/* 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(); }