winamp/Src/Winamp/plush/RENDER.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