/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "Engine/StdH.h" #include #include #include #include #include #include #include #include #include #include // polygon visibility constants #define VISIBLE_NOT 0 #define VISIBLE_FRONT (+1) #define VISIBLE_BACK (-1) // some rendering variables and so ... static PIX pixWidth; // some projection parameters static FLOAT fCenterI, fCenterJ; static FLOAT fRatioI, fRatioJ; static FLOAT fStepI, fStepJ; static FLOAT fZoomI, fZoomJ; static FLOAT fFrontClipDistance, f1oFrontClipDistance; static FLOAT fBackClipDistance, f1oBackClipDistance; static FLOAT fDepthBufferFactor; static BOOL bBackFaced, bDoubleSided; static BOOL bPerspective; static BOOL b16BitCompression; static ULONG ulColorMask; static ULONG ulRenderFlags; static PIX pixMipWidth, pixMipHeight; static INDEX iMipLevel; // vertex array for clipped polygons #define MAX_CLIPPEDVERTICES 32 // double buffer for clipping static TransformedVertexData atvdClipped1[MAX_CLIPPEDVERTICES]; static TransformedVertexData atvdClipped2[MAX_CLIPPEDVERTICES]; static TransformedVertexData *ptvdSrc = atvdClipped1; static TransformedVertexData *ptvdDst = atvdClipped2; static INDEX ctvxSrc, ctvxDst; // prepare list of all visible polygons that are to be rendered to current drawport static void RenderOneSide( CRenderModel &rm, const INDEX iVisibility) { // for each surface in finest mip model ModelMipInfo &mmiMip = rm.rm_pmdModelData->md_MipInfos[0]; FOREACHINSTATICARRAY( mmiMip.mmpi_MappingSurfaces, MappingSurface, itms) { MappingSurface &ms = *itms; ULONG ulFlags = ms.ms_ulRenderingFlags; // if surface is invisible or empty, skip it if( (ulFlags&SRF_INVISIBLE) || ms.ms_ctSrfVx==0) continue; // if rendering back side and surface is not double sided, skip entire surface if( iVisibility==VISIBLE_BACK && !(ulFlags&SRF_DOUBLESIDED)) continue; // for each vertex in the surface BOOL bTransparency = ms.ms_sttTranslucencyType!=STT_OPAQUE; for( INDEX ivx=0; ivxmd_TransformedVertices[mtv.mtv_iTransformedVertex]; // adjust texture coordinates for texture mapping and clipping tvd.tvd_fU = (mtv.mtv_UV(1)>>iMipLevel); tvd.tvd_fV = (mtv.mtv_UV(2)>>iMipLevel); tvd.tvd_pv2.pv2_fUoK = tvd.tvd_fU * tvd.tvd_pv2.pv2_f1oK; tvd.tvd_pv2.pv2_fVoK = tvd.tvd_fV * tvd.tvd_pv2.pv2_f1oK; } // for each polygon in the surface for( INDEX iipo=0; iipo=0) { // add it to clip array ptvdDst[ctvxDst] = tvd0; ctvxDst++; // if second vertex is out if( fd1<0) { // add clipped vertex at exit TransformedVertexData &tvdClipped = ptvdDst[ctvxDst]; ctvxDst++; FLOAT fF = fd1/(fd1-fd0); tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF; tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF; tvdClipped.tvd_fZ = fFrontClipDistance; tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance; FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF; FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF; tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK; tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK; } // if first vertex is out (don't add it into clip array) } else { // if second vertex is in if( fd1>=0) { // add clipped vertex at entry TransformedVertexData &tvdClipped = ptvdDst[ctvxDst]; ctvxDst++; FLOAT fF = fd0/(fd0-fd1); tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF; tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF; tvdClipped.tvd_fZ = fFrontClipDistance; tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance; FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF; FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF; tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK; tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK; } } // proceed to next vertex in list (i.e. new pair of vertices) ivx0=ivx1; ivx1++; }} // swap buffers Swap( ptvdSrc, ptvdDst); Swap( ctvxSrc, ctvxDst); // if clipping to far clip plane is on if( fBackClipDistance<0) { ctvxDst=0; INDEX ivx0=ctvxSrc-1; INDEX ivx1=0; {for( INDEX ivx=0; ivx=0) { // add it to clip array ptvdDst[ctvxDst] = tvd0; ctvxDst++; // if second vertex is out if( fd1<0) { // add clipped vertex at exit TransformedVertexData &tvdClipped = ptvdDst[ctvxDst]; ctvxDst++; FLOAT fF = fd1/(fd1-fd0); tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF; tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF; tvdClipped.tvd_fZ = fBackClipDistance; tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance; FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF; FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF; tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK; tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK; } // if first vertex is out (don't add it into clip array) } else { // if second vertex is in if( fd1>=0) { // add clipped vertex at entry TransformedVertexData &tvdClipped = ptvdDst[ctvxDst]; ctvxDst++; FLOAT fF = fd0/(fd0-fd1); tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF; tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF; tvdClipped.tvd_fZ = fBackClipDistance; tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance; FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF; FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF; tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK; tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK; } } // proceed to next vertex in list (i.e. new pair of vertices) ivx0=ivx1; ivx1++; }} // swap buffers Swap( ptvdSrc, ptvdDst); Swap( ctvxSrc, ctvxDst); } // for each vertex {for( INDEX ivx=0; ivx=0) { // add it to clip array ptvdDst[ctvxDst].tvd_pv2 = pv20; ctvxDst++; // if second vertex is out if( fd1<0) { PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2; ctvxDst++; FLOAT fF = fd1/(fd1-fd0); pv2Clipped.pv2_fI = 0; pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ) *fF; pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF; pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF; pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF; } // if first vertex is out (don't add it into clip array) } else { // if second vertex is in if( fd1>=0) { // add clipped vertex at entry PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2; ctvxDst++; FLOAT fF = fd0/(fd0-fd1); pv2Clipped.pv2_fI = 0; pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF; pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF; pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF; pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF; } } // proceed to next vertex in list (i.e. new pair of vertices) ivx0=ivx1; ivx1++; }} // swap buffers Swap( ptvdSrc, ptvdDst); Swap( ctvxSrc, ctvxDst); // clip polygon against right edge ctvxDst=0; ivx0=ctvxSrc-1; ivx1=0; {for( INDEX ivx=0; ivx=0) { // add it to clip array ptvdDst[ctvxDst].tvd_pv2 = pv20; ctvxDst++; // if second vertex is out if( fd1<0) { PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2; ctvxDst++; FLOAT fF = fd1/(fd1-fd0); pv2Clipped.pv2_fI = pixWidth; pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ)*fF; pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF; pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF; pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF; } // if first vertex is out (don't add it into clip array) } else { // if second vertex is in if( fd1>=0) { // add clipped vertex at entry PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2; ctvxDst++; FLOAT fF = fd0/(fd0-fd1); pv2Clipped.pv2_fI = pixWidth; pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF; pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF; pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF; pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF; } } // proceed to next vertex in list (i.e. new pair of vertices) ivx0=ivx1; ivx1++; }} // swap buffers Swap( ptvdSrc, ptvdDst); Swap( ctvxSrc, ctvxDst); // draw all triangles in clipped polygon as a triangle fan, with clipping PolyVertex2D &pvx0 = ptvdSrc[0].tvd_pv2; {for( INDEX ivx=1; ivxtvd_pv2; {for( INDEX ivx=1; ivxtvd_pv2; PolyVertex2D &pvx2 = mpPolygon.mp_PolygonVertices[ivx+1].mpv_ptvTransformedVertex->tvd_pv2; DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight, &pvx0, &pvx1, &pvx2, bTransparency); }} _pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_TRIANGLES, mpPolygon.mp_PolygonVertices.Count()-2); _pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_POLYGONS); } } } } // prepare model for rendering (i.e. project model vertices) void CModelObject::RenderModel_Mask( CRenderModel &rm) { // skip shadow generation if effect texture has been set CTextureData *ptd = (CTextureData*)mo_toTexture.GetData(); if( ptd!=NULL && ptd->td_ptegEffect!=NULL) { // report to console CPrintF( TRANS("WARNING: model '%s' cast cluster shadows but has an effect texture.\n"), (const char *) GetData()->GetName()); return; } _pfModelProfile.StartTimer( CModelProfile::PTI_MASK_INITMODELRENDERING); _pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_MASK_INITMODELRENDERING); // cache drawport width (for horizontal screen clipping purposes) pixWidth = _slMaskWidth; // test if projection is parallel or perspective bPerspective = TRUE; if( !_aprProjection.IsPerspective()) bPerspective = FALSE; b16BitCompression = rm.rm_pmdModelData->md_Flags & MF_COMPRESSED_16BIT; ulColorMask = mo_ColorMask; // if texture is invalid, backup to white color mode if( ptd==NULL) rm.rm_rtRenderType = (rm.rm_rtRenderType&~RT_TEXTURE_MASK)|RT_WHITE_TEXTURE; // if texture is ok iMipLevel = 31; ULONG *pulCurrentMipmap = NULL; if( rm.rm_rtRenderType & RT_TEXTURE) { // reload texture ptd->Force( TEX_STATIC); // get texture parameters for current frame and needed mip factor pulCurrentMipmap = ptd->td_pulFrames + (mo_toTexture.GetFrame()*ptd->td_slFrameSize)/BYTES_PER_TEXEL; iMipLevel = ptd->td_iFirstMipLevel; pixMipWidth = ptd->GetPixWidth(); pixMipHeight = ptd->GetPixHeight(); } // initialize texture for usage thru render triangle routine SetTriangleTexture( pulCurrentMipmap, pixMipWidth, pixMipHeight); CPerspectiveProjection3D &prPerspective = (CPerspectiveProjection3D &)*_aprProjection; CParallelProjection3D &prParallel = (CParallelProjection3D &)*_aprProjection; const FLOATmatrix3D &m = rm.rm_mObjectToView; const FLOAT3D &v = rm.rm_vObjectToView; if( bPerspective) { fCenterI = prPerspective.pr_ScreenCenter(1); fCenterJ = prPerspective.pr_ScreenCenter(2); fRatioI = prPerspective.ppr_PerspectiveRatios(1); fRatioJ = prPerspective.ppr_PerspectiveRatios(2); fFrontClipDistance = -prPerspective.pr_NearClipDistance; fBackClipDistance = -prPerspective.pr_FarClipDistance; f1oFrontClipDistance = -1/prPerspective.pr_NearClipDistance; f1oBackClipDistance = -1/prPerspective.pr_FarClipDistance; fDepthBufferFactor = prPerspective.pr_fDepthBufferFactor; } else { fCenterI = prParallel.pr_ScreenCenter(1); fCenterJ = prParallel.pr_ScreenCenter(2); fStepI = prParallel.pr_vStepFactors(1); fStepJ = prParallel.pr_vStepFactors(2); fZoomI = prParallel.pr_vZoomFactors(1); fZoomJ = prParallel.pr_vZoomFactors(2); fFrontClipDistance = -prPerspective.pr_NearClipDistance; fBackClipDistance = -prPerspective.pr_FarClipDistance; f1oFrontClipDistance = 1; f1oBackClipDistance = 1; fDepthBufferFactor = 1; } // for each vertex for( INDEX ivx=0; ivxmd_VerticesCt; ivx++) { TransformedVertexData &tvd = rm.rm_pmdModelData->md_TransformedVertices[ ivx]; tvd.tvd_bClipped = FALSE; // initially, vertex is not clipped float fxOld, fyOld, fzOld; if( b16BitCompression) { ModelFrameVertex16 &mfv = rm.rm_pFrame16_0[ivx]; fxOld = (mfv.mfv_SWPoint(1)-rm.rm_vOffset(1)) *rm.rm_vStretch(1); fyOld = (mfv.mfv_SWPoint(2)-rm.rm_vOffset(2)) *rm.rm_vStretch(2); fzOld = (mfv.mfv_SWPoint(3)-rm.rm_vOffset(3)) *rm.rm_vStretch(3); } else { ModelFrameVertex8 &mfv = rm.rm_pFrame8_0[ivx]; fxOld = (mfv.mfv_SBPoint(1)-rm.rm_vOffset(1)) *rm.rm_vStretch(1); fyOld = (mfv.mfv_SBPoint(2)-rm.rm_vOffset(2)) *rm.rm_vStretch(2); fzOld = (mfv.mfv_SBPoint(3)-rm.rm_vOffset(3)) *rm.rm_vStretch(3); } // rotate the vertex and remember transformed coordinates, for eventual clipping tvd.tvd_fX = fxOld*m(1,1) + fyOld*m(1,2) + fzOld*m(1,3) + v(1); tvd.tvd_fY = fxOld*m(2,1) + fyOld*m(2,2) + fzOld*m(2,3) + v(2); tvd.tvd_fZ = fxOld*m(3,1) + fyOld*m(3,2) + fzOld*m(3,3) + v(3); // prepare screen coordinates for software if( bPerspective) { const FLOAT f1oZ = 1.0f/tvd.tvd_fZ; tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fRatioI*f1oZ; tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fRatioJ*f1oZ; tvd.tvd_pv2.pv2_f1oK = fDepthBufferFactor*f1oZ; } else { tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fZoomI+tvd.tvd_fZ*fStepI; tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fZoomJ-tvd.tvd_fZ*fStepJ; tvd.tvd_pv2.pv2_f1oK = 1; } // check clipping against horizontal screen boundaries and near clip plane if( tvd.tvd_pv2.pv2_fI<0 || tvd.tvd_pv2.pv2_fI>=pixWidth || tvd.tvd_fZ>fFrontClipDistance || (fBackClipDistance<0 && tvd.tvd_fZmd_MipInfos[0]; FOREACHINSTATICARRAY( mmiMip.mmpi_Polygons, ModelPolygon, itmp) { ModelPolygon &mp = *itmp; ulRenderFlags = mmiMip.mmpi_MappingSurfaces[mp.mp_Surface].ms_ulRenderingFlags; // get first three of polygon's transformed vertices const TransformedVertexData &tvd0 = *mp.mp_PolygonVertices[0].mpv_ptvTransformedVertex; const TransformedVertexData &tvd1 = *mp.mp_PolygonVertices[1].mpv_ptvTransformedVertex; const TransformedVertexData &tvd2 = *mp.mp_PolygonVertices[2].mpv_ptvTransformedVertex; // calculate polygon normal with front plane clipping FLOAT fD1X = tvd2.tvd_fX - tvd1.tvd_fX; FLOAT fD1Y = tvd2.tvd_fY - tvd1.tvd_fY; FLOAT fD1Z = tvd2.tvd_fZ - tvd1.tvd_fZ; FLOAT fD2X = tvd0.tvd_fX - tvd1.tvd_fX; FLOAT fD2Y = tvd0.tvd_fY - tvd1.tvd_fY; FLOAT fD2Z = tvd0.tvd_fZ - tvd1.tvd_fZ; FLOAT fNX = fD2Y*fD1Z - fD2Z*fD1Y; FLOAT fNY = fD2Z*fD1X - fD2X*fD1Z; FLOAT fNZ = fD2X*fD1Y - fD2Y*fD1X; // calculate polygon normal visibility FLOAT fVisible; if( bPerspective) { fVisible = fNX*tvd0.tvd_fX + fNY*tvd0.tvd_fY + fNZ*tvd0.tvd_fZ; } else { fVisible = fNX*prParallel.pr_vViewDirection(1) + fNY*prParallel.pr_vViewDirection(2) + fNZ*prParallel.pr_vViewDirection(3); } // if the polygon is back-facing if( fVisible<0) { // if the polygon is double sided if( ulRenderFlags & SRF_DOUBLESIDED) { // mark it as back-facing double sided mp.mp_slVisibility = VISIBLE_BACK; // if the polygon is not double sided } else { // mark it as invisible mp.mp_slVisibility = VISIBLE_NOT; } // if the polygon is front-facing } else { // mark it as visible front-facing mp.mp_slVisibility = VISIBLE_FRONT; } // initally assume that polygon doesn't need clipping mp.mp_bClipped = FALSE; // if the polygon plane is not invisible if( mp.mp_slVisibility != VISIBLE_NOT) { // for all vertices {for( INDEX ivx=0; ivx