/** * 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); } }
void HudGaugeRadarDradis::drawContact(vec3d *pnt, int idx, int clr_idx, float /*dist*/, float alpha, float scale_factor) { vec3d p; int h, w; vertex vert; float aspect_mp; if ((sub_y_clip && (pnt->xyz.y > 0)) || ((!sub_y_clip) && (pnt->xyz.y <= 0))) return; memset(&vert, 0, sizeof(vert)); vm_vec_rotate(&p, pnt, &vmd_identity_matrix); g3_transfer_vertex(&vert, &p); float sizef = fl_sqrt(vm_vec_dist(&Orb_eye_position, pnt) * 8.0f) * scale_factor; if ( clr_idx >= 0 ) { bm_get_info(clr_idx, &w, &h); if (h == w) { aspect_mp = 1.0f; } else { aspect_mp = (((float) h) / ((float) w)); } //gr_set_bitmap(clr_idx, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha); //g3_draw_polygon(&p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); material mat_params; material_set_unlit_color(&mat_params, clr_idx, &Color_bright_white, alpha, true, false); g3_render_rect_oriented(&mat_params, &p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f); } if ( idx >= 0 ) { bm_get_info(idx, &w, &h); if (h == w) { aspect_mp = 1.0f; } else { aspect_mp = (((float) h) / ((float) w)); } //gr_set_bitmap(idx, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha); //g3_draw_polygon(&p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, TMAP_FLAG_TEXTURED | TMAP_FLAG_BW_TEXTURE | TMAP_HTL_3D_UNLIT); material mat_params; material_set_unlit_color(&mat_params, idx, &gr_screen.current_color, alpha, true, false); g3_render_rect_oriented(&mat_params, &p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f); } }
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); } }
// ------------------------------------------------------------------------------------ // 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); } }
void HudGaugeRadarDradis::drawContact(vec3d *pnt, int idx, int clr_idx, float dist, float alpha, float scale_factor) { vec3d p; int h, w; vertex vert; float aspect_mp; if ((sub_y_clip && (pnt->xyz.y > 0)) || ((!sub_y_clip) && (pnt->xyz.y <= 0))) return; memset(&vert, 0, sizeof(vert)); vm_vec_rotate(&p, pnt, &vmd_identity_matrix); g3_transfer_vertex(&vert, &p); float sizef = fl_sqrt(vm_vec_dist(&Orb_eye_position, pnt) * 8.0f) * scale_factor; if ( clr_idx >= 0 ) { bm_get_info(clr_idx, &w, &h); if (h == w) { aspect_mp = 1.0f; } else { aspect_mp = (((float) h) / ((float) w)); } gr_set_bitmap(clr_idx, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha); g3_draw_polygon(&p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); } if ( idx >= 0 ) { bm_get_info(idx, &w, &h); if (h == w) { aspect_mp = 1.0f; } else { aspect_mp = (((float) h) / ((float) w)); } gr_set_bitmap(idx, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha); g3_draw_polygon(&p, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, TMAP_FLAG_TEXTURED | TMAP_FLAG_BW_TEXTURE | TMAP_HTL_3D_UNLIT); } }
/* 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; }
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 ); } }
/** * 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 ); } }
int batch_add_polygon(int texture, int tmap_flags, vec3d *pos, matrix *orient, float width, float height, float alpha) { //idiot-proof if(width == 0 || height == 0) return 0; Assert(pos != NULL); Assert(orient != NULL); //Let's begin. const int NUM_VERTICES = 4; vec3d p[NUM_VERTICES] = { ZERO_VECTOR }; vertex v[NUM_VERTICES] = { vertex() }; p[0].xyz.x = width; p[0].xyz.y = height; p[1].xyz.x = -width; p[1].xyz.y = height; p[2].xyz.x = -width; p[2].xyz.y = -height; p[3].xyz.x = width; p[3].xyz.y = -height; for(int i = 0; i < NUM_VERTICES; i++) { vec3d tmp = vmd_zero_vector; //Rotate correctly vm_vec_unrotate(&tmp, &p[i], orient); //Move to point in space vm_vec_add2(&tmp, pos); //Convert to vertex g3_transfer_vertex(&v[i], &tmp); } v[0].texture_position.u = 1.0f; v[0].texture_position.v = 0.0f; v[1].texture_position.u = 0.0f; v[1].texture_position.v = 0.0f; v[2].texture_position.u = 0.0f; v[2].texture_position.v = 1.0f; v[3].texture_position.u = 1.0f; v[3].texture_position.v = 1.0f; if (texture < 0) { Int3(); return 1; } batch_item *item = NULL; SCP_map<int, batch_item>::iterator it = geometry_map.find(texture); if ( !geometry_map.empty() && it != geometry_map.end() ) { item = &it->second; } else { item = &geometry_map[texture]; item->texture = texture; } Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) ); item->tmap_flags = tmap_flags; item->alpha = alpha; item->batch.add_allocate(1); item->batch.draw_quad(v); return 0; }
float g3_draw_laser_htl(vec3d* p0, float width1, vec3d* p1, float width2, int r, int g, int b, uint tmap_flags) { 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(¢er, p0, p1); //needed for the return value only vm_vec_sub(&reye, &Eye_position, ¢er); vm_vec_normalize(&reye); vm_vec_crossprod(&uvec, &fvec, &reye); vm_vec_normalize(&uvec); vm_vec_crossprod(&fvec, &uvec, &reye); vm_vec_normalize(&fvec); // if(vm_vec_mag_squared(&uvec)==0) uvec.xyz.y = 1.0f; //in case fvec is exactly equal to matrx.rvec, stick some arbitrary value in uvec //normalize new perpendicular vector // vm_vec_normalize(&uvec); //now recompute right vector, in case it wasn't entirely perpendiclar vm_vec_crossprod(&rvec, &uvec, &fvec); // Now have uvec, which is up vector and rvec which is the normal // of the face. int i; vec3d start, end; vm_vec_scale_add(&start, p0, &fvec, -width1); vm_vec_scale_add(&end, p1, &fvec, width2); vec3d vecs[4]; vertex pts[4]; vertex* ptlist[8] = { &pts[3], &pts[2], &pts[1], &pts[0], &pts[0], &pts[1], &pts[2], &pts[3] }; vm_vec_scale_add(&vecs[0], &start, &uvec, width1); vm_vec_scale_add(&vecs[1], &end, &uvec, width2); vm_vec_scale_add(&vecs[2], &end, &uvec, -width2); vm_vec_scale_add(&vecs[3], &start, &uvec, -width1); for (i = 0; i < 4; i++) { g3_transfer_vertex(&pts[i], &vecs[i]); } ptlist[0]->u = 0.0f; ptlist[0]->v = 0.0f; ptlist[1]->u = 1.0f; ptlist[1]->v = 0.0f; ptlist[2]->u = 1.0f; ptlist[2]->v = 1.0f; ptlist[3]->u = 0.0f; ptlist[3]->v = 1.0f; ptlist[0]->r = (ubyte)r; ptlist[0]->g = (ubyte)g; ptlist[0]->b = (ubyte)b; ptlist[0]->a = 255; ptlist[1]->r = (ubyte)r; ptlist[1]->g = (ubyte)g; ptlist[1]->b = (ubyte)b; ptlist[1]->a = 255; ptlist[2]->r = (ubyte)r; ptlist[2]->g = (ubyte)g; ptlist[2]->b = (ubyte)b; ptlist[2]->a = 255; ptlist[3]->r = (ubyte)r; ptlist[3]->g = (ubyte)g; ptlist[3]->b = (ubyte)b; ptlist[3]->a = 255; gr_tmapper(4, ptlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT); return center.xyz.z; }
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; }
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( ¢er, p0, p1 ); // needed for the return value only vm_vec_sub(&reye, &Eye_position, ¢er); 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; }
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"); }
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; }
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( ¢er, 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], ¢er, &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], ¢er, &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], ¢er, &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], ¢er, &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 ); }
float g3_draw_laser_htl(vec3d *p0,float width1,vec3d *p1,float width2, int r, int g, int b, uint tmap_flags) { width1 *= 0.5f; width2 *= 0.5f; vec3d uvec, fvec, rvec, center, reye, rfvec; vm_vec_sub( &fvec, p0, p1 ); vm_vec_normalize_safe( &fvec ); vm_vec_copy_scale(&rfvec, &fvec, -1.0f); vm_vec_avg( ¢er, p0, p1 ); //needed for the return value only vm_vec_sub(&reye, &Eye_position, ¢er); vm_vec_normalize(&reye); // code intended to prevent possible null vector normalize issue - start if (vm_test_parallel(&reye,&fvec)){ fvec.xyz.x = -reye.xyz.z; fvec.xyz.y = 0.0f; fvec.xyz.z = -reye.xyz.x; } if (vm_test_parallel(&reye,&rfvec)){ fvec.xyz.x = reye.xyz.z; fvec.xyz.y = 0.0f; fvec.xyz.z = reye.xyz.x; } // code intended to prevent possible null vector normalize issue - end vm_vec_crossprod(&uvec,&fvec,&reye); vm_vec_normalize(&uvec); vm_vec_crossprod(&fvec,&uvec,&reye); vm_vec_normalize(&fvec); //now recompute right vector, in case it wasn't entirely perpendiclar vm_vec_crossprod(&rvec,&uvec,&fvec); // Now have uvec, which is up vector and rvec which is the normal // of the face. int i; vec3d start, end; vm_vec_scale_add(&start, p0, &fvec, -width1); vm_vec_scale_add(&end, p1, &fvec, width2); vec3d vecs[4]; vertex pts[4]; vertex *ptlist[8] = { &pts[3], &pts[2], &pts[1], &pts[0], &pts[0], &pts[1], &pts[2], &pts[3]}; vm_vec_scale_add( &vecs[0], &start, &uvec, width1 ); vm_vec_scale_add( &vecs[1], &end, &uvec, width2 ); vm_vec_scale_add( &vecs[2], &end, &uvec, -width2 ); vm_vec_scale_add( &vecs[3], &start, &uvec, -width1 ); for (i=0; i<4; i++ ) { g3_transfer_vertex( &pts[i], &vecs[i] ); } ptlist[0]->texture_position.u = 0.0f; ptlist[0]->texture_position.v = 0.0f; ptlist[1]->texture_position.u = 1.0f; ptlist[1]->texture_position.v = 0.0f; ptlist[2]->texture_position.u = 1.0f; ptlist[2]->texture_position.v = 1.0f; ptlist[3]->texture_position.u = 0.0f; ptlist[3]->texture_position.v = 1.0f; ptlist[0]->r = (ubyte)r; ptlist[0]->g = (ubyte)g; ptlist[0]->b = (ubyte)b; ptlist[0]->a = 255; ptlist[1]->r = (ubyte)r; ptlist[1]->g = (ubyte)g; ptlist[1]->b = (ubyte)b; ptlist[1]->a = 255; ptlist[2]->r = (ubyte)r; ptlist[2]->g = (ubyte)g; ptlist[2]->b = (ubyte)b; ptlist[2]->a = 255; ptlist[3]->r = (ubyte)r; ptlist[3]->g = (ubyte)g; ptlist[3]->b = (ubyte)b; ptlist[3]->a = 255; gr_tmapper(4, ptlist,tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT); return center.xyz.z; }
void warpin_queue_render(draw_list *scene, 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]; vm_vec_scale_add( ¢er, 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; g3_transfer_vertex( &verts[4], &vecs[4] ); float alpha = (The_mission.flags[Mission::Mission_Flags::Fullneb]) ? (1.0f - neb2_get_fog_intensity(obj)) : 1.0f; batch_add_bitmap(Warp_glow_bitmap, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_EMISSIVE , &verts[4], 0, r, alpha); } } if ( (Warp_model >= 0) && (warp_3d || Cmdline_3dwarp) ) { model_render_params render_info; float scale = radius / 25.0f; vec3d warp_scale; warp_scale.xyz.x = warp_scale.xyz.y = warp_scale.xyz.z = scale; float dist = vm_vec_dist_quick( pos, &Eye_position ); render_info.set_warp_params(texture_bitmap_num, radius/max_radius, warp_scale); render_info.set_detail_level_lock((int)(dist / (radius * 10.0f))); render_info.set_flags(MR_NO_LIGHTING | MR_NORMAL | MR_NO_FOGGING | MR_NO_CULL | MR_NO_BATCH); model_render_queue( &render_info, scene, Warp_model, orient, pos); } 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], ¢er, &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], ¢er, &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], ¢er, &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], ¢er, &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; 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] ); warpin_batch_draw_face( texture_bitmap_num, &verts[0], &verts[4], &verts[1] ); warpin_batch_draw_face( texture_bitmap_num, &verts[1], &verts[4], &verts[2] ); warpin_batch_draw_face( texture_bitmap_num, &verts[4], &verts[3], &verts[2] ); warpin_batch_draw_face( texture_bitmap_num, &verts[0], &verts[3], &verts[4] ); } 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); flash_ball warp_ball(20, .1f,.25f, &orient->vec.fvec, pos, 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) { warp_ball.render(Warp_ball_bitmap, max_radius * pct * 0.5f, adg * adg, adg * adg * 6.0f); } } }
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(¢erv, &topv, &botv); vertex center_vert = vertex(); if (!Cmdline_nohtl) g3_transfer_vertex(¢er_vert, ¢erv); else g3_rotate_vertex(¢er_vert, ¢erv); 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( ¢erv, &topv, &botv ); if ( !Cmdline_nohtl ) g3_transfer_vertex( &Trail_v_list[nv+2], ¢erv ); else g3_rotate_vertex( &Trail_v_list[nv+2], ¢erv ); 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"); }