diff options
author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:26:31 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:26:31 +0000 |
commit | 2c1c5595efec1db63c142accda59e83079af217e (patch) | |
tree | d04314765943aded30815b2100b64acefe8593aa /nGenEx/Polygon.cpp | |
parent | 9402ff30d635b3c579d4024f96d845c3e2429fce (diff) | |
download | starshatter-2c1c5595efec1db63c142accda59e83079af217e.zip starshatter-2c1c5595efec1db63c142accda59e83079af217e.tar.gz starshatter-2c1c5595efec1db63c142accda59e83079af217e.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'nGenEx/Polygon.cpp')
-rw-r--r-- | nGenEx/Polygon.cpp | 1505 |
1 files changed, 764 insertions, 741 deletions
diff --git a/nGenEx/Polygon.cpp b/nGenEx/Polygon.cpp index e21c442..3eefe87 100644 --- a/nGenEx/Polygon.cpp +++ b/nGenEx/Polygon.cpp @@ -1,741 +1,764 @@ -/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: nGenEx.lib
- FILE: Polygon.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Polygon and VertexSet structures for 3D rendering
-*/
-
-#include "MemDebug.h"
-#include "Polygon.h"
-#include "Bitmap.h"
-
-// +--------------------------------------------------------------------+
-
-VertexSet::VertexSet(int m)
-: nverts(0), space(OBJECT_SPACE),
-tu1(0), tv1(0), tangent(0), binormal(0)
-{
- Resize(m);
-}
-
-// +--------------------------------------------------------------------+
-
-VertexSet::~VertexSet()
-{
- Delete();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VertexSet::Resize(int m, bool preserve)
-{
- // easy cases (no data will be preserved):
- if (!m || !nverts || !preserve) {
- bool additional_tex_coords = (tu1 != 0);
-
- Delete();
-
- nverts = m;
-
- if (nverts <= 0) {
- ZeroMemory(this, sizeof(VertexSet));
- }
-
- else {
- loc = new(__FILE__,__LINE__) Vec3[nverts];
- nrm = new(__FILE__,__LINE__) Vec3[nverts];
- s_loc = new(__FILE__,__LINE__) Vec3[nverts];
- tu = new(__FILE__,__LINE__) float[nverts];
- tv = new(__FILE__,__LINE__) float[nverts];
- rw = new(__FILE__,__LINE__) float[nverts];
- diffuse = new(__FILE__,__LINE__) DWORD[nverts];
- specular = new(__FILE__,__LINE__) DWORD[nverts];
-
- if (additional_tex_coords)
- CreateAdditionalTexCoords();
-
- if (!loc || !nrm || !s_loc || !rw || !tu || !tv || !diffuse || !specular) {
- nverts = 0;
-
- delete [] loc;
- delete [] nrm;
- delete [] s_loc;
- delete [] rw;
- delete [] tu;
- delete [] tv;
- delete [] tu1;
- delete [] tv1;
- delete [] diffuse;
- delete [] specular;
-
- ZeroMemory(this, sizeof(VertexSet));
- }
- }
- }
-
- // actually need to copy data:
- else {
- int np = nverts;
-
- nverts = m;
-
- if (nverts < np)
- np = nverts;
-
- Vec3* new_loc = new(__FILE__,__LINE__) Vec3[nverts];
- Vec3* new_nrm = new(__FILE__,__LINE__) Vec3[nverts];
- Vec3* new_s_loc = new(__FILE__,__LINE__) Vec3[nverts];
- float* new_rw = new(__FILE__,__LINE__) float[nverts];
- float* new_tu = new(__FILE__,__LINE__) float[nverts];
- float* new_tv = new(__FILE__,__LINE__) float[nverts];
- float* new_tu1 = 0;
- float* new_tv1 = 0;
- DWORD* new_diffuse = new(__FILE__,__LINE__) DWORD[nverts];
- DWORD* new_specular = new(__FILE__,__LINE__) DWORD[nverts];
-
- if (tu1)
- new_tu1 = new(__FILE__,__LINE__) float[nverts];
-
- if (tv1)
- new_tv1 = new(__FILE__,__LINE__) float[nverts];
-
- if (new_loc) {
- CopyMemory(new_loc, loc, np * sizeof(Vec3));
- delete [] loc;
- loc = new_loc;
- }
-
- if (new_nrm) {
- CopyMemory(new_nrm, nrm, np * sizeof(Vec3));
- delete [] nrm;
- nrm = new_nrm;
- }
-
- if (new_s_loc) {
- CopyMemory(new_s_loc, s_loc, np * sizeof(Vec3));
- delete [] s_loc;
- s_loc = new_s_loc;
- }
-
- if (new_tu) {
- CopyMemory(new_tu, tu, np * sizeof(float));
- delete [] tu;
- tu = new_tu;
- }
-
- if (new_tv) {
- CopyMemory(new_tv, tv, np * sizeof(float));
- delete [] tv;
- tv = new_tv;
- }
-
- if (new_tu1) {
- CopyMemory(new_tu1, tu1, np * sizeof(float));
- delete [] tu1;
- tu = new_tu1;
- }
-
- if (new_tv1) {
- CopyMemory(new_tv1, tv1, np * sizeof(float));
- delete [] tv1;
- tv = new_tv1;
- }
-
- if (new_diffuse) {
- CopyMemory(new_diffuse, diffuse, np * sizeof(DWORD));
- delete [] diffuse;
- diffuse = new_diffuse;
- }
-
- if (new_specular) {
- CopyMemory(new_specular, specular, np * sizeof(DWORD));
- delete [] specular;
- specular = new_specular;
- }
-
- if (!loc || !nrm || !s_loc || !rw || !tu || !tv || !diffuse || !specular) {
- Delete();
- ZeroMemory(this, sizeof(VertexSet));
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VertexSet::Delete()
-{
- if (nverts) {
- delete [] loc;
- delete [] nrm;
- delete [] s_loc;
- delete [] rw;
- delete [] tu;
- delete [] tv;
- delete [] tu1;
- delete [] tv1;
- delete [] diffuse;
- delete [] specular;
- delete [] tangent;
- delete [] binormal;
-
- tangent = 0;
- binormal = 0;
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VertexSet::Clear()
-{
- if (nverts) {
- ZeroMemory(loc, sizeof(Vec3) * nverts);
- ZeroMemory(nrm, sizeof(Vec3) * nverts);
- ZeroMemory(s_loc, sizeof(Vec3) * nverts);
- ZeroMemory(tu, sizeof(float) * nverts);
- ZeroMemory(tv, sizeof(float) * nverts);
- ZeroMemory(rw, sizeof(float) * nverts);
- ZeroMemory(diffuse, sizeof(DWORD) * nverts);
- ZeroMemory(specular, sizeof(DWORD) * nverts);
-
- if (tu1)
- ZeroMemory(tu1, sizeof(float) * nverts);
-
- if (tv1)
- ZeroMemory(tv1, sizeof(float) * nverts);
-
- if (tangent)
- ZeroMemory(tangent, sizeof(Vec3) * nverts);
-
- if (binormal)
- ZeroMemory(binormal, sizeof(Vec3) * nverts);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VertexSet::CreateTangents()
-{
- if (tangent) delete [] tangent;
- if (binormal) delete [] binormal;
-
- tangent = 0;
- binormal = 0;
-
- if (nverts) {
- tangent = new(__FILE__,__LINE__) Vec3[nverts];
- binormal = new(__FILE__,__LINE__) Vec3[nverts];
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VertexSet::CreateAdditionalTexCoords()
-{
- if (tu1) delete [] tu1;
- if (tv1) delete [] tv1;
-
- tu1 = 0;
- tv1 = 0;
-
- if (nverts) {
- tu1 = new(__FILE__,__LINE__) float[nverts];
- tv1 = new(__FILE__,__LINE__) float[nverts];
- }
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VertexSet::CopyVertex(int dst, int src)
-{
- if (src >= 0 && src < nverts && dst >= 0 && dst < nverts) {
- loc[dst] = loc[src];
- nrm[dst] = nrm[src];
- s_loc[dst] = s_loc[src];
- tu[dst] = tu[src];
- tv[dst] = tv[src];
- diffuse[dst] = diffuse[src];
- specular[dst] = specular[src];
-
- if (tu1)
- tu1[dst] = tu1[src];
-
- if (tv1)
- tv1[dst] = tv1[src];
-
- if (tangent)
- tangent[dst] = tangent[src];
-
- if (binormal)
- binormal[dst] = binormal[src];
-
- return true;
- }
-
- return false;
-}
-
-VertexSet*
-VertexSet::Clone() const
-{
- VertexSet* result = new(__FILE__,__LINE__) VertexSet(nverts);
-
- CopyMemory(result->loc, loc, nverts * sizeof(Vec3));
- CopyMemory(result->nrm, nrm, nverts * sizeof(Vec3));
- CopyMemory(result->s_loc, s_loc, nverts * sizeof(Vec3));
- CopyMemory(result->rw, rw, nverts * sizeof(float));
- CopyMemory(result->tu, tu, nverts * sizeof(float));
- CopyMemory(result->tv, tv, nverts * sizeof(float));
- CopyMemory(result->diffuse, diffuse, nverts * sizeof(DWORD));
- CopyMemory(result->specular, specular, nverts * sizeof(DWORD));
-
- if (tu1) {
- if (!result->tu1)
- result->tu1 = new(__FILE__,__LINE__) float[nverts];
-
- CopyMemory(result->tu1, tu1, nverts * sizeof(float));
- }
-
- if (tv1) {
- if (!result->tv1)
- result->tv1 = new(__FILE__,__LINE__) float[nverts];
-
- CopyMemory(result->tv1, tv1, nverts * sizeof(float));
- }
-
- if (tangent) {
- if (!result->tangent)
- result->tangent = new(__FILE__,__LINE__) Vec3[nverts];
-
- CopyMemory(result->tangent, tangent, nverts * sizeof(Vec3));
- }
-
- if (binormal) {
- if (!result->binormal)
- result->binormal = new(__FILE__,__LINE__) Vec3[nverts];
-
- CopyMemory(result->binormal, binormal, nverts * sizeof(Vec3));
- }
-
- return result;
-}
-
-void
-VertexSet::CalcExtents(Point& plus, Point& minus)
-{
- plus = Point(-1e6, -1e6, -1e6);
- minus = Point( 1e6, 1e6, 1e6);
-
- for (int i = 0; i < nverts; i++) {
- if (loc[i].x > plus.x) plus.x = loc[i].x;
- if (loc[i].x < minus.x) minus.x = loc[i].x;
- if (loc[i].y > plus.y) plus.y = loc[i].y;
- if (loc[i].y < minus.y) minus.y = loc[i].y;
- if (loc[i].z > plus.z) plus.z = loc[i].z;
- if (loc[i].z < minus.z) minus.z = loc[i].z;
- }
-}
-
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-
-Poly::Poly(int init)
-: nverts(0), visible(1), material(0), vertex_set(0), sortval(0), flatness(0)
-{ }
-
-// +--------------------------------------------------------------------+
-// Check to see if a test point is within the bounds of the poly.
-// The point is assumed to be coplanar with the poly. Return 1 if
-// the point is inside, 0 if the point is outside.
-
-Vec2 projverts[Poly::MAX_VERTS];
-
-static inline double extent3(double a, double b, double c)
-{
- double d1 = fabs(a-b);
- double d2 = fabs(a-c);
- double d3 = fabs(b-c);
-
- if (d1 > d2) {
- if (d1 > d3)
- return d1;
- else
- return d3;
- }
- else {
- if (d2 > d3)
- return d2;
- else
- return d3;
- }
-}
-
-int Poly::Contains(const Vec3& pt) const
-{
- // find largest 2d projection of this 3d Poly:
- int projaxis;
-
- double pnx = fabs(plane.normal.x);
- double pny = fabs(plane.normal.y);
- double pnz = fabs(plane.normal.z);
-
- if (pnx > pny)
- if (pnx > pnz)
- if (plane.normal.x > 0)
- projaxis = 1;
- else
- projaxis = -1;
- else
- if (plane.normal.z > 0)
- projaxis = 3;
- else
- projaxis = -3;
- else
- if (pny > pnz)
- if (plane.normal.y > 0)
- projaxis = 2;
- else
- projaxis = -2;
- else
- if (plane.normal.z > 0)
- projaxis = 3;
- else
- projaxis = -3;
-
- int i;
-
- for (i = 0; i < nverts; i++) {
- Vec3 loc = vertex_set->loc[verts[i]];
- switch (projaxis) {
- case 1: projverts[i] = Vec2(loc.y, loc.z); break;
- case -1: projverts[i] = Vec2(loc.z, loc.y); break;
- case 2: projverts[i] = Vec2(loc.z, loc.x); break;
- case -2: projverts[i] = Vec2(loc.x, loc.z); break;
- case 3: projverts[i] = Vec2(loc.x, loc.y); break;
- case -3: projverts[i] = Vec2(loc.y, loc.x); break;
- }
- }
-
- // now project the test point into the same plane:
- Vec2 test;
- switch (projaxis) {
- case 1: test.x = pt.y; test.y = pt.z; break;
- case -1: test.x = pt.z; test.y = pt.y; break;
- case 2: test.x = pt.z; test.y = pt.x; break;
- case -2: test.x = pt.x; test.y = pt.z; break;
- case 3: test.x = pt.x; test.y = pt.y; break;
- case -3: test.x = pt.y; test.y = pt.x; break;
- }
-
- const float INSIDE_EPSILON = -0.01f;
-
- // if the test point is outside of any segment,
- // it is outside the entire convex Poly.
- for (i = 0; i < nverts-1; i++) {
- if (verts[i] != verts[i+1]) {
- Vec2 segment = projverts[i+1] - projverts[i];
- Vec2 segnorm = segment.normal();
- Vec2 tdelta = projverts[i] - test;
- float inside = segnorm * tdelta;
- if (inside < INSIDE_EPSILON)
- return 0;
- }
- }
-
- // check last segment, too:
- if (verts[0] != verts[nverts-1]) {
- Vec2 segment = projverts[0] - projverts[nverts-1];
- float inside = segment.normal() * (projverts[0] - test);
- if (inside < INSIDE_EPSILON)
- return 0;
- }
-
- // still here? must be inside:
- return 1;
-}
-
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-
-Material::Material()
-: power(1.0f), brilliance(1.0f), bump(0.0f), blend(MTL_SOLID),
-shadow(true), luminous(false),
-tex_diffuse(0), tex_specular(0), tex_bumpmap(0), tex_emissive(0),
-tex_alternate(0), tex_detail(0), thumbnail(0)
-{
- ZeroMemory(name, sizeof(name));
- ZeroMemory(shader, sizeof(shader));
-
- ambient_value = 0.2f;
- diffuse_value = 1.0f;
- specular_value = 0.0f;
- emissive_value = 0.0f;
-}
-
-// +--------------------------------------------------------------------+
-
-Material::~Material()
-{
- // these objects are owned by the shared
- // bitmap cache, so don't delete them now:
- tex_diffuse = 0;
- tex_specular = 0;
- tex_bumpmap = 0;
- tex_emissive = 0;
- tex_alternate = 0;
- tex_detail = 0;
-
- // the thumbnail is unique to the material,
- // so it is never cached:
- if (thumbnail)
- delete thumbnail;
-}
-
-// +--------------------------------------------------------------------+
-
-int
-Material::operator == (const Material& m) const
-{
- if (this == &m) return 1;
-
- if (Ka != m.Ka) return 0;
- if (Kd != m.Kd) return 0;
- if (Ks != m.Ks) return 0;
- if (Ke != m.Ke) return 0;
- if (power != m.power) return 0;
- if (brilliance != m.brilliance) return 0;
- if (bump != m.bump) return 0;
- if (blend != m.blend) return 0;
- if (shadow != m.shadow) return 0;
- if (tex_diffuse != m.tex_diffuse) return 0;
- if (tex_specular != m.tex_specular) return 0;
- if (tex_bumpmap != m.tex_bumpmap) return 0;
- if (tex_emissive != m.tex_emissive) return 0;
- if (tex_alternate != m.tex_alternate) return 0;
- if (tex_detail != m.tex_detail) return 0;
-
- return !strcmp(name, m.name);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Material::Clear()
-{
- Ka = ColorValue();
- Kd = ColorValue();
- Ks = ColorValue();
- Ke = ColorValue();
-
- power = 1.0f;
- bump = 0.0f;
- blend = MTL_SOLID;
- shadow = true;
-
- tex_diffuse = 0;
- tex_specular = 0;
- tex_bumpmap = 0;
- tex_emissive = 0;
- tex_alternate = 0;
- tex_detail = 0;
-}
-
-// +--------------------------------------------------------------------+
-
-static char shader_name[Material::NAMELEN];
-
-const char*
-Material::GetShader(int pass) const
-{
- int level = 0;
- if (pass > 1) pass--;
-
- for (int i = 0; i < NAMELEN; i++) {
- if (shader[i] == '/') {
- level++;
-
- if (level > pass)
- return 0;
- }
-
- else if (shader[i] != 0) {
- if (level == pass) {
- ZeroMemory(shader_name, NAMELEN);
-
- char* s = shader_name;
- while (i < NAMELEN && shader[i] != 0 && shader[i] != '/') {
- *s++ = shader[i++];
- }
-
- return shader_name;
- }
- }
-
- else {
- return 0;
- }
- }
-
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Material::CreateThumbnail(int size)
-{
- if (!thumbnail) {
- thumbnail = new(__FILE__,__LINE__) Bitmap(size, size);
- }
-
- if (!thumbnail || thumbnail->Width() != thumbnail->Height())
- return;
-
- size = thumbnail->Width();
-
- DWORD* image = new(__FILE__,__LINE__) DWORD[size*size];
- DWORD* dst = image;
-
- for (int j = 0; j < size; j++) {
- for (int i = 0; i < size; i++) {
- *dst++ = GetThumbColor(i, j, size);
- }
- }
-
- thumbnail->CopyHighColorImage(size, size, image, Bitmap::BMP_SOLID);
-}
-
-DWORD
-Material::GetThumbColor(int i, int j, int size)
-{
- Color result = Color::LightGray;
-
- double x = i - size/2;
- double y = j - size/2;
- double r = 0.9 * size/2;
- double d = sqrt(x*x + y*y);
-
- if (d <= r) {
- double z = sqrt(r*r - x*x - y*y);
-
- Point loc(x,y,z);
- Point nrm = loc; nrm.Normalize();
- Point light(1,-1,1); light.Normalize();
- Point eye(0,0,1);
-
- ColorValue c = Ka * ColorValue(0.25f, 0.25f, 0.25f); // ambient light
- ColorValue white(1,1,1);
-
- double diffuse = nrm*light;
- double v = 1 - (acos(nrm.y)/PI);
- double u = asin(nrm.x / sin(acos(nrm.y))) / PI + 0.5;
-
- ColorValue cd = Kd;
- ColorValue cs = Ks;
- ColorValue ce = Ke;
-
- if (tex_diffuse) {
- int tu = (int) (u * tex_diffuse->Width());
- int tv = (int) (v * tex_diffuse->Height());
- cd = Kd * tex_diffuse->GetColor(tu,tv);
- }
-
- if (tex_emissive) {
- int tu = (int) (u * tex_emissive->Width());
- int tv = (int) (v * tex_emissive->Height());
- ce = Ke * tex_emissive->GetColor(tu,tv);
- }
-
- if (tex_bumpmap && bump != 0 && nrm.z > 0) {
- // compute derivatives B(u,v)
- int tu = (int) (u * tex_bumpmap->Width());
- int tv = (int) (v * tex_bumpmap->Height());
-
- DWORD tmpred = tex_bumpmap->GetColor(tu,tv).Red();
- double du1 = tmpred - tex_bumpmap->GetColor(tu-1,tv).Red();
- double du2 = tex_bumpmap->GetColor(tu+1,tv).Red() - tmpred;
-
- double dv1 = tmpred - tex_bumpmap->GetColor(tu,tv-1).Red();
- double dv2 = tex_bumpmap->GetColor(tu,tv+1).Red() - tmpred;
-
- double du = (du1 + du2) / 512 * 1e-8;
- double dv = (dv1 + dv2) / 512 * 1e-8;
-
- if (du || dv) {
- Point Nu = nrm.cross(Point(0,-1,0)); Nu.Normalize();
- Point Nv = nrm.cross(Point(1, 0,0)); Nv.Normalize();
-
- nrm += (Nu*du*bump);
- nrm += (Nv*dv*bump);
- nrm.Normalize();
-
- diffuse = nrm*light;
- v = 1 - (acos(nrm.y)/PI);
- u = asin(nrm.x / sin(acos(nrm.y))) / PI + 0.5;
- }
- }
-
- if (tex_specular) {
- int tu = (int) (u * tex_specular->Width());
- int tv = (int) (v * tex_specular->Height());
- cs = Ks * tex_specular->GetColor(tu,tv);
- }
-
- // anisotropic diffuse lighting
- if (brilliance >= 0) {
- diffuse = pow(diffuse, (double)brilliance);
- }
-
- // forward lighting
- if (diffuse > 0) {
- // diffuse
- c += cd * (white * diffuse);
-
- // specular
- if (power > 0) {
- double spec = ((nrm * 2*(nrm*light) - light) * eye);
- if (spec > 0.01) {
- spec = pow(spec, (double)power);
- c += cs * (white * spec);
- }
- }
- }
-
- // back lighting
- else {
- diffuse *= -0.5;
- c += cd * (white * diffuse);
-
- // specular
- if (power > 0) {
- light *= -1;
-
- double spec = ((nrm * 2*(nrm*light) - light) * eye);
- if (spec > 0.01) {
- spec = pow(spec, (double)power);
- c += cs * (white * spec) * 0.7;
- }
- }
- }
-
- c += ce;
-
- result = c.ToColor();
- }
-
- return result.Value();
-}
\ No newline at end of file +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: Polygon.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Polygon and VertexSet structures for 3D rendering +*/ + +#include "MemDebug.h" +#include "Polygon.h" +#include "Bitmap.h" + +// +--------------------------------------------------------------------+ + +VertexSet::VertexSet(int m) + : nverts(0), space(OBJECT_SPACE), tu1(0), tv1(0), tangent(0), binormal(0) +{ + Resize(m); +} + +// +--------------------------------------------------------------------+ + +VertexSet::~VertexSet() +{ + Delete(); +} + +// +--------------------------------------------------------------------+ + +void +VertexSet::Resize(int m, bool preserve) +{ + // easy cases (no data will be preserved): + if (!m || !nverts || !preserve) { + bool additional_tex_coords = (tu1 != 0); + + Delete(); + + nverts = m; + + if (nverts <= 0) { + ZeroMemory(this, sizeof(VertexSet)); + } + + else { + loc = new(__FILE__,__LINE__) Vec3[nverts]; + nrm = new(__FILE__,__LINE__) Vec3[nverts]; + s_loc = new(__FILE__,__LINE__) Vec3[nverts]; + tu = new(__FILE__,__LINE__) float[nverts]; + tv = new(__FILE__,__LINE__) float[nverts]; + rw = new(__FILE__,__LINE__) float[nverts]; + diffuse = new(__FILE__,__LINE__) DWORD[nverts]; + specular = new(__FILE__,__LINE__) DWORD[nverts]; + + if (additional_tex_coords) + CreateAdditionalTexCoords(); + + if (!loc || !nrm || !s_loc || !rw || !tu || !tv || !diffuse || !specular) { + nverts = 0; + + delete [] loc; + delete [] nrm; + delete [] s_loc; + delete [] rw; + delete [] tu; + delete [] tv; + delete [] tu1; + delete [] tv1; + delete [] diffuse; + delete [] specular; + + ZeroMemory(this, sizeof(VertexSet)); + } + } + } + + // actually need to copy data: + else { + int np = nverts; + + nverts = m; + + if (nverts < np) + np = nverts; + + Vec3* new_loc = new(__FILE__,__LINE__) Vec3[nverts]; + Vec3* new_nrm = new(__FILE__,__LINE__) Vec3[nverts]; + Vec3* new_s_loc = new(__FILE__,__LINE__) Vec3[nverts]; + float* new_rw = new(__FILE__,__LINE__) float[nverts]; + float* new_tu = new(__FILE__,__LINE__) float[nverts]; + float* new_tv = new(__FILE__,__LINE__) float[nverts]; + float* new_tu1 = 0; + float* new_tv1 = 0; + DWORD* new_diffuse = new(__FILE__,__LINE__) DWORD[nverts]; + DWORD* new_specular = new(__FILE__,__LINE__) DWORD[nverts]; + + if (tu1) + new_tu1 = new(__FILE__,__LINE__) float[nverts]; + + if (tv1) + new_tv1 = new(__FILE__,__LINE__) float[nverts]; + + if (new_loc) { + CopyMemory(new_loc, loc, np * sizeof(Vec3)); + delete [] loc; + loc = new_loc; + } + + if (new_nrm) { + CopyMemory(new_nrm, nrm, np * sizeof(Vec3)); + delete [] nrm; + nrm = new_nrm; + } + + if (new_s_loc) { + CopyMemory(new_s_loc, s_loc, np * sizeof(Vec3)); + delete [] s_loc; + s_loc = new_s_loc; + } + + if (new_tu) { + CopyMemory(new_tu, tu, np * sizeof(float)); + delete [] tu; + tu = new_tu; + } + + if (new_tv) { + CopyMemory(new_tv, tv, np * sizeof(float)); + delete [] tv; + tv = new_tv; + } + + if (new_tu1) { + CopyMemory(new_tu1, tu1, np * sizeof(float)); + delete [] tu1; + tu = new_tu1; + } + + if (new_tv1) { + CopyMemory(new_tv1, tv1, np * sizeof(float)); + delete [] tv1; + tv = new_tv1; + } + + if (new_diffuse) { + CopyMemory(new_diffuse, diffuse, np * sizeof(DWORD)); + delete [] diffuse; + diffuse = new_diffuse; + } + + if (new_specular) { + CopyMemory(new_specular, specular, np * sizeof(DWORD)); + delete [] specular; + specular = new_specular; + } + + if (!loc || !nrm || !s_loc || !rw || !tu || !tv || !diffuse || !specular) { + Delete(); + ZeroMemory(this, sizeof(VertexSet)); + } + } +} + +// +--------------------------------------------------------------------+ + +void +VertexSet::Delete() +{ + if (nverts) { + delete [] loc; + delete [] nrm; + delete [] s_loc; + delete [] rw; + delete [] tu; + delete [] tv; + delete [] tu1; + delete [] tv1; + delete [] diffuse; + delete [] specular; + delete [] tangent; + delete [] binormal; + + tangent = 0; + binormal = 0; + } +} + +// +--------------------------------------------------------------------+ + +void +VertexSet::Clear() +{ + if (nverts) { + ZeroMemory(loc, sizeof(Vec3) * nverts); + ZeroMemory(nrm, sizeof(Vec3) * nverts); + ZeroMemory(s_loc, sizeof(Vec3) * nverts); + ZeroMemory(tu, sizeof(float) * nverts); + ZeroMemory(tv, sizeof(float) * nverts); + ZeroMemory(rw, sizeof(float) * nverts); + ZeroMemory(diffuse, sizeof(DWORD) * nverts); + ZeroMemory(specular, sizeof(DWORD) * nverts); + + if (tu1) + ZeroMemory(tu1, sizeof(float) * nverts); + + if (tv1) + ZeroMemory(tv1, sizeof(float) * nverts); + + if (tangent) + ZeroMemory(tangent, sizeof(Vec3) * nverts); + + if (binormal) + ZeroMemory(binormal, sizeof(Vec3) * nverts); + } +} + +// +--------------------------------------------------------------------+ + +void +VertexSet::CreateTangents() +{ + if (tangent) delete [] tangent; + if (binormal) delete [] binormal; + + tangent = 0; + binormal = 0; + + if (nverts) { + tangent = new(__FILE__,__LINE__) Vec3[nverts]; + binormal = new(__FILE__,__LINE__) Vec3[nverts]; + } +} + +// +--------------------------------------------------------------------+ + +void +VertexSet::CreateAdditionalTexCoords() +{ + if (tu1) delete [] tu1; + if (tv1) delete [] tv1; + + tu1 = 0; + tv1 = 0; + + if (nverts) { + tu1 = new(__FILE__,__LINE__) float[nverts]; + tv1 = new(__FILE__,__LINE__) float[nverts]; + } +} + +// +--------------------------------------------------------------------+ + +bool +VertexSet::CopyVertex(int dst, int src) +{ + if (src >= 0 && src < nverts && dst >= 0 && dst < nverts) { + loc[dst] = loc[src]; + nrm[dst] = nrm[src]; + s_loc[dst] = s_loc[src]; + tu[dst] = tu[src]; + tv[dst] = tv[src]; + diffuse[dst] = diffuse[src]; + specular[dst] = specular[src]; + + if (tu1) + tu1[dst] = tu1[src]; + + if (tv1) + tv1[dst] = tv1[src]; + + if (tangent) + tangent[dst] = tangent[src]; + + if (binormal) + binormal[dst] = binormal[src]; + + return true; + } + + return false; +} + +VertexSet* +VertexSet::Clone() const +{ + VertexSet* result = new(__FILE__,__LINE__) VertexSet(nverts); + + CopyMemory(result->loc, loc, nverts * sizeof(Vec3)); + CopyMemory(result->nrm, nrm, nverts * sizeof(Vec3)); + CopyMemory(result->s_loc, s_loc, nverts * sizeof(Vec3)); + CopyMemory(result->rw, rw, nverts * sizeof(float)); + CopyMemory(result->tu, tu, nverts * sizeof(float)); + CopyMemory(result->tv, tv, nverts * sizeof(float)); + CopyMemory(result->diffuse, diffuse, nverts * sizeof(DWORD)); + CopyMemory(result->specular, specular, nverts * sizeof(DWORD)); + + if (tu1) { + if (!result->tu1) + result->tu1 = new(__FILE__,__LINE__) float[nverts]; + + CopyMemory(result->tu1, tu1, nverts * sizeof(float)); + } + + if (tv1) { + if (!result->tv1) + result->tv1 = new(__FILE__,__LINE__) float[nverts]; + + CopyMemory(result->tv1, tv1, nverts * sizeof(float)); + } + + if (tangent) { + if (!result->tangent) + result->tangent = new(__FILE__,__LINE__) Vec3[nverts]; + + CopyMemory(result->tangent, tangent, nverts * sizeof(Vec3)); + } + + if (binormal) { + if (!result->binormal) + result->binormal = new(__FILE__,__LINE__) Vec3[nverts]; + + CopyMemory(result->binormal, binormal, nverts * sizeof(Vec3)); + } + + return result; +} + +void +VertexSet::CalcExtents(Point& plus, Point& minus) +{ + plus = Point(-1e6, -1e6, -1e6); + minus = Point( 1e6, 1e6, 1e6); + + for (int i = 0; i < nverts; i++) { + if (loc[i].x > plus.x) plus.x = loc[i].x; + if (loc[i].x < minus.x) minus.x = loc[i].x; + if (loc[i].y > plus.y) plus.y = loc[i].y; + if (loc[i].y < minus.y) minus.y = loc[i].y; + if (loc[i].z > plus.z) plus.z = loc[i].z; + if (loc[i].z < minus.z) minus.z = loc[i].z; + } +} + +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ + +Poly::Poly(int init) + : nverts(0), visible(1), material(0), vertex_set(0), sortval(0), flatness(0) +{ } + +// +--------------------------------------------------------------------+ +// Check to see if a test point is within the bounds of the poly. +// The point is assumed to be coplanar with the poly. Return 1 if +// the point is inside, 0 if the point is outside. + +Vec2 projverts[Poly::MAX_VERTS]; + +static inline double extent3(double a, double b, double c) +{ + double d1 = fabs(a-b); + double d2 = fabs(a-c); + double d3 = fabs(b-c); + + if (d1 > d2) { + if (d1 > d3) + return d1; + else + return d3; + } + else { + if (d2 > d3) + return d2; + else + return d3; + } +} + +int Poly::Contains(const Vec3& pt) const +{ + // find largest 2d projection of this 3d Poly: + int projaxis; + + double pnx = fabs(plane.normal.x); + double pny = fabs(plane.normal.y); + double pnz = fabs(plane.normal.z); + + if (pnx > pny) + if (pnx > pnz) + if (plane.normal.x > 0) + projaxis = 1; + else + projaxis = -1; + else + if (plane.normal.z > 0) + projaxis = 3; + else + projaxis = -3; + else + if (pny > pnz) + if (plane.normal.y > 0) + projaxis = 2; + else + projaxis = -2; + else + if (plane.normal.z > 0) + projaxis = 3; + else + projaxis = -3; + + int i; + + for (i = 0; i < nverts; i++) { + Vec3 loc = vertex_set->loc[verts[i]]; + switch (projaxis) { + case 1: projverts[i] = Vec2(loc.y, loc.z); break; + case -1: projverts[i] = Vec2(loc.z, loc.y); break; + case 2: projverts[i] = Vec2(loc.z, loc.x); break; + case -2: projverts[i] = Vec2(loc.x, loc.z); break; + case 3: projverts[i] = Vec2(loc.x, loc.y); break; + case -3: projverts[i] = Vec2(loc.y, loc.x); break; + } + } + + // now project the test point into the same plane: + Vec2 test; + switch (projaxis) { + case 1: test.x = pt.y; test.y = pt.z; break; + case -1: test.x = pt.z; test.y = pt.y; break; + case 2: test.x = pt.z; test.y = pt.x; break; + case -2: test.x = pt.x; test.y = pt.z; break; + case 3: test.x = pt.x; test.y = pt.y; break; + case -3: test.x = pt.y; test.y = pt.x; break; + } + + const float INSIDE_EPSILON = -0.01f; + + // if the test point is outside of any segment, + // it is outside the entire convex Poly. + for (i = 0; i < nverts-1; i++) { + if (verts[i] != verts[i+1]) { + Vec2 segment = projverts[i+1] - projverts[i]; + Vec2 segnorm = segment.normal(); + Vec2 tdelta = projverts[i] - test; + float inside = segnorm * tdelta; + if (inside < INSIDE_EPSILON) + return 0; + } + } + + // check last segment, too: + if (verts[0] != verts[nverts-1]) { + Vec2 segment = projverts[0] - projverts[nverts-1]; + float inside = segment.normal() * (projverts[0] - test); + if (inside < INSIDE_EPSILON) + return 0; + } + + // still here? must be inside: + return 1; +} + +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ + +Material::Material() + : power(1.0f), brilliance(1.0f), bump(0.0f), blend(MTL_SOLID), + shadow(true), luminous(false), + tex_diffuse(0), tex_specular(0), tex_bumpmap(0), tex_emissive(0), + tex_alternate(0), tex_detail(0), thumbnail(0) +{ + ZeroMemory(name, sizeof(name)); + ZeroMemory(shader, sizeof(shader)); + + ambient_value = 0.2f; + diffuse_value = 1.0f; + specular_value = 0.0f; + emissive_value = 0.0f; +} + +// +--------------------------------------------------------------------+ + +Material::~Material() +{ + // these objects are owned by the shared + // bitmap cache, so don't delete them now: + tex_diffuse = 0; + tex_specular = 0; + tex_bumpmap = 0; + tex_emissive = 0; + tex_alternate = 0; + tex_detail = 0; + + // the thumbnail is unique to the material, + // so it is never cached: + if (thumbnail) + delete thumbnail; +} + +// +--------------------------------------------------------------------+ + +int +Material::operator == (const Material& m) const +{ + if (this == &m) return 1; + + if (Ka != m.Ka) return 0; + if (Kd != m.Kd) return 0; + if (Ks != m.Ks) return 0; + if (Ke != m.Ke) return 0; + if (power != m.power) return 0; + if (brilliance != m.brilliance) return 0; + if (bump != m.bump) return 0; + if (blend != m.blend) return 0; + if (shadow != m.shadow) return 0; + if (tex_diffuse != m.tex_diffuse) return 0; + if (tex_specular != m.tex_specular) return 0; + if (tex_bumpmap != m.tex_bumpmap) return 0; + if (tex_emissive != m.tex_emissive) return 0; + if (tex_alternate != m.tex_alternate) return 0; + if (tex_detail != m.tex_detail) return 0; + + return !strcmp(name, m.name); +} + +// +--------------------------------------------------------------------+ + +void +Material::Clear() +{ + Ka = ColorValue(); + Kd = ColorValue(); + Ks = ColorValue(); + Ke = ColorValue(); + + power = 1.0f; + bump = 0.0f; + blend = MTL_SOLID; + shadow = true; + + tex_diffuse = 0; + tex_specular = 0; + tex_bumpmap = 0; + tex_emissive = 0; + tex_alternate = 0; + tex_detail = 0; +} + +// +--------------------------------------------------------------------+ + +static char shader_name[Material::NAMELEN]; + +const char* +Material::GetShader(int pass) const +{ + int level = 0; + if (pass > 1) pass--; + + for (int i = 0; i < NAMELEN; i++) { + if (shader[i] == '/') { + level++; + + if (level > pass) + return 0; + } + + else if (shader[i] != 0) { + if (level == pass) { + ZeroMemory(shader_name, NAMELEN); + + char* s = shader_name; + while (i < NAMELEN && shader[i] != 0 && shader[i] != '/') { + *s++ = shader[i++]; + } + + return shader_name; + } + } + + else { + return 0; + } + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +void +Material::CreateThumbnail(int size) +{ + if (!thumbnail) { + thumbnail = new(__FILE__,__LINE__) Bitmap(size, size); + } + + if (!thumbnail || thumbnail->Width() != thumbnail->Height()) + return; + + size = thumbnail->Width(); + + DWORD* image = new(__FILE__,__LINE__) DWORD[size*size]; + DWORD* dst = image; + + for (int j = 0; j < size; j++) { + for (int i = 0; i < size; i++) { + *dst++ = GetThumbColor(i, j, size); + } + } + + thumbnail->CopyHighColorImage(size, size, image, Bitmap::BMP_SOLID); +} + +DWORD +Material::GetThumbColor(int i, int j, int size) +{ + Color result = Color::LightGray; + + double x = i - size/2; + double y = j - size/2; + double r = 0.9 * size/2; + double d = sqrt(x*x + y*y); + + if (d <= r) { + double z = sqrt(r*r - x*x - y*y); + + Point loc(x,y,z); + Point nrm = loc; nrm.Normalize(); + Point light(1,-1,1); light.Normalize(); + Point eye(0,0,1); + + ColorValue c = Ka * ColorValue(0.25f, 0.25f, 0.25f); // ambient light + ColorValue white(1,1,1); + + double diffuse = nrm*light; + double v = 1 - (acos(nrm.y)/PI); + double u = asin(nrm.x / sin(acos(nrm.y))) / PI + 0.5; + + ColorValue cd = Kd; + ColorValue cs = Ks; + ColorValue ce = Ke; + + if (tex_diffuse) { + int tu = (int) (u * tex_diffuse->Width()); + int tv = (int) (v * tex_diffuse->Height()); + cd = Kd * tex_diffuse->GetColor(tu,tv); + } + + if (tex_emissive) { + int tu = (int) (u * tex_emissive->Width()); + int tv = (int) (v * tex_emissive->Height()); + ce = Ke * tex_emissive->GetColor(tu,tv); + } + + if (tex_bumpmap && bump != 0 && nrm.z > 0) { + // compute derivatives B(u,v) + int tu = (int) (u * tex_bumpmap->Width()); + int tv = (int) (v * tex_bumpmap->Height()); + + DWORD tmpred = tex_bumpmap->GetColor(tu,tv).Red(); + double du1 = tmpred - tex_bumpmap->GetColor(tu-1,tv).Red(); + double du2 = tex_bumpmap->GetColor(tu+1,tv).Red() - tmpred; + + double dv1 = tmpred - tex_bumpmap->GetColor(tu,tv-1).Red(); + double dv2 = tex_bumpmap->GetColor(tu,tv+1).Red() - tmpred; + + double du = (du1 + du2) / 512 * 1e-8; + double dv = (dv1 + dv2) / 512 * 1e-8; + + if (du || dv) { + Point Nu = nrm.cross(Point(0,-1,0)); Nu.Normalize(); + Point Nv = nrm.cross(Point(1, 0,0)); Nv.Normalize(); + + nrm += (Nu*du*bump); + nrm += (Nv*dv*bump); + nrm.Normalize(); + + diffuse = nrm*light; + v = 1 - (acos(nrm.y)/PI); + u = asin(nrm.x / sin(acos(nrm.y))) / PI + 0.5; + } + } + + if (tex_specular) { + int tu = (int) (u * tex_specular->Width()); + int tv = (int) (v * tex_specular->Height()); + cs = Ks * tex_specular->GetColor(tu,tv); + } + + // anisotropic diffuse lighting + if (brilliance >= 0) { + diffuse = pow(diffuse, (double)brilliance); + } + + // forward lighting + if (diffuse > 0) { + // diffuse + c += cd * (white * diffuse); + + // specular + if (power > 0) { + double spec = ((nrm * 2*(nrm*light) - light) * eye); + if (spec > 0.01) { + spec = pow(spec, (double)power); + c += cs * (white * spec); + } + } + } + + // back lighting + else { + diffuse *= -0.5; + c += cd * (white * diffuse); + + // specular + if (power > 0) { + light *= -1; + + double spec = ((nrm * 2*(nrm*light) - light) * eye); + if (spec > 0.01) { + spec = pow(spec, (double)power); + c += cs * (white * spec) * 0.7; + } + } + } + + c += ce; + + result = c.ToColor(); + } + + return result.Value(); +} |