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https://github.com/aap/librw.git
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662 lines
17 KiB
C++
662 lines
17 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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extern bool dosoftras;
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using namespace rw;
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using namespace RWDEVICE;
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//
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// This is a test to implement T&L in software and render with Im2D
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//
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namespace gen {
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#define MAX_LIGHTS 8
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struct Directional {
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V3d at;
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RGBAf color;
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};
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static Directional directionals[MAX_LIGHTS];
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static int32 numDirectionals;
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static RGBAf ambLight;
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static void
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enumLights(Matrix *lightmat)
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{
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int32 n;
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World *world;
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world = (World*)engine->currentWorld;
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ambLight.red = 0.0;
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ambLight.green = 0.0;
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ambLight.blue = 0.0;
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ambLight.alpha = 0.0;
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numDirectionals = 0;
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// only unpositioned lights right now
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FORLIST(lnk, world->directionalLights){
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Light *l = Light::fromWorld(lnk);
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if(l->getType() == Light::DIRECTIONAL){
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if(numDirectionals >= MAX_LIGHTS)
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continue;
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n = numDirectionals++;
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V3d::transformVectors(&directionals[n].at, &l->getFrame()->getLTM()->at, 1, lightmat);
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directionals[n].color = l->color;
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directionals[n].color.alpha = 0.0f;
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}else if(l->getType() == Light::AMBIENT){
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ambLight.red += l->color.red;
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ambLight.green += l->color.green;
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ambLight.blue += l->color.blue;
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}
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}
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}
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struct ObjSpace3DVertex
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{
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V3d objVertex;
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V3d objNormal;
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RGBA color;
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TexCoords texCoords;
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};
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enum {
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CLIPXLO = 0x01,
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CLIPXHI = 0x02,
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CLIPX = 0x03,
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CLIPYLO = 0x04,
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CLIPYHI = 0x08,
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CLIPY = 0x0C,
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CLIPZLO = 0x10,
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CLIPZHI = 0x20,
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CLIPZ = 0x30,
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};
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struct CamSpace3DVertex
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{
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V3d camVertex;
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uint8 clipFlags;
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RGBAf color;
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TexCoords texCoords;
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};
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struct InstanceData
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{
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uint16 *indices;
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int32 numIndices;
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ObjSpace3DVertex *vertices;
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int32 numVertices;
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// int vertStride; // not really needed right now
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Material *material;
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Mesh *mesh;
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};
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struct InstanceDataHeader : public rw::InstanceDataHeader
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{
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uint32 serialNumber;
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ObjSpace3DVertex *vertices;
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uint16 *indices;
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InstanceData *inst;
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};
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static void
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instanceAtomic(Atomic *atomic)
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{
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static V3d zeroNorm = { 0.0f, 0.0f, 0.0f };
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static RGBA black = { 0, 0, 0, 255 };
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static TexCoords zeroTex = { 0.0f, 0.0f };
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int i;
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uint j;
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int x, x1, x2, x3;
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Geometry *geo;
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MeshHeader *header;
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Mesh *mesh;
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InstanceDataHeader *insthead;
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InstanceData *inst;
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uint32 firstVert;
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uint16 *srcindices, *dstindices;
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geo = atomic->geometry;
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if(geo->instData)
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return;
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header = geo->meshHeader;
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int numTris;
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if(header->flags & MeshHeader::TRISTRIP)
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numTris = header->totalIndices - 2*header->numMeshes;
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else
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numTris = header->totalIndices / 3;
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int size;
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size = sizeof(InstanceDataHeader) + header->numMeshes*sizeof(InstanceData) +
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geo->numVertices*sizeof(ObjSpace3DVertex) + numTris*6*sizeof(uint16);
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insthead = (InstanceDataHeader*)rwNew(size, ID_GEOMETRY);
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geo->instData = insthead;
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insthead->platform = 0;
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insthead->serialNumber = header->serialNum;
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inst = (InstanceData*)(insthead+1);
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insthead->inst = inst;
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insthead->vertices = (ObjSpace3DVertex*)(inst+header->numMeshes);
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dstindices = (uint16*)(insthead->vertices+geo->numVertices);
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insthead->indices = dstindices;
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// TODO: morphing
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MorphTarget *mt = geo->morphTargets;
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for(i = 0; i < geo->numVertices; i++){
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insthead->vertices[i].objVertex = mt->vertices[i];
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if(geo->flags & Geometry::NORMALS)
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insthead->vertices[i].objNormal = mt->normals[i];
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else
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insthead->vertices[i].objNormal = zeroNorm;
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if(geo->flags & Geometry::PRELIT)
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insthead->vertices[i].color = geo->colors[i];
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else
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insthead->vertices[i].color = black;
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if(geo->numTexCoordSets > 0)
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insthead->vertices[i].texCoords = geo->texCoords[0][i];
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else
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insthead->vertices[i].texCoords = zeroTex;
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}
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mesh = header->getMeshes();
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for(i = 0; i < header->numMeshes; i++){
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findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
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&firstVert, &inst->numVertices);
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inst->indices = dstindices;
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inst->vertices = &insthead->vertices[firstVert];
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inst->mesh = mesh;
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inst->material = mesh->material;
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srcindices = mesh->indices;
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if(header->flags & MeshHeader::TRISTRIP){
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inst->numIndices = 0;
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x = 0;
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for(j = 0; j < mesh->numIndices-2; j++){
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x1 = srcindices[j+x];
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x ^= 1;
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x2 = srcindices[j+x];
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x3 = srcindices[j+2];
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if(x1 != x2 && x2 != x3 && x1 != x3){
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dstindices[0] = x1;
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dstindices[1] = x2;
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dstindices[2] = x3;
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dstindices += 3;
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inst->numIndices += 3;
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}
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}
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}else{
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inst->numIndices = mesh->numIndices;
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for(j = 0; j < mesh->numIndices; j += 3){
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dstindices[0] = srcindices[j+0] - firstVert;
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dstindices[1] = srcindices[j+1] - firstVert;
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dstindices[2] = srcindices[j+2] - firstVert;
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dstindices += 3;
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}
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}
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inst++;
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mesh++;
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}
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}
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struct MeshState
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{
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int32 flags;
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Matrix obj2cam;
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Matrix obj2world;
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int32 numVertices;
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int32 numPrimitives;
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SurfaceProperties surfProps;
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RGBA matCol;
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};
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static void
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cam2screen(Im2DVertex *scrvert, CamSpace3DVertex *camvert)
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{
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RGBA col;
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float32 recipZ;
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Camera *cam = (Camera*)engine->currentCamera;
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int32 width = cam->frameBuffer->width;
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int32 height = cam->frameBuffer->height;
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recipZ = 1.0f/camvert->camVertex.z;
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scrvert->setScreenX(camvert->camVertex.x * recipZ * width);
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scrvert->setScreenY(camvert->camVertex.y * recipZ * height);
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// scrvert->setScreenX(camvert->camVertex.x * recipZ * width/2 + width/4);
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// scrvert->setScreenY(camvert->camVertex.y * recipZ * height/2 + height/4);
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scrvert->setScreenZ(recipZ * cam->zScale + cam->zShift);
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scrvert->setCameraZ(camvert->camVertex.z);
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scrvert->setRecipCameraZ(recipZ);
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scrvert->setU(camvert->texCoords.u, recipZ);
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scrvert->setV(camvert->texCoords.v, recipZ);
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convColor(&col, &camvert->color);
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scrvert->setColor(col.red, col.green, col.blue, col.alpha);
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}
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static void
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transform(MeshState *mstate, ObjSpace3DVertex *objverts, CamSpace3DVertex *camverts, Im2DVertex *scrverts)
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{
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int32 i;
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float32 z;
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Camera *cam = (Camera*)engine->currentCamera;
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for(i = 0; i < mstate->numVertices; i++){
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V3d::transformPoints(&camverts[i].camVertex, &objverts[i].objVertex, 1, &mstate->obj2cam);
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convColor(&camverts[i].color, &objverts[i].color);
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camverts[i].texCoords = objverts[i].texCoords;
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camverts[i].clipFlags = 0;
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z = camverts[i].camVertex.z;
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// 0 < x < z
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if(camverts[i].camVertex.x >= z) camverts[i].clipFlags |= CLIPXHI;
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if(camverts[i].camVertex.x <= 0) camverts[i].clipFlags |= CLIPXLO;
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// 0 < y < z
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if(camverts[i].camVertex.y >= z) camverts[i].clipFlags |= CLIPYHI;
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if(camverts[i].camVertex.y <= 0) camverts[i].clipFlags |= CLIPYLO;
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// near < z < far
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if(z >= cam->farPlane) camverts[i].clipFlags |= CLIPZHI;
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if(z <= cam->nearPlane) camverts[i].clipFlags |= CLIPZLO;
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cam2screen(&scrverts[i], &camverts[i]);
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}
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}
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static void
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light(MeshState *mstate, ObjSpace3DVertex *objverts, CamSpace3DVertex *camverts)
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{
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int32 i;
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RGBAf colf;
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RGBAf amb = ambLight;
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amb = scale(ambLight, mstate->surfProps.ambient);
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for(i = 0; i < mstate->numVertices; i++){
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camverts[i].color = add(camverts[i].color, amb);
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if((mstate->flags & Geometry::NORMALS) == 0)
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continue;
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for(int32 k = 0; k < numDirectionals; k++){
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float32 f = dot(objverts[i].objNormal, neg(directionals[k].at));
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if(f <= 0.0f) continue;
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f *= mstate->surfProps.diffuse;
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colf = scale(directionals[k].color, f);
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camverts[i].color = add(camverts[i].color, colf);
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}
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}
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}
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static void
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postlight(MeshState *mstate, CamSpace3DVertex *camverts, Im2DVertex *scrverts)
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{
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int32 i;
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RGBA col;
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RGBAf colf;
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for(i = 0; i < mstate->numVertices; i++){
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convColor(&colf, &mstate->matCol);
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camverts[i].color = modulate(camverts[i].color, colf);
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clamp(&camverts[i].color);
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convColor(&col, &camverts[i].color);
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scrverts[i].setColor(col.red, col.green, col.blue, col.alpha);
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}
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}
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static int32
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cullTriangles(MeshState *mstate, CamSpace3DVertex *camverts, uint16 *indices, uint16 *clipindices)
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{
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int32 i;
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int32 x1, x2, x3;
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int32 newNumPrims;
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int32 numClip;
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newNumPrims = 0;
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numClip = 0;
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for(i = 0; i < mstate->numPrimitives; i++, indices += 3){
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x1 = indices[0];
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x2 = indices[1];
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x3 = indices[2];
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// Only a simple frustum call
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if(camverts[x1].clipFlags &
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camverts[x2].clipFlags &
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camverts[x3].clipFlags)
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continue;
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if(camverts[x1].clipFlags |
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camverts[x2].clipFlags |
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camverts[x3].clipFlags)
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numClip++;
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// The Triangle is in, probably
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clipindices[0] = x1;
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clipindices[1] = x2;
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clipindices[2] = x3;
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clipindices += 3;
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newNumPrims++;
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}
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mstate->numPrimitives = newNumPrims;
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return numClip;
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}
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static void
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interpVertex(CamSpace3DVertex *out, CamSpace3DVertex *v1, CamSpace3DVertex *v2, float32 t)
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{
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float32 z;
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float32 invt;
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Camera *cam = (Camera*)engine->currentCamera;
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invt = 1.0f - t;
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out->camVertex = add(scale(v1->camVertex, invt), scale(v2->camVertex, t));
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out->color = add(scale(v1->color, invt), scale(v2->color, t));
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out->texCoords.u = v1->texCoords.u*invt + v2->texCoords.u*t;
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out->texCoords.v = v1->texCoords.v*invt + v2->texCoords.v*t;
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out->clipFlags = 0;
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z = out->camVertex.z;
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// 0 < x < z
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if(out->camVertex.x >= z) out->clipFlags |= CLIPXHI;
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if(out->camVertex.x <= 0) out->clipFlags |= CLIPXLO;
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// 0 < y < z
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if(out->camVertex.y >= z) out->clipFlags |= CLIPYHI;
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if(out->camVertex.y <= 0) out->clipFlags |= CLIPYLO;
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// near < z < far
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if(z >= cam->farPlane) out->clipFlags |= CLIPZHI;
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if(z <= cam->nearPlane) out->clipFlags |= CLIPZLO;
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}
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static void
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clipTriangles(MeshState *mstate, CamSpace3DVertex *camverts, Im2DVertex *scrverts, uint16 *indices, uint16 *clipindices)
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{
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int32 i, j;
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int32 x1, x2, x3;
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int32 newNumPrims;
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CamSpace3DVertex buf[18];
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CamSpace3DVertex *in, *out, *tmp;
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int32 nin, nout;
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float32 t;
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Camera *cam = (Camera*)engine->currentCamera;
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newNumPrims = 0;
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for(i = 0; i < mstate->numPrimitives; i++, indices += 3){
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x1 = indices[0];
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x2 = indices[1];
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x3 = indices[2];
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if((camverts[x1].clipFlags |
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camverts[x2].clipFlags |
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camverts[x3].clipFlags) == 0){
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// all inside
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clipindices[0] = x1;
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clipindices[1] = x2;
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clipindices[2] = x3;
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clipindices += 3;
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newNumPrims++;
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continue;
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}
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// set up triangle
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in = &buf[0];
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out = &buf[9];
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in[0] = camverts[x1];
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in[1] = camverts[x2];
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in[2] = camverts[x3];
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nin = 3;
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nout = 0;
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#define V(a) in[a].camVertex.
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// clip z near
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPZLO){
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t = (cam->nearPlane - V(x1)z)/(V(x2)z - V(x1)z);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPZLO) == 0)
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out[nout++] = in[x2];
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}
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// clip z far
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nin = nout; nout = 0;
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tmp = in; in = out; out = tmp;
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPZHI){
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t = (cam->farPlane - V(x1)z)/(V(x2)z - V(x1)z);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPZHI) == 0)
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out[nout++] = in[x2];
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}
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// clip y 0
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nin = nout; nout = 0;
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tmp = in; in = out; out = tmp;
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPYLO){
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t = -V(x1)y/(V(x2)y - V(x1)y);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPYLO) == 0)
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out[nout++] = in[x2];
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}
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// clip y z
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nin = nout; nout = 0;
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tmp = in; in = out; out = tmp;
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPYHI){
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t = (V(x1)z - V(x1)y)/(V(x1)z - V(x1)y + V(x2)y - V(x2)z);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPYHI) == 0)
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out[nout++] = in[x2];
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}
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// clip x 0
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nin = nout; nout = 0;
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tmp = in; in = out; out = tmp;
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPXLO){
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t = -V(x1)x/(V(x2)x - V(x1)x);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPXLO) == 0)
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out[nout++] = in[x2];
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}
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// clip x z
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nin = nout; nout = 0;
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tmp = in; in = out; out = tmp;
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for(j = 0; j < nin; j++){
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x1 = j;
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x2 = (j+1) % nin;
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if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPXHI){
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t = (V(x1)z - V(x1)x)/(V(x1)z - V(x1)x + V(x2)x - V(x2)z);
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interpVertex(&out[nout++], &in[x1], &in[x2], t);
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}
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if((in[x2].clipFlags & CLIPXHI) == 0)
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out[nout++] = in[x2];
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}
|
|
|
|
// Insert new triangles
|
|
x1 = mstate->numVertices;
|
|
for(j = 0; j < nout; j++){
|
|
x2 = mstate->numVertices++;
|
|
camverts[x2] = out[j];
|
|
cam2screen(&scrverts[x2], &camverts[x2]);
|
|
}
|
|
x2 = x1+1;
|
|
for(j = 0; j < nout-2; j++){
|
|
clipindices[0] = x1;
|
|
clipindices[1] = x2++;
|
|
clipindices[2] = x2;
|
|
clipindices += 3;
|
|
newNumPrims++;
|
|
}
|
|
}
|
|
mstate->numPrimitives = newNumPrims;
|
|
}
|
|
|
|
static void
|
|
submitTriangles(RWDEVICE::Im2DVertex *scrverts, int32 numVerts, uint16 *indices, int32 numTris)
|
|
{
|
|
void rastest_renderTriangles(RWDEVICE::Im2DVertex *scrverts, int32 verts, uint16 *indices, int32 numTris);
|
|
rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
|
|
if(dosoftras)
|
|
rastest_renderTriangles(scrverts, numVerts, indices, numTris);
|
|
else{
|
|
//int i;
|
|
//for(i = 0; i < numVerts; i++){
|
|
// scrverts[i].x = (int)(scrverts[i].x*16.0f) / 16.0f;
|
|
// scrverts[i].y = (int)(scrverts[i].y*16.0f) / 16.0f;
|
|
//}
|
|
im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, scrverts, numVerts,
|
|
indices, numTris*3);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
drawMesh(MeshState *mstate, ObjSpace3DVertex *objverts, uint16 *indices)
|
|
{
|
|
CamSpace3DVertex *camverts;
|
|
Im2DVertex *scrverts;
|
|
uint16 *cullindices, *clipindices;
|
|
uint32 numClip;
|
|
|
|
camverts = rwNewT(CamSpace3DVertex, mstate->numVertices, MEMDUR_FUNCTION);
|
|
scrverts = rwNewT(Im2DVertex, mstate->numVertices, MEMDUR_FUNCTION);
|
|
cullindices = rwNewT(uint16, mstate->numPrimitives*3, MEMDUR_FUNCTION);
|
|
|
|
transform(mstate, objverts, camverts, scrverts);
|
|
|
|
numClip = cullTriangles(mstate, camverts, indices, cullindices);
|
|
|
|
// int32 i;
|
|
// for(i = 0; i < mstate->numVertices; i++){
|
|
// if(camverts[i].clipFlags & CLIPX)
|
|
// camverts[i].color.red = 255;
|
|
// if(camverts[i].clipFlags & CLIPY)
|
|
// camverts[i].color.green = 255;
|
|
// if(camverts[i].clipFlags & CLIPZ)
|
|
// camverts[i].color.blue = 255;
|
|
// }
|
|
|
|
light(mstate, objverts, camverts);
|
|
|
|
// mstate->matCol.red = 255;
|
|
// mstate->matCol.green = 255;
|
|
// mstate->matCol.blue = 255;
|
|
|
|
postlight(mstate, camverts, scrverts);
|
|
|
|
// each triangle can have a maximum of 9 vertices (7 triangles) after clipping
|
|
// so resize to whatever we may need
|
|
camverts = rwResizeT(CamSpace3DVertex, camverts, mstate->numVertices + numClip*9, MEMDUR_FUNCTION);
|
|
scrverts = rwResizeT(Im2DVertex, scrverts, mstate->numVertices + numClip*9, MEMDUR_FUNCTION);
|
|
clipindices = rwNewT(uint16, mstate->numPrimitives*3 + numClip*7*3, MEMDUR_FUNCTION);
|
|
|
|
clipTriangles(mstate, camverts, scrverts, cullindices, clipindices);
|
|
|
|
submitTriangles(scrverts, mstate->numVertices, clipindices, mstate->numPrimitives);
|
|
|
|
rwFree(camverts);
|
|
rwFree(scrverts);
|
|
rwFree(cullindices);
|
|
rwFree(clipindices);
|
|
}
|
|
|
|
static void
|
|
drawAtomic(Atomic *atomic)
|
|
{
|
|
MeshState mstate;
|
|
Matrix lightmat;
|
|
Geometry *geo;
|
|
MeshHeader *header;
|
|
InstanceData *inst;
|
|
int i;
|
|
Camera *cam = (Camera*)engine->currentCamera;
|
|
|
|
instanceAtomic(atomic);
|
|
|
|
mstate.obj2world = *atomic->getFrame()->getLTM();
|
|
mstate.obj2cam = mstate.obj2world;
|
|
mstate.obj2cam.transform(&cam->viewMatrix, COMBINEPOSTCONCAT);
|
|
Matrix::invert(&lightmat, &mstate.obj2world);
|
|
enumLights(&lightmat);
|
|
|
|
geo = atomic->geometry;
|
|
header = geo->meshHeader;
|
|
inst = ((InstanceDataHeader*)geo->instData)->inst;
|
|
for(i = 0; i < header->numMeshes; i++){
|
|
mstate.flags = geo->flags;
|
|
mstate.numVertices = inst->numVertices;
|
|
mstate.numPrimitives = inst->numIndices / 3;
|
|
mstate.surfProps = inst->material->surfaceProps;
|
|
mstate.matCol = inst->material->color;
|
|
drawMesh(&mstate, inst->vertices, inst->indices);
|
|
inst++;
|
|
}
|
|
}
|
|
|
|
void
|
|
tlTest(Clump *clump)
|
|
{
|
|
FORLIST(lnk, clump->atomics){
|
|
Atomic *a = Atomic::fromClump(lnk);
|
|
drawAtomic(a);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static Im2DVertex *clipverts;
|
|
static int32 numClipverts;
|
|
|
|
void
|
|
genIm3DTransform(void *vertices, int32 numVertices, Matrix *world)
|
|
{
|
|
Im3DVertex *objverts;
|
|
V3d pos;
|
|
Matrix xform;
|
|
Camera *cam;
|
|
int32 i;
|
|
objverts = (Im3DVertex*)vertices;
|
|
|
|
cam = (Camera*)engine->currentCamera;
|
|
int32 width = cam->frameBuffer->width;
|
|
int32 height = cam->frameBuffer->height;
|
|
|
|
|
|
xform = cam->viewMatrix;
|
|
if(world)
|
|
xform.transform(world, COMBINEPRECONCAT);
|
|
|
|
clipverts = rwNewT(Im2DVertex, numVertices, MEMDUR_EVENT);
|
|
numClipverts = numVertices;
|
|
|
|
for(i = 0; i < numVertices; i++){
|
|
V3d::transformPoints(&pos, &objverts[i].position, 1, &xform);
|
|
|
|
float32 recipZ = 1.0f/pos.z;
|
|
RGBA c = objverts[i].getColor();
|
|
|
|
clipverts[i].setScreenX(pos.x * recipZ * width);
|
|
clipverts[i].setScreenY(pos.y * recipZ * height);
|
|
clipverts[i].setScreenZ(recipZ * cam->zScale + cam->zShift);
|
|
clipverts[i].setCameraZ(pos.z);
|
|
clipverts[i].setRecipCameraZ(recipZ);
|
|
clipverts[i].setColor(c.red, c.green, c.blue, c.alpha);
|
|
clipverts[i].setU(objverts[i].u, recipZ);
|
|
clipverts[i].setV(objverts[i].v, recipZ);
|
|
}
|
|
}
|
|
|
|
void
|
|
genIm3DRenderIndexed(PrimitiveType prim, void *indices, int32 numIndices)
|
|
{
|
|
im2d::RenderIndexedPrimitive(prim, clipverts, numClipverts, indices, numIndices);
|
|
}
|
|
|
|
void
|
|
genIm3DEnd(void)
|
|
{
|
|
rwFree(clipverts);
|
|
clipverts = nil;
|
|
numClipverts = 0;
|
|
}
|