mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-11-28 09:20:55 +01:00
302 lines
11 KiB
C++
302 lines
11 KiB
C++
|
/******************************************************************************
|
||
|
Plush Version 1.2
|
||
|
render.c
|
||
|
Rendering code: this includes transformation, lighting, etc
|
||
|
Copyright (c) 1996-2000, Justin Frankel
|
||
|
******************************************************************************/
|
||
|
|
||
|
#include "plush.h"
|
||
|
|
||
|
typedef struct {
|
||
|
pl_Float zd;
|
||
|
pl_Face *face;
|
||
|
} _faceInfo;
|
||
|
|
||
|
typedef struct {
|
||
|
pl_Light *light;
|
||
|
pl_Float l[3];
|
||
|
} _lightInfo;
|
||
|
|
||
|
#define MACRO_plMatrixApply(m,x,y,z,outx,outy,outz) \
|
||
|
( outx ) = ( x )*( m )[0] + ( y )*( m )[1] + ( z )*( m )[2] + ( m )[3];\
|
||
|
( outy ) = ( x )*( m )[4] + ( y )*( m )[5] + ( z )*( m )[6] + ( m )[7];\
|
||
|
( outz ) = ( x )*( m )[8] + ( y )*( m )[9] + ( z )*( m )[10] + ( m )[11]
|
||
|
|
||
|
#define MACRO_plDotProduct(x1,y1,z1,x2,y2,z2) \
|
||
|
((( x1 )*( x2 ))+(( y1 )*( y2 ))+(( z1 )*( z2 )))
|
||
|
|
||
|
#define MACRO_plNormalizeVector(x,y,z) { \
|
||
|
register double length; \
|
||
|
length = ( x )*( x )+( y )*( y )+( z )*( z ); \
|
||
|
if (length > 0.0000000001) { \
|
||
|
pl_Float l = (pl_Float) sqrt(length); \
|
||
|
( x ) /= l; \
|
||
|
( y ) /= l; \
|
||
|
( z ) /= l; \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
pl_uInt32 plRender_TriStats[4];
|
||
|
|
||
|
static pl_uInt32 _numfaces;
|
||
|
static _faceInfo _faces[PL_MAX_TRIANGLES];
|
||
|
|
||
|
static pl_Float _cMatrix[16];
|
||
|
static pl_uInt32 _numlights;
|
||
|
static _lightInfo _lights[PL_MAX_LIGHTS];
|
||
|
static pl_Cam *_cam;
|
||
|
static void _RenderObj(pl_Obj *, pl_Float *, pl_Float *);
|
||
|
static void _sift_down(int L, int U, int dir);
|
||
|
static void _hsort(_faceInfo *base, int nel, int dir);
|
||
|
|
||
|
void plRenderBegin(pl_Cam *Camera) {
|
||
|
pl_Float tempMatrix[16];
|
||
|
memset(plRender_TriStats,0,sizeof(plRender_TriStats));
|
||
|
_cam = Camera;
|
||
|
_numlights = 0;
|
||
|
_numfaces = 0;
|
||
|
plMatrixRotate(_cMatrix,2,-Camera->Pan);
|
||
|
plMatrixRotate(tempMatrix,1,-Camera->Pitch);
|
||
|
plMatrixMultiply(_cMatrix,tempMatrix);
|
||
|
plMatrixRotate(tempMatrix,3,-Camera->Roll);
|
||
|
plMatrixMultiply(_cMatrix,tempMatrix);
|
||
|
plClipSetFrustum(_cam);
|
||
|
}
|
||
|
|
||
|
void plRenderLight(pl_Light *light) {
|
||
|
pl_Float *pl, xp, yp, zp;
|
||
|
if (light->Type == PL_LIGHT_NONE || _numlights >= PL_MAX_LIGHTS) return;
|
||
|
pl = _lights[_numlights].l;
|
||
|
if (light->Type == PL_LIGHT_VECTOR) {
|
||
|
xp = light->Xp;
|
||
|
yp = light->Yp;
|
||
|
zp = light->Zp;
|
||
|
MACRO_plMatrixApply(_cMatrix,xp,yp,zp,pl[0],pl[1],pl[2]);
|
||
|
} else if (light->Type & PL_LIGHT_POINT) {
|
||
|
xp = light->Xp-_cam->X;
|
||
|
yp = light->Yp-_cam->Y;
|
||
|
zp = light->Zp-_cam->Z;
|
||
|
MACRO_plMatrixApply(_cMatrix,xp,yp,zp,pl[0],pl[1],pl[2]);
|
||
|
}
|
||
|
_lights[_numlights++].light = light;
|
||
|
}
|
||
|
|
||
|
static void _RenderObj(pl_Obj *obj, pl_Float *bmatrix, pl_Float *bnmatrix) {
|
||
|
pl_uInt32 i, x, facepos;
|
||
|
pl_Float nx = 0.0, ny = 0.0, nz = 0.0;
|
||
|
double tmp, tmp2;
|
||
|
pl_Float oMatrix[16], nMatrix[16], tempMatrix[16];
|
||
|
|
||
|
pl_Vertex *vertex;
|
||
|
pl_Face *face;
|
||
|
pl_Light *light;
|
||
|
|
||
|
if (obj->GenMatrix) {
|
||
|
plMatrixRotate(nMatrix,1,obj->Xa);
|
||
|
plMatrixRotate(tempMatrix,2,obj->Ya);
|
||
|
plMatrixMultiply(nMatrix,tempMatrix);
|
||
|
plMatrixRotate(tempMatrix,3,obj->Za);
|
||
|
plMatrixMultiply(nMatrix,tempMatrix);
|
||
|
memcpy(oMatrix,nMatrix,sizeof(pl_Float)*16);
|
||
|
} else memcpy(nMatrix,obj->RotMatrix,sizeof(pl_Float)*16);
|
||
|
|
||
|
if (bnmatrix) plMatrixMultiply(nMatrix,bnmatrix);
|
||
|
|
||
|
if (obj->GenMatrix) {
|
||
|
plMatrixTranslate(tempMatrix, obj->Xp, obj->Yp, obj->Zp);
|
||
|
plMatrixMultiply(oMatrix,tempMatrix);
|
||
|
} else memcpy(oMatrix,obj->Matrix,sizeof(pl_Float)*16);
|
||
|
if (bmatrix) plMatrixMultiply(oMatrix,bmatrix);
|
||
|
|
||
|
for (i = 0; i < PL_MAX_CHILDREN; i ++)
|
||
|
if (obj->Children[i]) _RenderObj(obj->Children[i],oMatrix,nMatrix);
|
||
|
if (!obj->NumFaces || !obj->NumVertices) return;
|
||
|
|
||
|
plMatrixTranslate(tempMatrix, -_cam->X, -_cam->Y, -_cam->Z);
|
||
|
plMatrixMultiply(oMatrix,tempMatrix);
|
||
|
plMatrixMultiply(oMatrix,_cMatrix);
|
||
|
plMatrixMultiply(nMatrix,_cMatrix);
|
||
|
|
||
|
x = obj->NumVertices;
|
||
|
vertex = obj->Vertices;
|
||
|
|
||
|
do {
|
||
|
MACRO_plMatrixApply(oMatrix,vertex->x,vertex->y,vertex->z,
|
||
|
vertex->xformedx, vertex->xformedy, vertex->xformedz);
|
||
|
MACRO_plMatrixApply(nMatrix,vertex->nx,vertex->ny,vertex->nz,
|
||
|
vertex->xformednx,vertex->xformedny,vertex->xformednz);
|
||
|
vertex++;
|
||
|
} while (--x);
|
||
|
|
||
|
face = obj->Faces;
|
||
|
facepos = _numfaces;
|
||
|
|
||
|
if (_numfaces + obj->NumFaces >= PL_MAX_TRIANGLES) // exceeded maximum face coutn
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
plRender_TriStats[0] += obj->NumFaces;
|
||
|
_numfaces += obj->NumFaces;
|
||
|
x = obj->NumFaces;
|
||
|
|
||
|
do {
|
||
|
if (obj->BackfaceCull || face->Material->_st & PL_SHADE_FLAT)
|
||
|
{
|
||
|
MACRO_plMatrixApply(nMatrix,face->nx,face->ny,face->nz,nx,ny,nz);
|
||
|
}
|
||
|
if (!obj->BackfaceCull || (MACRO_plDotProduct(nx,ny,nz,
|
||
|
face->Vertices[0]->xformedx, face->Vertices[0]->xformedy,
|
||
|
face->Vertices[0]->xformedz) < 0.0000001)) {
|
||
|
if (plClipNeeded(face)) {
|
||
|
if (face->Material->_st & (PL_SHADE_FLAT|PL_SHADE_FLAT_DISTANCE)) {
|
||
|
tmp = face->sLighting;
|
||
|
if (face->Material->_st & PL_SHADE_FLAT) {
|
||
|
for (i = 0; i < _numlights; i ++) {
|
||
|
tmp2 = 0.0;
|
||
|
light = _lights[i].light;
|
||
|
if (light->Type & PL_LIGHT_POINT_ANGLE) {
|
||
|
double nx2 = _lights[i].l[0] - face->Vertices[0]->xformedx;
|
||
|
double ny2 = _lights[i].l[1] - face->Vertices[0]->xformedy;
|
||
|
double nz2 = _lights[i].l[2] - face->Vertices[0]->xformedz;
|
||
|
MACRO_plNormalizeVector(nx2,ny2,nz2);
|
||
|
tmp2 = MACRO_plDotProduct(nx,ny,nz,nx2,ny2,nz2)*light->Intensity;
|
||
|
}
|
||
|
if (light->Type & PL_LIGHT_POINT_DISTANCE) {
|
||
|
double nx2 = _lights[i].l[0] - face->Vertices[0]->xformedx;
|
||
|
double ny2 = _lights[i].l[1] - face->Vertices[0]->xformedy;
|
||
|
double nz2 = _lights[i].l[2] - face->Vertices[0]->xformedz;
|
||
|
if (light->Type & PL_LIGHT_POINT_ANGLE) {
|
||
|
nx2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/
|
||
|
light->HalfDistSquared));
|
||
|
tmp2 *= plMax(0,plMin(1.0,nx2))*light->Intensity;
|
||
|
} else {
|
||
|
tmp2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/
|
||
|
light->HalfDistSquared));
|
||
|
tmp2 = plMax(0,plMin(1.0,tmp2))*light->Intensity;
|
||
|
}
|
||
|
}
|
||
|
if (light->Type == PL_LIGHT_VECTOR)
|
||
|
tmp2 = MACRO_plDotProduct(nx,ny,nz,_lights[i].l[0],_lights[i].l[1],_lights[i].l[2])
|
||
|
* light->Intensity;
|
||
|
if (tmp2 > 0.0) tmp += tmp2;
|
||
|
else if (obj->BackfaceIllumination) tmp -= tmp2;
|
||
|
} /* End of light loop */
|
||
|
} /* End of flat shading if */
|
||
|
if (face->Material->_st & PL_SHADE_FLAT_DISTANCE)
|
||
|
tmp += 1.0-(face->Vertices[0]->xformedz+face->Vertices[1]->xformedz+
|
||
|
face->Vertices[2]->xformedz) /
|
||
|
(face->Material->FadeDist*3.0);
|
||
|
face->fShade = (pl_Float) tmp;
|
||
|
} else face->fShade = 0.0; /* End of flatmask lighting if */
|
||
|
if (face->Material->_ft & PL_FILL_ENVIRONMENT) {
|
||
|
face->eMappingU[0] = 32768 + (pl_sInt32) (face->Vertices[0]->xformednx*32768.0);
|
||
|
face->eMappingV[0] = 32768 - (pl_sInt32) (face->Vertices[0]->xformedny*32768.0);
|
||
|
face->eMappingU[1] = 32768 + (pl_sInt32) (face->Vertices[1]->xformednx*32768.0);
|
||
|
face->eMappingV[1] = 32768 - (pl_sInt32) (face->Vertices[1]->xformedny*32768.0);
|
||
|
face->eMappingU[2] = 32768 + (pl_sInt32) (face->Vertices[2]->xformednx*32768.0);
|
||
|
face->eMappingV[2] = 32768 - (pl_sInt32) (face->Vertices[2]->xformedny*32768.0);
|
||
|
}
|
||
|
if (face->Material->_st &(PL_SHADE_GOURAUD|PL_SHADE_GOURAUD_DISTANCE)) {
|
||
|
register pl_uChar a;
|
||
|
for (a = 0; a < 3; a ++) {
|
||
|
tmp = face->vsLighting[a];
|
||
|
if (face->Material->_st & PL_SHADE_GOURAUD) {
|
||
|
for (i = 0; i < _numlights ; i++) {
|
||
|
tmp2 = 0.0;
|
||
|
light = _lights[i].light;
|
||
|
if (light->Type & PL_LIGHT_POINT_ANGLE) {
|
||
|
nx = _lights[i].l[0] - face->Vertices[a]->xformedx;
|
||
|
ny = _lights[i].l[1] - face->Vertices[a]->xformedy;
|
||
|
nz = _lights[i].l[2] - face->Vertices[a]->xformedz;
|
||
|
MACRO_plNormalizeVector(nx,ny,nz);
|
||
|
tmp2 = MACRO_plDotProduct(face->Vertices[a]->xformednx,
|
||
|
face->Vertices[a]->xformedny,
|
||
|
face->Vertices[a]->xformednz,
|
||
|
nx,ny,nz) * light->Intensity;
|
||
|
}
|
||
|
if (light->Type & PL_LIGHT_POINT_DISTANCE) {
|
||
|
double nx2 = _lights[i].l[0] - face->Vertices[a]->xformedx;
|
||
|
double ny2 = _lights[i].l[1] - face->Vertices[a]->xformedy;
|
||
|
double nz2 = _lights[i].l[2] - face->Vertices[a]->xformedz;
|
||
|
if (light->Type & PL_LIGHT_POINT_ANGLE) {
|
||
|
double t= (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/light->HalfDistSquared));
|
||
|
tmp2 *= plMax(0,plMin(1.0,t))*light->Intensity;
|
||
|
} else {
|
||
|
tmp2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/light->HalfDistSquared));
|
||
|
tmp2 = plMax(0,plMin(1.0,tmp2))*light->Intensity;
|
||
|
}
|
||
|
}
|
||
|
if (light->Type == PL_LIGHT_VECTOR)
|
||
|
tmp2 = MACRO_plDotProduct(face->Vertices[a]->xformednx,
|
||
|
face->Vertices[a]->xformedny,
|
||
|
face->Vertices[a]->xformednz,
|
||
|
_lights[i].l[0],_lights[i].l[1],_lights[i].l[2])
|
||
|
* light->Intensity;
|
||
|
if (tmp2 > 0.0) tmp += tmp2;
|
||
|
else if (obj->BackfaceIllumination) tmp -= tmp2;
|
||
|
} /* End of light loop */
|
||
|
} /* End of gouraud shading if */
|
||
|
if (face->Material->_st & PL_SHADE_GOURAUD_DISTANCE)
|
||
|
tmp += 1.0-face->Vertices[a]->xformedz/face->Material->FadeDist;
|
||
|
face->Shades[a] = (pl_Float) tmp;
|
||
|
} /* End of vertex loop for */
|
||
|
} /* End of gouraud shading mask if */
|
||
|
_faces[facepos].zd = face->Vertices[0]->xformedz+
|
||
|
face->Vertices[1]->xformedz+face->Vertices[2]->xformedz;
|
||
|
_faces[facepos++].face = face;
|
||
|
plRender_TriStats[1] ++;
|
||
|
} /* Is it in our area Check */
|
||
|
} /* Backface Check */
|
||
|
_numfaces = facepos;
|
||
|
face++;
|
||
|
} while (--x); /* Face loop */
|
||
|
}
|
||
|
|
||
|
void plRenderObj(pl_Obj *obj) {
|
||
|
_RenderObj(obj,0,0);
|
||
|
}
|
||
|
|
||
|
void plRenderEnd() {
|
||
|
_faceInfo *f;
|
||
|
if (_cam->Sort > 0) _hsort(_faces,_numfaces,0);
|
||
|
else if (_cam->Sort < 0) _hsort(_faces,_numfaces,1);
|
||
|
f = _faces;
|
||
|
while (_numfaces--) {
|
||
|
if (f->face->Material && f->face->Material->_PutFace)
|
||
|
{
|
||
|
plClipRenderFace(f->face);
|
||
|
}
|
||
|
f++;
|
||
|
}
|
||
|
_numfaces=0;
|
||
|
_numlights = 0;
|
||
|
}
|
||
|
|
||
|
static _faceInfo *Base, tmp;
|
||
|
|
||
|
static void _hsort(_faceInfo *base, int nel, int dir) {
|
||
|
static int i;
|
||
|
Base=base-1;
|
||
|
for (i=nel/2; i>0; i--) _sift_down(i,nel,dir);
|
||
|
for (i=nel; i>1; ) {
|
||
|
tmp = base[0]; base[0] = Base[i]; Base[i] = tmp;
|
||
|
_sift_down(1,i-=1,dir);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define Comp(x,y) (( x ).zd < ( y ).zd ? 1 : 0)
|
||
|
|
||
|
static void _sift_down(int L, int U, int dir) {
|
||
|
static int c;
|
||
|
while (1) {
|
||
|
c=L+L;
|
||
|
if (c>U) break;
|
||
|
if ( (c < U) && dir^Comp(Base[c+1],Base[c])) c++;
|
||
|
if (dir^Comp(Base[L],Base[c])) return;
|
||
|
tmp = Base[L]; Base[L] = Base[c]; Base[c] = tmp;
|
||
|
L=c;
|
||
|
}
|
||
|
}
|
||
|
#undef Comp
|