示例#1
0
文件: 3dfx.c 项目: gameplayer22/d2x-1
/*
** _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++;
   }
}
示例#2
0
文件: draw.c 项目: jihnsius/d2r
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;
}
示例#3
0
//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);
}
示例#4
0
//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);
}
示例#5
0
//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;
}
示例#6
0
//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;
}