,glow_values); } else { //not facing. draw front then back g3_draw_polygon_model(p+w(p+28),model_bitmaps,anim_angles,model_light,glow_values); g3_draw_polygon_model(p+w(p+30),model_bitmaps,anim_angles,model_light,glow_values); } p += 32; break; case OP_RODBM: { g3s_point rod_bot_p,rod_top_p; g3s_lrgb rodbm_light = { f1_0, f1_0, f1_0 }; g3_rotate_point(&rod_bot_p,vp(p+20)); g3_rotate_point(&rod_top_p,vp(p+4)); g3_draw_rod_tmap(model_bitmaps[w(p+2)],&rod_bot_p,w(p+16),&rod_top_p,w(p+32),rodbm_light); p+=36; break; } case OP_SUBCALL: { vms_angvec *a; if (anim_angles) a = &anim_angles[w(p+2)]; else a = &zero_angles; g3_start_instance_angles(vp(p+4),a); g3_draw_polygon_model(p+w(p+16),model_bitmaps,anim_angles,model_light,glow_values); g3_done_instance(); p += 20; break; } case OP_GLOW: if (glow_values) glow_num = w(p+2); p += 4; break; default: Error("invalid polygon model\n"); } return 1; }
//calls the object interpreter to render an object. The object renderer //is really a seperate pipeline. returns true if drew bool g3_draw_polygon_model(void *model_ptr, grs_bitmap **model_bitmaps, vms_angvec *anim_angles, fix model_light, fix *glow_values) { ubyte *p = (ubyte*)model_ptr; int current_poly = 0; glow_num = -1; //glow off by default while (w(p) != OP_EOF) switch (w(p)) { case OP_DEFPOINTS: { int n = w(p + 2); rotate_point_list(Interp_point_list, vp(p + 4), n); p += n*sizeof(struct vms_vector) + 4; break; } case OP_DEFP_START: { int n = w(p + 2); int s = w(p + 4); rotate_point_list(&Interp_point_list[s], vp(p + 8), n); p += n*sizeof(struct vms_vector) + 8; break; } case OP_FLATPOLY: { int nv = w(p + 2); Assert(nv < MAX_POINTS_PER_POLY); if (g3_check_normal_facing(vp(p + 4), vp(p + 16)) > 0) { int i; gr_setcolor(w(p + 28)); for (i = 0; i<nv; i++) point_list[i] = Interp_point_list + wp(p + 30)[i]; g3_draw_poly(nv, point_list); } p += 30 + ((nv&~1) + 1) * 2; break; } case OP_TMAPPOLY: { int nv = w(p + 2); g3s_uvl *uvl_list; Assert(nv < MAX_POINTS_PER_POLY); if (g3_check_normal_facing(vp(p + 4), vp(p + 16)) > 0) { int i; fix light; //calculate light from surface normal if (glow_num < 0) { //no glow light = -vm_vec_dot(&View_matrix.fvec, vp(p + 16)); light = f1_0 / 4 + (light * 3) / 4; light = fixmul(light, model_light); } else { //yes glow light = glow_values[glow_num]; glow_num = -1; } //now poke light into l values uvl_list = (g3s_uvl *)(p + 30 + ((nv&~1) + 1) * 2); for (i = 0; i<nv; i++) uvl_list[i].l = light; for (i = 0; i<nv; i++) point_list[i] = Interp_point_list + wp(p + 30)[i]; g3_draw_tmap(nv, point_list, uvl_list, model_bitmaps[w(p + 28)]); } p += 30 + ((nv&~1) + 1) * 2 + nv * 12; break; } case OP_SORTNORM: if (g3_check_normal_facing(vp(p + 16), vp(p + 4)) > 0) { //facing //draw back then front g3_draw_polygon_model(p + w(p + 30), model_bitmaps, anim_angles, model_light, glow_values); g3_draw_polygon_model(p + w(p + 28), model_bitmaps, anim_angles, model_light, glow_values); } else { //not facing. draw front then back g3_draw_polygon_model(p + w(p + 28), model_bitmaps, anim_angles, model_light, glow_values); g3_draw_polygon_model(p + w(p + 30), model_bitmaps, anim_angles, model_light, glow_values); } p += 32; break; case OP_RODBM: { g3s_point rod_bot_p, rod_top_p; g3_rotate_point(&rod_bot_p, vp(p + 20)); g3_rotate_point(&rod_top_p, vp(p + 4)); g3_draw_rod_tmap(model_bitmaps[w(p + 2)], &rod_bot_p, w(p + 16), &rod_top_p, w(p + 32), f1_0); p += 36; break; } case OP_SUBCALL: { vms_angvec *a; if (anim_angles) a = &anim_angles[w(p + 2)]; else a = &zero_angles; g3_start_instance_angles(vp(p + 4), a); g3_draw_polygon_model(p + w(p + 16), model_bitmaps, anim_angles, model_light, glow_values); g3_done_instance(); p += 20; break; } case OP_GLOW: if (glow_values) glow_num = w(p + 2); p += 4; break; default: Int3(); } return 1; }