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Copy pathgrbatch.cpp
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1302 lines (985 loc) · 29.9 KB
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/*
* Code created by Thomas Whittaker (RT) for a FreeSpace 2 source code project
*
* You may not sell or otherwise commercially exploit the source or things you
* created based on the source.
*
*/
#include "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "graphics/grbatch.h"
#include "render/3d.h"
#include <utility>
geometry_batcher::~geometry_batcher()
{
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (radius_list != NULL) {
vm_free(radius_list);
radius_list = NULL;
}
}
/**
* Called to start a batch, you make sure you have enough memory
* to store all the geometry, then you clear out the memory and set the
* number of primitives to 0
*/
void geometry_batcher::allocate_internal(int n_verts)
{
if (n_verts > n_allocated) {
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (radius_list != NULL) {
vm_free(radius_list);
radius_list = NULL;
}
vert = (vertex *) vm_malloc( sizeof(vertex) * n_verts );
radius_list = (float *) vm_malloc( sizeof(float) * n_verts );
Verify( (vert != NULL) );
Verify( (radius_list != NULL) );
memset( vert, 0, sizeof(vertex) * n_verts );
memset( radius_list, 0, sizeof(float) * n_verts );
n_allocated = n_verts;
}
n_to_render = 0;
use_radius = true;
}
void geometry_batcher::allocate(int quad, int n_tri)
{
int to_alloc = 0;
// quads have two triangles, therefore six verts
if (quad > 0 ) {
to_alloc += (quad * 6);
}
// a single triangle has a mere 3 verts
if ( n_tri > 0 ) {
to_alloc += (n_tri * 3);
}
allocate_internal(to_alloc);
}
void geometry_batcher::add_allocate(int quad, int n_tri)
{
int to_alloc = (n_to_render * 3);
// quads have two triangles, therefore six verts
if ( quad > 0 ) {
to_alloc += (quad * 6);
}
// a single triangle has a mere 3 verts
if (n_tri > 0) {
to_alloc += (n_tri * 3);
}
vertex *old_vert = vert;
float *old_radius_list = radius_list;
if (to_alloc > n_allocated) {
vert = (vertex *) vm_malloc( sizeof(vertex) * to_alloc );
radius_list = (float *) vm_malloc( sizeof(float) * to_alloc );
Verify( (vert != NULL) );
Verify( (radius_list != NULL) );
memset( vert, 0, sizeof(vertex) * to_alloc );
memset( radius_list, 0, sizeof(float) * to_alloc );
if (old_vert != NULL) {
memcpy( vert, old_vert, sizeof(vertex) * n_to_render * 3 );
vm_free(old_vert);
}
if (old_radius_list != NULL) {
memcpy( radius_list, old_radius_list, sizeof(float) * n_to_render * 3 );
vm_free(old_radius_list);
}
n_allocated = to_alloc;
}
}
void geometry_batcher::clone(const geometry_batcher &geo)
{
n_to_render = geo.n_to_render;
n_allocated = geo.n_allocated;
use_radius = geo.use_radius;
buffer_offset = geo.buffer_offset;
// free any buffers we already own, so that assignment doesn't leak them
if (vert != nullptr) {
vm_free(vert);
}
if (radius_list != nullptr) {
vm_free(radius_list);
}
if (n_allocated > 0) {
vert = (vertex *) vm_malloc( sizeof(vertex) * n_allocated );
radius_list = (float *) vm_malloc( sizeof(float) * n_allocated );
memcpy( vert, geo.vert, sizeof(vertex) * n_allocated );
memcpy( radius_list, geo.radius_list, sizeof(float) * n_allocated);
} else {
vert = NULL;
radius_list = NULL;
}
}
geometry_batcher& geometry_batcher::operator=(const geometry_batcher &geo)
{
if (this != &geo) {
clone(geo);
}
return *this;
}
geometry_batcher::geometry_batcher(geometry_batcher &&other) noexcept
: n_to_render(std::exchange(other.n_to_render, 0)),
n_allocated(std::exchange(other.n_allocated, 0)),
vert(std::exchange(other.vert, nullptr)),
use_radius(std::exchange(other.use_radius, true)),
radius_list(std::exchange(other.radius_list, nullptr)),
buffer_offset(std::exchange(other.buffer_offset, -1))
{
}
geometry_batcher& geometry_batcher::operator=(geometry_batcher &&other) noexcept
{
if (this != &other) {
if (vert != nullptr) {
vm_free(vert);
}
if (radius_list != nullptr) {
vm_free(radius_list);
}
n_to_render = std::exchange(other.n_to_render, 0);
n_allocated = std::exchange(other.n_allocated, 0);
vert = std::exchange(other.vert, nullptr);
use_radius = std::exchange(other.use_radius, true);
radius_list = std::exchange(other.radius_list, nullptr);
buffer_offset = std::exchange(other.buffer_offset, -1);
}
return *this;
}
/*
0----1
|\ |
| \ |
3----2
*/
void geometry_batcher::draw_bitmap(vertex *pnt, int orient, float rad, float depth)
{
float radius = rad;
rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad
vec3d PNT(pnt->world);
vec3d p[4];
vec3d fvec, rvec, uvec;
vertex *P = &vert[n_to_render * 3];
float *R = &radius_list[n_to_render * 3];
// get the direction from the point to the eye
vm_vec_sub(&fvec, &View_position, &PNT);
vm_vec_normalize_safe(&fvec);
// get an up vector in the general direction of what we want
uvec = View_matrix.vec.uvec;
// make a right vector from the f and up vector, this r vec is exactly what we want, so...
vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
vm_vec_normalize_safe(&rvec);
// fix the u vec with it
vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);
// move the center of the sprite based on the depth parameter
if ( depth != 0.0f )
vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
// move one of the verts to the left
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
// and one to the right
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
// now move all oof the verts to were they need to be
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
//move all the data from the vecs into the verts
//tri 1
g3_transfer_vertex(&P[5], &p[3]);
g3_transfer_vertex(&P[4], &p[2]);
g3_transfer_vertex(&P[3], &p[1]);
//tri 2
g3_transfer_vertex(&P[2], &p[3]);
g3_transfer_vertex(&P[1], &p[1]);
g3_transfer_vertex(&P[0], &p[0]);
// set up the UV coords
if ( orient & 1 ) {
// tri 1
P[5].texture_position.u = 1.0f;
P[4].texture_position.u = 0.0f;
P[3].texture_position.u = 0.0f;
// tri 2
P[2].texture_position.u = 1.0f;
P[1].texture_position.u = 0.0f;
P[0].texture_position.u = 1.0f;
} else {
// tri 1
P[5].texture_position.u = 0.0f;
P[4].texture_position.u = 1.0f;
P[3].texture_position.u = 1.0f;
// tri 2
P[2].texture_position.u = 0.0f;
P[1].texture_position.u = 1.0f;
P[0].texture_position.u = 0.0f;
}
if ( orient & 2 ) {
// tri 1
P[5].texture_position.v = 1.0f;
P[4].texture_position.v = 1.0f;
P[3].texture_position.v = 0.0f;
// tri 2
P[2].texture_position.v = 1.0f;
P[1].texture_position.v = 0.0f;
P[0].texture_position.v = 0.0f;
} else {
// tri 1
P[5].texture_position.v = 0.0f;
P[4].texture_position.v = 0.0f;
P[3].texture_position.v = 1.0f;
// tri 2
P[2].texture_position.v = 0.0f;
P[1].texture_position.v = 1.0f;
P[0].texture_position.v = 1.0f;
}
for (int i = 0; i < 6 ; i++) {
P[i].r = pnt->r;
P[i].g = pnt->g;
P[i].b = pnt->b;
P[i].a = pnt->a;
R[i] = radius;
}
n_to_render += 2;
}
void geometry_batcher::draw_bitmap(vertex *pnt, float rad, float angle, float depth)
{
float radius = rad;
rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad
extern float Physics_viewer_bank;
angle -= Physics_viewer_bank;
if ( angle < 0.0f )
angle += PI2;
else if ( angle > PI2 )
angle -= PI2;
vec3d PNT(pnt->world);
vec3d p[4];
vec3d fvec, rvec, uvec;
vertex *P = &vert[n_to_render * 3];
float *R = &radius_list[n_to_render * 3];
vm_vec_sub(&fvec, &View_position, &PNT);
vm_vec_normalize_safe(&fvec);
vm_rot_point_around_line(&uvec, &View_matrix.vec.uvec, angle, &vmd_zero_vector, &View_matrix.vec.fvec);
vm_vec_cross(&rvec, &View_matrix.vec.fvec, &uvec);
vm_vec_normalize_safe(&rvec);
vm_vec_cross(&uvec, &View_matrix.vec.fvec, &rvec);
vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
vm_vec_scale_add(&p[0], &PNT, &rvec, rad);
vm_vec_scale_add(&p[2], &PNT, &rvec, -rad);
vm_vec_scale_add(&p[1], &p[2], &uvec, rad);
vm_vec_scale_add(&p[3], &p[0], &uvec, -rad);
vm_vec_scale_add(&p[0], &p[0], &uvec, rad);
vm_vec_scale_add(&p[2], &p[2], &uvec, -rad);
//move all the data from the vecs into the verts
//tri 1
g3_transfer_vertex(&P[5], &p[3]);
g3_transfer_vertex(&P[4], &p[2]);
g3_transfer_vertex(&P[3], &p[1]);
//tri 2
g3_transfer_vertex(&P[2], &p[3]);
g3_transfer_vertex(&P[1], &p[1]);
g3_transfer_vertex(&P[0], &p[0]);
//tri 1
P[5].texture_position.u = 0.0f; P[5].texture_position.v = 0.0f;
P[4].texture_position.u = 1.0f; P[4].texture_position.v = 0.0f;
P[3].texture_position.u = 1.0f; P[3].texture_position.v = 1.0f;
//tri 2
P[2].texture_position.u = 0.0f; P[2].texture_position.v = 0.0f;
P[1].texture_position.u = 1.0f; P[1].texture_position.v = 1.0f;
P[0].texture_position.u = 0.0f; P[0].texture_position.v = 1.0f;
for (int i = 0; i < 6 ; i++) {
P[i].r = pnt->r;
P[i].g = pnt->g;
P[i].b = pnt->b;
P[i].a = pnt->a;
R[i] = radius;
}
n_to_render += 2;
}
void geometry_batcher::draw_tri(vertex* verts)
{
vertex *P = &vert[n_to_render *3 ];
for ( int i = 0; i < 3; i++ ) {
P[i] = verts[i];
}
n_to_render += 1;
use_radius = false;
}
void geometry_batcher::draw_quad(vertex* verts)
{
vertex *P = &vert[n_to_render * 3];
P[0] = verts[0];
P[1] = verts[1];
P[2] = verts[2];
P[3] = verts[0];
P[4] = verts[2];
P[5] = verts[3];
n_to_render += 2;
use_radius = false;
}
void geometry_batcher::draw_beam(vec3d *start, vec3d *end, float width, float intensity, float offset)
{
vec3d p[4];
vertex *P = &vert[n_to_render * 3];
float *R = &radius_list[n_to_render * 3];
vec3d fvec, uvecs, uvece, evec;
vm_vec_sub(&fvec, start, end);
vm_vec_normalize_safe(&fvec);
vm_vec_sub(&evec, &View_position, start);
vm_vec_normalize_safe(&evec);
vm_vec_cross(&uvecs, &fvec, &evec);
vm_vec_normalize_safe(&uvecs);
vm_vec_sub(&evec, &View_position, end);
vm_vec_normalize_safe(&evec);
vm_vec_cross(&uvece, &fvec, &evec);
vm_vec_normalize_safe(&uvece);
vm_vec_scale_add(&p[0], start, &uvecs, width);
vm_vec_scale_add(&p[1], end, &uvece, width);
vm_vec_scale_add(&p[2], end, &uvece, -width);
vm_vec_scale_add(&p[3], start, &uvecs, -width);
//move all the data from the vecs into the verts
//tri 1
g3_transfer_vertex(&P[0], &p[3]);
g3_transfer_vertex(&P[1], &p[2]);
g3_transfer_vertex(&P[2], &p[1]);
//tri 2
g3_transfer_vertex(&P[3], &p[3]);
g3_transfer_vertex(&P[4], &p[1]);
g3_transfer_vertex(&P[5], &p[0]);
//set up the UV coords
//tri 1
P[0].texture_position.u = 0.0f; P[0].texture_position.v = 0.0f;
P[1].texture_position.u = 1.0f; P[1].texture_position.v = 0.0f;
P[2].texture_position.u = 1.0f; P[2].texture_position.v = 1.0f;
//tri 2
P[3].texture_position.u = 0.0f; P[3].texture_position.v = 0.0f;
P[4].texture_position.u = 1.0f; P[4].texture_position.v = 1.0f;
P[5].texture_position.u = 0.0f; P[5].texture_position.v = 1.0f;
ubyte _color = (ubyte)(255.0f * intensity);
for(int i = 0; i < 6; i++){
P[i].r = P[i].g = P[i].b = P[i].a = _color;
if(offset > 0.0f) {
R[i] = offset;
} else {
R[i] = width;
}
}
n_to_render += 2;
use_radius = true;
}
float geometry_batcher::draw_laser(vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
{
width1 *= 0.5f;
width2 *= 0.5f;
vec3d uvec, fvec, rvec, center, reye;
vm_vec_sub( &fvec, p0, p1 );
vm_vec_normalize_safe( &fvec );
vm_vec_avg( ¢er, p0, p1 ); // needed for the return value only
vm_vec_sub(&reye, &Eye_position, ¢er);
vm_vec_normalize(&reye);
// compute the up vector
vm_vec_cross(&uvec, &fvec, &reye);
vm_vec_normalize_safe(&uvec);
// ... the forward vector
vm_vec_cross(&fvec, &uvec, &reye);
vm_vec_normalize_safe(&fvec);
// now recompute right vector, in case it wasn't entirely perpendiclar
vm_vec_cross(&rvec, &uvec, &fvec);
// Now have uvec, which is up vector and rvec which is the normal
// of the face.
vec3d start, end;
vm_vec_scale_add(&start, p0, &fvec, -width1);
vm_vec_scale_add(&end, p1, &fvec, width2);
vec3d vecs[4];
vertex *pts = &vert[n_to_render * 3];
vm_vec_scale_add( &vecs[0], &end, &uvec, width2 );
vm_vec_scale_add( &vecs[1], &start, &uvec, width1 );
vm_vec_scale_add( &vecs[2], &start, &uvec, -width1 );
vm_vec_scale_add( &vecs[3], &end, &uvec, -width2 );
g3_transfer_vertex( &pts[0], &vecs[0] );
g3_transfer_vertex( &pts[1], &vecs[1] );
g3_transfer_vertex( &pts[2], &vecs[2] );
g3_transfer_vertex( &pts[3], &vecs[0] );
g3_transfer_vertex( &pts[4], &vecs[2] );
g3_transfer_vertex( &pts[5], &vecs[3] );
pts[0].texture_position.u = 1.0f;
pts[0].texture_position.v = 0.0f;
pts[1].texture_position.u = 0.0f;
pts[1].texture_position.v = 0.0f;
pts[2].texture_position.u = 0.0f;
pts[2].texture_position.v = 1.0f;
pts[3].texture_position.u = 1.0f;
pts[3].texture_position.v = 0.0f;
pts[4].texture_position.u = 0.0f;
pts[4].texture_position.v = 1.0f;
pts[5].texture_position.u = 1.0f;
pts[5].texture_position.v = 1.0f;
pts[0].r = (ubyte)r;
pts[0].g = (ubyte)g;
pts[0].b = (ubyte)b;
pts[0].a = 255;
pts[1].r = (ubyte)r;
pts[1].g = (ubyte)g;
pts[1].b = (ubyte)b;
pts[1].a = 255;
pts[2].r = (ubyte)r;
pts[2].g = (ubyte)g;
pts[2].b = (ubyte)b;
pts[2].a = 255;
pts[3].r = (ubyte)r;
pts[3].g = (ubyte)g;
pts[3].b = (ubyte)b;
pts[3].a = 255;
pts[4].r = (ubyte)r;
pts[4].g = (ubyte)g;
pts[4].b = (ubyte)b;
pts[4].a = 255;
pts[5].r = (ubyte)r;
pts[5].g = (ubyte)g;
pts[5].b = (ubyte)b;
pts[5].a = 255;
n_to_render += 2;
use_radius = false;
return center.xyz.z;
}
void geometry_batcher::render(int /*flags*/, float /*radius*/)
{
}
void geometry_batcher::load_buffer(effect_vertex* buffer, int *n_verts)
{
int verts_to_render = n_to_render * 3;
int i;
buffer_offset = *n_verts;
for ( i = 0; i < verts_to_render; ++i) {
buffer[buffer_offset+i].position = vert[i].world;
buffer[buffer_offset+i].tex_coord = vert[i].texture_position;
if ( use_radius && radius_list != NULL ) {
buffer[buffer_offset+i].radius = radius_list[i];
} else {
buffer[buffer_offset+i].radius = 0.0f;
}
buffer[buffer_offset+i].r = vert[i].r;
buffer[buffer_offset+i].g = vert[i].g;
buffer[buffer_offset+i].b = vert[i].b;
buffer[buffer_offset+i].a = vert[i].a;
}
*n_verts = *n_verts + verts_to_render;
}
void geometry_batcher::render_buffer(gr_buffer_handle /*buffer_handle*/, int /*flags*/)
{
}
void geometry_shader_batcher::render_buffer(gr_buffer_handle /*buffer_handle*/, int /*flags*/)
{
}
void geometry_shader_batcher::load_buffer(particle_pnt* buffer, size_t *n_verts)
{
size_t verts_to_render = vertices.size();
size_t i;
buffer_offset = *n_verts;
for ( i = 0; i < verts_to_render; ++i) {
buffer[buffer_offset+i] = vertices[i];
}
*n_verts = *n_verts + verts_to_render;
}
void geometry_shader_batcher::draw_bitmap(vertex *position, int orient, float rad, float depth)
{
rad *= 1.41421356f;//1/0.707, becase these are the points of a square or width and height rad
vec3d PNT(position->world);
vec3d fvec;
// get the direction from the point to the eye
vm_vec_sub(&fvec, &View_position, &PNT);
vm_vec_normalize_safe(&fvec);
// move the center of the sprite based on the depth parameter
if ( depth != 0.0f )
vm_vec_scale_add(&PNT, &PNT, &fvec, depth);
particle_pnt new_particle;
vec3d up = {{{0.0f, 1.0f, 0.0f}}};
new_particle.position = position->world;
new_particle.size = rad;
int direction = orient % 4;
if ( direction == 1 ) {
up.xyz.x = 0.0f;
up.xyz.y = -1.0f;
up.xyz.z = 0.0f;
} else if ( direction == 2 ) {
up.xyz.x = -1.0f;
up.xyz.y = 0.0f;
up.xyz.z = 0.0f;
} else if ( direction == 3 ) {
up.xyz.x = 1.0f;
up.xyz.y = 0.0f;
up.xyz.z = 0.0f;
}
new_particle.up = up;
vertices.push_back(new_particle);
}
/**
* Laser batcher
*/
struct batch_item {
batch_item(): texture(-1), tmap_flags(0), alpha(1.0f), laser(false) {}
geometry_batcher batch;
int texture;
int tmap_flags;
float alpha;
bool laser;
};
struct g_sdr_batch_item {
g_sdr_batch_item(): texture(-1), tmap_flags(0), alpha(1.0f), laser(false) {};
geometry_shader_batcher batch;
int texture;
int tmap_flags;
float alpha;
bool laser;
};
static SCP_map<int, g_sdr_batch_item> geometry_shader_map;
static SCP_map<int, batch_item> geometry_map;
static SCP_map<int, batch_item> distortion_map;
// Used for sending verts to the vertex buffer
void *Batch_buffer = NULL;
size_t Batch_buffer_size = 0;
void *Batch_geometry_buffer = NULL;
size_t Batch_geometry_buffer_size = 0;
float batch_add_laser(int texture, vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
{
if (texture < 0) {
Int3();
return 1;
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
item->laser = true;
item->batch.add_allocate(1);
float num = item->batch.draw_laser(p0, width1, p1, width2, r, g, b);
return num;
}
int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
{
if (texture < 0) {
Int3();
return 1;
}
if ( tmap_flags & TMAP_FLAG_SOFT_QUAD && !Gr_enable_soft_particles ) {
// don't render this as a soft particle if we don't support soft particles
tmap_flags &= ~(TMAP_FLAG_SOFT_QUAD);
}
if ( Gr_enable_soft_particles && !Cmdline_no_geo_sdr_effects && (tmap_flags & TMAP_FLAG_VERTEX_GEN) ) {
geometry_batch_add_bitmap(texture, tmap_flags, pnt, orient, rad, alpha, depth);
return 0;
} else if ( tmap_flags & TMAP_FLAG_VERTEX_GEN ) {
tmap_flags &= ~(TMAP_FLAG_VERTEX_GEN);
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(1);
item->batch.draw_bitmap(pnt, orient, rad, depth);
return 0;
}
int geometry_batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
{
if (texture < 0) {
Int3();
return 1;
}
g_sdr_batch_item *item = NULL;
SCP_map<int, g_sdr_batch_item>::iterator it = geometry_shader_map.find(texture);
if (it != geometry_shader_map.end()) {
item = &it->second;
} else {
item = &geometry_shader_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.draw_bitmap(pnt, orient, rad, depth);
return 0;
}
int batch_add_bitmap_rotated(int texture, int tmap_flags, vertex *pnt, float angle, float rad, float alpha, float depth)
{
if (texture < 0) {
Int3();
return 1;
}
if ( tmap_flags & TMAP_FLAG_SOFT_QUAD && !Gr_enable_soft_particles ) {
// don't render this as a soft particle if we don't support soft particles
tmap_flags &= ~(TMAP_FLAG_SOFT_QUAD);
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(1);
item->batch.draw_bitmap(pnt, rad, angle, depth);
return 0;
}
int batch_add_tri(int texture, int tmap_flags, vertex *verts, float alpha)
{
if (texture < 0) {
Int3();
return 1;
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(0, 1); // just allocating for one triangle
item->batch.draw_tri(verts);
return 0;
}
int batch_add_quad(int texture, int tmap_flags, vertex *verts, float alpha)
{
if (texture < 0) {
Int3();
return 1;
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(1);
item->batch.draw_quad(verts);
return 0;
}
int batch_add_polygon(int texture, int tmap_flags, vec3d *pos, matrix *orient, float width, float height, float alpha)
{
//idiot-proof
if(width == 0 || height == 0)
return 0;
Assert(pos != NULL);
Assert(orient != NULL);
//Let's begin.
const int NUM_VERTICES = 4;
vec3d p[NUM_VERTICES] = { ZERO_VECTOR };
vertex v[NUM_VERTICES] = { vertex() };
p[0].xyz.x = width;
p[0].xyz.y = height;
p[1].xyz.x = -width;
p[1].xyz.y = height;
p[2].xyz.x = -width;
p[2].xyz.y = -height;
p[3].xyz.x = width;
p[3].xyz.y = -height;
for(int i = 0; i < NUM_VERTICES; i++)
{
vec3d tmp = vmd_zero_vector;
//Rotate correctly
vm_vec_unrotate(&tmp, &p[i], orient);
//Move to point in space
vm_vec_add2(&tmp, pos);
//Convert to vertex
g3_transfer_vertex(&v[i], &tmp);
}
v[0].texture_position.u = 1.0f;
v[0].texture_position.v = 0.0f;
v[1].texture_position.u = 0.0f;
v[1].texture_position.v = 0.0f;
v[2].texture_position.u = 0.0f;
v[2].texture_position.v = 1.0f;
v[3].texture_position.u = 1.0f;
v[3].texture_position.v = 1.0f;
if (texture < 0) {
Int3();
return 1;
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = alpha;
item->batch.add_allocate(1);
item->batch.draw_quad(v);
return 0;
}
int batch_add_beam(int texture, int tmap_flags, vec3d *start, vec3d *end, float width, float intensity)
{
if (texture < 0) {
Int3();
return 1;
}
batch_item *item = NULL;
SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);
if (it != geometry_map.end()) {
item = &it->second;
} else {
item = &geometry_map[texture];
item->texture = texture;
}
Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );
item->tmap_flags = tmap_flags;
item->alpha = intensity;
item->batch.add_allocate(1);
item->batch.draw_beam(start, end, width, intensity);
return 0;
}