mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
543 lines
23 KiB
C++
543 lines
23 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Models/ModelObject.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Models/ModelData.h>
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#include <Engine/Models/ModelProfile.h>
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#include <Engine/Models/RenderModel.h>
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#include <Engine/Models/Model_internal.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Base/Lists.inl>
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#include <Engine/Base/Console.h>
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#include <Engine/Models/RenderModel_internal.h>
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// polygon visibility constants
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#define VISIBLE_NOT 0
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#define VISIBLE_FRONT (+1)
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#define VISIBLE_BACK (-1)
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// some rendering variables and so ...
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static PIX pixWidth;
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// some projection parameters
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static FLOAT fCenterI, fCenterJ;
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static FLOAT fRatioI, fRatioJ;
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static FLOAT fStepI, fStepJ;
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static FLOAT fZoomI, fZoomJ;
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static FLOAT fFrontClipDistance, f1oFrontClipDistance;
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static FLOAT fBackClipDistance, f1oBackClipDistance;
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static FLOAT fDepthBufferFactor;
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static BOOL bBackFaced, bDoubleSided;
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static BOOL bPerspective;
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static BOOL b16BitCompression;
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static ULONG ulColorMask;
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static ULONG ulRenderFlags;
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static PIX pixMipWidth, pixMipHeight;
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static INDEX iMipLevel;
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// vertex array for clipped polygons
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#define MAX_CLIPPEDVERTICES 32
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// double buffer for clipping
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static TransformedVertexData atvdClipped1[MAX_CLIPPEDVERTICES];
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static TransformedVertexData atvdClipped2[MAX_CLIPPEDVERTICES];
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static TransformedVertexData *ptvdSrc = atvdClipped1;
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static TransformedVertexData *ptvdDst = atvdClipped2;
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static INDEX ctvxSrc, ctvxDst;
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// prepare list of all visible polygons that are to be rendered to current drawport
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static void RenderOneSide( CRenderModel &rm, const INDEX iVisibility)
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{
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// for each surface in finest mip model
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ModelMipInfo &mmiMip = rm.rm_pmdModelData->md_MipInfos[0];
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FOREACHINSTATICARRAY( mmiMip.mmpi_MappingSurfaces, MappingSurface, itms)
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{
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MappingSurface &ms = *itms;
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ULONG ulFlags = ms.ms_ulRenderingFlags;
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// if surface is invisible or empty, skip it
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if( (ulFlags&SRF_INVISIBLE) || ms.ms_ctSrfVx==0) continue;
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// if rendering back side and surface is not double sided, skip entire surface
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if( iVisibility==VISIBLE_BACK && !(ulFlags&SRF_DOUBLESIDED)) continue;
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// for each vertex in the surface
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BOOL bTransparency = ms.ms_sttTranslucencyType!=STT_OPAQUE;
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for( INDEX ivx=0; ivx<ms.ms_aiTextureVertices.Count(); ivx++) {
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ModelTextureVertex &mtv = mmiMip.mmpi_TextureVertices[ms.ms_aiTextureVertices[ivx]];
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TransformedVertexData &tvd = rm.rm_pmdModelData->md_TransformedVertices[mtv.mtv_iTransformedVertex];
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// adjust texture coordinates for texture mapping and clipping
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tvd.tvd_fU = (mtv.mtv_UV(1)>>iMipLevel);
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tvd.tvd_fV = (mtv.mtv_UV(2)>>iMipLevel);
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tvd.tvd_pv2.pv2_fUoK = tvd.tvd_fU * tvd.tvd_pv2.pv2_f1oK;
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tvd.tvd_pv2.pv2_fVoK = tvd.tvd_fV * tvd.tvd_pv2.pv2_f1oK;
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}
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// for each polygon in the surface
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for( INDEX iipo=0; iipo<ms.ms_aiPolygons.Count(); iipo++)
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{
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ModelPolygon &mpPolygon = mmiMip.mmpi_Polygons[ms.ms_aiPolygons[iipo]];
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// if the polygon is not visible on this side, skip it
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if( mpPolygon.mp_slVisibility != iVisibility) continue;
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// if the polygon needs to be clipped to near clip plane
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if( mpPolygon.mp_bClipped) {
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// create array of vertices for polygon clipped to near clip plane
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ctvxDst=0;
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INDEX ivx0=mpPolygon.mp_PolygonVertices.Count()-1;
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INDEX ivx1=0;
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{for( INDEX ivx=0; ivx<mpPolygon.mp_PolygonVertices.Count(); ivx++)
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{
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TransformedVertexData &tvd0 = *mpPolygon.mp_PolygonVertices[ivx0].mpv_ptvTransformedVertex;
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TransformedVertexData &tvd1 = *mpPolygon.mp_PolygonVertices[ivx1].mpv_ptvTransformedVertex;
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FLOAT fd0 = fFrontClipDistance-tvd0.tvd_fZ;
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FLOAT fd1 = fFrontClipDistance-tvd1.tvd_fZ;
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// if first vertex is in
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if( fd0>=0) {
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// add it to clip array
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ptvdDst[ctvxDst] = tvd0;
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ctvxDst++;
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// if second vertex is out
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if( fd1<0) {
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// add clipped vertex at exit
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TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
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ctvxDst++;
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FLOAT fF = fd1/(fd1-fd0);
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tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
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tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
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tvdClipped.tvd_fZ = fFrontClipDistance;
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tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
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FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
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FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
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tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
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tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
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}
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// if first vertex is out (don't add it into clip array)
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} else {
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// if second vertex is in
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if( fd1>=0) {
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// add clipped vertex at entry
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TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
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ctvxDst++;
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FLOAT fF = fd0/(fd0-fd1);
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tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
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tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
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tvdClipped.tvd_fZ = fFrontClipDistance;
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tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
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FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
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FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
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tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
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tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
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}
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}
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// proceed to next vertex in list (i.e. new pair of vertices)
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ivx0=ivx1;
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ivx1++;
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}}
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// swap buffers
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Swap( ptvdSrc, ptvdDst);
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Swap( ctvxSrc, ctvxDst);
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// if clipping to far clip plane is on
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if( fBackClipDistance<0) {
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ctvxDst=0;
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INDEX ivx0=ctvxSrc-1;
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INDEX ivx1=0;
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{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
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{
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TransformedVertexData &tvd0 = ptvdSrc[ivx0];
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TransformedVertexData &tvd1 = ptvdSrc[ivx1];
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FLOAT fd0 = tvd0.tvd_fZ-fBackClipDistance;
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FLOAT fd1 = tvd1.tvd_fZ-fBackClipDistance;
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// if first vertex is in
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if( fd0>=0) {
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// add it to clip array
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ptvdDst[ctvxDst] = tvd0;
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ctvxDst++;
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// if second vertex is out
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if( fd1<0) {
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// add clipped vertex at exit
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TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
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ctvxDst++;
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FLOAT fF = fd1/(fd1-fd0);
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tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
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tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
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tvdClipped.tvd_fZ = fBackClipDistance;
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tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
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FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
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FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
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tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
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tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
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}
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// if first vertex is out (don't add it into clip array)
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} else {
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// if second vertex is in
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if( fd1>=0) {
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// add clipped vertex at entry
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TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
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ctvxDst++;
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FLOAT fF = fd0/(fd0-fd1);
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tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
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tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
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tvdClipped.tvd_fZ = fBackClipDistance;
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tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
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FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
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FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
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tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
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tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
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}
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}
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// proceed to next vertex in list (i.e. new pair of vertices)
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ivx0=ivx1;
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ivx1++;
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}}
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// swap buffers
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Swap( ptvdSrc, ptvdDst);
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Swap( ctvxSrc, ctvxDst);
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}
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// for each vertex
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{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
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{
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// calculate projection
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TransformedVertexData &tvd = ptvdSrc[ivx];
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if( bPerspective) {
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const FLOAT f1oZ = 1.0f/tvd.tvd_fZ;
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tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fRatioI*f1oZ;
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tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fRatioJ*f1oZ;
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} else {
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tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fZoomI+tvd.tvd_fZ*fStepI;
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tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fZoomJ-tvd.tvd_fZ*fStepJ;
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}
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}}
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// clip polygon against left edge
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ctvxDst=0;
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ivx0=ctvxSrc-1;
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ivx1=0;
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{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
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{
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PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
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PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
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FLOAT fd0 = pv20.pv2_fI-0;
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FLOAT fd1 = pv21.pv2_fI-0;
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// if first vertex is in
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if( fd0>=0) {
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// add it to clip array
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ptvdDst[ctvxDst].tvd_pv2 = pv20;
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ctvxDst++;
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// if second vertex is out
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if( fd1<0) {
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PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
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ctvxDst++;
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FLOAT fF = fd1/(fd1-fd0);
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pv2Clipped.pv2_fI = 0;
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pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ) *fF;
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pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
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pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
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pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
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}
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// if first vertex is out (don't add it into clip array)
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} else {
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// if second vertex is in
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if( fd1>=0) {
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// add clipped vertex at entry
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PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
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ctvxDst++;
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FLOAT fF = fd0/(fd0-fd1);
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pv2Clipped.pv2_fI = 0;
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pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
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pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
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pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
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pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
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}
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}
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// proceed to next vertex in list (i.e. new pair of vertices)
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ivx0=ivx1;
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ivx1++;
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}}
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// swap buffers
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Swap( ptvdSrc, ptvdDst);
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Swap( ctvxSrc, ctvxDst);
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// clip polygon against right edge
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ctvxDst=0;
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ivx0=ctvxSrc-1;
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ivx1=0;
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{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
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{
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PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
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PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
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FLOAT fd0 = pixWidth-pv20.pv2_fI;
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FLOAT fd1 = pixWidth-pv21.pv2_fI;
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// if first vertex is in
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if( fd0>=0) {
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// add it to clip array
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ptvdDst[ctvxDst].tvd_pv2 = pv20;
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ctvxDst++;
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// if second vertex is out
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if( fd1<0) {
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PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
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ctvxDst++;
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FLOAT fF = fd1/(fd1-fd0);
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pv2Clipped.pv2_fI = pixWidth;
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pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ)*fF;
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pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
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pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
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pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
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}
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// if first vertex is out (don't add it into clip array)
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} else {
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// if second vertex is in
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if( fd1>=0) {
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// add clipped vertex at entry
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PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
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ctvxDst++;
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FLOAT fF = fd0/(fd0-fd1);
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pv2Clipped.pv2_fI = pixWidth;
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pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
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pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
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pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
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pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
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}
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}
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// proceed to next vertex in list (i.e. new pair of vertices)
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ivx0=ivx1;
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ivx1++;
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}}
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// swap buffers
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Swap( ptvdSrc, ptvdDst);
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Swap( ctvxSrc, ctvxDst);
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// draw all triangles in clipped polygon as a triangle fan, with clipping
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PolyVertex2D &pvx0 = ptvdSrc[0].tvd_pv2;
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{for( INDEX ivx=1; ivx<ctvxSrc-1; ivx++) {
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PolyVertex2D &pvx1 = ptvdSrc[ivx+0].tvd_pv2;
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PolyVertex2D &pvx2 = ptvdSrc[ivx+1].tvd_pv2;
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DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight, &pvx0, &pvx1, &pvx2, bTransparency);
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}}
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_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_TRIANGLES, mpPolygon.mp_PolygonVertices.Count()-2);
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_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_POLYGONS);
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} // if the polygon is not clipped
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else
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{
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|
// draw all triangles as a triangle fan
|
|
PolyVertex2D &pvx0 = mpPolygon.mp_PolygonVertices[0].mpv_ptvTransformedVertex->tvd_pv2;
|
|
{for( INDEX ivx=1; ivx<mpPolygon.mp_PolygonVertices.Count()-1; ivx++) {
|
|
PolyVertex2D &pvx1 = mpPolygon.mp_PolygonVertices[ivx+0].mpv_ptvTransformedVertex->tvd_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; ivx<rm.rm_pmdModelData->md_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_fZ<fBackClipDistance)) {
|
|
tvd.tvd_bClipped = TRUE;
|
|
}
|
|
}
|
|
|
|
// for all polygons in current mip model
|
|
ModelMipInfo &mmiMip = rm.rm_pmdModelData->md_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<mp.mp_PolygonVertices.Count(); ivx++) {
|
|
const TransformedVertexData &tvd = *mp.mp_PolygonVertices[ivx].mpv_ptvTransformedVertex;
|
|
// if vertex is clipped to near plane
|
|
if( tvd.tvd_bClipped) {
|
|
// mark that the polygon needs clipping
|
|
mp.mp_bClipped = TRUE;
|
|
break;
|
|
}
|
|
}}
|
|
}
|
|
}
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_MASK_INITMODELRENDERING);
|
|
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_MASK_RENDERMODEL);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_MASK_RENDERMODEL);
|
|
|
|
// render back side first and front side after that
|
|
RenderOneSide( rm, VISIBLE_BACK);
|
|
RenderOneSide( rm, VISIBLE_FRONT);
|
|
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_MASK_RENDERMODEL);
|
|
}
|