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