示例#1
0
void HudGaugeRadarOrb::drawContact(vec3d *pnt, int rad)
{
    vertex verts[2];
    vec3d p;

    p=*pnt;
    vm_vec_normalize(&p);

    g3_rotate_vertex(&verts[0], &p);
    g3_project_vertex(&verts[0]);

    g3_rotate_vertex(&verts[1], pnt);
    g3_project_vertex(&verts[1]);

    float size = fl_sqrt(vm_vec_dist(&Orb_eye_position, pnt) * 8.0f);
    if (size < i2fl(rad))	size = i2fl(rad);

    if (rad == Radar_blip_radius_target)
    {
        g3_draw_sphere(&verts[1],size/100.0f);
    }
    else
    {
        g3_draw_sphere(&verts[1],size/300.0f);
    }

    g3_draw_line(&verts[0],&verts[1]);
}
示例#2
0
//	Rotate and project points and draw a line.
void rpd_line(vector *v0, vector *v1)
{
	vertex	tv0, tv1;

	g3_rotate_vertex(&tv0, v0);
	g3_rotate_vertex(&tv1, v1);
	g3_draw_line(&tv0, &tv1);
}
// render a bezier
void herm_spline::herm_render(int divs, color *clc)
{
	int idx;
	int s_idx;
	float inc = 1.0f / (float)divs;

	vertex a, b, c;
	vec3d pt, d_pt;

	// draw in red
	gr_set_color_fast(clc);

	// render each section
	for(idx=0; idx<num_pts-1; idx++){
		// render this piece
		herm_get_point(&pt, 0.0f, idx);		
		g3_rotate_vertex(&a, &pt);
		
		// draw the deriv
		herm_get_deriv(&d_pt, 0.0f, idx);
		vm_vec_add2(&d_pt, &pt);
		g3_rotate_vertex(&c, &d_pt);
		g3_draw_line(&a, &c);

		for(s_idx=1; s_idx<divs * 2; s_idx++){
			// second point
			herm_get_point(&pt, (float)s_idx * inc, idx);			
			
			// 2nd point on the line
			g3_rotate_vertex(&b, &pt);

			// draw the line
			g3_draw_line(&a, &b);

			// draw the deriv line
			herm_get_deriv(&d_pt, (float)s_idx * inc, idx);			
			vm_vec_add2(&d_pt, &pt);
			g3_rotate_vertex(&c, &d_pt);
			g3_draw_line(&b, &c);

			// store b
			a = b;
		}		
	}	

	// draw the control points
	gr_set_color_fast(&Color_bright_green);
	for(idx=0; idx<num_pts; idx++){
		g3_draw_sphere_ez(&pts[idx], 0.75f);
	}
}
示例#4
0
/**
 * Render one triangle of a shield hit effect on one ship.
 * Each frame, the triangle needs to be rotated into global coords.
 *
 * @param trip		pointer to triangle in global array
 * @param orient	orientation of object shield is associated with
 * @param pos		center point of object
 * @param r			Red colour
 * @param g			Green colour
 * @param b			Blue colour
 */
void render_shield_triangle(gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
{
    int		j;
    vec3d	pnt;
    vertex	*verts[3];
    vertex	points[3];

    if (trip->trinum == -1)
        return;	//	Means this is a quad, must have switched detail_level.

    for (j=0; j<3; j++ )	{
        // Rotate point into world coordinates
        vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient);
        vm_vec_add2(&pnt, pos);

        // Pnt is now the x,y,z world coordinates of this vert.
        // For this example, I am just drawing a sphere at that point.

        if (!Cmdline_nohtl) g3_transfer_vertex(&points[j],&pnt);
        else g3_rotate_vertex(&points[j], &pnt);

        points[j].texture_position.u = trip->verts[j].u;
        points[j].texture_position.v = trip->verts[j].v;
        Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
        Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
        verts[j] = &points[j];
    }

    verts[0]->r = r;
    verts[0]->g = g;
    verts[0]->b = b;
    verts[1]->r = r;
    verts[1]->g = g;
    verts[1]->b = b;
    verts[2]->r = r;
    verts[2]->g = g;
    verts[2]->b = b;

    vec3d	norm;
    Poly_count++;
    vm_vec_perp(&norm,&verts[0]->world,&verts[1]->world,&verts[2]->world);

    int flags=TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD;
    if (!Cmdline_nohtl) flags |= TMAP_HTL_3D_UNLIT;

    if ( vm_vec_dot(&norm,&verts[1]->world ) >= 0.0 )	{
        vertex	*vertlist[3];
        vertlist[0] = verts[2];
        vertlist[1] = verts[1];
        vertlist[2] = verts[0];
        g3_draw_poly( 3, vertlist, flags);
    } else {
        g3_draw_poly( 3, verts, flags);
    }
}
// render a bezier
void bez_spline::bez_render(int divs, color *c)
{
	float inc;
	int idx;
	vertex a, b;
	vec3d pt;

	// bleh
	if(divs <= 0){
		return;
	}
	inc = 1.0f / (float)divs;

	// draw in red
	gr_set_color_fast(c);

	// draw that many divisions
	bez_get_point(&pt, 0.0f);
	g3_rotate_vertex(&a, &pt);
	for(idx=1; idx<=divs; idx++){
		// second point
		bez_get_point(&pt, (float)idx * inc);
		g3_rotate_vertex(&b, &pt);

		// draw the line
		g3_draw_line(&a, &b);

		// store b
		a = b;
	}

	// draw the control points
	gr_set_color_fast(&Color_bright_green);
	for(idx=0; idx<num_pts; idx++){
		g3_draw_sphere_ez(&pts[idx], 0.75f);
	}
}
示例#6
0
void render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
{
    int		j;
    vec3d	pnt;
    vertex	verts[4];

    for (j=0; j<4; j++ )	{
        // Rotate point into world coordinates
        vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient);
        vm_vec_add2(&pnt, pos);

        // Pnt is now the x,y,z world coordinates of this vert.
        if(!Cmdline_nohtl) g3_transfer_vertex(&verts[j], &pnt);
        else g3_rotate_vertex(&verts[j], &pnt);
        verts[j].texture_position.u = trip->verts[j].u;
        verts[j].texture_position.v = trip->verts[j].v;
    }

    verts[0].r = r;
    verts[0].g = g;
    verts[0].b = b;
    verts[1].r = r;
    verts[1].g = g;
    verts[1].b = b;
    verts[2].r = r;
    verts[2].g = g;
    verts[2].b = b;
    verts[3].r = r;
    verts[3].g = g;
    verts[3].b = b;

    vec3d	norm;
    vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
    vertex	*vertlist[4];
    if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 )	{
        vertlist[0] = &verts[3];
        vertlist[1] = &verts[2];
        vertlist[2] = &verts[1];
        vertlist[3] = &verts[0];
        g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT);
    } else {
        vertlist[0] = &verts[0];
        vertlist[1] = &verts[1];
        vertlist[2] = &verts[2];
        vertlist[3] = &verts[3];
        g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT);
    }
}
示例#7
0
void HudGaugeRadarOrb::drawOutlines()
{
    int i;
    vertex center;
//	vertex extents[6];
    vertex proj_orb_lines_xy[NUM_ORB_RING_SLICES];
    vertex proj_orb_lines_xz[NUM_ORB_RING_SLICES];
    vertex proj_orb_lines_yz[NUM_ORB_RING_SLICES];

    g3_start_instance_matrix(&vmd_zero_vector, &view_perturb, false);
    g3_start_instance_matrix(&vmd_zero_vector, &Player_obj->orient, false);

    g3_rotate_vertex(&center, &vmd_zero_vector);
    g3_rotate_vertex(&proj_orb_lines_xy[0], &orb_ring_xy[0]);
    g3_rotate_vertex(&proj_orb_lines_yz[0], &orb_ring_yz[0]);
    g3_rotate_vertex(&proj_orb_lines_xz[0], &orb_ring_xz[0]);

    g3_project_vertex(&center);
    gr_set_color(255,255,255);
    g3_draw_sphere(&center, .05f);

    g3_project_vertex(&proj_orb_lines_xy[0]);
    g3_project_vertex(&proj_orb_lines_yz[0]);
    g3_project_vertex(&proj_orb_lines_xz[0]);

    for (i=1; i < NUM_ORB_RING_SLICES; i++)
    {
        g3_rotate_vertex(&proj_orb_lines_xy[i], &orb_ring_xy[i]);
        g3_rotate_vertex(&proj_orb_lines_yz[i], &orb_ring_yz[i]);
        g3_rotate_vertex(&proj_orb_lines_xz[i], &orb_ring_xz[i]);

        g3_project_vertex(&proj_orb_lines_xy[i]);
        g3_project_vertex(&proj_orb_lines_yz[i]);
        g3_project_vertex(&proj_orb_lines_xz[i]);

        gr_set_color(192,96,32);
        g3_draw_sphere(&proj_orb_lines_xy[i-1], .01f);
        g3_draw_sphere(&proj_orb_lines_xz[i-1], .01f);
        g3_draw_line(&proj_orb_lines_xy[i-1],&proj_orb_lines_xy[i]);
        g3_draw_line(&proj_orb_lines_xz[i-1],&proj_orb_lines_xz[i]);

        gr_set_color(112,16,192);

        g3_draw_sphere(&proj_orb_lines_yz[i-1], .01f);
        g3_draw_line(&proj_orb_lines_yz[i-1],&proj_orb_lines_yz[i]);
    }

    g3_done_instance(false);
}
示例#8
0
// ------------------------------------------------------------------------------------
// shockwave_render()
//
//	Draw the shockwave identified by handle
//
//	input:	objp	=>		pointer to shockwave object
//
void shockwave_render(object *objp)
{
	shockwave		*sw;
	shockwave_info	*si;
	vertex			p;

	Assert(objp->type == OBJ_SHOCKWAVE);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);

	sw = &Shockwaves[objp->instance];
	si = &Shockwave_info[sw->shockwave_info_index];

	if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
		return;
	}

	if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
		return;

	// turn off fogging
	if(The_mission.flags & MISSION_FLAG_FULLNEB){
		gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
	}

	if (sw->model_id > -1) {
		float model_Interp_scale_xyz = sw->radius / 50.0f;

		model_set_warp_globals( model_Interp_scale_xyz, model_Interp_scale_xyz, model_Interp_scale_xyz, -1, 1.0f - (sw->radius/sw->outer_radius) );
		
		float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );

		model_set_detail_level((int)(dist / (sw->radius * 10.0f)));
		model_render( sw->model_id, &Objects[sw->objnum].orient, &sw->pos, MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL, sw->objnum);

		model_set_warp_globals();
	}else{
		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&p, &sw->pos);
		} else {
			g3_rotate_vertex(&p, &sw->pos);
		}
	
		gr_set_bitmap(sw->current_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.3f );
		g3_draw_rotated_bitmap(&p, fl_radian(sw->rot_angles.p), sw->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);	
	}
}
示例#9
0
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(vector *lock_world_pos_out)
{
	vector	lock_world_pos;
	vertex	lock_point;
	object	*target_objp;

	Assert(Player_ai->target_objnum >= 0);
	target_objp = &Objects[Player_ai->target_objnum];

	Player->current_target_sx = -1;
	Player->current_target_sx = -1;

	// If subsystem is targeted, we must try to lock on that
	if ( Player_ai->targeted_subsys ) {
		hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		Player->locking_on_center=0;
		Player->locking_subsys=NULL;
		Player->locking_subsys_parent=-1;
	} else {
		// See if we already have a successful locked point
		if ( hud_lock_has_homing_point() ) {
			hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		} else {
			hud_lock_get_new_lock_pos(target_objp, &lock_world_pos);
		}
	}

	*lock_world_pos_out=lock_world_pos;

	g3_rotate_vertex(&lock_point,&lock_world_pos);
	g3_project_vertex(&lock_point);

	if (!(lock_point.flags & PF_OVERFLOW)) {  // make sure point projected
		Player->current_target_sx = (int)lock_point.sx;
		Player->current_target_sy = (int)lock_point.sy;
	}
}
void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d)
{
	vec3d center;
	vec3d vecs[5];
	vertex verts[5];
	int saved_gr_zbuffering = gr_zbuffer_get();

	gr_zbuffer_set(GR_ZBUFF_READ);

	vm_vec_scale_add( &center, pos, &orient->vec.fvec, -(max_radius/2.5f)/3.0f );


	if (Warp_glow_bitmap >= 0) {
		float r = radius;
		bool render_it = true;

		#define OUT_PERCENT1 0.80f
		#define OUT_PERCENT2 0.90f

		#define IN_PERCENT1 0.10f
		#define IN_PERCENT2 0.20f

		if (Cmdline_warp_flash)
		{
			if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) {
				r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1);
				//render_it = true;
			} else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) {
				r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1);
				//render_it = true;
			}
		}

		if (render_it) {
			// Add in noise 
			int noise_frame = fl2i(Missiontime/15.0f) % NOISE_NUM_FRAMES;

			r *= (0.40f + Noise[noise_frame] * 0.30f);

			// Bobboau's warp thingie, toggled by cmdline
			if (Cmdline_warp_flash) {
				r += powf((2.0f * life_percent) - 1.0f, 24.0f) * max_radius * 1.5f;
			}

			vecs[4] = center;
			verts[4].texture_position.u = 0.5f; verts[4].texture_position.v = 0.5f; 

			if (Cmdline_nohtl) {
				g3_rotate_vertex( &verts[4], &vecs[4] );
			} else {
				g3_transfer_vertex( &verts[4], &vecs[4] );
			}

			float alpha = (The_mission.flags & MISSION_FLAG_FULLNEB) ? (1.0f - neb2_get_fog_intensity(obj)) : 1.0f;
			gr_set_bitmap( Warp_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );

			g3_draw_bitmap( &verts[4], 0, r, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );
		}
	}

	if ( (Warp_model >= 0) && (warp_3d || Cmdline_3dwarp) ) {
		float scale = radius / 25.0f;
		model_set_warp_globals(scale, scale, scale, texture_bitmap_num, (radius/max_radius) );

		float dist = vm_vec_dist_quick( pos, &Eye_position );
		model_set_detail_level((int)(dist / (radius * 10.0f)));

		model_render( Warp_model, orient, pos, MR_LOCK_DETAIL | MR_NO_LIGHTING | MR_NORMAL | MR_NO_FOGGING | MR_NO_CULL );

		model_set_warp_globals();
	} else {
		float Grid_depth = radius/2.5f;

		gr_set_bitmap( texture_bitmap_num, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f );	

		vm_vec_scale_add( &vecs[0], &center, &orient->vec.uvec, radius );
		vm_vec_scale_add2( &vecs[0], &orient->vec.rvec, -radius );
		vm_vec_scale_add2( &vecs[0], &orient->vec.fvec, Grid_depth );

		vm_vec_scale_add( &vecs[1], &center, &orient->vec.uvec, radius );
		vm_vec_scale_add2( &vecs[1], &orient->vec.rvec, radius );
		vm_vec_scale_add2( &vecs[1], &orient->vec.fvec, Grid_depth );

		vm_vec_scale_add( &vecs[2], &center, &orient->vec.uvec, -radius );
		vm_vec_scale_add2( &vecs[2], &orient->vec.rvec, radius );
		vm_vec_scale_add2( &vecs[2], &orient->vec.fvec, Grid_depth );

		vm_vec_scale_add( &vecs[3], &center, &orient->vec.uvec, -radius );
		vm_vec_scale_add2( &vecs[3], &orient->vec.rvec, -radius );
		vm_vec_scale_add2( &vecs[3], &orient->vec.fvec, Grid_depth );

	//	vm_vec_scale_add( &vecs[4], ¢er, &orient->vec.fvec, -Grid_depth );
		vecs[4] = center;

		verts[0].texture_position.u = 0.01f;
		verts[0].texture_position.v = 0.01f;
		
		verts[1].texture_position.u = 0.99f;
		verts[1].texture_position.v = 0.01f;

		verts[2].texture_position.u = 0.99f;
		verts[2].texture_position.v = 0.99f;

		verts[3].texture_position.u = 0.01f;
		verts[3].texture_position.v = 0.99f;

		verts[4].texture_position.u = 0.5f;
		verts[4].texture_position.v = 0.5f; 

		if (Cmdline_nohtl) {
			g3_rotate_vertex( &verts[0], &vecs[0] );
			g3_rotate_vertex( &verts[1], &vecs[1] );
			g3_rotate_vertex( &verts[2], &vecs[2] );
			g3_rotate_vertex( &verts[3], &vecs[3] );
			g3_rotate_vertex( &verts[4], &vecs[4] );
		} else {
			g3_transfer_vertex( &verts[0], &vecs[0] );
			g3_transfer_vertex( &verts[1], &vecs[1] );
			g3_transfer_vertex( &verts[2], &vecs[2] );
			g3_transfer_vertex( &verts[3], &vecs[3] );
			g3_transfer_vertex( &verts[4], &vecs[4] );
		}

		int cull = gr_set_cull(0); // fixes rendering problem in D3D - taylor
		draw_face( &verts[0], &verts[4], &verts[1] );
		draw_face( &verts[1], &verts[4], &verts[2] );
		draw_face( &verts[4], &verts[3], &verts[2] );
		draw_face( &verts[0], &verts[3], &verts[4] );
		gr_set_cull(cull);
	}

	if (Warp_ball_bitmap > -1 && Cmdline_warp_flash == 1) {
		flash_ball warp_ball(20, .1f,.25f, &vmd_z_vector, &vmd_zero_vector, 4.0f, 0.5f);
		float adg = (2.0f * life_percent) - 1.0f;
		float pct = (powf(adg, 4.0f) - powf(adg, 128.0f)) * 4.0f;

		if (pct > 0.00001f) {
			g3_start_instance_matrix(pos, orient, true);

			gr_set_bitmap(Warp_ball_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);		

			warp_ball.render(max_radius * pct * 0.5f, adg * adg, adg * adg * 6.0f);

			g3_done_instance(true);
		}
	}

	gr_zbuffer_set( saved_gr_zbuffering );
}
示例#11
0
void shockwave_render(object *objp, draw_list *scene)
{
	shockwave		*sw;
	vertex			p;

	Assert(objp->type == OBJ_SHOCKWAVE);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);

	sw = &Shockwaves[objp->instance];

	if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
		return;
	}

	if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
		return;

	if (sw->model_id > -1) {
		vec3d scale;
		scale.xyz.x = scale.xyz.y = scale.xyz.z = sw->radius / 50.0f;

		model_render_params render_info;

		render_info.set_warp_params(-1, 1.0f - (sw->radius/sw->outer_radius), scale);

		float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );

		render_info.set_detail_level_lock((int)(dist / (sw->radius * 10.0f)));
		render_info.set_flags(MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL | MR_NO_BATCH);
		render_info.set_object_number(sw->objnum);

		model_render_queue( &render_info, scene, sw->model_id, &Objects[sw->objnum].orient, &sw->pos);

		if ( Cmdline_fb_explosions ) {
			g3_transfer_vertex(&p, &sw->pos);

			distortion_add_bitmap_rotated(
				Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94), 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
				);
		}
	} else {
		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&p, &sw->pos);
		} else {
			g3_rotate_vertex(&p, &sw->pos);
		}

		if ( Cmdline_fb_explosions ) {
			distortion_add_bitmap_rotated(
				sw->current_bitmap, 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}

		batch_add_bitmap_rotated(
			sw->current_bitmap, 
			TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
			&p, 
			fl_radians(sw->rot_angles.p), 
			sw->radius
		);
	}
}
示例#12
0
/**
 * Draw the shockwave identified by handle
 *
 * @param objp	pointer to shockwave object
 */
void shockwave_render_DEPRECATED(object *objp)
{
	shockwave		*sw;
	vertex			p;

	Assert(objp->type == OBJ_SHOCKWAVE);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);

    memset(&p, 0, sizeof(p));
	sw = &Shockwaves[objp->instance];

	if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
		return;
	}

	if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
		return;

	// turn off fogging
	if(The_mission.flags & MISSION_FLAG_FULLNEB){
		gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
	}

	if (sw->model_id > -1) {
		float model_Interp_scale_xyz = sw->radius / 50.0f;

		model_set_warp_globals( model_Interp_scale_xyz, model_Interp_scale_xyz, model_Interp_scale_xyz, -1, 1.0f - (sw->radius/sw->outer_radius) );
		
		float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );

		model_set_detail_level((int)(dist / (sw->radius * 10.0f)));
		model_render_DEPRECATED( sw->model_id, &Objects[sw->objnum].orient, &sw->pos, MR_DEPRECATED_NO_LIGHTING | MR_DEPRECATED_NO_FOGGING | MR_DEPRECATED_NORMAL | MR_DEPRECATED_CENTER_ALPHA | MR_DEPRECATED_NO_CULL, sw->objnum);

		model_set_warp_globals();
		if(Cmdline_fb_explosions)
		{
			g3_transfer_vertex(&p, &sw->pos);
				
			distortion_add_bitmap_rotated(
				Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94), 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}
	}else{
		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&p, &sw->pos);
		} else {
			g3_rotate_vertex(&p, &sw->pos);
		}
		if(Cmdline_fb_explosions)
		{
			distortion_add_bitmap_rotated(
				sw->current_bitmap, 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}
		batch_add_bitmap_rotated(
			sw->current_bitmap, 
			TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
			&p, 
			fl_radians(sw->rot_angles.p), 
			sw->radius
		);
	}
}
示例#13
0
// This assumes you have already set a color with gr_set_color or gr_set_color_fast
// and a bitmap with gr_set_bitmap.  If it is very far away, it draws the laser
// as flat-shaded using current color, else textured using current texture.
// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels.
float g3_draw_laser(vec3d *headp, float head_width, vec3d *tailp, float tail_width, uint tmap_flags, float max_len )
{
	if (!Lasers) {
		return 0.0f;
	}

	if ( !Cmdline_nohtl && (tmap_flags & TMAP_HTL_3D_UNLIT) ) {
		return g3_draw_laser_htl(headp, head_width, tailp, tail_width, 255,255,255, tmap_flags | TMAP_HTL_3D_UNLIT);
	}

	float headx, heady, headr, tailx, taily, tailr;
	vertex pt1, pt2;
	float depth;

	Assert( G3_count == 1 );

	g3_rotate_vertex(&pt1,headp);

	g3_project_vertex(&pt1);
	if (pt1.flags & PF_OVERFLOW) 
		return 0.0f;

	g3_rotate_vertex(&pt2,tailp);

	g3_project_vertex(&pt2);
	if (pt2.flags & PF_OVERFLOW) 
		return 0.0f;

	if ( (pt1.codes & pt2.codes) != 0 )	{
		// Both off the same side
		return 0.0f;
	}

	headx = pt1.screen.xyw.x;
	heady = pt1.screen.xyw.y;
	headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.screen.xyw.w);

	tailx = pt2.screen.xyw.x;
	taily = pt2.screen.xyw.y;
	tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.screen.xyw.w);

	float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );

	// Cap the length if needed.
	if ( (max_len > 1.0f) && (len_2d > max_len) )	{
		float ratio = max_len / len_2d;
	
		tailx = headx + ( tailx - headx ) * ratio;
		taily = heady + ( taily - heady ) * ratio;
		tailr = headr + ( tailr - headr ) * ratio;

		len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
	}

	depth = (pt1.world.xyz.z+pt2.world.xyz.z)*0.5f;

	float max_r  = headr;
	float a;
	if ( tailr > max_r ) 
		max_r = tailr;

	if ( max_r < 1.0f )
		max_r = 1.0f;

	float mx, my, w, h1,h2;

	if ( len_2d < max_r ) {

		h1 = headr + (max_r-len_2d);
		if ( h1 > max_r ) h1 = max_r;
		h2 = tailr + (max_r-len_2d);
		if ( h2 > max_r ) h2 = max_r;

		len_2d = max_r;
		if ( fl_abs(tailx - headx) > 0.01f )	{
			a = (float)atan2( taily-heady, tailx-headx );
		} else {
			a = 0.0f;
		}

		w = len_2d;

	} else {
		a = atan2_safe( taily-heady, tailx-headx );

		w = len_2d;

		h1 = headr;
		h2 = tailr;
	}
	
	mx = (tailx+headx)/2.0f;
	my = (taily+heady)/2.0f;

	// Draw box with width 'w' and height 'h' at angle 'a' from horizontal
	// centered around mx, my

	if ( h1 < 1.0f ) h1 = 1.0f;
	if ( h2 < 1.0f ) h2 = 1.0f;

	float sa, ca;

	sa = (float)sin(a);
	ca = (float)cos(a);

	vertex v[4];
	vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
	memset(v,0,sizeof(vertex)*4);

	if ( depth < 0.0f ) depth = 0.0f;
	
	v[0].screen.xyw.x = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
	v[0].screen.xyw.y = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
	v[0].world.xyz.z = pt1.world.xyz.z;
	v[0].screen.xyw.w = pt1.screen.xyw.w;
	v[0].texture_position.u = 0.0f;
	v[0].texture_position.v = 0.0f;
	v[0].b = 191;

	v[1].screen.xyw.x = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
	v[1].screen.xyw.y = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
	v[1].world.xyz.z = pt2.world.xyz.z;
	v[1].screen.xyw.w = pt2.screen.xyw.w;
	v[1].texture_position.u = 1.0f;
	v[1].texture_position.v = 0.0f;
	v[1].b = 191;

	v[2].screen.xyw.x = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
	v[2].screen.xyw.y = (w/2.0f)*sa - (h2/2.0f)*ca + my;
	v[2].world.xyz.z = pt2.world.xyz.z;
	v[2].screen.xyw.w = pt2.screen.xyw.w;
	v[2].texture_position.u = 1.0f;
	v[2].texture_position.v = 1.0f;
	v[2].b = 191;

	v[3].screen.xyw.x = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
	v[3].screen.xyw.y = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
	v[3].world.xyz.z = pt1.world.xyz.z;
	v[3].screen.xyw.w = pt1.screen.xyw.w;
	v[3].texture_position.u = 0.0f;
	v[3].texture_position.v = 1.0f;
	v[3].b = 191;

	gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT);	

	return depth;
}
示例#14
0
// Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows)
// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
float g3_draw_laser_rgb(vec3d* headp, float head_width, vec3d* tailp, float tail_width, int r, int g, int b,
						uint tmap_flags, float max_len)
{
	if (!Lasers)
	{
		return 0.0f;
	}
	if ((!Cmdline_nohtl) && tmap_flags & TMAP_HTL_3D_UNLIT
		)
	{
		//	&&(gr_screen.mode==GR_OPENGL)) {
		return
			g3_draw_laser_htl(headp, head_width, tailp, tail_width, r, g, b, tmap_flags | TMAP_HTL_3D_UNLIT);
	}
	float headx, heady, headr, tailx, taily, tailr;
	vertex pt1, pt2;
	float depth;
	int head_on = 0;

	Assert(G3_count == 1);

	g3_rotate_vertex(&pt1, headp);

	g3_project_vertex(&pt1);
	if (pt1.flags & PF_OVERFLOW)
		return 0.0f;

	g3_rotate_vertex(&pt2, tailp);

	g3_project_vertex(&pt2);
	if (pt2.flags & PF_OVERFLOW)
		return 0.0f;

	if ((pt1.codes & pt2.codes) != 0)
	{
		// Both off the same side
		return 0.0f;
	}

	headx = pt1.sx;
	heady = pt1.sy;
	headr = (head_width * Matrix_scale.xyz.x * Canv_w2 * pt1.sw);

	tailx = pt2.sx;
	taily = pt2.sy;
	tailr = (tail_width * Matrix_scale.xyz.x * Canv_w2 * pt2.sw);

	float len_2d = fl_sqrt((tailx - headx) * (tailx - headx) + (taily - heady) * (taily - heady));

	// Cap the length if needed.
	if ((max_len > 1.0f) && (len_2d > max_len))
	{
		float ratio = max_len / len_2d;

		tailx = headx + (tailx - headx) * ratio;
		taily = heady + (taily - heady) * ratio;
		tailr = headr + (tailr - headr) * ratio;

		len_2d = fl_sqrt((tailx - headx) * (tailx - headx) + (taily - heady) * (taily - heady));
	}

	depth = (pt1.z + pt2.z) * 0.5f;

	float max_r = headr;
	float a;
	if (tailr > max_r)
		max_r = tailr;

	if (max_r < 1.0f)
		max_r = 1.0f;

	float mx, my, w, h1, h2;

	if (len_2d < max_r)
	{

		h1 = headr + (max_r - len_2d);
		if (h1 > max_r)
			h1 = max_r;
		h2 = tailr + (max_r - len_2d);
		if (h2 > max_r)
			h2 = max_r;

		len_2d = max_r;
		if (fl_abs(tailx - headx) > 0.01f)
		{
			a = (float)atan2(taily - heady, tailx - headx);
		}
		else
		{
			a = 0.0f;
		}

		w = len_2d;
		head_on = 1;

	}
	else
	{
		a = atan2_safe(taily - heady, tailx - headx);

		w = len_2d;

		h1 = headr;
		h2 = tailr;
		head_on = 0;
	}

	mx = (tailx + headx) / 2.0f;
	my = (taily + heady) / 2.0f;

	//	gr_set_color(255,0,0);
	//	g3_draw_line( &pt1, &pt2 );

	//	gr_set_color( 255, 0, 0 );
	//	gr_pixel( fl2i(mx),fl2i(my) );

	// Draw box with width 'w' and height 'h' at angle 'a' from horizontal
	// centered around mx, my

	if (h1 < 1.0f)
		h1 = 1.0f;
	if (h2 < 1.0f)
		h2 = 1.0f;

	float sa, ca;

	sa = (float)sin(a);
	ca = (float)cos(a);

	vertex v[4];
	vertex* vertlist[4] =
	{
		&v[3],
		&v[2],
		&v[1],
		&v[0]
	};
	memset(v, 0, sizeof(vertex) * 4);

	float sw;
	if (depth < 0.0f)
		depth = 0.0f;
	sw = 1.0f / depth;

	v[0].sx = (-w / 2.0f) * ca + (-h1 / 2.0f) * sa + mx;
	v[0].sy = (-w / 2.0f) * sa - (-h1 / 2.0f) * ca + my;
	v[0].z = pt1.z;
	v[0].sw = pt1.sw;
	v[0].u = 0.0f;
	v[0].v = 0.0f;
	v[0].r = (ubyte)r;
	v[0].g = (ubyte)g;
	v[0].b = (ubyte)b;
	v[0].a = 255;

	v[1].sx = (w / 2.0f) * ca + (-h2 / 2.0f) * sa + mx;
	v[1].sy = (w / 2.0f) * sa - (-h2 / 2.0f) * ca + my;
	v[1].z = pt2.z;
	v[1].sw = pt2.sw;
	v[1].u = 1.0f;
	v[1].v = 0.0f;
	v[1].r = (ubyte)r;
	v[1].g = (ubyte)g;
	v[1].b = (ubyte)b;
	v[1].a = 255;

	v[2].sx = (w / 2.0f) * ca + (h2 / 2.0f) * sa + mx;
	v[2].sy = (w / 2.0f) * sa - (h2 / 2.0f) * ca + my;
	v[2].z = pt2.z;
	v[2].sw = pt2.sw;
	v[2].u = 1.0f;
	v[2].v = 1.0f;
	v[2].r = (ubyte)r;
	v[2].g = (ubyte)g;
	v[2].b = (ubyte)b;
	v[2].a = 255;

	v[3].sx = (-w / 2.0f) * ca + (h1 / 2.0f) * sa + mx;
	v[3].sy = (-w / 2.0f) * sa - (h1 / 2.0f) * ca + my;
	v[3].z = pt1.z;
	v[3].sw = pt1.sw;
	v[3].u = 0.0f;
	v[3].v = 1.0f;
	v[3].r = (ubyte)r;
	v[3].g = (ubyte)g;
	v[3].b = (ubyte)b;
	v[3].a = 255;

	gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);

	return depth;
}
示例#15
0
// hud_show_lock_indicator() will display the lock indicator for homing missiles.
// lock_point_pos should be the world coordinates of the target being locked. Assuming all the 
// necessary locking calculations are done for this frame, this function will compute 
// where the indicator should be relative to the player's viewpoint and will render accordingly.
void hud_show_lock_indicator(float frametime, vec3d* lock_point_pos)
{
	int target_objnum, sx, sy;
	object* targetp;
	vertex lock_point;

	if (!Players[Player_num].lock_indicator_visible)
	{
		return;
	}

	target_objnum = Player_ai->target_objnum;
	Assert(target_objnum != -1);
	targetp = &Objects[target_objnum];

	// check to see if there are any missile to fire.. we don't want to show the 
	// lock indicator if there are missiles to fire.
	if (!ship_secondary_bank_has_ammo(Player_obj->instance))
	{
		return;
	}

	// Get the target's current position on the screen. If he's not on there,
	// we're not going to draw the lock indicator even if he's in front 
	// of our ship, so bail out. 
	g3_rotate_vertex(&lock_point, lock_point_pos);
	g3_project_vertex(&lock_point);
	if (lock_point.codes & PF_OVERFLOW)
		return;

	hud_set_iff_color(targetp);
	//	nprintf(("Alan","lockx: %d, locky: %d TargetX: %d, TargetY: %d\n", Players[Player_num].lock_indicator_x, Players[Player_num].lock_indicator_y, Player->current_target_sx, Player->current_target_sy));

	// We have the coordinates of the lock indicator relative to the target in our "virtual frame" 
	// so, we calculate where it should be drawn based on the player's viewpoint.
	if (Player_ai->current_target_is_locked)
	{
		sx = fl2i(lock_point.sx);
		sy = fl2i(lock_point.sy);
		gr_unsize_screen_pos(&sx, &sy);

		// show the rotating triangles if target is locked
		hud_draw_lock_triangles(sx, sy, frametime);
	}
	else
	{
		sx = fl2i(lock_point.sx) - (Player->current_target_sx - Players[Player_num].lock_indicator_x);
		sy = fl2i(lock_point.sy) - (Player->current_target_sy - Players[Player_num].lock_indicator_y);
		gr_unsize_screen_pos(&sx, &sy);
	}

	// show locked indicator
	/*
	if ( Lock_gauge.first_frame >= 0 ) {
		gr_set_bitmap(Lock_gauge.first_frame);
		gr_aabitmap(sx - Lock_gauge_half_w[gr_screen.res], sy - Lock_gauge_half_h[gr_screen.res]);
	} else {
		hud_draw_diamond(sx, sy, Lock_target_box_width[gr_screen.res], Lock_target_box_height[gr_screen.res]);
	}
	*/
	Lock_gauge.sx = sx - Lock_gauge_half_w[Hud_reticle_style][gr_screen.res];
	Lock_gauge.sy = sy - Lock_gauge_half_h[gr_screen.res];
	if (Player_ai->current_target_is_locked)
	{
		Lock_gauge.time_elapsed = 0.0f;
		hud_anim_render(&Lock_gauge, 0.0f, 1);
	}
	else
	{
		hud_anim_render(&Lock_gauge, frametime, 1);
	}
}
/**
 * @brief This function is called to blit the next frame of an anim instance to the screen.
 * This is normally called by the anim_render_all() function.
 *
 * @param instance Pointer to animation instance
 * @param frametime	Time elapsed since last call, in seconds
 */
int anim_show_next_frame(anim_instance *instance, float frametime)
{
	int	bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
	float percent_through, time;
	vertex	image_vertex;
	int aabitmap = 0;
	int bpp = 16;

	Assert( instance != NULL );

	instance->time_elapsed += frametime;

	// Advance to the next frame, if we determine enough time has elapsed.
	if(instance->direction == ANIM_DIRECT_FORWARD)
		n_frames = instance->stop_at - instance->start_at + 1;
	else if(instance->direction == ANIM_DIRECT_REVERSE)
		n_frames = instance->start_at - instance->stop_at + 1;

	time = n_frames / i2fl(instance->parent->fps);

	percent_through = instance->time_elapsed / time;

	if(instance->direction == ANIM_DIRECT_FORWARD)
		new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
	else
		new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);

	frame_save = instance->frame_num;

	// If framerate independent, use the new_frame_num... unless instance->skip_frames is
	// FALSE, then only advance a maximum of one frame (this is needed since some big animations
	// should just play slower rather than taking the hit of decompressing multiple frames and
	// creating an even greater slowdown	
	if (instance->framerate_independent) {
		if(instance->direction == ANIM_DIRECT_FORWARD){
			if ( new_frame_num > instance->last_frame_num) {
				if ( instance->skip_frames )
					instance->frame_num = new_frame_num;
				else
					instance->frame_num++;
			}
		} else if(instance->direction == ANIM_DIRECT_REVERSE){
			if( new_frame_num < instance->last_frame_num) {
				if ( instance->skip_frames )
					instance->frame_num = new_frame_num;
				else
					instance->frame_num--;
			}
		}
	}
	else {			
		if(instance->direction == ANIM_DIRECT_FORWARD){
			if ( new_frame_num > instance->last_frame_num) {
				instance->frame_num++;
			}
		} else if(instance->direction == ANIM_DIRECT_REVERSE){
			if ( new_frame_num < instance->last_frame_num) {
				instance->frame_num--;
			}
		}			
	}

	if(instance->direction == ANIM_DIRECT_FORWARD){
		if ( instance->frame_num < instance->start_at ) {
			instance->frame_num = instance->start_at;
		}	
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if ( instance->frame_num > instance->start_at ) {
			instance->frame_num = instance->start_at;
		}	
	}

	if ( instance->stop_now == TRUE ) {
		return -1;
	}

	// If past the last frame, clamp to the last frame and then set the stop_now flag in the
	// anim instance.  The next iteration, the animation will stop.
	if(instance->direction == ANIM_DIRECT_FORWARD){
		if (instance->frame_num >= instance->stop_at ) {
			if (instance->looped) {										// looped animations
				instance->frame_num = instance->stop_at;
				instance->time_elapsed = 0.0f;
			} else if(instance->ping_pong) {							// pingponged animations
				instance->frame_num = instance->stop_at;
				anim_reverse_direction(instance);
			} else {															// one-shot animations
				instance->frame_num = instance->stop_at;
				instance->last_frame_num = instance->frame_num;
				instance->stop_now = TRUE;
			}
		}
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if (instance->frame_num <= instance->stop_at ) {
			if (instance->looped) {										// looped animations
				instance->frame_num = instance->stop_at;
				instance->time_elapsed = 0.0f;
			} else if(instance->ping_pong) {							// pingponged animations
				instance->frame_num = instance->stop_at;
				anim_reverse_direction(instance);
			} else {															// one-shot animations
				instance->frame_num = instance->stop_at+1;
				instance->last_frame_num = instance->frame_num;
				instance->stop_now = TRUE;
			}
		}
	}

	if(instance->direction == ANIM_DIRECT_FORWARD){
		if( instance->last_frame_num >= instance->start_at ) {
			frame_diff = instance->frame_num - instance->last_frame_num;		
		} else {
			frame_diff = 1;
		}
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if( instance->last_frame_num <= instance->start_at ) {
			frame_diff = instance->last_frame_num - instance->frame_num;
		} else {
			frame_diff = 1;
		}
	}		
	Assert(frame_diff >= 0);
	Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );

	// if the anim is paused, ignore all the above changes and still display this frame
	if(instance->paused || Anim_paused){
		instance->frame_num = frame_save;
		instance->time_elapsed -= frametime;
		frame_diff = 0;
	}

	if (instance->parent->flags & ANF_XPARENT){
		bitmap_flags = 0;
	} 
	bpp = 16;
	if(instance->aa_color != NULL){
		bitmap_flags |= BMP_AABITMAP;
		aabitmap = 1;
		bpp = 8;
	}	

	if ( frame_diff > 0 ) {
		instance->last_frame_num = instance->frame_num;		

		t1 = timer_get_fixed_seconds();
		for ( i = 0; i < frame_diff; i++ ) {
			anim_check_for_palette_change(instance);			

			// if we're playing backwards, every frame must be a keyframe and we set the data ptr here
			if(instance->direction == ANIM_DIRECT_REVERSE){
				if ( anim_instance_is_streamed(instance) ) {
					instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
				} else {
					instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
				}
			}

			ubyte *temp = NULL;
			int temp_file_offset = -1;			

			// if we're using bitmap polys
			BM_SELECT_TEX_FORMAT();

			if ( anim_instance_is_streamed(instance) ) {
				if ( instance->xlate_pal ){
					temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
				} else {
					temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
				}
			} else {
				if ( instance->xlate_pal ){
					temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
				} else {
					temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
				}
			}

			// always go back to screen format
			BM_SELECT_SCREEN_FORMAT();

			// see if we had an error during decode (corrupted anim stream)
			if ( (temp == NULL) && (temp_file_offset < 0) ) {
				mprintf(("ANI: Fatal ERROR at frame %i!!  Aborting playback of \"%s\"...\n", instance->frame_num, instance->parent->name));

				// return -1 to end all playing of this anim instanc
				return -1;
			}

			if(instance->direction == ANIM_DIRECT_FORWARD){
				if ( anim_instance_is_streamed(instance) ) {
					instance->file_offset = temp_file_offset;
				} else {
					instance->data = temp;
				}
			}			
		}
		t2 = timer_get_fixed_seconds();
	}
	else {
		t2=t1=0;
	}

	// this only happens when the anim is being looped, we need to reset the last_frame_num
	if ( (instance->time_elapsed == 0) && (instance->looped) ) {
		instance->last_frame_num = -1;
		instance->frame_num = -1;
		instance->data = instance->parent->data;
		instance->file_offset = instance->parent->file_offset;
		instance->loop_count++;
	}

	t1 = timer_get_fixed_seconds();
	if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
		bitmap_id = instance->last_bitmap;
	}
	else {
		if ( instance->last_bitmap != -1 ){
			bm_release(instance->last_bitmap);
		}
		bitmap_id = bm_create(bpp, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
	}
	
	if ( bitmap_id == -1 ) {
		// anim has finsished playing, free the instance frame data
		anim_release_render_instance(instance);	
		return -1;

		// NOTE: there is no need to free the instance, since it was pre-allocated as 
		//       part of the anim_free_list
	}
	else {
		gr_set_bitmap(bitmap_id);
		
		// determine x,y to display the bitmap at
		if ( instance->world_pos == NULL ) {
			int old_max_w_unscaled = gr_screen.max_w_unscaled;
			int old_max_h_unscaled = gr_screen.max_h_unscaled;
			int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
			int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
			gr_set_screen_scale(instance->base_w, instance->base_h);
			gr_set_clip(0, 0, instance->base_w, instance->base_h, GR_RESIZE_MENU);
			if ( instance->aa_color == NULL ) {
				gr_bitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
			}
			else {
				gr_set_color_fast( (color*)instance->aa_color );
				gr_aabitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
			}
			gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
			gr_reset_clip();
		}
		else {
			g3_rotate_vertex(&image_vertex,instance->world_pos);
			Assert(instance->radius != 0.0f);
			//g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
			material mat_params;
			material_set_unlit(&mat_params, bitmap_id, 1.0f, false, false);
			g3_render_rect_screen_aligned_2d(&mat_params, &image_vertex, 0, instance->radius*1.5f);
		}
									  
		instance->last_bitmap = bitmap_id;
	}

	t2 = timer_get_fixed_seconds();

	return 0;
}
void trail_add_batch(trail * trailp)
{
	int sections[NUM_TRAIL_SECTIONS];
	int num_sections = 0;
	int i;
	vec3d topv, botv, *fvec, last_pos, tmp_fvec;
	vertex  top, bot, top_prev, bot_prev;
	float w;
	ubyte l;
	vec3d centerv;

	if (trailp->tail == trailp->head)
		return;

	// if this trail is on the player ship, and he's in any padlock view except rear view, don't draw	
	if ((Player_ship != NULL) && trail_is_on_ship(trailp, Player_ship) &&
		(Viewer_mode & (VM_PADLOCK_UP | VM_PADLOCK_LEFT | VM_PADLOCK_RIGHT)))
	{
		return;
	}

	trail_info *ti = &trailp->info;

	int n = trailp->tail;

	do	{
		n--;

		if (n < 0)
			n = NUM_TRAIL_SECTIONS - 1;

		if (trailp->val[n] > 1.0f)
			break;

		sections[num_sections++] = n;
	} while (n != trailp->head);

	if (num_sections <= 0)
		return;

	Assertion(ti->texture.bitmap_id != -1, "Weapon trail %s could not be loaded", ti->texture.filename); // We can leave this as an assert, but tell them how to fix it. --Chief

	memset(&top, 0, sizeof(vertex));
	memset(&bot, 0, sizeof(vertex));
	memset(&top_prev, 0, sizeof(vertex));
	memset(&bot_prev, 0, sizeof(vertex));

	float w_size = (ti->w_end - ti->w_start);
	float a_size = (ti->a_end - ti->a_start);
	int num_faded_sections = ti->n_fade_out_sections;

	for (i = 0; i < num_sections; i++) {
		n = sections[i];
		float init_fade_out = 1.0f;

		if ((num_faded_sections > 0) && (i < num_faded_sections)) {
			init_fade_out = ((float)i) / (float)num_faded_sections;
		}

		w = trailp->val[n] * w_size + ti->w_start;
		if (init_fade_out != 1.0f) {
			l = (ubyte)fl2i((trailp->val[n] * a_size + ti->a_start) * 255.0f * init_fade_out * init_fade_out);
		}
		else {
			l = (ubyte)fl2i((trailp->val[n] * a_size + ti->a_start) * 255.0f);
		}

		if (i == 0)	{
			if (num_sections > 1)	{
				vm_vec_sub(&tmp_fvec, &trailp->pos[n], &trailp->pos[sections[i + 1]]);
				vm_vec_normalize_safe(&tmp_fvec);
				fvec = &tmp_fvec;
			}
			else {
				fvec = &tmp_fvec;
				fvec->xyz.x = 0.0f;
				fvec->xyz.y = 0.0f;
				fvec->xyz.z = 1.0f;
			}
		}
		else {
			vm_vec_sub(&tmp_fvec, &last_pos, &trailp->pos[n]);
			vm_vec_normalize_safe(&tmp_fvec);
			fvec = &tmp_fvec;
		}

		trail_calc_facing_pts(&topv, &botv, fvec, &trailp->pos[n], w);

		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&top, &topv);
			g3_transfer_vertex(&bot, &botv);
		}
		else {
			g3_rotate_vertex(&top, &topv);
			g3_rotate_vertex(&bot, &botv);
		}

		top.r = top.g = top.b = l;
		bot.r = bot.g = bot.b = l;
		top.a = bot.a = l;

		float U = i2fl(i);
		
		top.texture_position.u = U;
		top.texture_position.v = 1.0f;

		bot.texture_position.u = U;
		bot.texture_position.v = 0.0f;

		if (i > 0) {
			if (i == num_sections - 1) {
				// Last one...
				vm_vec_avg(&centerv, &topv, &botv);

				vertex center_vert = vertex();

				if (!Cmdline_nohtl)
					g3_transfer_vertex(&center_vert, &centerv);
				else
					g3_rotate_vertex(&center_vert, &centerv);

				center_vert.texture_position.u = U + 1.0f;
				center_vert.texture_position.v = 0.5f;
				center_vert.a = center_vert.r = center_vert.g = center_vert.b = l;

				vertex tri[3];

				tri[1] = top_prev;
				tri[2] = bot_prev;
				tri[0] = center_vert;

				batch_add_tri(
					ti->texture.bitmap_id,
					TMAP_FLAG_TEXTURED | TMAP_FLAG_ALPHA | TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_HTL_3D_UNLIT,
					tri,
					1.0f
				);
			} else {
				vertex quad[4];

				quad[0] = top_prev;
				quad[1] = bot_prev;
				quad[2] = bot;
				quad[3] = top;

				batch_add_quad(
					ti->texture.bitmap_id, 
					TMAP_FLAG_TEXTURED | TMAP_FLAG_ALPHA | TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_HTL_3D_UNLIT,
					quad,
					1.0f
				);
			}
		}

		last_pos = trailp->pos[n];
		top_prev = top;
		bot_prev = bot;
	}
}
void trail_render( trail * trailp )
{
	int sections[NUM_TRAIL_SECTIONS];
	int num_sections = 0;
	int i;
	vec3d topv, botv, *fvec, last_pos, tmp_fvec;
	vertex  top, bot;
	int nv = 0;
	float w;
	ubyte l;
	vec3d centerv;

	if (trailp->tail == trailp->head)
		return;

	// if this trail is on the player ship, and he's in any padlock view except rear view, don't draw	
	if ( (Player_ship != NULL) && trail_is_on_ship(trailp, Player_ship) &&
		(Viewer_mode & (VM_PADLOCK_UP | VM_PADLOCK_LEFT | VM_PADLOCK_RIGHT)) )
	{
		return;
	}

	trail_info *ti	= &trailp->info;

	int n = trailp->tail;

	do	{
		n--;

		if (n < 0)
			n = NUM_TRAIL_SECTIONS-1;

		if (trailp->val[n] > 1.0f)
			break;

		sections[num_sections++] = n;
	} while ( n != trailp->head );

	if (num_sections <= 0)
		return;

	Assertion(ti->texture.bitmap_id != -1, "Weapon trail %s could not be loaded", ti->texture.filename); // We can leave this as an assert, but tell them how to fix it. --Chief

	memset( &top, 0, sizeof(vertex) );
	memset( &bot, 0, sizeof(vertex) );

	// it's a tristrip, so allocate for 2+1
	allocate_trail_verts((num_sections * 2) + 1);

	float w_size = (ti->w_end - ti->w_start);
	float a_size = (ti->a_end - ti->a_start);
	int num_faded_sections = ti->n_fade_out_sections;

	for (i = 0; i < num_sections; i++) {
		n = sections[i];
		float init_fade_out = 1.0f;

		if ((num_faded_sections > 0) && (i < num_faded_sections)) {
			init_fade_out = ((float) i) / (float) num_faded_sections;
		}

		w = trailp->val[n] * w_size + ti->w_start;
		if (init_fade_out != 1.0f) {
			l = (ubyte)fl2i((trailp->val[n] * a_size + ti->a_start) * 255.0f * init_fade_out * init_fade_out);
		} else {
			l = (ubyte)fl2i((trailp->val[n] * a_size + ti->a_start) * 255.0f);
		}

		if ( i == 0 )	{
			if ( num_sections > 1 )	{
				vm_vec_sub(&tmp_fvec, &trailp->pos[n], &trailp->pos[sections[i+1]] );
				vm_vec_normalize_safe(&tmp_fvec);
				fvec = &tmp_fvec;
			} else {
				fvec = &tmp_fvec;
				fvec->xyz.x = 0.0f;
				fvec->xyz.y = 0.0f;
				fvec->xyz.z = 1.0f;
			}
		} else {
			vm_vec_sub(&tmp_fvec, &last_pos, &trailp->pos[n] );
			vm_vec_normalize_safe(&tmp_fvec);
			fvec = &tmp_fvec;
		}

		trail_calc_facing_pts( &topv, &botv, fvec, &trailp->pos[n], w );

		if ( !Cmdline_nohtl ) {
			g3_transfer_vertex( &top, &topv );
			g3_transfer_vertex( &bot, &botv );
		} else {
			g3_rotate_vertex( &top, &topv );
			g3_rotate_vertex( &bot, &botv );
		}

		top.a = bot.a = l;	

		if (i > 0) {
			float U = i2fl(i);

			if (i == num_sections-1) {
				// Last one...
				vm_vec_avg( &centerv, &topv, &botv );

				if ( !Cmdline_nohtl )
					g3_transfer_vertex( &Trail_v_list[nv+2], &centerv );
				else
					g3_rotate_vertex( &Trail_v_list[nv+2], &centerv );

				Trail_v_list[nv].a = l;	

				Trail_v_list[nv].texture_position.u = U;
				Trail_v_list[nv].texture_position.v = 1.0f; 
				Trail_v_list[nv].r = Trail_v_list[nv].g = Trail_v_list[nv].b = l;
				nv++;

				Trail_v_list[nv].texture_position.u = U;
				Trail_v_list[nv].texture_position.v = 0.0f; 
				Trail_v_list[nv].r = Trail_v_list[nv].g = Trail_v_list[nv].b = l;
				nv++;

				Trail_v_list[nv].texture_position.u = U + 1.0f;
				Trail_v_list[nv].texture_position.v = 0.5f;
				Trail_v_list[nv].r = Trail_v_list[nv].g = Trail_v_list[nv].b = 0;
				nv++;
			} else {
				Trail_v_list[nv].texture_position.u = U;
				Trail_v_list[nv].texture_position.v = 1.0f; 
				Trail_v_list[nv].r = Trail_v_list[nv].g = Trail_v_list[nv].b = l;
				nv++;

				Trail_v_list[nv].texture_position.u = U;
				Trail_v_list[nv].texture_position.v = 0.0f; 
				Trail_v_list[nv].r = Trail_v_list[nv].g = Trail_v_list[nv].b = l;
				nv++;
			}
		}

		last_pos = trailp->pos[n];
		Trail_v_list[nv] = top;
		Trail_v_list[nv+1] = bot;
	}

	if ( !nv )
		return;

	if (nv < 3)
		Error( LOCATION, "too few verts in trail render\n" );

	// there should always be three verts in the last section and 2 everyware else, therefore there should always be an odd number of verts
	if ( (nv % 2) != 1 )
		Warning( LOCATION, "even number of verts in trail render\n" );

	profile_begin("Trail Draw");
	gr_set_bitmap( ti->texture.bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f );
	gr_render(nv, Trail_v_list, TMAP_FLAG_TEXTURED | TMAP_FLAG_ALPHA | TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_HTL_3D_UNLIT | TMAP_FLAG_TRISTRIP);
	profile_end("Trail Draw");
}
示例#19
0
void ship_draw_shield( object *objp)
{
    int		model_num;
    int		i;
    vec3d	pnt;
    polymodel * pm;

    if (objp->flags & OF_NO_SHIELDS)
        return;

    Assert(objp->instance >= 0);

    model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num;

    if ( Fred_running ) return;

    pm = model_get(model_num);

    if (pm->shield.ntris<1) return;

    //	Scan all the triangles in the mesh.
    for (i=0; i<pm->shield.ntris; i++ )	{
        int		j;
        vec3d	gnorm, v2f, tri_point;
        vertex prev_pnt, pnt0;
        shield_tri *tri;

        tri = &pm->shield.tris[i];

        if (i == Break_value)
            Int3();

        //	Hack! Only works for object in identity orientation.
        //	Need to rotate eye position into object's reference frame.
        //	Only draw facing triangles.
        vm_vec_rotate(&tri_point, &pm->shield.verts[tri->verts[0]].pos, &Eye_matrix);
        vm_vec_add2(&tri_point, &objp->pos);

        vm_vec_sub(&v2f, &tri_point, &Eye_position);
        vm_vec_unrotate(&gnorm, &tri->norm, &objp->orient);

        if (vm_vec_dot(&gnorm, &v2f) < 0.0f) {
            int	intensity;

            intensity = (int) (Ships[objp->instance].shield_integrity[i] * 255);

            if (intensity < 0)
                intensity = 0;
            else if (intensity > 255)
                intensity = 255;

            gr_set_color(0, 0, intensity);

            //	Process the vertices.
            //	Note this rotates each vertex each time it's needed, very dumb.
            for (j=0; j<3; j++ )	{
                vertex tmp;

                // Rotate point into world coordinates
                vm_vec_unrotate(&pnt, &pm->shield.verts[tri->verts[j]].pos, &objp->orient);
                vm_vec_add2(&pnt, &objp->pos);

                // Pnt is now the x,y,z world coordinates of this vert.
                // For this example, I am just drawing a sphere at that
                // point.
                g3_rotate_vertex(&tmp, &pnt);

                if (j)
                    g3_draw_line(&prev_pnt, &tmp);
                else
                    pnt0 = tmp;
                prev_pnt = tmp;
            }

            g3_draw_line(&pnt0, &prev_pnt);
        }
    }
}
示例#20
0
// hud_show_lock_indicator() will display the lock indicator for homing missiles.
// lock_point_pos should be the world coordinates of the target being locked. Assuming all the 
// necessary locking calculations are done for this frame, this function will compute 
// where the indicator should be relative to the player's viewpoint and will render accordingly.
void HudGaugeLock::render(float frametime)
{
	int			target_objnum, sx, sy;
	object		*targetp;
	vertex lock_point;

	bool locked = Player_ai->current_target_is_locked ? true : false;
	bool reset_timers = false;

	if ( locked != Last_lock_status ) {
		// check if player lock status has changed since the last frame.
		reset_timers = true;
		Last_lock_status = locked;
	}

	if (Player_ai->target_objnum == -1) {
		return;
	}

	if (Player->target_is_dying) {
		return;
	}

	if (!Players[Player_num].lock_indicator_visible){
		return;
	}

	target_objnum = Player_ai->target_objnum;
	Assert(target_objnum != -1);
	targetp = &Objects[target_objnum];

	// check to see if there are any missile to fire.. we don't want to show the 
	// lock indicator if there are missiles to fire.
	if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
		return;
	}

	bool in_frame = g3_in_frame() > 0;
	if(!in_frame)
		g3_start_frame(0);
	gr_set_screen_scale(base_w, base_h);

	// Get the target's current position on the screen. If he's not on there,
	// we're not going to draw the lock indicator even if he's in front 
	// of our ship, so bail out. 
	g3_rotate_vertex(&lock_point, &lock_world_pos); 
	g3_project_vertex(&lock_point);
	if (lock_point.codes & PF_OVERFLOW) {
		gr_reset_screen_scale();

		if(!in_frame)
			g3_end_frame();

		return;
	}

	hud_set_iff_color(targetp);
//	nprintf(("Alan","lockx: %d, locky: %d TargetX: %d, TargetY: %d\n", Players[Player_num].lock_indicator_x, Players[Player_num].lock_indicator_y, Player->current_target_sx, Player->current_target_sy));

	// We have the coordinates of the lock indicator relative to the target in our "virtual frame" 
	// so, we calculate where it should be drawn based on the player's viewpoint.
	if (Player_ai->current_target_is_locked) {
		sx = fl2i(lock_point.screen.xyw.x); 
		sy = fl2i(lock_point.screen.xyw.y);
		gr_unsize_screen_pos(&sx, &sy);

		// show the rotating triangles if target is locked
		renderLockTriangles(sx, sy, frametime);

		if ( reset_timers ) {
			Lock_gauge.time_elapsed = 0.0f;
		}
	} else {
		const float scaling_factor = (gr_screen.clip_center_x < gr_screen.clip_center_y) ? (gr_screen.clip_center_x / VIRTUAL_FRAME_HALF_WIDTH) : (gr_screen.clip_center_y / VIRTUAL_FRAME_HALF_HEIGHT);
		sx = fl2i(lock_point.screen.xyw.x) - fl2i(i2fl(Player->current_target_sx - Players[Player_num].lock_indicator_x) * scaling_factor);
		sy = fl2i(lock_point.screen.xyw.y) - fl2i(i2fl(Player->current_target_sy - Players[Player_num].lock_indicator_y) * scaling_factor);
		gr_unsize_screen_pos(&sx, &sy);

		if ( reset_timers ) {
			Lock_gauge_draw_stamp = -1;
			Lock_gauge_draw = 0;
			Lock_anim.time_elapsed = 0.0f;
		}
	}

	// show locked indicator
	Lock_gauge.sx = sx - Lock_gauge_half_w;
	Lock_gauge.sy = sy - Lock_gauge_half_h;
	if (Player_ai->current_target_is_locked) {
		hud_anim_render(&Lock_gauge, 0.0f, 1);
	} else {
		hud_anim_render(&Lock_gauge, frametime, 1);
	}

	gr_reset_screen_scale();
	if(!in_frame)
		g3_end_frame();
}
void particle_render_all()
{
	ubyte flags;
	float pct_complete;
	float alpha;
	vertex pos;
	vec3d ts, te, temp;
	int rotate = 1;
	int framenum, cur_frame;
	bool render_batch = false;
	int tmap_flags = TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD;

	if ( !Particles_enabled )
		return;

	MONITOR_INC( NumParticlesRend, Num_particles );	

	if ( Particles.empty() )
		return;

	for (SCP_vector<particle*>::iterator p = Particles.begin(); p != Particles.end(); ++p) {
		particle* part = *p;
		// skip back-facing particles (ripped from fullneb code)
		// Wanderer - add support for attached particles
		vec3d p_pos;
		if (part->attached_objnum >= 0) {
			vm_vec_unrotate(&p_pos, &part->pos, &Objects[part->attached_objnum].orient);
			vm_vec_add2(&p_pos, &Objects[part->attached_objnum].pos);
		} else {
			p_pos = part->pos;
		}

		if ( vm_vec_dot_to_point(&Eye_matrix.vec.fvec, &Eye_position, &p_pos) <= 0.0f ) {
			continue;
		}

		// calculate the alpha to draw at
		alpha = get_current_alpha(&p_pos);

		// if it's transparent then just skip it
		if (alpha <= 0.0f) {
			continue;
		}

		// make sure "rotate" is enabled for this particle
		rotate = 1;

		// if this is a tracer style particle, calculate tracer vectors
		if (part->tracer_length > 0.0f) {			
			ts = p_pos;
			temp = part->velocity;
			vm_vec_normalize_quick(&temp);
			vm_vec_scale_add(&te, &ts, &temp, part->tracer_length);

			// don't bother rotating
			rotate = 0;
		}

		// rotate the vertex
		if (rotate) {
			flags = g3_rotate_vertex( &pos, &p_pos );

			if ( flags ) {
				continue;
			}

			if (!Cmdline_nohtl)
				g3_transfer_vertex(&pos, &p_pos);
		}

		// pct complete for the particle
		pct_complete = part->age / part->max_life;

		// figure out which frame we should be using
		if (part->nframes > 1) {
			framenum = fl2i(pct_complete * part->nframes + 0.5);
			CLAMP(framenum, 0, part->nframes-1);

			cur_frame = part->reverse ? (part->nframes - framenum - 1) : framenum;
		} else {
			cur_frame = 0;
		}

		if (part->type == PARTICLE_DEBUG) {
			gr_set_color( 255, 0, 0 );
			g3_draw_sphere_ez( &p_pos, part->radius );
		} else {
			framenum = part->optional_data;

			Assert( cur_frame < part->nframes );

			// if this is a tracer style particle
			if (part->tracer_length > 0.0f) {
				batch_add_laser( framenum + cur_frame, &ts, part->radius, &te, part->radius );
			}
			// draw as a regular bitmap
			else {
				batch_add_bitmap( framenum + cur_frame, tmap_flags, &pos, part->particle_index % 8, part->radius, alpha );
			}

			render_batch = true;
		}
	}

	profile_begin("Batch Render");
	if (render_batch) {
		batch_render_all(Particle_buffer_object);
	}
	profile_end("Batch Render");
}