1329 lines
39 KiB
C
1329 lines
39 KiB
C
/*
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* JoeyLib 3D
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* Copyright (C) 2019 Scott Duensing <scott@kangaroopunch.com>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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// The code in this file is heavily influenced by
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// "Black Art of 3D Game Programming" by Andre LaMothe
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// Waite Group Press - ISBN 1-57169-004-2
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// https://archive.org/details/BlackArt3DEBook
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//***TODO***
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// Allow multiple objects to be loaded into a world
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// Store original vertex data so we can do local rotations and save them
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// Rename verticies to vertices
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// Remove _ from sin_table and cos_table
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#include <math.h>
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#include <stdio.h>
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#include <float.h>
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#include <string.h>
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#include "j3d.h"
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#include "j3dtbls.h"
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#ifdef JOEY_IIGS
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segment "j3d";
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#define M_PI 3.1415926
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#define fabsf fabs
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#else
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpadded"
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#endif
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typedef int (*j3qsortCastT)(const void *, const void *);
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int _j3PolyCompare(j3PolyListT *arg1, j3PolyListT *arg2);
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// Module global data
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jint16 _j3VarClipMinX = 0;
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jint16 _j3VarClipMinY = 0;
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jint16 _j3VarClipMinZ = 100;
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jint16 _j3VarClipMaxX = 319;
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jint16 _j3VarClipMaxY = 199;
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jint16 _j3VarClipMaxZ = 3000;
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jint16 _j3VarViewDistance = 200;
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float _j3VarAmbientLight = 6;
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j3Matrix4x4T _j3VarCameraMatrix;
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j3VertexT _j3VarCameraLocation;
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j3FacingT _j3VarCameraAngle;
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bool _j3VarCameraLocationDirty = true;
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bool _j3VarCameraAngleDirty = true;
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j3VertexT _j3VarSunLocation;
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//***TODO*** None of this should be global - put inside world
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j3PolyListT *_j3Polygons = NULL;
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juint16 _j3PolygonCount = 0; // Current visible polygons
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juint16 _j3TriangleCount = 0; // Current triangles in world
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#define ASPECT_RATIO (float)0.8
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#define INVERSE_ASPECT_RATIO (float)1.25
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#define HALF_SCREEN_WIDTH 160
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#define HALF_SCREEN_HEIGHT 100
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void _j3DrawSolid(j3ObjectT *o) {
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jint16 t;
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juint16 vertex1;
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juint16 vertex2;
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juint16 vertex3;
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float x1;
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float y1;
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float z1;
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float x2;
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float y2;
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float z2;
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float x3;
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float y3;
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float z3;
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for (t=0; t<o->triangleCount; t++) {
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// Is this triangle even visible?
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if (!o->triangles[t].visible) {
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continue;
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}
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vertex1 = o->triangles[t].index[0];
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vertex2 = o->triangles[t].index[1];
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vertex3 = o->triangles[t].index[2];
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z1 = o->verticies[vertex1].camera.z;
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z2 = o->verticies[vertex2].camera.z;
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z3 = o->verticies[vertex3].camera.z;
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// Perform z clipping
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if ((z1 < _j3VarClipMinZ && z2 < _j3VarClipMinZ && z3 < _j3VarClipMinZ) || (z1 > _j3VarClipMaxZ && z2 > _j3VarClipMaxZ && z3 > _j3VarClipMaxZ)) {
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continue;
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}
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// Extract points of triangle
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x1 = o->verticies[vertex1].camera.x;
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y1 = o->verticies[vertex1].camera.y;
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x2 = o->verticies[vertex2].camera.x;
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y2 = o->verticies[vertex2].camera.y;
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x3 = o->verticies[vertex3].camera.x;
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y3 = o->verticies[vertex3].camera.y;
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// Screen position of points
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x1 = HALF_SCREEN_WIDTH + x1 * _j3VarViewDistance / z1;
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y1 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y1 * _j3VarViewDistance / z1;
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x2 = HALF_SCREEN_WIDTH + x2 * _j3VarViewDistance / z2;
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y2 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y2 * _j3VarViewDistance / z2;
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x3 = HALF_SCREEN_WIDTH + x3 * _j3VarViewDistance / z3;
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y3 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y3 * _j3VarViewDistance / z3;
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j3DrawTriangle2D((jint16)x1, (jint16)y1, (jint16)x2, (jint16)y2, (jint16)x3, (jint16)y3, o->triangles[t].shade);
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}
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}
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void j3DrawTriangle2D(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3, jint16 color) {
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jint16 tempX;
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jint16 tempY;
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jint16 newX;
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// Horizontal or vertical lines?
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if ((x1 == x2 && x2 == x3) || (y1 == y2 && y2 == y3)) {
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return;
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}
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// Sort points in ascending Y order
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if (y2 < y1) {
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tempX = x2;
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tempY = y2;
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x2 = x1;
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y2 = y1;
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x1 = tempX;
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y1 = tempY;
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}
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// p1 and p2 are now in order
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if (y3 < y1) {
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tempX = x3;
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tempY = y3;
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x3 = x1;
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y3 = y1;
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x1 = tempX;
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y1 = tempY;
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}
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// Finally check y3 against y2
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if (y3 < y2) {
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tempX = x3;
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tempY = y3;
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x3 = x2;
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y3 = y2;
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x2 = tempX;
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y2 = tempY;
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} // end if
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// Trivial rejection tests
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if (y3 < _j3VarClipMinY || y1 > _j3VarClipMaxY || (x1 < _j3VarClipMinX && x2 < _j3VarClipMinX && x3 < _j3VarClipMinX) || (x1 > _j3VarClipMaxX && x2 > _j3VarClipMaxX && x3 > _j3VarClipMaxX)) {
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return;
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}
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jlDrawColor((byte)color);
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// Is top of triangle flat?
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if (y1 == y2) {
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_j3DrawTriangleTop(x1, y1, x2, y2, x3, y3);
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} else if (y2 == y3) {
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_j3DrawTriangleBottom(x1, y1, x2, y2, x3, y3);
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} else {
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// General triangle that's needs to be broken up along long edge
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newX = x1 + (jint16)((float)(y2 - y1) * (float)(x3 - x1) / (float)(y3 - y1));
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// Draw each sub-triangle
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_j3DrawTriangleBottom(x1, y1, newX, y2, x2, y2);
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_j3DrawTriangleTop(x2, y2, newX, y2, x3, y3);
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}
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}
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void _j3DrawTriangleBottom(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3) {
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float dxRight;
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float dxLeft;
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float xs;
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float xe;
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float height;
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jint16 tempX;
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jint16 tempY;
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jint16 right;
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jint16 left;
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(void)y2;
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// Test order of x1 and x2
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if (x3 < x2) {
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tempX = x2;
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x2 = x3;
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x3 = tempX;
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}
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// Compute deltas
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height = y3 - y1;
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dxLeft = (x2 - x1) / height;
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dxRight = (x3 - x1) / height;
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// Set starting points
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xs = (float)x1;
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xe = (float)x1 + (float)0.5;
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// Perform y clipping
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if (y1 < _j3VarClipMinY) {
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// Compute new xs and ys
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xs = xs + dxLeft * (float)(-y1 + _j3VarClipMinY);
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xe = xe + dxRight * (float)(-y1 + _j3VarClipMinY);
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// Reset y1
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y1 = _j3VarClipMinY;
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}
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if (y3 > _j3VarClipMaxY) {
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y3 = _j3VarClipMaxY;
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}
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// Test if x clipping is needed
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if (x1 >= _j3VarClipMinX && x1 <= _j3VarClipMaxX && x2 >= _j3VarClipMinX && x2 <= _j3VarClipMaxX && x3 >= _j3VarClipMinX && x3 <= _j3VarClipMaxX) {
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// Draw the triangle
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for (tempY=y1; tempY<=y3; tempY++) {
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jlDrawLine((jint16)xs, tempY, (jint16)xe, tempY);
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// Adjust starting point and ending point
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xs += dxLeft;
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xe += dxRight;
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}
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} else {
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// Clip x axis with slower version
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for (tempY=y1; tempY<=y3; tempY++) {
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// Do x clip
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left = (jint16)xs;
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right = (jint16)xe;
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// Adjust starting point and ending point
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xs += dxLeft;
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xe += dxRight;
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// Clip line
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if (left < _j3VarClipMinX) {
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left = _j3VarClipMinX;
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if (right < _j3VarClipMinX) {
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continue;
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}
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}
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if (right > _j3VarClipMaxX) {
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right = _j3VarClipMaxX;
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if (left > _j3VarClipMaxX) {
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continue;
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}
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}
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// Draw
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jlDrawLine(left, tempY, right, tempY);
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}
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}
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}
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void _j3DrawTriangleTop(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3) {
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float dxRight;
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float dxLeft;
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float xs;
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float xe;
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float height;
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jint16 tempX;
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jint16 tempY;
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jint16 right;
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jint16 left;
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(void)y2;
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// Test order of x1 and x2
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if (x2 < x1) {
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tempX = x2;
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x2 = x1;
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x1 = tempX;
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}
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// Compute deltas
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height = y3 - y1;
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dxLeft = (x3 - x1) / height;
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dxRight = (x3 - x2) / height;
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// Set starting points
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xs = (float)x1;
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xe = (float)x2 + (float)0.5;
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// Perform y clipping
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if (y1 < _j3VarClipMinY) {
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// Compute new xs and ys
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xs = xs + dxLeft * (float)(-y1 + _j3VarClipMinY);
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xe = xe + dxRight * (float)(-y1 + _j3VarClipMinY);
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// Reset y1
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y1 = _j3VarClipMinY;
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}
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if (y3 > _j3VarClipMaxY) {
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y3=_j3VarClipMaxY;
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}
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// Test if x clipping is needed
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if (x1 >= _j3VarClipMinX && x1 <= _j3VarClipMaxX && x2 >= _j3VarClipMinX && x2 <= _j3VarClipMaxX && x3 >= _j3VarClipMinX && x3 <= _j3VarClipMaxX) {
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// Draw the triangle
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for (tempY=y1; tempY<=y3; tempY++) {
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jlDrawLine((jint16)xs, tempY, (jint16)xe, tempY);
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// Adjust starting point and ending point
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xs += dxLeft;
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xe += dxRight;
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}
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} else {
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// Clip x axis
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for (tempY=y1; tempY<=y3; tempY++) {
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// Do x clip
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left = (jint16)xs;
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right = (jint16)xe;
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// Adjust starting point and ending point
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xs += dxLeft;
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xe += dxRight;
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// Clip line
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if (left < _j3VarClipMinX) {
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left = _j3VarClipMinX;
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if (right < _j3VarClipMinX) {
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continue;
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}
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}
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if (right > _j3VarClipMaxX) {
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right = _j3VarClipMaxX;
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if (left > _j3VarClipMaxX) {
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continue;
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}
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}
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// Draw
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jlDrawLine((jint16)left, tempY, (jint16)right, tempY);
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}
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}
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}
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void _j3DrawWireframePair(j3ObjectT *o, juint16 v1, juint16 v2) {
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float x1;
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float y1;
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float z1;
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float x2;
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float y2;
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float z2;
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jint16 ix1;
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jint16 iy1;
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jint16 ix2;
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jint16 iy2;
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j3VertexT v;
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v = o->verticies[v1].camera;
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x1 = v.x;
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y1 = v.y;
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z1 = v.z;
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v = o->verticies[v2].camera;
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x2 = v.x;
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y2 = v.y;
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z2 = v.z;
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x1 = HALF_SCREEN_WIDTH + x1 * _j3VarViewDistance / z1;
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y1 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y1 * _j3VarViewDistance / z1;
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x2 = HALF_SCREEN_WIDTH + x2 * _j3VarViewDistance / z2;
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y2 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y2 * _j3VarViewDistance / z2;
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ix1 = (jint16)x1;
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iy1 = (jint16)y1;
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ix2 = (jint16)x2;
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iy2 = (jint16)y2;
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if (_j3UtilClipLine(&ix1, &iy1, &ix2, &iy2)) {
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jlDrawLine(ix1, iy1, ix2, iy2);
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}
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}
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void _j3DrawWireframe(j3ObjectT *o) {
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jint16 t; // Current triangle
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for (t=0; t<o->triangleCount; t++) {
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_j3DrawWireframePair(o, o->triangles[t].index[0], o->triangles[t].index[1]);
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_j3DrawWireframePair(o, o->triangles[t].index[1], o->triangles[t].index[2]);
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_j3DrawWireframePair(o, o->triangles[t].index[2], o->triangles[t].index[0]);
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}
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}
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void j3DrawWorld(j3WorldT *w) {
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jint16 i;
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juint16 vertex1;
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juint16 vertex2;
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juint16 vertex3;
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float x1;
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float y1;
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float z1;
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float x2;
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float y2;
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float z2;
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float x3;
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float y3;
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float z3;
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j3ObjectT *o;
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j3PolyListT *p;
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//***TODO*** Fix
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(void)w;
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for (i=0; i<_j3PolygonCount; i++) {
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// Dereference
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p = &_j3Polygons[i];
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o = p->object;
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vertex1 = o->triangles[p->triangleNumber].index[0];
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vertex2 = o->triangles[p->triangleNumber].index[1];
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vertex3 = o->triangles[p->triangleNumber].index[2];
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z1 = o->verticies[vertex1].camera.z;
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z2 = o->verticies[vertex2].camera.z;
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z3 = o->verticies[vertex3].camera.z;
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// Perform z clipping
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if ((z1 < _j3VarClipMinZ && z2 < _j3VarClipMinZ && z3 < _j3VarClipMinZ) || (z1 > _j3VarClipMaxZ && z2 > _j3VarClipMaxZ && z3 > _j3VarClipMaxZ)) {
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continue;
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}
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// Extract points of triangle
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x1 = o->verticies[vertex1].camera.x;
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y1 = o->verticies[vertex1].camera.y;
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x2 = o->verticies[vertex2].camera.x;
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y2 = o->verticies[vertex2].camera.y;
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x3 = o->verticies[vertex3].camera.x;
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y3 = o->verticies[vertex3].camera.y;
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// Screen position of points
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x1 = HALF_SCREEN_WIDTH + x1 * _j3VarViewDistance / z1;
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y1 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y1 * _j3VarViewDistance / z1;
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x2 = HALF_SCREEN_WIDTH + x2 * _j3VarViewDistance / z2;
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y2 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y2 * _j3VarViewDistance / z2;
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x3 = HALF_SCREEN_WIDTH + x3 * _j3VarViewDistance / z3;
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y3 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y3 * _j3VarViewDistance / z3;
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j3DrawTriangle2D((jint16)x1, (jint16)y1, (jint16)x2, (jint16)y2, (jint16)x3, (jint16)y3, o->triangles[p->triangleNumber].shade);
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}
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}
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void j3MathCrossProduct3D(j3Vector3DT *u, j3Vector3DT *v, j3Vector3DT *normal) {
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// Compute the cross product between two vectors
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normal->x = (u->y*v->z - u->z*v->y);
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normal->y = -(u->x*v->z - u->z*v->x);
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normal->z = (u->x*v->y - u->y*v->x);
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}
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float j3MathDotProduct3D(j3Vector3DT *u, j3Vector3DT *v) {
|
|
// Compute the dot product of two vectors
|
|
return( (u->x * v->x) + (u->y * v->y) + (u->z * v->z));
|
|
}
|
|
|
|
|
|
void j3MathMatrix4x4Identity(j3Matrix4x4T result) {
|
|
result[0][0] = 1; result[0][1] = 0; result[0][2] = 0; result[0][3] = 0;
|
|
result[1][0] = 0; result[1][1] = 1; result[1][2] = 0; result[1][3] = 0;
|
|
result[2][0] = 0; result[2][1] = 0; result[2][2] = 1; result[2][3] = 0;
|
|
result[3][0] = 0; result[3][1] = 0; result[3][2] = 0; result[3][3] = 1;
|
|
}
|
|
|
|
|
|
void j3MathMatrix4x4Mult(j3Matrix4x4T a, j3Matrix4x4T b, j3Matrix4x4T result) {
|
|
result[0][0] = a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0];
|
|
result[0][1] = a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1];
|
|
result[0][2] = a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2];
|
|
result[0][3] = 0;
|
|
|
|
result[1][0] = a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0];
|
|
result[1][1] = a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1];
|
|
result[1][2] = a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2];
|
|
result[1][3] = 0;
|
|
|
|
result[2][0] = a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0];
|
|
result[2][1] = a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1];
|
|
result[2][2] = a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2];
|
|
result[2][3] = 0;
|
|
|
|
result[3][0] = a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0];
|
|
result[3][1] = a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1];
|
|
result[3][2] = a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2];
|
|
result[3][3] = 1;
|
|
}
|
|
|
|
|
|
void j3MathMakeVector3D(j3VertexT *init, j3VertexT *term, j3Vector3DT *result) {
|
|
// Create a vector from two points in 3D space
|
|
result->x = term->x - init->x;
|
|
result->y = term->y - init->y;
|
|
result->z = term->z - init->z;
|
|
}
|
|
|
|
|
|
float j3MathVectorMagnatude3D(j3Vector3DT *v) {
|
|
// Compute the magnitude of a vector
|
|
return((float)sqrt((double)(v->x * v->x + v->y * v->y + v->z * v->z)));
|
|
}
|
|
|
|
|
|
void _j3ObjectReset(j3ObjectT *o) {
|
|
o->position.x = 0;
|
|
o->position.y = 0;
|
|
o->position.z = 0;
|
|
|
|
o->rotation.x = 0;
|
|
o->rotation.y = 0;
|
|
o->rotation.z = 0;
|
|
|
|
o->scale.x = 1;
|
|
o->scale.y = 1;
|
|
o->scale.z = 1;
|
|
|
|
o->positionDirty = true;
|
|
o->rotationDirty = true;
|
|
o->scaleDirty = true;
|
|
}
|
|
|
|
|
|
void _j3ObjectUpdate(j3ObjectT *o) {
|
|
jint16 x;
|
|
jint16 y;
|
|
jint16 z;
|
|
jint16 i;
|
|
juint16 vertex0;
|
|
juint16 vertex1;
|
|
juint16 vertex2;
|
|
float dot;
|
|
float intensity;
|
|
j3Vector3DT u;
|
|
j3Vector3DT v;
|
|
j3Vector3DT normal;
|
|
j3Vector3DT sight;
|
|
byte axis = 0;
|
|
j3Matrix4x4T rotateX;
|
|
j3Matrix4x4T rotateY;
|
|
j3Matrix4x4T rotateZ;
|
|
j3Matrix4x4T final;
|
|
j3Matrix4x4T temp;
|
|
j3Matrix4x4T result1;
|
|
j3Matrix4x4T result2;
|
|
j3Matrix4x4T translate;
|
|
|
|
// === ROTATION ===
|
|
|
|
if (o->rotationDirty) {
|
|
|
|
// Rotation being dirty means we also need to update position later
|
|
o->positionDirty = true;
|
|
|
|
x = (jint16)o->rotation.x;
|
|
y = (jint16)o->rotation.y;
|
|
z = (jint16)o->rotation.z;
|
|
|
|
j3MathMatrix4x4Identity(final);
|
|
|
|
// What angles are we rotating on? By knowing this we can optimize some.
|
|
if (x) axis += 4;
|
|
if (y) axis += 2;
|
|
if (z) axis += 1;
|
|
|
|
switch (axis) {
|
|
case 1: // Final matrix = z
|
|
final[0][0] = cos_table[z];
|
|
final[0][1] = sin_table[z];
|
|
final[1][0] = -sin_table[z];
|
|
final[1][1] = cos_table[z];
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.z;
|
|
}
|
|
break;
|
|
|
|
case 2: // Final matrix = y
|
|
final[0][0] = cos_table[y];
|
|
final[0][2] = -sin_table[y];
|
|
final[2][0] = sin_table[y];
|
|
final[2][2] = cos_table[y];
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.z * final[2][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.y;
|
|
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
case 3: // Final matrix = y * z
|
|
final[0][0] = cos_table[y] * cos_table[z];
|
|
final[0][1] = cos_table[y] * sin_table[z];
|
|
final[0][2] = -sin_table[y];
|
|
|
|
final[1][0] = -sin_table[z];
|
|
final[1][1] = cos_table[z];
|
|
|
|
final[2][0] = sin_table[y] * cos_table[z];
|
|
final[2][1] = sin_table[y] * sin_table[z];
|
|
final[2][2] = cos_table[y];
|
|
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
case 4: // Final matrix = x
|
|
final[1][1] = cos_table[x];
|
|
final[1][2] = sin_table[x];
|
|
final[2][1] = -sin_table[x];
|
|
final[2][2] = cos_table[x];
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x;
|
|
o->verticies[i].world.y = o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
case 5: // Final matrix = x * z
|
|
final[0][0] = cos_table[z];
|
|
final[0][1] = sin_table[z];
|
|
|
|
final[1][0] = -cos_table[x]*sin_table[z];
|
|
final[1][1] = cos_table[x]*cos_table[z];
|
|
final[1][2] = sin_table[x];
|
|
|
|
final[2][0] = sin_table[x]*sin_table[z];
|
|
final[2][1] = -sin_table[x]*cos_table[z];
|
|
final[2][2] = cos_table[x];
|
|
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
case 6: // Final matrix = x * y
|
|
final[0][0] = cos_table[y];
|
|
final[0][2] = -sin_table[y];
|
|
|
|
final[1][0] = sin_table[x] * sin_table[y];
|
|
final[1][1] = cos_table[x];
|
|
final[1][2] = sin_table[x] * cos_table[y];
|
|
|
|
final[2][0] = cos_table[x] * sin_table[y];
|
|
final[2][1] = -sin_table[x];
|
|
final[2][2] = cos_table[x] * cos_table[y];
|
|
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
case 7: // Final matrix = x * y * z
|
|
j3MathMatrix4x4Identity(rotateX);
|
|
rotateX[1][1] = cos_table[x];
|
|
rotateX[1][2] = sin_table[x];
|
|
rotateX[2][1] = -sin_table[x];
|
|
rotateX[2][2] = cos_table[x];
|
|
|
|
j3MathMatrix4x4Identity(rotateY);
|
|
rotateY[0][0] = cos_table[y];
|
|
rotateY[0][2] = -sin_table[y];
|
|
rotateY[2][0] = sin_table[y];
|
|
rotateY[2][2] = cos_table[y];
|
|
|
|
j3MathMatrix4x4Identity(rotateZ);
|
|
rotateZ[0][0] = cos_table[z];
|
|
rotateZ[0][1] = sin_table[z];
|
|
rotateZ[1][0] = -sin_table[z];
|
|
rotateZ[1][1] = cos_table[z];
|
|
|
|
j3MathMatrix4x4Mult(rotateX, rotateZ, temp);
|
|
j3MathMatrix4x4Mult(temp, rotateZ, final);
|
|
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
|
|
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
|
|
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// === SCALE & TRANSLATION ===
|
|
|
|
if (o->positionDirty || o->scaleDirty) {
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].world.x = o->verticies[i].world.x * o->scale.x + o->position.x;
|
|
o->verticies[i].world.y = o->verticies[i].world.y * o->scale.y + o->position.y;
|
|
o->verticies[i].world.z = o->verticies[i].world.z * o->scale.z + o->position.z;
|
|
}
|
|
}
|
|
|
|
// === CAMERA SPACE ===
|
|
|
|
//***TODO*** Move this when we add multiple object stuff and re-do this function
|
|
if (_j3VarCameraLocationDirty || _j3VarCameraAngleDirty) {
|
|
// Create the global inverse transformation matrix used to transform world coordinate to camera coordinates
|
|
j3MathMatrix4x4Identity(translate);
|
|
j3MathMatrix4x4Identity(rotateX);
|
|
j3MathMatrix4x4Identity(rotateY);
|
|
j3MathMatrix4x4Identity(rotateZ);
|
|
|
|
translate[3][0] = -_j3VarCameraLocation.x;
|
|
translate[3][1] = -_j3VarCameraLocation.y;
|
|
translate[3][2] = -_j3VarCameraLocation.z;
|
|
|
|
// Z matrix
|
|
rotateX[1][1] = ( cos_table[_j3VarCameraAngle.x]);
|
|
rotateX[1][2] = -( sin_table[_j3VarCameraAngle.x]);
|
|
rotateX[2][1] = -(-sin_table[_j3VarCameraAngle.x]);
|
|
rotateX[2][2] = ( cos_table[_j3VarCameraAngle.x]);
|
|
|
|
// Y matrix
|
|
rotateY[0][0] = ( cos_table[_j3VarCameraAngle.y]);
|
|
rotateY[0][2] = -(-sin_table[_j3VarCameraAngle.y]);
|
|
rotateY[2][0] = -( sin_table[_j3VarCameraAngle.y]);
|
|
rotateY[2][2] = ( cos_table[_j3VarCameraAngle.y]);
|
|
|
|
// Z matrix
|
|
rotateZ[0][0] = ( cos_table[_j3VarCameraAngle.z]);
|
|
rotateZ[0][1] = -( sin_table[_j3VarCameraAngle.z]);
|
|
rotateZ[1][0] = -(-sin_table[_j3VarCameraAngle.z]);
|
|
rotateZ[1][1] = ( cos_table[_j3VarCameraAngle.z]);
|
|
|
|
j3MathMatrix4x4Mult(translate, rotateX, result1);
|
|
j3MathMatrix4x4Mult(result1, rotateY, result2);
|
|
j3MathMatrix4x4Mult(result2, rotateZ, _j3VarCameraMatrix);
|
|
|
|
_j3VarCameraLocationDirty = false;
|
|
_j3VarCameraAngleDirty = false;
|
|
}
|
|
|
|
if (o->positionDirty || o->rotationDirty) {
|
|
for (i=0; i<o->vertexCount; i++) {
|
|
o->verticies[i].camera.x =
|
|
o->verticies[i].world.x * _j3VarCameraMatrix[0][0] +
|
|
o->verticies[i].world.y * _j3VarCameraMatrix[1][0] +
|
|
o->verticies[i].world.z * _j3VarCameraMatrix[2][0] + _j3VarCameraMatrix[3][0];
|
|
o->verticies[i].camera.y =
|
|
o->verticies[i].world.x * _j3VarCameraMatrix[0][1] +
|
|
o->verticies[i].world.y * _j3VarCameraMatrix[1][1] +
|
|
o->verticies[i].world.z * _j3VarCameraMatrix[2][1] + _j3VarCameraMatrix[3][1];
|
|
o->verticies[i].camera.z =
|
|
o->verticies[i].world.x * _j3VarCameraMatrix[0][2] +
|
|
o->verticies[i].world.y * _j3VarCameraMatrix[1][2] +
|
|
o->verticies[i].world.z * _j3VarCameraMatrix[2][2] + _j3VarCameraMatrix[3][2];
|
|
}
|
|
}
|
|
|
|
// === REMOVE BACKFACES & LIGHT ===
|
|
|
|
for (i=0; i<o->triangleCount; i++) {
|
|
// If the scale changed, we need a new normal length
|
|
if (o->scaleDirty) {
|
|
_j3ObjectUpdateNormalLength(o, (juint16)i);
|
|
}
|
|
// If it's two sided, there are no backfaces
|
|
if (!o->triangles[i].twoSided) {
|
|
|
|
// Compute two vectors on polygon that have the same intial points
|
|
vertex0 = o->triangles[i].index[0];
|
|
vertex1 = o->triangles[i].index[1];
|
|
vertex2 = o->triangles[i].index[2];
|
|
// Vector u = v0->v1
|
|
j3MathMakeVector3D((j3VertexT *)&o->verticies[vertex0].world, (j3VertexT *)&o->verticies[vertex1].world, (j3Vector3DT *)&u);
|
|
// Vector v = v0->v2
|
|
j3MathMakeVector3D((j3VertexT *)&o->verticies[vertex0].world, (j3VertexT *)&o->verticies[vertex2].world, (j3Vector3DT *)&v);
|
|
// Normal v x u
|
|
j3MathCrossProduct3D((j3Vector3DT *)&v, (j3Vector3DT *)&u, (j3Vector3DT *)&normal);
|
|
// Compute the line of sight vector, since all coordinates are world all
|
|
// object vertices are already relative to (0,0,0), thus
|
|
sight.x = _j3VarCameraLocation.x - o->verticies[vertex0].world.x;
|
|
sight.y = _j3VarCameraLocation.y - o->verticies[vertex0].world.y;
|
|
sight.z = _j3VarCameraLocation.z - o->verticies[vertex0].world.z;
|
|
// Compute the dot product between line of sight vector and normal to surface
|
|
dot = j3MathDotProduct3D((j3Vector3DT *)&normal, (j3Vector3DT *)&sight);
|
|
|
|
// Is the surface visible
|
|
if (dot > 0) {
|
|
// Set visible flag
|
|
o->triangles[i].visible = true;
|
|
|
|
// Compute light intensity if needed
|
|
if (o->triangles[i].lit) {
|
|
// Compute the dot product between the light source vector and normal vector to surface
|
|
dot = j3MathDotProduct3D((j3Vector3DT *)&normal, (j3Vector3DT *)&_j3VarSunLocation);
|
|
// Test if light ray is reflecting off surface
|
|
if (dot > 0) {
|
|
intensity = _j3VarAmbientLight + (dot * (o->triangles[i].normalLength));
|
|
// Test if intensity has overflowed
|
|
if (intensity > 15) {
|
|
intensity = 15;
|
|
}
|
|
// Intensity now varies from 0-1, 0 being black or grazing and 1 being
|
|
// totally illuminated. use the value to index into color table
|
|
o->triangles[i].shade = o->triangles[i].color - (jint16)intensity;
|
|
} else {
|
|
o->triangles[i].shade = o->triangles[i].color - (jint16)_j3VarAmbientLight;
|
|
}
|
|
} else {
|
|
// Constant shading - simply assign color to shade
|
|
o->triangles[i].shade = o->triangles[i].color;
|
|
}
|
|
} else {
|
|
o->triangles[i].visible = false;
|
|
}
|
|
|
|
} else {
|
|
|
|
// Triangle is always visible i.e. two sided
|
|
o->triangles[i].visible = true;
|
|
|
|
// Perform shading calculation
|
|
if (o->triangles[i].lit) {
|
|
|
|
// Compute two vectors on polygon that have the same intial points
|
|
vertex0 = o->triangles[i].index[0];
|
|
vertex1 = o->triangles[i].index[1];
|
|
vertex2 = o->triangles[i].index[2];
|
|
// Vector u = v0->v1
|
|
j3MathMakeVector3D((j3VertexT *)&o->verticies[vertex0].world, (j3VertexT *)&o->verticies[vertex1].world, (j3Vector3DT *)&u);
|
|
// Vector v = v0->v2
|
|
j3MathMakeVector3D((j3VertexT *)&o->verticies[vertex0].world, (j3VertexT *)&o->verticies[vertex2].world, (j3Vector3DT *)&v);
|
|
// Normal v x u
|
|
j3MathCrossProduct3D((j3Vector3DT *)&v, (j3Vector3DT *)&u, (j3Vector3DT *)&normal);
|
|
// Compute the dot product between the light source vector and normal vector to surface
|
|
dot = j3MathDotProduct3D((j3Vector3DT *)&normal, (j3Vector3DT *)&_j3VarSunLocation);
|
|
|
|
// Is light ray is reflecting off surface
|
|
if (dot > 0) {
|
|
// cos 0 = (u.v)/|u||v| or
|
|
intensity = _j3VarAmbientLight + (dot * (o->triangles[i].normalLength));
|
|
// test if intensity has overflowed
|
|
if (intensity > 15) {
|
|
intensity = 15;
|
|
}
|
|
// intensity now varies from 0-1, 0 being black or grazing and 1 being
|
|
// totally illuminated. use the value to index into color table
|
|
o->triangles[i].shade = o->triangles[i].color - (jint16)intensity;
|
|
} else {
|
|
o->triangles[i].shade = o->triangles[i].color - (jint16)_j3VarAmbientLight;
|
|
}
|
|
} else {
|
|
// Constant shading and simply assign color to shade
|
|
o->triangles[i].shade = o->triangles[i].color;
|
|
}
|
|
}
|
|
|
|
// Did this triangle survive culling?
|
|
if (o->triangles[i].visible) {
|
|
// Find average z depth in camera space
|
|
vertex0 = o->triangles[i].index[0];
|
|
vertex1 = o->triangles[i].index[1];
|
|
vertex2 = o->triangles[i].index[2];
|
|
o->triangles[i].averageDepth = (float)0.3333333 * (o->verticies[vertex0].camera.z + o->verticies[vertex1].camera.z + o->verticies[vertex2].camera.z);
|
|
// Add to visible polygon list
|
|
_j3Polygons[_j3PolygonCount].object = o;
|
|
_j3Polygons[_j3PolygonCount].triangleNumber = (juint16)i;
|
|
_j3PolygonCount++;
|
|
}
|
|
|
|
} // for i
|
|
|
|
// Z Sort the visible polygon list
|
|
qsort((void *)_j3Polygons, _j3PolygonCount, sizeof(j3PolyListT), (j3qsortCastT)_j3PolyCompare);
|
|
|
|
o->positionDirty = false;
|
|
o->rotationDirty = false;
|
|
o->scaleDirty = false;
|
|
}
|
|
|
|
|
|
void _j3ObjectUpdateNormalLength(j3ObjectT *object, juint16 triangle) {
|
|
juint16 vertex0;
|
|
juint16 vertex1;
|
|
juint16 vertex2;
|
|
j3Vector3DT u;
|
|
j3Vector3DT v;
|
|
j3Vector3DT normal;
|
|
|
|
// Compute length of the two co-planer edges of the polygon, since they will be used in the computation of the dot-product later
|
|
vertex0 = object->triangles[triangle].index[0];
|
|
vertex1 = object->triangles[triangle].index[1];
|
|
vertex2 = object->triangles[triangle].index[2];
|
|
|
|
j3MathMakeVector3D((j3VertexT *)&object->verticies[vertex0].local, (j3VertexT *)&object->verticies[vertex1].local, (j3Vector3DT *)&u);
|
|
j3MathMakeVector3D((j3VertexT *)&object->verticies[vertex0].local, (j3VertexT *)&object->verticies[vertex2].local, (j3Vector3DT *)&v);
|
|
j3MathCrossProduct3D((j3Vector3DT *)&v, (j3Vector3DT *)&u, (j3Vector3DT *)&normal);
|
|
|
|
// Compute magnitude of normal, take its inverse and multiply it by
|
|
// 15, this will change the shading calculation of 15*dp/normal into
|
|
// dp*normal_length, removing one division
|
|
object->triangles[triangle].normalLength = (float)15.0 / j3MathVectorMagnatude3D((j3Vector3DT *)&normal);
|
|
|
|
|
|
}
|
|
|
|
|
|
int _j3PolyCompare(j3PolyListT *arg1, j3PolyListT *arg2) {
|
|
float z1;
|
|
float z2;
|
|
|
|
z1 = arg1->object->triangles[arg1->triangleNumber].averageDepth;
|
|
z2 = arg2->object->triangles[arg2->triangleNumber].averageDepth;
|
|
|
|
if (z1 > z2) {
|
|
return(-1);
|
|
} else if (z1 < z2) {
|
|
return(1);
|
|
} else {
|
|
return(0);
|
|
}
|
|
}
|
|
|
|
|
|
bool _j3UtilClipLine(jint16 *x1, jint16 *y1, jint16 *x2, jint16 *y2) {
|
|
jint16 xi;
|
|
jint16 yi;
|
|
float dx;
|
|
float dy;
|
|
bool point1 = false; // End points visible?
|
|
bool point2 = false;
|
|
bool rightEdge = false; // Which edges are the endpoints beyond?
|
|
bool leftEdge = false;
|
|
bool topEdge = false;
|
|
bool bottomEdge = false;
|
|
bool success = false; // Did we successfully clip this line?
|
|
|
|
// Is the line completely visible?
|
|
point1 = ((*x1 >= _j3VarClipMinX) && (*x1 <= _j3VarClipMaxX) && (*y1 >= _j3VarClipMinY) && (*y1 <= _j3VarClipMaxY));
|
|
point2 = ((*x2 >= _j3VarClipMinX) && (*x2 <= _j3VarClipMaxX) && (*y2 >= _j3VarClipMinY) && (*y2 <= _j3VarClipMaxY));
|
|
if (point1 && point2) {
|
|
return(true);
|
|
}
|
|
|
|
// Is the line is completely invisible?
|
|
if (!point1 && !point2) {
|
|
// Test to see if each endpoint is on the same side of one of
|
|
// the bounding planes created by each clipping region boundary
|
|
if (((*x1<_j3VarClipMinX) && (*x2<_j3VarClipMinX)) || // left
|
|
((*x1>_j3VarClipMaxX) && (*x2>_j3VarClipMaxX)) || // right
|
|
((*y1<_j3VarClipMinY) && (*y2<_j3VarClipMinY)) || // above
|
|
((*y1>_j3VarClipMaxY) && (*y2>_j3VarClipMaxY))) { // below
|
|
// No need to draw line
|
|
return(false);
|
|
}
|
|
// if we got here we have the special case where the line cuts into and
|
|
// out of the clipping region
|
|
//return(false);
|
|
}
|
|
|
|
// Either endpoint is in clipping region
|
|
if (point1 || (!point1 && !point2)) {
|
|
// Find deltas
|
|
dx = *x2 - *x1;
|
|
dy = *y2 - *y1;
|
|
|
|
// Find which boundary line needs to be clipped against
|
|
if (*x2 > _j3VarClipMaxX) {
|
|
// Flag right edge
|
|
rightEdge = true;
|
|
// Find intersection with right edge
|
|
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
|
|
yi = (jint16)((float)0.5 + (dy / dx) * (_j3VarClipMaxX - *x1) + *y1);
|
|
} else {
|
|
yi = -1; // Invalidate intersection
|
|
}
|
|
} else if (*x2 < _j3VarClipMinX) {
|
|
// Flag left edge
|
|
leftEdge = true;
|
|
// Find intersection with left edge
|
|
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
|
|
yi = (jint16)((float)0.5 + (dy / dx) * (_j3VarClipMinX - *x1) + *y1);
|
|
} else {
|
|
yi = -1; // Invalidate intersection
|
|
}
|
|
}
|
|
|
|
if (*y2 > _j3VarClipMaxY) {
|
|
// Flag bottom edge
|
|
bottomEdge = true;
|
|
// Find intersection with right edge
|
|
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
|
|
xi = (jint16)((float)0.5 + (dx / dy) * (_j3VarClipMaxY - *y1) + *x1);
|
|
} else {
|
|
xi = -1; // Invalidate inntersection
|
|
}
|
|
} else if (*y2 < _j3VarClipMinY) {
|
|
// Flag top edge
|
|
topEdge = true;
|
|
// Find intersection with top edge
|
|
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
|
|
xi = (jint16)((float)0.5 + (dx / dy) * (_j3VarClipMinY - *y1) + *x1);
|
|
} else {
|
|
xi = -1; // Invalidate intersection
|
|
}
|
|
}
|
|
|
|
// We know where the line passed through
|
|
// FInd which edge is the proper intersection
|
|
|
|
if (rightEdge && (yi >= _j3VarClipMinY && yi <= _j3VarClipMaxY)) {
|
|
*x2 = _j3VarClipMaxX;
|
|
*y2 = yi;
|
|
success = true;
|
|
} else if (leftEdge && (yi >= _j3VarClipMinY && yi <= _j3VarClipMaxY)) {
|
|
*x2 = _j3VarClipMinX;
|
|
*y2 = yi;
|
|
success = true;
|
|
}
|
|
|
|
if (bottomEdge && (xi >= _j3VarClipMinX && xi <= _j3VarClipMaxX)) {
|
|
*x2 = xi;
|
|
*y2 = _j3VarClipMaxY;
|
|
success = true;
|
|
} else if (topEdge && (xi >= _j3VarClipMinX && xi <= _j3VarClipMaxX)) {
|
|
*x2 = xi;
|
|
*y2 = _j3VarClipMinY;
|
|
success = true;
|
|
}
|
|
}
|
|
|
|
// Reset edge flags
|
|
rightEdge = false;
|
|
leftEdge = false;
|
|
topEdge = false;
|
|
bottomEdge = false;
|
|
|
|
// Test second endpoint
|
|
|
|
if (point2 || (!point1 && !point2)) {
|
|
// Find deltas
|
|
dx = *x1 - *x2;
|
|
dy = *y1 - *y2;
|
|
|
|
// Find which boundary line needs to be clipped against
|
|
if (*x1 > _j3VarClipMaxX) {
|
|
// Flag right edge
|
|
rightEdge = true;
|
|
// Find intersection with right edge
|
|
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
|
|
yi = (jint16)((float)0.5 + (dy / dx) * (_j3VarClipMaxX - *x2) + *y2);
|
|
} else {
|
|
yi = -1; // Invalidate inntersection
|
|
}
|
|
} else if (*x1 < _j3VarClipMinX) {
|
|
// Flag left edge
|
|
leftEdge = true;
|
|
// Find intersection with left edge
|
|
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
|
|
yi = (jint16)((float)0.5 + (dy / dx) * (_j3VarClipMinX - *x2) + *y2);
|
|
} else {
|
|
yi = -1; // Invalidate intersection
|
|
}
|
|
}
|
|
|
|
if (*y1 > _j3VarClipMaxY) {
|
|
// Flag bottom edge
|
|
bottomEdge = true;
|
|
// Find intersection with right edge
|
|
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
|
|
xi = (jint16)((float)0.5 + (dx / dy) * (_j3VarClipMaxY - *y2) + *x2);
|
|
} else {
|
|
xi = -1; // invalidate inntersection
|
|
}
|
|
} else if (*y1 < _j3VarClipMinY) {
|
|
// Flag top edge
|
|
topEdge = true;
|
|
// Find intersection with top edge
|
|
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
|
|
xi = (jint16)((float)0.5 + (dx / dy) * (_j3VarClipMinY - *y2) + *x2);
|
|
} else {
|
|
xi = -1; // invalidate inntersection
|
|
}
|
|
}
|
|
|
|
// We know where the line passed through
|
|
// Find which edge is the proper intersection
|
|
|
|
if (rightEdge && (yi >= _j3VarClipMinY && yi <= _j3VarClipMaxY)) {
|
|
*x1 = _j3VarClipMaxX;
|
|
*y1 = yi;
|
|
success = true;
|
|
} else if (leftEdge && (yi >= _j3VarClipMinY && yi <= _j3VarClipMaxY)) {
|
|
*x1 = _j3VarClipMinX;
|
|
*y1 = yi;
|
|
success = true;
|
|
}
|
|
|
|
if (bottomEdge && (xi >= _j3VarClipMinX && xi <= _j3VarClipMaxX)) {
|
|
*x1 = xi;
|
|
*y1 = _j3VarClipMaxY;
|
|
success = true;
|
|
} else if (topEdge && (xi >= _j3VarClipMinX && xi <= _j3VarClipMaxX)) {
|
|
*x1 = xi;
|
|
*y1 = _j3VarClipMinY;
|
|
success = true;
|
|
}
|
|
}
|
|
|
|
return(success);
|
|
}
|
|
|
|
|
|
void j3UtilShutdown(void) {
|
|
// Free visible polygon list
|
|
if (_j3Polygons != NULL) {
|
|
jlFree(_j3Polygons);
|
|
}
|
|
}
|
|
|
|
|
|
void j3UtilStartup(void) {
|
|
_j3VarCameraLocation.x = 0;
|
|
_j3VarCameraLocation.y = 0;
|
|
_j3VarCameraLocation.z = 0;
|
|
|
|
_j3VarCameraAngle.x = 0;
|
|
_j3VarCameraAngle.y = 0;
|
|
_j3VarCameraAngle.z = 0;
|
|
|
|
_j3VarSunLocation.x = (float)-0.913913;
|
|
_j3VarSunLocation.y = (float) 0.389759;
|
|
_j3VarSunLocation.z = (float)-0.113369;
|
|
}
|
|
|
|
|
|
void _j3WorldFree(j3WorldT **world) {
|
|
int x;
|
|
|
|
if ((*world)) {
|
|
for (x=0; x<(*world)->objectCount; x++) {
|
|
if ((*world)->objects[x].triangles) {
|
|
jlFree((*world)->objects[x].triangles);
|
|
}
|
|
if ((*world)->objects[x].verticies) {
|
|
jlFree((*world)->objects[x].verticies);
|
|
}
|
|
}
|
|
if ((*world)->objects) {
|
|
jlFree((*world)->objects);
|
|
}
|
|
jlFree(*world);
|
|
}
|
|
}
|
|
|
|
|
|
bool _j3WorldLoad(j3WorldT **world, char *file) {
|
|
juint16 x;
|
|
juint16 y;
|
|
juint16 z;
|
|
byte buffer[4];
|
|
FILE *in;
|
|
bool failed = false;
|
|
|
|
in = fopen(jlUtilMakePathname(file, "j3d"), "rb");
|
|
|
|
// Did we find the file?
|
|
if (in == NULL) {
|
|
// Nope.
|
|
return false;
|
|
}
|
|
|
|
// Do we have a world?
|
|
if (*world != NULL) {
|
|
// Free this one
|
|
j3WorldFree(world);
|
|
}
|
|
|
|
// Allocate world object
|
|
*world = (j3WorldT *)jlMalloc(sizeof(j3WorldT));
|
|
if (*world) {
|
|
// Initialize world object & create an initial object to read data into
|
|
(*world)->objectCount = 0;;
|
|
(*world)->objects = NULL;
|
|
|
|
// Is this a valid world file?
|
|
if (fread(buffer, sizeof(byte), 4, in) == 4) {
|
|
if ((buffer[0] == 'J') && (buffer[1] == '3') && (buffer[2] == 'D') && (buffer[3] <= 0)) {
|
|
|
|
// Get object count
|
|
if (fread(&(*world)->objectCount, sizeof(juint16), 1, in) == 1) {
|
|
|
|
// Allocate memory for objects
|
|
(*world)->objects = (j3ObjectT *)jlMalloc(sizeof(j3ObjectT) * (*world)->objectCount);
|
|
if ((*world)->objects) {
|
|
|
|
// Iterate across objects in file
|
|
for (x=0; x<(*world)->objectCount; x++) {
|
|
|
|
// Get vertex count
|
|
if (fread(&(*world)->objects[x].vertexCount, sizeof(juint16), 1, in) == 1) {
|
|
|
|
// Allocate memory for vertex data
|
|
(*world)->objects->verticies = (j3CoordinatesT *)jlMalloc(sizeof(j3CoordinatesT) * (*world)->objects[x].vertexCount);
|
|
if ((*world)->objects->verticies) {
|
|
|
|
// Iterate and read verticies
|
|
for (y=0; y<(*world)->objects[x].vertexCount; y++) {
|
|
// Read one at a time in case the struct gets padded
|
|
if (fread(&(*world)->objects[x].verticies[y].local.x, sizeof(float), 1, in) != 1) {
|
|
failed = true;
|
|
break;
|
|
}
|
|
if (fread(&(*world)->objects[x].verticies[y].local.y, sizeof(float), 1, in) != 1) {
|
|
failed = true;
|
|
break;
|
|
}
|
|
if (fread(&(*world)->objects[x].verticies[y].local.z, sizeof(float), 1, in) != 1) {
|
|
failed = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
} else {
|
|
// Failed to get vertex memory
|
|
failed = true;
|
|
}
|
|
|
|
if (!failed) {
|
|
// Get triangle count
|
|
if (fread(&(*world)->objects[x].triangleCount, sizeof(juint16), 1, in) == 1) {
|
|
|
|
// Allocate memory for triangle data
|
|
(*world)->objects->triangles = (j3TriangleT *)jlMalloc(sizeof(j3TriangleT) * (*world)->objects[x].triangleCount);
|
|
if ((*world)->objects->triangles) {
|
|
|
|
//***TODO*** This will have to be moved/improved
|
|
// Add to world count & increase potential polygon list
|
|
_j3TriangleCount += (*world)->objects[x].triangleCount;
|
|
_j3Polygons = (j3PolyListT *)jlRealloc(_j3Polygons, sizeof(j3PolyListT) * _j3TriangleCount);
|
|
|
|
// Iterate and read triangles
|
|
for (y=0; y<(*world)->objects[x].triangleCount; y++) {
|
|
// Read one at a time in case the struct gets padded
|
|
for (z=0; z<3; z++) {
|
|
if (fread(&(*world)->objects[x].triangles[y].index[z], sizeof(juint16), 1, in) != 1) {
|
|
failed = true;
|
|
break;
|
|
}
|
|
}
|
|
if (failed) break;
|
|
|
|
_j3ObjectUpdateNormalLength(&(*world)->objects[x], y);
|
|
|
|
// Triangles begin life un-lit
|
|
(*world)->objects[x].triangles[y].lit = false;
|
|
|
|
//***TODO*** All triangles are one-sided for now
|
|
(*world)->objects[x].triangles[y].twoSided = false;
|
|
|
|
//***TODO*** All triangles are white for now
|
|
(*world)->objects[x].triangles[y].color = 15;
|
|
}
|
|
|
|
} else {
|
|
// Failed to get triangle memory
|
|
failed = true;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if (!failed) {
|
|
_j3ObjectReset(&(*world)->objects[x]);
|
|
} else {
|
|
break; // Stop iterating
|
|
}
|
|
|
|
} // object iterator
|
|
} // objects alloc
|
|
} // Object count
|
|
} // Valid file
|
|
} // Read header
|
|
} // world alloc
|
|
|
|
// Finished! Clean up.
|
|
fclose(in);
|
|
|
|
return !failed;
|
|
}
|
|
|
|
#ifndef JOEY_IIGS
|
|
#pragma GCC diagnostic pop
|
|
#endif
|
|
|