TombEngine/TR5Main/Game/draw.cpp

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#include "draw.h"
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#include "Lara.h"
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#include "..\Renderer\Renderer11.h"
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Renderer11* g_Renderer;
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int Outside;
int Underwater;
short BoundList[128];
short DrawnRooms[128];
int BoundStart;
int BoundEnd;
int NumberDrawnRooms;
int OutsideTop;
int OutsideBottom;
int OutsideLeft;
int OutsideRight;
bool OutsideRoomExists;
PHD_VECTOR DoorBuffer[4];
int DrawPhaseGame()
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{
// Control routines uses joints calculated here for getting Lara joint positions
CalcLaraMatrices(0);
phd_PushUnitMatrix();
CalcLaraMatrices(1);
// Calls my new rock & roll renderer :)
g_Renderer->Draw();
Camera.numberFrames = g_Renderer->SyncRenderer();
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// We need to pop the matrix stack or the game will crash
phd_PopMatrix();
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return Camera.numberFrames;
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}
void DrawAnimatingItem(ITEM_INFO* item)
{
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/*OBJECT_INFO* obj;
CREATURE_INFO* creature;
int* bones;
int clip, i, poppush, frac, rate, bit;
short* frames[2];
short* extra_rotation;
short* rotation1, *rotation2;
short** mesh;
creature = (CREATURE_INFO*)item->data;
frac = GetFrame_D2(item, frames, &rate);
obj = &Objects[item->objectNumber];
//if (obj->shadowSize)
// S_PrintShadow(obj->shadowSize, frames[0], item, NULL);
phd_PushMatrix();
phd_TranslateAbs(item->pos.xPos, item->pos.yPos, item->pos.zPos);
phd_RotYXZ(item->pos.yRot, item->pos.xRot, item->pos.zRot);
// checking objectMip there, deleted !
sub_42B4C0(item, frames[0]);
if (phd_ClipBoundingBox(frames[0]))
{
//CalculateObjectLighting(item, frames[0]);
if (item->data == NULL)
extra_rotation = NullRotations;
else
extra_rotation = (short*)item->data;
mesh = &Meshes[Objects[item->objectNumber].meshIndex];
bones = &Bones[obj->boneIndex];
bit = 1;
if (!frac)
{
phd_TranslateRel((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8)); // can be [0][6] etc.. ?
rotation1 = (short*)(frames[0] + 9);
gar_RotYXZsuperpack(&rotation1, 0);
if (item->meshBits & bit)
phd_PutPolygons(*mesh);
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, mesh += 2)
{
poppush = *bones;
if (poppush & 1)
{
phd_PopMatrix();
phd_PopDxMatrix();
}
if (poppush & 2)
phd_PushMatrix();
phd_TranslateRel(*(bones + 1), *(bones + 2), *(bones + 3));
gar_RotYXZsuperpack(&rotation1, 0);
if (extra_rotation && (poppush & (ROT_X | ROT_Y | ROT_Z)))
{
if (poppush & ROT_Y)
phd_RotY(*(extra_rotation++));
if (poppush & ROT_X)
phd_RotX(*(extra_rotation++));
if (poppush & ROT_Z)
phd_RotZ(*(extra_rotation++));
}
bit <<= 1;
if (item->meshBits & bit)
phd_PutPolygons(*mesh);
}
}
else
{
InitInterpolate(frac, rate);
phd_TranslateRel_ID((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8), (int)*(frames[1] + 6), (int)*(frames[1] + 7), (int)*(frames[1] + 8));
rotation1 = (short*)(frames[0] + 9);
rotation2 = (short*)(frames[1] + 9);
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
if (item->meshBits & bit)
phd_PutPolygons_I(*mesh);
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, mesh += 2)
{
poppush = *bones;
if (poppush & 1)
phd_PopMatrix_I();
if (poppush & 2)
phd_PushMatrix_I();
phd_TranslateRel_I(*(bones + 1), *(bones + 2), *(bones + 3));
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
if (extra_rotation && (poppush & (ROT_X | ROT_Y | ROT_Z)))
{
if (poppush & ROT_Y)
phd_RotY_I(*(extra_rotation++));
if (poppush & ROT_X)
phd_RotX_I(*(extra_rotation++));
if (poppush & ROT_Z)
phd_RotZ_I(*(extra_rotation++));
}
bit <<= 1;
if (item->meshBits & bit)
phd_PutPolygons_I(*mesh);
}
}
}
PhdRight = PhdWidth;
PhdLeft = 0;
PhdTop = 0;
PhdBottom = PhdHeight;
phd_PopMatrix();
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phd_PopDxMatrix();*/
}
int GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate)
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{
ANIM_STRUCT *anim;
int frm;
int first, second;
int frame_size;
int interp, rat;
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frm = item->frameNumber;
anim = &Anims[item->animNumber];
framePtr[0] = framePtr[1] = anim->framePtr;
rat = *rate = anim->interpolation & 0x00ff;
frame_size = anim->interpolation >> 8;
frm -= anim->frameBase;
first = frm / rat;
interp = frm % rat;
framePtr[0] += first * frame_size; // Get Frame pointers
framePtr[1] = framePtr[0] + frame_size; // and store away
if (interp == 0)
return(0);
second = first * rat + rat;
if (second>anim->frameEnd) // Clamp KeyFrame to End if need be
*rate = anim->frameEnd - (second - rat);
return(interp);
}
void _InitInterpolate(void)
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{
}
void _phd_PushMatrix(void)
{
}
void _phd_PushMatrix_I(void)
{
}
void _phd_PushUnitMatrix(void)
{
}
void _phd_RotYXZ(short ry, short rx, short rz)
{
}
void _phd_RotY(short ry)
{
}
void _phd_RotY_I(short ry)
{
}
void _phd_RotX(short rx)
{
}
void _phd_RotX_I(short rx)
{
}
void _phd_RotZ(short rz)
{
}
void _phd_RotZ_I(short rz)
{
}
void _phd_PutPolygons(void)
{
}
void _phd_PutPolygons_I(void)
{
}
void _phd_TranslateRel(int x, int y, int z)
{
}
void _phd_TranslateRel_I(int x, int y, int z)
{
}
void _phd_TranslateRel_ID(int x1, int y1, int z1, int x2, int y2, int z2)
{
}
void _phd_TranslateAbs(int x, int y, int z)
{
}
void _phd_RotYXZpack(short ry, short rx, short rz)
{
}
void _gar_RotYXZsuperpack(short** pproc, int skip)
{
}
void _gar_RotYXZsuperpack_I(short** pproc1, short** pproc2, int skip)
{
}
void _phd_ClipBoundingBox(short* frames)
{
}
void _phd_DxTranslateRel(int x, int y, int z)
{
}
void _phd_DxTranslateAbs(int x, int y, int z)
{
}
void _phd_DxRotY(short ry)
{
}
void _phd_DxRotX(short rx)
{
}
void _phd_DxRotZ(short rz)
{
}
void _phd_DxRotYXZ(short ry, short rx, short rz)
{
}
void _phd_DxRotYXZpack(int rangle)
{
}
void phd_PopMatrix(void)
{
MatrixPtr -= 12;
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DxMatrixPtr -= 48;
}
void _phd_PopMatrix_I(void)
{
MatrixPtr -= 12;
DxMatrixPtr -= 48;
}
void CollectRooms(short roomNumber)
{
roomNumber = Camera.pos.roomNumber;
if (roomNumber < 0)
return;
ROOM_INFO* r = &Rooms[roomNumber];
r->testLeft = 0;
PhdLeft = 0;
r->testTop = 0;
PhdTop = 0;
r->testRight = PhdWindowXmax;
PhdRight = PhdWindowXmax;
r->testBottom = PhdWindowYmax;
PhdBottom = PhdWindowYmax;
OutsideRoomExists = false;
Outside = r->flags & ENV_FLAG_OUTSIDE;
Underwater = r->flags & ENV_FLAG_WATER;
r->boundActive = 2;
BoundList[0] = roomNumber;
BoundStart = 0;
BoundEnd = 1;
NumberDrawnRooms = 0;
if (Outside)
{
OutsideTop = 0;
OutsideLeft = 0;
OutsideRight = PhdWindowXmax;
OutsideBottom = PhdWindowYmax;
}
else
{
OutsideLeft = PhdWindowXmax;
OutsideTop = PhdWindowYmax;
OutsideBottom = 0;
OutsideRight = 0;
}
GetRoomBounds();
printf("Number rooms: %d\n", NumberDrawnRooms);
}
void GetRoomBounds()
{
short roomNumber;
ROOM_INFO* r;
short* door;
short numDoors;
while (BoundStart != BoundEnd)
{
roomNumber = BoundList[(BoundStart++) % 128];
r = &Rooms[roomNumber];
r->boundActive -= 2;
if (r->testLeft < r->left)
r->left = r->testLeft;
if (r->testTop < r->top)
r->top = r->testTop;
if (r->testRight > r->right)
r->right = r->testRight;
if (r->testBottom > r->bottom)
r->bottom = r->testBottom;
if (!(r->boundActive & 1))
{
DrawnRooms[NumberDrawnRooms++] = roomNumber;
if (r->flags & ENV_FLAG_OUTSIDE)
Outside = ENV_FLAG_OUTSIDE;
}
if (r->flags & ENV_FLAG_OUTSIDE)
{
if (r->left < OutsideLeft)
OutsideLeft = r->left;
if (r->right > OutsideRight)
OutsideRight = r->right;
if (r->top < OutsideTop)
OutsideTop = r->top;
if (r->bottom > OutsideBottom)
OutsideBottom = r->bottom;
}
phd_PushMatrix();
phd_TranslateAbs(r->x, r->y, r->z);
door = r->door;
if (door)
{
numDoors = *(door++);
for (int i = 0; i < numDoors; i++, door += 15)
{
roomNumber = *(door++);
if (Rooms[roomNumber].flags & ENV_FLAG_OUTSIDE)
OutsideRoomExists = true;
int xc = W2VMatrix[M03];
int yc = W2VMatrix[M13];
int zc = W2VMatrix[M23];
// TODO: discard W2VMatrix and use directly camera position
if ((int)(door[0] * (r->x + door[3] - W2VMatrix[M03]))
+ (int)(door[1] * (r->y + door[4] - W2VMatrix[M13]))
+ (int)(door[2] * (r->z + door[5] - W2VMatrix[M23]))
>= 0)
continue;
SetRoomBounds(door, roomNumber, r);
}
}
phd_PopMatrix();
}
}
void SetRoomBounds(short* door, int roomNumber, ROOM_INFO* parent)
{
ROOM_INFO* r = &Rooms[roomNumber];
PHD_VECTOR* dest;
PHD_VECTOR* last;
int xv, yv, zv;
int xs, ys, zs;
if (r->left <= parent->testLeft
&& r->right >= parent->testRight
&& r->top <= parent->testTop
&& r->bottom >= parent->testBottom)
return;
int left = parent->testRight;
int right = parent->testLeft;
int top = parent->testBottom;
int bottom = parent->testTop;
door += 3;
int zBehind = 0;
int zTooFar = 0;
dest = DoorBuffer;
for (int i = 0; i < 4; i++, dest++, door += 3)
{
for (int i = 0; i < 16; i++)
printf("M%d: %d ", i, MatrixPtr[i]);
printf("\n");
dest->x = xv = (int)(MatrixPtr[M00] * door[0] + MatrixPtr[M01] * door[1] + MatrixPtr[M02] * door[2] + MatrixPtr[M03]);
dest->y = yv = (int)(MatrixPtr[M10] * door[0] + MatrixPtr[M11] * door[1] + MatrixPtr[M12] * door[2] + MatrixPtr[M13]);
dest->z = zv = (int)(MatrixPtr[M20] * door[0] + MatrixPtr[M21] * door[1] + MatrixPtr[M22] * door[2] + MatrixPtr[M23]);
/* Convert to screen space (special if -z behind you) */
if (zv > 0)
{
/* Keep count of number of points too far away */
if (zv > PhdZFar)
zTooFar++;
zv /= PhdPerspective;
if (zv)
{
xs = xv / zv + PhdCentreX;
ys = yv / zv + PhdCentreY;
}
else
{
xs = (xv >= 0) ? PhdRight : PhdLeft;
ys = (yv >= 0) ? PhdBottom : PhdTop;
}
/* See if change bounds */
if (xs - 1 < left)
left = xs - 1;
if (xs + 1 > right)
right = xs + 1;
if (ys - 1 < top)
top = ys - 1;
if (ys + 1 > bottom)
bottom = ys + 1;
}
else
zBehind++;
}
if (zBehind == 4)
return;
if (zBehind > 0)
{
dest = &DoorBuffer[0];
last = &DoorBuffer[3];
for (int i = 0; i < 4; i++, last = dest, dest++)
{
/* Only if one point in front and one behind z=0 */
if ((dest->z <= 0) ^ (last->z <= 0))
{
/* x-clip */
if (dest->x < 0 && last->x < 0)
left = 0;
else if (dest->x > 0 && last->x > 0)
right = PhdWindowXmax;
else
{
left = 0;
right = PhdWindowXmax;
}
/* y-clip */
if (dest->y < 0 && last->y < 0)
top = 0;
else if (dest->y > 0 && last->y > 0)
bottom = PhdWindowYmax;
else
{
top = 0;
bottom = PhdWindowYmax;
}
}
}
}
/* Clip bounds to parent window */
if (left < parent->testLeft)
left = parent->testLeft;
if (right > parent->testRight)
right = parent->testRight;
if (top < parent->testTop)
top = parent->testTop;
if (bottom > parent->testBottom)
bottom = parent->testBottom;
if (left >= right || top >= bottom)
return;
if (r->boundActive & 2)
{
if (r->testLeft > left)
{
r->Separator5[0] = left;
r->testLeft = left;
}
if (r->testTop > top)
{
r->Separator5[2] = top;
r->testTop = top;
}
if (r->testRight < right)
{
r->Separator5[1] = right;
r->testRight = right;
}
if (r->testBottom < bottom)
{
r->Separator5[3] = bottom;
r->testBottom = bottom;
}
}
else
{
BoundList[(BoundEnd++) % 128] = roomNumber;
r->boundActive |= 2u;
r->testLeft = left;
r->testRight = right;
r->testTop = top;
r->testBottom = bottom;
r->Separator5[0] = left;
r->Separator5[1] = right;
r->Separator5[2] = top;
r->Separator5[3] = bottom;
}
}
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void Inject_Draw()
{
//INJECT(0x0042B900, DrawAnimatingItem);
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}