From 966fe28c59f59fc8be795c8215b9352435982445 Mon Sep 17 00:00:00 2001 From: Aki Date: Thu, 30 Sep 2021 16:46:36 +0200 Subject: Merged nGenEx and Parser into Stars45 --- Stars45/CameraView.cpp | 829 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 829 insertions(+) create mode 100644 Stars45/CameraView.cpp (limited to 'Stars45/CameraView.cpp') diff --git a/Stars45/CameraView.cpp b/Stars45/CameraView.cpp new file mode 100644 index 0000000..0dbb984 --- /dev/null +++ b/Stars45/CameraView.cpp @@ -0,0 +1,829 @@ +/* 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: CameraView.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + 3D Projection Camera View class + uses abstract PolyRender class to draw the triangles +*/ + +#include "MemDebug.h" +#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" + +// +--------------------------------------------------------------------+ + +void Print(const char* fmt, ...); + +// +--------------------------------------------------------------------+ + +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