示例#1
0
void draw_3d_moon ( void )
{


	vertex
		*moon_polygon,
		*vert,
		moon_quad[4];

	int
		outcode,
		outcode2,
		count;

	float
		moon_width,
		moon_height,
		moon_depth;

	matrix3x3
		moon_matrix;

	int
		moon_red,
		moon_green,
		moon_blue;

	real_colour
		colour,
		specular;

	moon_polygon = moon_quad;

	moon_width = 12000;
	moon_height = 12000;
	moon_depth = 100000;

	moon_quad[0].next_vertex = &moon_quad[1];
	moon_quad[1].next_vertex = &moon_quad[2];
	moon_quad[2].next_vertex = &moon_quad[3];
	moon_quad[3].next_vertex = NULL;

	moon_quad[0].x = -moon_width/2;
	moon_quad[0].y = moon_height/2;
	moon_quad[0].z = moon_depth;
	moon_quad[0].u = 0;
	moon_quad[0].v = 0;

	moon_quad[1].x = moon_width/2;
	moon_quad[1].y = moon_height/2;
	moon_quad[1].z = moon_depth;
	moon_quad[1].u = 1;
	moon_quad[1].v = 0;

	moon_quad[2].x = moon_width/2;
	moon_quad[2].y = -moon_height/2;
	moon_quad[2].z = moon_depth;
	moon_quad[2].u = 1;
	moon_quad[2].v = 1;

	moon_quad[3].x = -moon_width/2;
	moon_quad[3].y = -moon_height/2;
	moon_quad[3].z = moon_depth;
	moon_quad[3].u = 0;
	moon_quad[3].v = 1;

	//
	// Rotate the moon into position
	//

	get_3d_transformation_matrix ( moon_matrix, moon_3d_heading, moon_3d_pitch, 0 );

	for ( count = 0; count < 4; count++ )
	{

		float
			x,
			y,
			z;


		x = moon_quad[count].x * moon_matrix[0][0] + moon_quad[count].y * moon_matrix[1][0] + moon_quad[count].z * moon_matrix[2][0];
		y = moon_quad[count].x * moon_matrix[0][1] + moon_quad[count].y * moon_matrix[1][1] + moon_quad[count].z * moon_matrix[2][1];
		z = moon_quad[count].x * moon_matrix[0][2] + moon_quad[count].y * moon_matrix[1][2] + moon_quad[count].z * moon_matrix[2][2];

		moon_quad[count].x = x;
		moon_quad[count].y = y;
		moon_quad[count].z = z;
	}

	//
	// Clip the moon to the horizon
	//

	clip_3d_coord = 0;

	moon_polygon = horizon_clip_3d_polygon ( moon_quad );

	if ( moon_polygon )
	{

		//
		// Rotate the polygon around to the users viewpoint
		//

		vert = moon_polygon;

		rotation_3d[0][0] = ( visual_3d_vp->xv.x );
		rotation_3d[0][1] = ( visual_3d_vp->yv.x );
		rotation_3d[0][2] = ( visual_3d_vp->zv.x );

		rotation_3d[1][0] = ( visual_3d_vp->xv.y );
		rotation_3d[1][1] = ( visual_3d_vp->yv.y );
		rotation_3d[1][2] = ( visual_3d_vp->zv.y );

		rotation_3d[2][0] = ( visual_3d_vp->xv.z );
		rotation_3d[2][1] = ( visual_3d_vp->yv.z );
		rotation_3d[2][2] = ( visual_3d_vp->zv.z );

		outcode = 0;

		outcode2 = CLIP_LEFT | CLIP_RIGHT | CLIP_TOP | CLIP_BOTTOM | CLIP_HITHER | CLIP_YONDER;

		while ( vert )
		{

			float
				x,
				y,
				z;

			x = vert->x * rotation_3d[0][0] + vert->y * rotation_3d[1][0] + vert->z * rotation_3d[2][0];
			y = vert->x * rotation_3d[0][1] + vert->y * rotation_3d[1][1] + vert->z * rotation_3d[2][1];
			z = vert->x * rotation_3d[0][2] + vert->y * rotation_3d[1][2] + vert->z * rotation_3d[2][2];

			x *= active_3d_environment->screen_i_scale;
			y *= active_3d_environment->screen_j_scale;

			if ( *( ( int * ) &z ) >= *( ( int * ) &clip_hither ) )
			{

				float
					q,
					i,
					j;

				float
					oxmax,
					oxmin,
					oymax,
					oymin;

				int
					ixmax,
					ixmin,
					iymax,
					iymin;

				q = 1.0 / z;

				vert->x = x;
				vert->y = y;
				vert->z = z;
				vert->q = q;

				i = ( x * q );
				j = ( y * q );

				vert->j = active_3d_environment->y_origin - j;
				vert->i = active_3d_environment->x_origin + i;

				oxmax = active_viewport.x_max - vert->i;
				oxmin = vert->i - active_viewport.x_min;
				oymax = active_viewport.y_max - vert->j;
				oymin = vert->j - active_viewport.y_min;

				ixmax = *( ( int * ) &oxmax );
				ixmin = *( ( int * ) &oxmin );
				iymax = *( ( int * ) &oymax );
				iymin = *( ( int * ) &oymin );

				vert->outcode = generate_lookup_outcode ( ixmin, iymin, ixmax, iymax );

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}
			else
			{

				vert->outcode = CLIP_HITHER;
				vert->z = z;
				vert->x = x;
				vert->y = y;

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}

			vert = vert->next_vertex;
		}

		if ( outcode2 )
		{

			return;
		}


		if ( outcode & CLIP_HITHER )
		{

			moon_polygon = hither_clip_3d_polygon ( moon_polygon, &outcode );

			if ( !moon_polygon )
			{

				return;
			}
		}

		if ( outcode )
		{

			apply_perspective_to_polygon_texture ( moon_polygon );

			moon_polygon = clip_3d_polygon ( moon_polygon, outcode );

			if ( !moon_polygon )
			{

				return;
			}

			remove_perspective_from_polygon_texture ( moon_polygon );
		}

		asm_convert_float_to_int ( ( moon_colour.red * 255 ), &moon_red );
		asm_convert_float_to_int ( ( moon_colour.green * 255 ), &moon_green );
		asm_convert_float_to_int ( ( moon_colour.blue * 255 ), &moon_blue );

		colour.red = moon_red;
		colour.green = moon_green;
		colour.blue = moon_blue;

		specular.colour = 0;

		set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS );
		set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, FALSE );

		suspend_d3d_fog ();

		set_d3d_int_state ( D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD );
		set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
		set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, ADDITIVE_SOURCE_BLEND );
		set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, ADDITIVE_DESTINATION_BLEND );

		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
		set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR );
		set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR );

        set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
        set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );

		set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
		set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
		set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

		set_d3d_texture ( 0, load_hardware_texture_map ( moon_texture ) );

		draw_wbuffered_flat_shaded_textured_polygon ( moon_polygon, colour, specular );

		set_d3d_int_state ( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );

		set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_DISABLE );
		set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		set_d3d_texture_stage_state ( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		set_d3d_texture ( 0, NULL );

		set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
		set_d3d_texture_stage_state ( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

		reinstate_d3d_fog ();

		set_d3d_int_state ( D3DRENDERSTATE_ZFUNC, zbuffer_default_comparison );
		set_d3d_int_state ( D3DRENDERSTATE_ZWRITEENABLE, TRUE );
	}
}
示例#2
0
void render_smoke_trail_polygon ( vertex *poly, screen *texture, int additive )
{

	int
		outcode;

	vertex
		*tmp;

	tmp = poly;

	outcode = 0;

	while ( tmp )
	{

		outcode |= tmp->outcode;

		tmp = tmp->next_vertex;
	}


	if ( outcode )
	{

		clip_3d_coord = 0;

		if ( outcode & CLIP_HITHER )
		{
	
			poly = hither_clip_3d_polygon ( poly, &outcode );
	
			if ( !poly )
			{

				outcode = 0;
			}
		}
	
		if ( outcode )
		{
	
			apply_perspective_to_polygon_texture ( poly );
	
			poly = clip_3d_polygon ( poly, outcode );
	
			if ( poly )
			{

				remove_perspective_from_polygon_texture ( poly );
			}
		}
	}

	if ( poly )
	{

//		d3d_fog_intensity = RGBA_MAKE ( 0, 0, 0, 255 );

		//
		// Set the required renderstates
		//

		set_d3d_int_state ( D3DRENDERSTATE_SPECULARENABLE, FALSE );
//		set_d3d_int_state ( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );

		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
		set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
		set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR );
		set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR );
		set_d3d_texture_stage_state ( 0, D3DTSS_MIPFILTER, D3DTFP_NONE );

		if ( additive )
		{

			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );

			set_d3d_gouraud_shaded_textured_renderstate ( texture );
			draw_wbuffered_gouraud_shaded_textured_polygon ( poly );
		}
		else
		{

			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );

			set_d3d_gouraud_shaded_textured_renderstate ( texture );
			draw_wbuffered_gouraud_shaded_textured_polygon ( poly );
		}

//		set_d3d_int_state ( D3DRENDERSTATE_CULLMODE, D3DCULL_CCW );
	}
}
示例#3
0
void render_cloud_polygon ( int number_of_points, cloud_3d_textured_reference *point_references, vertex *transformed_points, cloud_3d_point *source_points, float alpha_blend, screen *texture )
{

	int
		count,
		alpha,
		first_point,
		this_point,
		previous_point,
		outcode,
		outcode2;

	vertex
		*polygon;

	first_point = point_references->point;

	this_point = first_point;

	outcode = transformed_points[this_point].outcode;
	outcode2 = transformed_points[this_point].outcode;
	convert_float_to_int ( ( source_points[this_point].a * alpha_blend * 255 ), &alpha );
	transformed_points[this_point].u = point_references->u;
	transformed_points[this_point].v = point_references->v;
	transformed_points[this_point].alpha = alpha;

	point_references++;

	for ( count = 1; count < number_of_points; count++ )
	{

		previous_point = this_point;

		this_point = point_references->point;

		outcode |= transformed_points[this_point].outcode;
		outcode2 &= transformed_points[this_point].outcode;

		convert_float_to_int ( ( source_points[this_point].a * alpha_blend * 255 ), &alpha );

		transformed_points[this_point].u = point_references->u;
		transformed_points[this_point].v = point_references->v;
		transformed_points[this_point].alpha = alpha;

		cloud_transformed_3d_points[previous_point].next_vertex = &cloud_transformed_3d_points[this_point];

		point_references++;
	}

	cloud_transformed_3d_points[this_point].next_vertex = NULL;

	if ( !outcode2 )
	{

		polygon = &cloud_transformed_3d_points[first_point];

		clip_3d_coord = 0;

		if ( outcode & CLIP_HITHER )
		{

			polygon = hither_clip_3d_polygon ( polygon, &outcode );

			if ( !polygon )
			{

				return;
			}
		}

		if ( outcode )
		{

			apply_perspective_to_polygon_texture ( polygon );

			polygon = clip_3d_polygon ( polygon, outcode );

			if ( !polygon )
			{

				return;
			}

			remove_perspective_from_polygon_texture ( polygon );
		}

		if ( polygon )
		{
			set_d3d_int_state ( D3DRENDERSTATE_SPECULARENABLE, FALSE );
			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );
			set_d3d_gouraud_shaded_textured_renderstate ( texture );

			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
			set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR );
			set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR );
			{

				int
					number_of_vertices;

				vertex
					*vert;

				LPD3DTLVERTEX vertices, vptr;

				vert = polygon;

				vertices = get_d3d_vertices_address ( polygon, &number_of_vertices );

				vptr = vertices;

				while ( vert )
				{

					real_colour
						specular;

					specular.colour = d3d_fog_intensity;
					specular.red = vert->specular;
					specular.green = vert->specular;
					specular.blue = vert->specular;

					*( ( int * ) &vptr->sx ) = *( ( int * ) &vert->i );
					*( ( int * ) &vptr->sy ) = *( ( int * ) &vert->j );
					*( ( int * ) &vptr->tu ) = *( ( int * ) &vert->u );
					*( ( int * ) &vptr->tv ) = *( ( int * ) &vert->v );
					*( ( int * ) &vptr->rhw ) = *( ( int * ) &vert->q );
					vptr->sz = ( vert->q * zbuffer_factor ) + zbuffer_constant;

					vptr->r = vert->red;
					vptr->g = vert->green;
					vptr->b = vert->blue;
					vptr->a = vert->alpha;

					vptr->color = vert->colour;
					vptr->specular = specular.colour;

					if ( vptr->sz >= 1.0 )
					{

						vptr->sz = 0.999;
					}

					vptr++;

					vert = vert->next_vertex;
				}

				draw_fan_primitive ( number_of_vertices, vertices );
			}

//			draw_wbuffered_gouraud_shaded_textured_polygon ( polygon );
		}
	}
}
示例#4
0
vertex * construct_sun_polygon ( matrix3x3 sun_matrix, vertex *sun_quad, float sun_width, float sun_height, float sun_depth )
{

	vertex
		*sun_polygon,
		*vert;

	int
		outcode,
		outcode2,
		count;

	sun_quad[0].next_vertex = &sun_quad[1];
	sun_quad[1].next_vertex = &sun_quad[2];
	sun_quad[2].next_vertex = &sun_quad[3];
	sun_quad[3].next_vertex = NULL;

	sun_quad[0].x = -sun_width/2;
	sun_quad[0].y = sun_height/2;
	sun_quad[0].z = sun_depth;
	sun_quad[0].u = 0;
	sun_quad[0].v = 0;

	sun_quad[1].x = sun_width/2;
	sun_quad[1].y = sun_height/2;
	sun_quad[1].z = sun_depth;
	sun_quad[1].u = 1;
	sun_quad[1].v = 0;

	sun_quad[2].x = sun_width/2;
	sun_quad[2].y = -sun_height/2;
	sun_quad[2].z = sun_depth;
	sun_quad[2].u = 1;
	sun_quad[2].v = 1;

	sun_quad[3].x = -sun_width/2;
	sun_quad[3].y = -sun_height/2;
	sun_quad[3].z = sun_depth;
	sun_quad[3].u = 0;
	sun_quad[3].v = 1;

	for ( count = 0; count < 4; count++ )
	{

		float
			x,
			y,
			z;


		x = sun_quad[count].x * sun_matrix[0][0] + sun_quad[count].y * sun_matrix[1][0] + sun_quad[count].z * sun_matrix[2][0];
		y = sun_quad[count].x * sun_matrix[0][1] + sun_quad[count].y * sun_matrix[1][1] + sun_quad[count].z * sun_matrix[2][1];
		z = sun_quad[count].x * sun_matrix[0][2] + sun_quad[count].y * sun_matrix[1][2] + sun_quad[count].z * sun_matrix[2][2];

		sun_quad[count].x = x;
		sun_quad[count].y = y;
		sun_quad[count].z = z;
	}

	//
	// Clip the sun to the horizon
	//

	clip_3d_coord = 0;

	sun_polygon = horizon_clip_3d_polygon ( sun_quad );

	if ( sun_polygon )
	{

		//
		// Rotate the polygon around to the users viewpoint
		//

		vert = sun_polygon;

		rotation_3d[0][0] = ( visual_3d_vp->xv.x );
		rotation_3d[0][1] = ( visual_3d_vp->yv.x );
		rotation_3d[0][2] = ( visual_3d_vp->zv.x );

		rotation_3d[1][0] = ( visual_3d_vp->xv.y );
		rotation_3d[1][1] = ( visual_3d_vp->yv.y );
		rotation_3d[1][2] = ( visual_3d_vp->zv.y );

		rotation_3d[2][0] = ( visual_3d_vp->xv.z );
		rotation_3d[2][1] = ( visual_3d_vp->yv.z );
		rotation_3d[2][2] = ( visual_3d_vp->zv.z );

		outcode = 0;

		outcode2 = CLIP_LEFT | CLIP_RIGHT | CLIP_TOP | CLIP_BOTTOM | CLIP_HITHER | CLIP_YONDER;

		while ( vert )
		{

			float
				x,
				y,
				z;

			x = vert->x * rotation_3d[0][0] + vert->y * rotation_3d[1][0] + vert->z * rotation_3d[2][0];
			y = vert->x * rotation_3d[0][1] + vert->y * rotation_3d[1][1] + vert->z * rotation_3d[2][1];
			z = vert->x * rotation_3d[0][2] + vert->y * rotation_3d[1][2] + vert->z * rotation_3d[2][2];

			x *= active_3d_environment->screen_i_scale;
			y *= active_3d_environment->screen_j_scale;

			if ( *( ( int * ) &z ) >= *( ( int * ) &clip_hither ) )
			{

				float
					q,
					i,
					j;

				float
					oxmax,
					oxmin,
					oymax,
					oymin;

				int
					ixmax,
					ixmin,
					iymax,
					iymin;

				q = 1.0 / z;

				vert->x = x;
				vert->y = y;
				vert->z = z;
				vert->q = q;

				i = ( x * q );
				j = ( y * q );

				vert->j = active_3d_environment->y_origin - j;
				vert->i = active_3d_environment->x_origin + i;

				oxmax = active_viewport.x_max - vert->i;
				oxmin = vert->i - active_viewport.x_min;
				oymax = active_viewport.y_max - vert->j;
				oymin = vert->j - active_viewport.y_min;

				ixmax = *( ( int * ) &oxmax );
				ixmin = *( ( int * ) &oxmin );
				iymax = *( ( int * ) &oymax );
				iymin = *( ( int * ) &oymin );

				vert->outcode = generate_lookup_outcode ( ixmin, iymin, ixmax, iymax );

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}
			else
			{

				vert->outcode = CLIP_HITHER;
				vert->z = z;
				vert->x = x;
				vert->y = y;

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}

			vert = vert->next_vertex;
		}

		if ( outcode2 )
		{

			return ( NULL );
		}


		if ( outcode & CLIP_HITHER )
		{

			sun_polygon = hither_clip_3d_polygon ( sun_polygon, &outcode );

			if ( !sun_polygon )
			{

				return ( NULL );
			}
		}

		if ( outcode )
		{

			apply_perspective_to_polygon_texture ( sun_polygon );

			sun_polygon = clip_3d_polygon ( sun_polygon, outcode );

			if ( !sun_polygon )
			{

				return ( NULL );
			}

			remove_perspective_from_polygon_texture ( sun_polygon );
		}

		if ( sun_polygon )
		{

			vertex
				*p;

			p = sun_polygon;

			while ( p )
			{

				if ( p->q < clip_yonder_reciprocal )
				{

					p->q = clip_yonder_reciprocal;
				}

				p = p->next_vertex;
			}
		}

		return ( sun_polygon );
	}
	else
	{

		return ( NULL );
	}
}
示例#5
0
void draw_3d_lightning_cloud_burst ( lightning_strike *strike )
{

	vertex
		*polygon,
		*vert,
		quad[4];

	float
		width,
		depth,
		intensity;

	vec3d
		relative_position;

	int
		int_intensity,
		outcode,
		outcode2;

	screen
		*texture;

	texture = system_textures[lightning_cloud_texture];

	width = 30000;
	depth = 30000;

	if ( !strike->current_frame_number )
	{

		intensity = 0.5;
	}
	else
	{

		intensity = 1.0 / ( ( float ) strike->current_frame_number );
	}

	intensity /= 3;

	quad[0].next_vertex = &quad[1];
	quad[1].next_vertex = &quad[2];
	quad[2].next_vertex = &quad[3];
	quad[3].next_vertex = NULL;

	quad[0].x = -width/2;
	quad[0].y = 0;
	quad[0].z = -depth/2;
	quad[0].u = 0;
	quad[0].v = 0;

	quad[1].x = width/2;
	quad[1].y = 0;
	quad[1].z = -depth/2;
	quad[1].u = 1;
	quad[1].v = 0;

	quad[2].x = width/2;
	quad[2].y = 0;
	quad[2].z = depth/2;
	quad[2].u = 1;
	quad[2].v = 1;

	quad[3].x = -width/2;
	quad[3].y = 0;
	quad[3].z = depth/2;
	quad[3].u = 0;
	quad[3].v = 1;

	polygon = quad;

	//
	// Calculate the relative position of the lightning strike
	//

	relative_position.x = (	( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->xv.x +
									( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->xv.y +
									( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->xv.z );

	relative_position.y = (	( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->yv.x +
									( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->yv.y +
									( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->yv.z );

	relative_position.z = (	( strike->position.x - visual_3d_vp->x ) * visual_3d_vp->zv.x +
									( strike->position.y - visual_3d_vp->y ) * visual_3d_vp->zv.y +
									( strike->position.z - visual_3d_vp->z ) * visual_3d_vp->zv.z );

	{

		//
		// Rotate the polygon around to the users viewpoint
		//
	
		vert = polygon;
	
		rotation_3d[0][0] = ( visual_3d_vp->xv.x );
		rotation_3d[0][1] = ( visual_3d_vp->yv.x );
		rotation_3d[0][2] = ( visual_3d_vp->zv.x );
	
		rotation_3d[1][0] = ( visual_3d_vp->xv.y );
		rotation_3d[1][1] = ( visual_3d_vp->yv.y );
		rotation_3d[1][2] = ( visual_3d_vp->zv.y );
	
		rotation_3d[2][0] = ( visual_3d_vp->xv.z );
		rotation_3d[2][1] = ( visual_3d_vp->yv.z );
		rotation_3d[2][2] = ( visual_3d_vp->zv.z );

		outcode = 0;

		outcode2 = CLIP_LEFT | CLIP_RIGHT | CLIP_TOP | CLIP_BOTTOM | CLIP_HITHER | CLIP_YONDER;

		clip_3d_coord = 0;

		while ( vert )
		{
	
			float
				x,
				y,
				z;
	
			x = vert->x * rotation_3d[0][0] + vert->y * rotation_3d[1][0] + vert->z * rotation_3d[2][0] + relative_position.x;
			y = vert->x * rotation_3d[0][1] + vert->y * rotation_3d[1][1] + vert->z * rotation_3d[2][1] + relative_position.y;
			z = vert->x * rotation_3d[0][2] + vert->y * rotation_3d[1][2] + vert->z * rotation_3d[2][2] + relative_position.z;

			x *= active_3d_environment->screen_i_scale;
			y *= active_3d_environment->screen_j_scale;

			if ( *( ( int * ) &z ) >= *( ( int * ) &clip_hither ) )
			{
	
				float
					q,
					i,
					j;
	
				float
					oxmax,
					oxmin,
					oymax,
					oymin;
			
				int
					ixmax,
					ixmin,
					iymax,
					iymin;
			
				q = 1.0 / z;
	
				vert->x = x;
				vert->y = y;
				vert->z = z;
				vert->q = q;
	
				i = ( x * q );
				j = ( y * q );
	
				vert->j = active_3d_environment->y_origin - j;
				vert->i = active_3d_environment->x_origin + i;
	
				oxmax = active_viewport.x_max - vert->i;
				oxmin = vert->i - active_viewport.x_min;
				oymax = active_viewport.y_max - vert->j;
				oymin = vert->j - active_viewport.y_min;
			
				ixmax = *( ( int * ) &oxmax );
				ixmin = *( ( int * ) &oxmin );
				iymax = *( ( int * ) &oymax );
				iymin = *( ( int * ) &oymin );
			
				vert->outcode = generate_lookup_outcode ( ixmin, iymin, ixmax, iymax );

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}
			else
			{
	
				vert->outcode = CLIP_HITHER;
				vert->z = z;
				vert->x = x;
				vert->y = y;

				outcode |= vert->outcode;
				outcode2 &= vert->outcode;
			}
	
			vert = vert->next_vertex;
		}

		if ( outcode2 )
		{

			return;
		}


		if ( outcode & CLIP_HITHER )
		{
	
			polygon = hither_clip_3d_polygon ( polygon, &outcode );

			if ( !polygon )
			{

				return;
			}
		}
	
		if ( outcode )
		{

			apply_perspective_to_polygon_texture ( polygon );
			
			polygon = clip_3d_polygon ( polygon, outcode );

			if ( !polygon )
			{

				return;
			}

			remove_perspective_from_polygon_texture ( polygon );
		}

		{

			real_colour
				colour,
				specular;

			set_d3d_alpha_fog_zbuffer ( TRUE, FALSE, TRUE, FALSE );

			convert_float_to_int ( intensity * 255, &int_intensity );

			colour.red = int_intensity;
			colour.green = int_intensity;
			colour.blue = int_intensity;
			colour.alpha = int_intensity;

			set_d3d_texture ( 0, texture );
			set_d3d_texture_stage_state ( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
			set_d3d_texture_stage_state ( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
	
			set_d3d_int_state ( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE );
			set_d3d_int_state ( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );
			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
			set_d3d_texture_stage_state ( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
			set_d3d_texture_stage_state ( 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR );
			set_d3d_texture_stage_state ( 0, D3DTSS_MINFILTER, D3DTFN_LINEAR );
			set_d3d_texture_stage_state ( 0, D3DTSS_MIPFILTER, D3DTFP_POINT );

			specular.colour = 0;
	
			draw_wbuffered_flat_shaded_textured_polygon ( polygon, colour, specular );
		}
	}
}
示例#6
0
void render_clipped_3d_terrain_tree_gouraud_textured_diffuse_lit_polygon ( object_3d_face *this_face, struct OBJECT_3D_INFO *object_base )
{

	int
		triangle_count,
		outcode;

	vertex
		*poly;

	texture_map
		*texture;

	texture = &system_textures[current_object_3d_surface->texture_index];

	for ( triangle_count = 0; triangle_count < ( this_face->number_of_points - 2 ); triangle_count++ )
	{

		poly = NULL;
		/*construct_3d_vertex_gouraud_coloured_textured_triangle_fan ( triangle_count,
																									current_object_3d_point_list,
																									current_object_3d_gouraud_list,
																									current_object_3d_texture_list,
																									object_base->points_base,
																									&outcode,
																									current_tree_colour_red,
																									current_tree_colour_green,
																									current_tree_colour_blue,
																									current_tree_colour_alpha );
																									*/
		if ( poly )
		{
		
			if ( outcode )
			{
		
				clip_3d_coord = 0;

				if ( outcode & CLIP_HITHER )
				{
			
					poly = hither_clip_3d_polygon ( poly, &outcode );
		
					if ( !poly )
					{
		
						continue;
					}
				}
			
				if ( outcode )
				{
		
					apply_perspective_to_polygon_texture ( poly );
						
					poly = clip_3d_polygon ( poly, outcode );
		
					if ( !poly )
					{
		
						continue;
					}
		
					remove_perspective_from_polygon_texture ( poly );
				}
			}
		

//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMAG, current_object_3d_texture_filter );
//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMIN, current_object_3d_texture_mipmap );
//			set_d3d_int_state ( D3DRENDERSTATE_TEXTUREADDRESS, current_object_3d_texture_address );

//			draw_d3d_gouraud_shaded_textured_polygon ( poly, texture );
		}
	}
}
示例#7
0
void render_clipped_3d_terrain_tree_textured_diffuse_lit_polygon ( object_3d_face *this_face, struct OBJECT_3D_INFO *object_base )
{

	vertex
		*poly;

	texture_map
		*texture;

	texture = &system_textures[current_object_3d_surface->texture_index];

	{

		real_colour
			colour;

		float
			red,
			green,
			blue;

		int
			ired,
			igreen,
			iblue;

		//
		// Look up the colour of the face normal
		//

		red = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].r;
		green = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].g;
		blue = current_object_3d_transformed_normals[current_object_3d_face_normal_list->point].b;

		red *= current_tree_colour_red;
		green *= current_tree_colour_green;
		blue *= current_tree_colour_blue;

		convert_float_to_int ( red, &ired );
		convert_float_to_int ( green, &igreen );
		convert_float_to_int ( blue, &iblue );

		colour.red = ired;
		colour.green = igreen;
		colour.blue = iblue;
		colour.alpha = 255;

		poly = NULL;
		/*construct_3d_vertex_textured_polygon ( this_face->number_of_points,
																		current_object_3d_point_list,
																		current_object_3d_texture_list,
																		object_base->points_base );
																		*/
		
		clip_3d_coord = 0;

		if ( current_object_3d_outcode & CLIP_HITHER )
		{
	
			poly = hither_clip_3d_polygon ( poly, &current_object_3d_outcode );

			if ( !poly )
			{

				return;
			}
		}

		if ( current_object_3d_outcode )
		{

			apply_perspective_to_polygon_texture ( poly );
				
			poly = clip_3d_polygon ( poly, current_object_3d_outcode );

			if ( !poly )
			{

				return;
			}

			remove_perspective_from_polygon_texture ( poly );
		}

//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMAG, current_object_3d_texture_filter );
//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREMIN, current_object_3d_texture_mipmap );
//		set_d3d_int_state ( D3DRENDERSTATE_TEXTUREADDRESS, current_object_3d_texture_address );

//		draw_d3d_flat_shaded_textured_polygon ( poly, texture, colour );
	}
}