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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License along
- // with this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- #include "System.h"
- #ifdef PATHS_IN_INCLUDES
- #include "GREEN/3D/pipeline.h"
- #else
- #include "pipeline.h"
- #endif
- ///////////////////////////////////////////////////////////////
- // This is the highest level considered actually part of the 3d engine.
- // It is the highest level control -> it decides how 3d pts map to 2d.
- // You can customize 3d efects by instantiating your own versions of the 3d pipeline!
- ///////////////////////////////////////////////////////////////
- // PIPELINE - History
- ///////////////////////////////////////////////////////////////
- //
- // 07/23/97 JRD Added support for generating shadows
- //
- ///////////////////////////////////////////////////////////////
- long RPipeLine::ms_lNumPts = 0;
- long RPipeLine::ms_lNumPipes = 0;
- RP3d* RPipeLine::ms_pPts = NULL;
- RPipeLine::RPipeLine()
- {
- ms_lNumPipes++; // Track for deletion purposes!
- Init();
- }
- void RPipeLine::Init()
- {
- m_pimClipBuf = NULL;
- m_pimShadowBuf = NULL;
- m_pZB = NULL;
- m_sUseBoundingRect = FALSE;
- m_dShadowScale = 1.0;
- m_tScreen.Make1();
- m_tView.Make1();
- m_tShadow.Make1();
- }
- // assume the clip rect is identical situation to zBUF:
- //
- short RPipeLine::Create(long lNum,short sW)
- {
- if (sW)
- {
- // Will only overwrite memory if it needs MORE!
- if ((m_pZB != NULL) && (sW > m_pZB->m_sW))
- {
- delete m_pZB;
- delete m_pimClipBuf;
- m_pimClipBuf = NULL;
- m_pZB = NULL;
- }
- if (m_pZB == NULL)
- {
- m_pZB = new RZBuffer(sW,sW); // no need to clear it yet!
- m_pimClipBuf = new RImage;
- // clear it when appropriate:
- m_pimClipBuf->CreateImage(sW,sW,RImage::BMP8);
- }
- }
- //----------
- if (!lNum) return 0;
-
- if ((ms_pPts != NULL) && (lNum > ms_lNumPts))
- {
- free(ms_pPts);
- ms_pPts = NULL;
- }
- if (ms_pPts == NULL)
- {
- ms_pPts = (RP3d*) malloc(sizeof(RP3d) * lNum);
- }
- return 0;
- }
- short RPipeLine::CreateShadow(short sAngleY,
- double dTanDeclension,short sBufSize)
- {
- ASSERT( (sAngleY >=0 ) && (sAngleY < 360) );
- ASSERT(dTanDeclension > 0.0);
- // Create the shadow transform:
- m_tShadow.Make1();
- m_dShadowScale = dTanDeclension;
- m_tShadow.T[1 + ROW0] = m_dShadowScale * rspCos(sAngleY);
- m_tShadow.T[1 + ROW1] = 0.0;
- m_tShadow.T[1 + ROW2] = m_dShadowScale * rspSin(sAngleY);
- // Allocate the buffer, if applicable:
- if (sBufSize <= 0) // default case:
- {
- if (m_pimShadowBuf == NULL) // do a default allocation
- {
- if (m_pimClipBuf) // use as reference:
- {
- m_pimShadowBuf = new RImage;
- m_pimShadowBuf->CreateImage(
- m_pimClipBuf->m_sWidth * 2,
- m_pimClipBuf->m_sWidth * 2,
- RImage::BMP8);
- return SUCCESS;
- }
- TRACE("RPipeLine::CreateShadow: warning - no buffer set!\n");
- return SUCCESS;
- }
- else
- {
- // No allocatione needed
- return SUCCESS;
- }
- }
- else // specified buffer size:
- {
- if (m_pimShadowBuf)
- {
- if (m_pimShadowBuf->m_sWidth >= sBufSize)
- {
- return SUCCESS; // don't need to expand it
- }
- else
- {
- delete m_pimShadowBuf;
- m_pimShadowBuf = NULL;
- }
- }
- m_pimShadowBuf = new RImage;
- m_pimShadowBuf->CreateImage(sBufSize,sBufSize,RImage::BMP8);
- }
- return SUCCESS;
- }
- void RPipeLine::Destroy()
- {
- if (m_pZB) delete m_pZB;
- if (m_pimClipBuf) delete m_pimClipBuf;
- if (m_pimShadowBuf) delete m_pimShadowBuf;
- }
- RPipeLine::~RPipeLine()
- {
- Destroy();
- ms_lNumPipes--; // prepare for full death:
- if (!ms_lNumPipes) // free ms_pPts
- {
- if (ms_pPts) free(ms_pPts);
- ms_lNumPts = 0;
- ms_pPts = NULL;
- }
- }
- void RPipeLine::Transform(RSop* pPts,RTransform& tObj)
- {
- RTransform tFull;
- long i;
- // Use to stretch to z-buffer!
- tFull.Make1();
- tFull.Mul(m_tView.T,tObj.T);
- // If there were inhomogeneous transforms, you would need to
- // trasnform each pt by two transforms separately!
- tFull.PreMulBy(m_tScreen.T);
- for (i = 0; i < pPts->m_lNum; i++)
- {
- tFull.TransformInto(pPts->m_pArray[i],ms_pPts[i]);
- // Note that you can now use RP3d directly with the renderers!
- }
- }
- // Need to create a slightly more complex pipe:
- void RPipeLine::TransformShadow(RSop* pPts,RTransform& tObj,
- short sHeight,short *psOffX,short *psOffY)
- {
- ASSERT(m_pimShadowBuf);
- RTransform tFull;
- long i;
- // Use to stretch to z-buffer!
- tFull.Make1();
- // 1) Create Shadow
- tFull.Mul(m_tShadow.T,tObj.T);
- // 2) Add in normal view
- tFull.PreMulBy(m_tView.T);
- // If there were inhomogeneous transforms, you would need to
- // trasnform each pt by two transforms separately!
- if (psOffX || psOffY) // calculate shadow offset
- {
- // (1) convert to 3d shadow point:
- RP3d pOffset = {0.0,static_cast<float>(sHeight),0.0,};
- double dOffX = sHeight * m_tShadow.T[ROW0 + 1];
- double dOffY = 0.0;
- double dOffZ = sHeight * m_tShadow.T[ROW2 + 1]; // y is height here
- // (2) partially project
- m_tShadow.Transform(pOffset);
- m_tView.Transform(pOffset);
- // Undo randy slide:
- RP3d pTemp = {m_tView.T[3 + ROW0],m_tView.T[3 + ROW1],
- m_tView.T[3 + ROW2]};
- rspSub(pOffset,pTemp);
- // Just use screen for scale:
- pOffset.x *= m_tScreen.T[0 + ROW0];
- pOffset.y *= m_tScreen.T[1 + ROW1];
- // store result
- *psOffX = short (pOffset.x);
- *psOffY = short (pOffset.y);
- }
- // 3) Project to the "screen"
- tFull.PreMulBy(m_tScreen.T);
- // 4) Adjust the screen transform to keep scaling and mirroring
- // from normal screen transform, but adjust size for shadow buffer
- // This is hard coded to the postal coordinate system
- tFull.Trans(0.0,m_pimShadowBuf->m_sHeight-m_tScreen.T[3 + ROW1],0.0);
- for (i = 0; i < pPts->m_lNum; i++)
- {
- tFull.TransformInto(pPts->m_pArray[i],ms_pPts[i]);
- // Note that you can now use RP3d directly with the renderers!
- }
- }
- // returns 0 if pts are ClockWise! (Hidden)
- // (to be used AFTER the view or screen transformation)
- short RPipeLine::NotCulled(RP3d *p1,RP3d *p2,RP3d *p3)
- {
- REAL ax,ay,bx,by;
- ax = p2->x - p1->x;
- ay = p2->y - p1->y;
- bx = p3->x - p1->x;
- by = p3->y - p1->y;
- if ( (ax*by - ay*bx) >= 0) return 0;
- else return 1;
- }
- // Currently (sDstX,sDstY) allgns with the upper left half of the z-buffer
- // Uses the static transformed point buffer.
- //
- void RPipeLine::Render(RImage* pimDst,short sDstX,short sDstY,
- RMesh* pMesh,UCHAR ucColor) // wire!
- {
- long i;
- long v1,v2,v3;
- USHORT *psVertex = pMesh->m_pArray;
- long lNumHidden = 0;
- for (i=0;i < pMesh->m_sNum; i++)
- {
- v1 = *psVertex++;
- v2 = *psVertex++;
- v3 = *psVertex++;
- if (NotCulled(ms_pPts+v1,ms_pPts+v2,ms_pPts+v3))
- {
- // Render the sucker!
- DrawTri_wire(pimDst,sDstX,sDstY,
- ms_pPts+v1,ms_pPts+v2,ms_pPts+v3,ucColor);
- }
- else
- {
- lNumHidden++; // cull debug
- }
- }
- //TRACE("Number culled was %ld\n",lNumHidden);
- }
- // Currently (sDstX,sDstY) allgns with the upper left half of the z-buffer
- // Uses the static transformed point buffer.
- //
- void RPipeLine::RenderShadow(RImage* pimDst,RMesh* pMesh,UCHAR ucColor)
- {
- long i;
- long v1,v2,v3;
- USHORT *psVertex = pMesh->m_pArray;
- for (i=0;i < pMesh->m_sNum; i++)
- {
- v1 = *psVertex++;
- v2 = *psVertex++;
- v3 = *psVertex++;
- if (NotCulled(ms_pPts+v1,ms_pPts+v2,ms_pPts+v3))
- {
- // Render the sucker!
- DrawTri(pimDst->m_pData,pimDst->m_lPitch,
- ms_pPts+v1,ms_pPts+v2,ms_pPts+v3,ucColor);
- }
- }
- }
- // YOU clear the z-buffer before this if you so desire!!!
- // Currently (sDstX,sDstY) allgns with the upper left half of the z-buffer
- // Uses the static transformed point buffer.
- //
- void RPipeLine::Render(RImage* pimDst,short sDstX,short sDstY,
- RMesh* pMesh,RZBuffer* pZB,RTexture* pTexColors,
- short sFogOffset,RAlpha* pAlpha,
- short sOffsetX/* = 0*/, // In: 2D offset for pimDst and pZB.
- short sOffsetY/* = 0*/) // In: 2D offset for pimDst and pZB.
- {
- long i;
- long v1,v2,v3;
- USHORT *psVertex = pMesh->m_pArray;
- UCHAR *pColor = pTexColors->m_pIndices;
- long lDstP = pimDst->m_lPitch;
- UCHAR* pDst = pimDst->m_pData + (sDstX + sOffsetX) + lDstP * (sDstY + sOffsetY);
- for (i=0;i < pMesh->m_sNum; i++,pColor++)
- {
- v1 = *psVertex++;
- v2 = *psVertex++;
- v3 = *psVertex++;
- if (1)//NotCulled(ms_pPts+v1,ms_pPts+v2,ms_pPts+v3))
- {
- // Render the sucker!
- DrawTri_ZColorFog(pDst,lDstP,
- ms_pPts+v1,ms_pPts+v2,ms_pPts+v3,pZB,
- pAlpha->m_pAlphas[*pColor] + sFogOffset,
- sOffsetX, // In: 2D offset for pZB.
- sOffsetY); // In: 2D offset for pZB.
- }
- }
- }
- // YOU clear the z-buffer before this if you so desire!!!
- // Currently (sDstX,sDstY) allgns with the upper left half of the z-buffer
- // FLAT SHADE MODE
- //
- void RPipeLine::Render(RImage* pimDst,short sDstX,short sDstY,
- RMesh* pMesh,RZBuffer* pZB,RTexture* pTexColors,
- short sOffsetX/* = 0*/, // In: 2D offset for pimDst and pZB.
- short sOffsetY/* = 0*/) // In: 2D offset for pimDst and pZB.
- {
- long i;
- long v1,v2,v3;
- USHORT *psVertex = pMesh->m_pArray;
- UCHAR *pColor = pTexColors->m_pIndices;
- long lDstP = pimDst->m_lPitch;
- UCHAR* pDst = pimDst->m_pData + (sDstX + sOffsetX) + lDstP * (sDstY + sOffsetY);
- for (i=0;i < pMesh->m_sNum; i++,pColor++)
- {
- v1 = *psVertex++;
- v2 = *psVertex++;
- v3 = *psVertex++;
- if (NotCulled(ms_pPts+v1,ms_pPts+v2,ms_pPts+v3))
- {
- // Render the sucker!
- DrawTri_ZColor(pDst,lDstP,
- ms_pPts+v1,ms_pPts+v2,ms_pPts+v3,pZB,
- *pColor,
- sOffsetX, // In: 2D offset for pZB.
- sOffsetY); // In: 2D offset for pZB.
- }
- }
- }
- // THIS IS HACKED! WILL NOT WORK WITH DISTORTED GUYS!
- //
- void RPipeLine::BoundingSphereToScreen(RP3d& ptCenter, RP3d& ptRadius,
- RTransform& tObj)
- {
- // THIS IS HARD WIRED TO WORK WITH OUR CURRENT STYLE OF
- // PROJECTION:
- RTransform tFull;
- tFull.Make1();
- tFull.Mul(m_tView.T,tObj.T); // hold off on screen -> get raw distance:
- tFull.PreMulBy(m_tScreen.T);
- // THIS IS IN UNSCALED OBJECT VIEW
- double dModelRadius = sqrt(
- SQR(ptCenter.x - ptRadius.x) +
- SQR(ptCenter.y - ptRadius.y) +
- SQR(ptCenter.z - ptRadius.z) ); // Randy Units
- // Convert from Model To Screen...
- double dScreenRadius = dModelRadius * m_tScreen.T[0];
- // Project the center onto the screen:
- RP3d ptCen/*,ptEnd*/;
- tFull.TransformInto(ptCenter,ptCen); // z is now distorted
- // store in pieline variables...(ALL OF THEM)
- m_sCenX = short(ptCen.x);
- m_sCenY = short(ptCen.y);
- m_sCenZ = short(ptCen.z / 256.0); // Scale Z's by 256 for lighting later
- short sScreenRadius = short(dScreenRadius+1);
-
- m_sX = m_sCenX - sScreenRadius;
- m_sY = m_sCenY - sScreenRadius;
- m_sZ = m_sCenZ - sScreenRadius;
- m_sW = m_sH = (sScreenRadius * 2.);
- m_sD = (sScreenRadius * 2.);
- m_sUseBoundingRect = TRUE;
- }
- void RPipeLine::ClearClipBuffer()
- {
- if (m_pimClipBuf == NULL) return;
- rspRect(ULONG(0),m_pimClipBuf,0,0,
- m_pimClipBuf->m_sWidth,m_pimClipBuf->m_sHeight);
- }
- void RPipeLine::ClearShadowBuffer()
- {
- if (m_pimShadowBuf == NULL) return;
- rspRect(ULONG(0),m_pimShadowBuf,0,0,
- m_pimShadowBuf->m_sWidth,m_pimShadowBuf->m_sHeight);
- }
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