From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/CameraView.cpp | 800 ------------------------------------------------- 1 file changed, 800 deletions(-) delete mode 100644 Stars45/CameraView.cpp (limited to 'Stars45/CameraView.cpp') diff --git a/Stars45/CameraView.cpp b/Stars45/CameraView.cpp deleted file mode 100644 index 9f58dd8..0000000 --- a/Stars45/CameraView.cpp +++ /dev/null @@ -1,800 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - 3D Projection Camera View class - uses abstract PolyRender class to draw the triangles -*/ - -#include "CameraView.h" -#include "Color.h" -#include "Window.h" -#include "Scene.h" -#include "Light.h" -#include "Solid.h" -#include "Shadow.h" -#include "Sprite.h" -#include "Video.h" -#include "Bitmap.h" -#include "Screen.h" -#include "Game.h" -#include "Utils.h" - -// +--------------------------------------------------------------------+ - -static Camera emergency_cam; -static Scene emergency_scene; - -// +--------------------------------------------------------------------+ - -CameraView::CameraView(Window* c, Camera* cam, Scene* s) - : View(c), video(0), camera(cam), projector(c, cam), scene(s), - lens_flare_enable(0), halo_bitmap(0), infinite(0), - projection_type(Video::PROJECTION_PERSPECTIVE) -{ - elem_bitmap[0] = 0; - elem_bitmap[1] = 0; - elem_bitmap[2] = 0; - - if (!camera) - camera = &emergency_cam; - - if (!scene) - scene = &emergency_scene; - - Rect r = window->GetRect(); - width = r.w; - height = r.h; -} - -CameraView::~CameraView() -{ -} - -// +--------------------------------------------------------------------+ - -void -CameraView::UseCamera(Camera* cam) -{ - if (cam) - camera = cam; - else - camera = &emergency_cam; - - projector.UseCamera(camera); -} - -void -CameraView::UseScene(Scene* s) -{ - if (s) - scene = s; - else - scene = &emergency_scene; -} - -void -CameraView::SetFieldOfView(double fov) -{ - projector.SetFieldOfView(fov); -} - -double -CameraView::GetFieldOfView() const -{ - return projector.GetFieldOfView(); -} - -void -CameraView::SetProjectionType(DWORD pt) -{ - projector.SetOrthogonal(pt == Video::PROJECTION_ORTHOGONAL); - projection_type = pt; -} - -DWORD -CameraView::GetProjectionType() const -{ - return projection_type; -} - -void -CameraView::OnWindowMove() -{ - Rect r = window->GetRect(); - projector.UseWindow(window); - - width = r.w; - height = r.h; -} - - -// +--------------------------------------------------------------------+ -// Enable or disable lens flare effect, and provide bitmaps for rendering -// +--------------------------------------------------------------------+ - -void -CameraView::LensFlare(int on, double dim) -{ - lens_flare_enable = on; - lens_flare_dim = dim; -} - -void -CameraView::LensFlareElements(Bitmap* halo, Bitmap* e1, Bitmap* e2, Bitmap* e3) -{ - if (halo) - halo_bitmap = halo; - - if (e1) - elem_bitmap[0] = e1; - - if (e2) - elem_bitmap[1] = e2; - - if (e3) - elem_bitmap[2] = e3; -} - -// +--------------------------------------------------------------------+ - -int -CameraView::SetInfinite(int i) -{ - int old = infinite; - infinite = i; - projector.SetInfinite(i); - return old; -} - -// +--------------------------------------------------------------------+ -// Compute the Depth of a Graphic -// +--------------------------------------------------------------------+ - -void -CameraView::FindDepth(Graphic* g) -{ - if (infinite) { - g->SetDepth(1.0e20f); - return; - } - - // Translate into a viewpoint-relative coordinate - Vec3 loc = g->Location() - camera->Pos(); - - // Rotate into the view orientation - float z = (float) (loc * camera->vpn()); - g->SetDepth(z); -} - -// +--------------------------------------------------------------------+ - -void -CameraView::Refresh() -{ - // disabled: - if (camera == &emergency_cam) - return; - - // prologue: - video = Video::GetInstance(); - if (!video) - return; - - int cw = window->Width(); - int ch = window->Height(); - - cvrt = camera->vrt(); - cvup = camera->vup(); - cvpn = camera->vpn(); - - TranslateScene(); - MarkVisibleObjects(); - - Rect old_rect; - video->GetWindowRect(old_rect); - - video->SetCamera(camera); - video->SetWindowRect(window->GetRect()); - video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type); - - // project and render: - RenderBackground(); - RenderScene(); - RenderForeground(); - RenderSprites(); - RenderLensFlare(); - - UnTranslateScene(); - - video->SetWindowRect(old_rect); -} - -// +--------------------------------------------------------------------+ -// Translate all objects and lights to camera relative coordinates: -// +--------------------------------------------------------------------+ - -void -CameraView::TranslateScene() -{ - camera_loc = camera->Pos(); - - ListIter g_iter = scene->Graphics(); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - - if (!graphic->IsInfinite()) - graphic->TranslateBy(camera_loc); - } - - g_iter.attach(scene->Foreground()); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - graphic->TranslateBy(camera_loc); - } - - g_iter.attach(scene->Sprites()); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - - if (!graphic->IsInfinite()) - graphic->TranslateBy(camera_loc); - } - - ListIter l_iter = scene->Lights(); - while (++l_iter) { - Light* light = l_iter.value(); - light->TranslateBy(camera_loc); - } - - camera->MoveTo(0,0,0); -} - -// +--------------------------------------------------------------------+ -// Translate all objects and lights back to original positions: -// +--------------------------------------------------------------------+ - -void -CameraView::UnTranslateScene() -{ - Point reloc = -camera_loc; - - ListIter g_iter = scene->Graphics(); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - - if (!graphic->IsInfinite()) - graphic->TranslateBy(reloc); - } - - g_iter.attach(scene->Foreground()); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - graphic->TranslateBy(reloc); - } - - g_iter.attach(scene->Sprites()); - while (++g_iter) { - Graphic* graphic = g_iter.value(); - - if (!graphic->IsInfinite()) - graphic->TranslateBy(reloc); - } - - ListIter l_iter = scene->Lights(); - while (++l_iter) { - Light* light = l_iter.value(); - light->TranslateBy(reloc); - } - - camera->MoveTo(camera_loc); -} - -// +--------------------------------------------------------------------+ -// Mark visible objects -// +--------------------------------------------------------------------+ - -void -CameraView::MarkVisibleObjects() -{ - projector.StartFrame(); - graphics.clear(); - - ListIter graphic_iter = scene->Graphics(); - while (++graphic_iter) { - Graphic* graphic = graphic_iter.value(); - - if (graphic->Hidden()) - continue; - - if (graphic->CheckVisibility(projector)) { - graphic->Update(); - graphics.append(graphic); - } - else { - graphic->ProjectScreenRect(0); - } - } -} - -void -CameraView::MarkVisibleLights(Graphic* graphic, DWORD flags) -{ - if (flags < Graphic::RENDER_FIRST_LIGHT) { - flags = flags | Graphic::RENDER_FIRST_LIGHT | Graphic::RENDER_ADD_LIGHT; - } - - if (graphic->IsVisible()) { - Vec3 eye = camera->Pos(); - - ListIter light_iter = scene->Lights(); - - while (++light_iter) { - Light* light = light_iter.value(); - bool bright_enough = light->Type() == Light::LIGHT_DIRECTIONAL || - light->Intensity() >= 1e9; - - if (!bright_enough) { - Point test = graphic->Location() - light->Location(); - if (test.length() < light->Intensity()*10) - bright_enough = true; - } - - // turn off lights that won't be used this pass: - if (light->CastsShadow()) { - if ((flags & Graphic::RENDER_ADD_LIGHT) == 0) - bright_enough = false; - } - else { - if ((flags & Graphic::RENDER_FIRST_LIGHT) == 0) - bright_enough = false; - } - - double obs_radius = graphic->Radius(); - if (obs_radius < 100) - obs_radius = 100; - - light->SetActive(bright_enough); - } - } -} - -// +--------------------------------------------------------------------+ - -void -CameraView::RenderBackground() -{ - if (scene->Background().isEmpty()) return; - - video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); - video->SetRenderState(Video::Z_ENABLE, FALSE); - video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); - - // solid items: - ListIter iter = scene->Background(); - while (++iter) { - Graphic* g = iter.value(); - - if (!g->Hidden()) - Render(g, Graphic::RENDER_SOLID); - } - - // blended items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (!g->Hidden()) - Render(g, Graphic::RENDER_ALPHA); - } - - // glowing items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (!g->Hidden()) - Render(g, Graphic::RENDER_ADDITIVE); - } -} - -// +--------------------------------------------------------------------+ - -void -CameraView::RenderForeground() -{ - bool foregroundVisible = false; - - ListIter iter = scene->Foreground(); - while (++iter && !foregroundVisible) { - Graphic* g = iter.value(); - if (g && !g->Hidden()) - foregroundVisible = true; - } - - if (!foregroundVisible) - return; - - video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); - video->SetRenderState(Video::Z_ENABLE, TRUE); - video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE); - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); - video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type); - - if (video->IsShadowEnabled() || video->IsBumpMapEnabled()) { - // solid items, ambient and non-shadow lights: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_FIRST_LIGHT); - } - - video->SetAmbient(Color::Black); - video->SetRenderState(Video::LIGHTING_PASS, 2); - - // solid items, shadow lights: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_ADD_LIGHT); - } - } - - else { - // solid items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_SOLID); - } - } - - video->SetAmbient(scene->Ambient()); - video->SetRenderState(Video::LIGHTING_PASS, 0); - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::Z_ENABLE, TRUE); - video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); - - // blended items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_ALPHA); - g->ProjectScreenRect(&projector); - } - - // glowing items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_ADDITIVE); - g->ProjectScreenRect(&projector); - } -} - -// +--------------------------------------------------------------------+ - -void -CameraView::RenderSprites() -{ - if (scene->Sprites().isEmpty()) return; - - video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); - video->SetRenderState(Video::Z_ENABLE, TRUE); - video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); - - // compute depth: - ListIter iter = scene->Sprites(); - while (++iter) { - Graphic* g = iter.value(); - if (g && g->IsVisible() && !g->Hidden()) { - FindDepth(g); - } - } - - // sort the list: - scene->Sprites().sort(); - - // blended items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_ALPHA); - } - - // glowing items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - Render(g, Graphic::RENDER_ADDITIVE); - } -} - -// +--------------------------------------------------------------------+ -// Render the whole scene, sorted back to front -// +--------------------------------------------------------------------+ - -void -CameraView::RenderScene() -{ - if (graphics.isEmpty()) return; - - int i = 0; - int ngraphics = graphics.size(); - - // compute depth: - ListIter iter = graphics; - while (++iter) { - Graphic* g = iter.value(); - if (g && !g->Hidden()) { - FindDepth(g); - - if (g->IsSolid()) { - Solid* solid = (Solid*) g; - - solid->SelectDetail(&projector); - - if (video->IsShadowEnabled()) { - MarkVisibleLights(solid, Graphic::RENDER_ADD_LIGHT); - solid->UpdateShadows(scene->Lights()); - } - } - } - } - - // sort the list: - graphics.sort(); - - Graphic* g = graphics.last(); - if (g->Depth() > 5e6) { - RenderSceneObjects(true); - video->ClearDepthBuffer(); - } - - RenderSceneObjects(false); -} - -void -CameraView::RenderSceneObjects(bool distant) -{ - ListIter iter = graphics; - - video->SetAmbient(scene->Ambient()); - video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); - video->SetRenderState(Video::Z_ENABLE, TRUE); - video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE); - video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); - - if (distant) - video->SetProjection((float) GetFieldOfView(), 5.0e6f, 1.0e12f, projection_type); - else - video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type); - - if (video->IsShadowEnabled() || video->IsBumpMapEnabled()) { - // solid items, ambient and non-shadow lights: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_FIRST_LIGHT); - } - } - - // send shadows to stencil buffer: - if (video->IsShadowEnabled()) { - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - if (g->IsSolid()) { - Solid* solid = (Solid*) g; - - ListIter shadow_iter = solid->GetShadows(); - while (++shadow_iter) { - Shadow* shadow = shadow_iter.value(); - shadow->Render(video); - } - } - } - } - } - - video->SetAmbient(Color::Black); - video->SetRenderState(Video::LIGHTING_PASS, 2); - video->SetRenderState(Video::STENCIL_ENABLE, TRUE); - - // solid items, shadow lights: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_ADD_LIGHT); - } - } - } - - else { - // solid items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - Render(g, Graphic::RENDER_SOLID); - } - } - } - - video->SetAmbient(scene->Ambient()); - video->SetRenderState(Video::LIGHTING_PASS, 0); - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::Z_ENABLE, TRUE); - video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); - - // blended items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - Render(g, Graphic::RENDER_ALPHA); - g->ProjectScreenRect(&projector); - } - } - - // glowing items: - iter.reset(); - while (++iter) { - Graphic* g = iter.value(); - - if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) { - Render(g, Graphic::RENDER_ADDITIVE); - g->ProjectScreenRect(&projector); - } - } -} - -void -CameraView::Render(Graphic* g, DWORD flags) -{ - if (g && g->IsVisible() && !g->Hidden()) { - if (g->IsSolid()) { - MarkVisibleLights(g, flags); - video->SetLights(scene->Lights()); - } - - g->Render(video, flags); - } -} - -// +--------------------------------------------------------------------+ -// Draw the lens flare effect, if enabled and light source visible -// +--------------------------------------------------------------------+ - -void -CameraView::RenderLensFlare() -{ - if (!lens_flare_enable || lens_flare_dim < 0.01) - return; - - if (!halo_bitmap) - return; - - video->SetRenderState(Video::STENCIL_ENABLE, FALSE); - video->SetRenderState(Video::Z_ENABLE, FALSE); - video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); - - Vec3 flare_pos; - Vec3 sun_pos; - Vec3 center((float)width/2.0f, (float)height/2.0f, 1.0f); - int flare_visible = 0; - - ListIter light_iter = scene->Lights(); - while (++light_iter) { - Light* light = light_iter.value(); - - if (!light->IsActive()) - continue; - - if (light->Type() == Light::LIGHT_DIRECTIONAL && light->Intensity() < 1) - continue; - - double distance = (light->Location()-camera->Pos()).length(); - - // only do lens flare for the sun: - if (distance > 1e9) { - if (projector.IsVisible(light->Location(), 1.0f)) { - // FOUND IT: TRANSFORM/PROJECT FLARE LOCATION - Point sun_pos = light->Location(); - - if (light->CastsShadow() && scene->IsLightObscured(camera->Pos(), sun_pos, -1)) - continue; - - projector.Transform(sun_pos); - - if (sun_pos.z < 100) - continue; - - projector.Project(sun_pos, false); - - int x = (int) (sun_pos.x); - int y = (int) (sun_pos.y); - int w = (int) (window->Width() / 4.0); - int h = w; - - // halo: - window->DrawBitmap(x-w,y-h,x+w,y+h, halo_bitmap, Video::BLEND_ADDITIVE); - - // lens elements: - if (elem_bitmap[0]) { - Point vector = center - sun_pos; - float vlen = (float) vector.length(); - vector.Normalize(); - - static int nelem = 12; - static int elem_indx[] = { 0, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 2 }; - static float elem_dist[] = { -0.2f, 0.5f, 0.55f, 0.62f, 1.23f, 1.33f, 1.35f, 0.8f, 0.9f, 1.4f, 1.7f, 1.8f }; - static float elem_size[] = { 0.3f, 0.2f, 0.4f, 0.3f, 0.4f, 0.2f, 0.6f, 0.1f, 0.1f, 1.6f, 1.0f, 0.2f }; - - for (int elem = 0; elem < nelem; elem++) { - Bitmap* img = elem_bitmap[elem_indx[elem]]; - - /*** - if (elem == 10) - shade *= 0.5; - ***/ - - if (img == 0) - img = elem_bitmap[0]; - - flare_pos = sun_pos + (vector * elem_dist[elem] * vlen); - x = (int) (flare_pos.x); - y = (int) (flare_pos.y); - w = (int) (window->Width() / 8.0 * elem_size[elem]); - h = w; - - window->DrawBitmap(x-w,y-h,x+w,y+h, img, Video::BLEND_ADDITIVE); - } - } - } - } - } -} - -// +--------------------------------------------------------------------+ -// Rotate and translate a plane in world space to view space. -// +--------------------------------------------------------------------+ - -void -CameraView::WorldPlaneToView(Plane& plane) -{ - // Determine the distance from the viewpoint - Vec3 tnormal = plane.normal; - - if (!infinite) - plane.distance -= (float) (camera->Pos() * tnormal); - - // Rotate the normal into view orientation - plane.normal.x = tnormal * cvrt; - plane.normal.y = tnormal * cvup; - plane.normal.z = tnormal * cvpn; -} - -void -CameraView::SetDepthScale(float scale) -{ - projector.SetDepthScale(scale); -} -- cgit v1.1