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-rw-r--r--Src/Winamp/plush/RENDER.C301
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diff --git a/Src/Winamp/plush/RENDER.C b/Src/Winamp/plush/RENDER.C
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+/******************************************************************************
+Plush Version 1.2
+render.c
+Rendering code: this includes transformation, lighting, etc
+Copyright (c) 1996-2000, Justin Frankel
+******************************************************************************/
+
+#include "plush.h"
+
+typedef struct {
+ pl_Float zd;
+ pl_Face *face;
+} _faceInfo;
+
+typedef struct {
+ pl_Light *light;
+ pl_Float l[3];
+} _lightInfo;
+
+#define MACRO_plMatrixApply(m,x,y,z,outx,outy,outz) \
+ ( outx ) = ( x )*( m )[0] + ( y )*( m )[1] + ( z )*( m )[2] + ( m )[3];\
+ ( outy ) = ( x )*( m )[4] + ( y )*( m )[5] + ( z )*( m )[6] + ( m )[7];\
+ ( outz ) = ( x )*( m )[8] + ( y )*( m )[9] + ( z )*( m )[10] + ( m )[11]
+
+#define MACRO_plDotProduct(x1,y1,z1,x2,y2,z2) \
+ ((( x1 )*( x2 ))+(( y1 )*( y2 ))+(( z1 )*( z2 )))
+
+#define MACRO_plNormalizeVector(x,y,z) { \
+ register double length; \
+ length = ( x )*( x )+( y )*( y )+( z )*( z ); \
+ if (length > 0.0000000001) { \
+ pl_Float l = (pl_Float) sqrt(length); \
+ ( x ) /= l; \
+ ( y ) /= l; \
+ ( z ) /= l; \
+ } \
+}
+
+pl_uInt32 plRender_TriStats[4];
+
+static pl_uInt32 _numfaces;
+static _faceInfo _faces[PL_MAX_TRIANGLES];
+
+static pl_Float _cMatrix[16];
+static pl_uInt32 _numlights;
+static _lightInfo _lights[PL_MAX_LIGHTS];
+static pl_Cam *_cam;
+static void _RenderObj(pl_Obj *, pl_Float *, pl_Float *);
+static void _sift_down(int L, int U, int dir);
+static void _hsort(_faceInfo *base, int nel, int dir);
+
+void plRenderBegin(pl_Cam *Camera) {
+ pl_Float tempMatrix[16];
+ memset(plRender_TriStats,0,sizeof(plRender_TriStats));
+ _cam = Camera;
+ _numlights = 0;
+ _numfaces = 0;
+ plMatrixRotate(_cMatrix,2,-Camera->Pan);
+ plMatrixRotate(tempMatrix,1,-Camera->Pitch);
+ plMatrixMultiply(_cMatrix,tempMatrix);
+ plMatrixRotate(tempMatrix,3,-Camera->Roll);
+ plMatrixMultiply(_cMatrix,tempMatrix);
+ plClipSetFrustum(_cam);
+}
+
+void plRenderLight(pl_Light *light) {
+ pl_Float *pl, xp, yp, zp;
+ if (light->Type == PL_LIGHT_NONE || _numlights >= PL_MAX_LIGHTS) return;
+ pl = _lights[_numlights].l;
+ if (light->Type == PL_LIGHT_VECTOR) {
+ xp = light->Xp;
+ yp = light->Yp;
+ zp = light->Zp;
+ MACRO_plMatrixApply(_cMatrix,xp,yp,zp,pl[0],pl[1],pl[2]);
+ } else if (light->Type & PL_LIGHT_POINT) {
+ xp = light->Xp-_cam->X;
+ yp = light->Yp-_cam->Y;
+ zp = light->Zp-_cam->Z;
+ MACRO_plMatrixApply(_cMatrix,xp,yp,zp,pl[0],pl[1],pl[2]);
+ }
+ _lights[_numlights++].light = light;
+}
+
+static void _RenderObj(pl_Obj *obj, pl_Float *bmatrix, pl_Float *bnmatrix) {
+ pl_uInt32 i, x, facepos;
+ pl_Float nx = 0.0, ny = 0.0, nz = 0.0;
+ double tmp, tmp2;
+ pl_Float oMatrix[16], nMatrix[16], tempMatrix[16];
+
+ pl_Vertex *vertex;
+ pl_Face *face;
+ pl_Light *light;
+
+ if (obj->GenMatrix) {
+ plMatrixRotate(nMatrix,1,obj->Xa);
+ plMatrixRotate(tempMatrix,2,obj->Ya);
+ plMatrixMultiply(nMatrix,tempMatrix);
+ plMatrixRotate(tempMatrix,3,obj->Za);
+ plMatrixMultiply(nMatrix,tempMatrix);
+ memcpy(oMatrix,nMatrix,sizeof(pl_Float)*16);
+ } else memcpy(nMatrix,obj->RotMatrix,sizeof(pl_Float)*16);
+
+ if (bnmatrix) plMatrixMultiply(nMatrix,bnmatrix);
+
+ if (obj->GenMatrix) {
+ plMatrixTranslate(tempMatrix, obj->Xp, obj->Yp, obj->Zp);
+ plMatrixMultiply(oMatrix,tempMatrix);
+ } else memcpy(oMatrix,obj->Matrix,sizeof(pl_Float)*16);
+ if (bmatrix) plMatrixMultiply(oMatrix,bmatrix);
+
+ for (i = 0; i < PL_MAX_CHILDREN; i ++)
+ if (obj->Children[i]) _RenderObj(obj->Children[i],oMatrix,nMatrix);
+ if (!obj->NumFaces || !obj->NumVertices) return;
+
+ plMatrixTranslate(tempMatrix, -_cam->X, -_cam->Y, -_cam->Z);
+ plMatrixMultiply(oMatrix,tempMatrix);
+ plMatrixMultiply(oMatrix,_cMatrix);
+ plMatrixMultiply(nMatrix,_cMatrix);
+
+ x = obj->NumVertices;
+ vertex = obj->Vertices;
+
+ do {
+ MACRO_plMatrixApply(oMatrix,vertex->x,vertex->y,vertex->z,
+ vertex->xformedx, vertex->xformedy, vertex->xformedz);
+ MACRO_plMatrixApply(nMatrix,vertex->nx,vertex->ny,vertex->nz,
+ vertex->xformednx,vertex->xformedny,vertex->xformednz);
+ vertex++;
+ } while (--x);
+
+ face = obj->Faces;
+ facepos = _numfaces;
+
+ if (_numfaces + obj->NumFaces >= PL_MAX_TRIANGLES) // exceeded maximum face coutn
+ {
+ return;
+ }
+
+ plRender_TriStats[0] += obj->NumFaces;
+ _numfaces += obj->NumFaces;
+ x = obj->NumFaces;
+
+ do {
+ if (obj->BackfaceCull || face->Material->_st & PL_SHADE_FLAT)
+ {
+ MACRO_plMatrixApply(nMatrix,face->nx,face->ny,face->nz,nx,ny,nz);
+ }
+ if (!obj->BackfaceCull || (MACRO_plDotProduct(nx,ny,nz,
+ face->Vertices[0]->xformedx, face->Vertices[0]->xformedy,
+ face->Vertices[0]->xformedz) < 0.0000001)) {
+ if (plClipNeeded(face)) {
+ if (face->Material->_st & (PL_SHADE_FLAT|PL_SHADE_FLAT_DISTANCE)) {
+ tmp = face->sLighting;
+ if (face->Material->_st & PL_SHADE_FLAT) {
+ for (i = 0; i < _numlights; i ++) {
+ tmp2 = 0.0;
+ light = _lights[i].light;
+ if (light->Type & PL_LIGHT_POINT_ANGLE) {
+ double nx2 = _lights[i].l[0] - face->Vertices[0]->xformedx;
+ double ny2 = _lights[i].l[1] - face->Vertices[0]->xformedy;
+ double nz2 = _lights[i].l[2] - face->Vertices[0]->xformedz;
+ MACRO_plNormalizeVector(nx2,ny2,nz2);
+ tmp2 = MACRO_plDotProduct(nx,ny,nz,nx2,ny2,nz2)*light->Intensity;
+ }
+ if (light->Type & PL_LIGHT_POINT_DISTANCE) {
+ double nx2 = _lights[i].l[0] - face->Vertices[0]->xformedx;
+ double ny2 = _lights[i].l[1] - face->Vertices[0]->xformedy;
+ double nz2 = _lights[i].l[2] - face->Vertices[0]->xformedz;
+ if (light->Type & PL_LIGHT_POINT_ANGLE) {
+ nx2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/
+ light->HalfDistSquared));
+ tmp2 *= plMax(0,plMin(1.0,nx2))*light->Intensity;
+ } else {
+ tmp2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/
+ light->HalfDistSquared));
+ tmp2 = plMax(0,plMin(1.0,tmp2))*light->Intensity;
+ }
+ }
+ if (light->Type == PL_LIGHT_VECTOR)
+ tmp2 = MACRO_plDotProduct(nx,ny,nz,_lights[i].l[0],_lights[i].l[1],_lights[i].l[2])
+ * light->Intensity;
+ if (tmp2 > 0.0) tmp += tmp2;
+ else if (obj->BackfaceIllumination) tmp -= tmp2;
+ } /* End of light loop */
+ } /* End of flat shading if */
+ if (face->Material->_st & PL_SHADE_FLAT_DISTANCE)
+ tmp += 1.0-(face->Vertices[0]->xformedz+face->Vertices[1]->xformedz+
+ face->Vertices[2]->xformedz) /
+ (face->Material->FadeDist*3.0);
+ face->fShade = (pl_Float) tmp;
+ } else face->fShade = 0.0; /* End of flatmask lighting if */
+ if (face->Material->_ft & PL_FILL_ENVIRONMENT) {
+ face->eMappingU[0] = 32768 + (pl_sInt32) (face->Vertices[0]->xformednx*32768.0);
+ face->eMappingV[0] = 32768 - (pl_sInt32) (face->Vertices[0]->xformedny*32768.0);
+ face->eMappingU[1] = 32768 + (pl_sInt32) (face->Vertices[1]->xformednx*32768.0);
+ face->eMappingV[1] = 32768 - (pl_sInt32) (face->Vertices[1]->xformedny*32768.0);
+ face->eMappingU[2] = 32768 + (pl_sInt32) (face->Vertices[2]->xformednx*32768.0);
+ face->eMappingV[2] = 32768 - (pl_sInt32) (face->Vertices[2]->xformedny*32768.0);
+ }
+ if (face->Material->_st &(PL_SHADE_GOURAUD|PL_SHADE_GOURAUD_DISTANCE)) {
+ register pl_uChar a;
+ for (a = 0; a < 3; a ++) {
+ tmp = face->vsLighting[a];
+ if (face->Material->_st & PL_SHADE_GOURAUD) {
+ for (i = 0; i < _numlights ; i++) {
+ tmp2 = 0.0;
+ light = _lights[i].light;
+ if (light->Type & PL_LIGHT_POINT_ANGLE) {
+ nx = _lights[i].l[0] - face->Vertices[a]->xformedx;
+ ny = _lights[i].l[1] - face->Vertices[a]->xformedy;
+ nz = _lights[i].l[2] - face->Vertices[a]->xformedz;
+ MACRO_plNormalizeVector(nx,ny,nz);
+ tmp2 = MACRO_plDotProduct(face->Vertices[a]->xformednx,
+ face->Vertices[a]->xformedny,
+ face->Vertices[a]->xformednz,
+ nx,ny,nz) * light->Intensity;
+ }
+ if (light->Type & PL_LIGHT_POINT_DISTANCE) {
+ double nx2 = _lights[i].l[0] - face->Vertices[a]->xformedx;
+ double ny2 = _lights[i].l[1] - face->Vertices[a]->xformedy;
+ double nz2 = _lights[i].l[2] - face->Vertices[a]->xformedz;
+ if (light->Type & PL_LIGHT_POINT_ANGLE) {
+ double t= (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/light->HalfDistSquared));
+ tmp2 *= plMax(0,plMin(1.0,t))*light->Intensity;
+ } else {
+ tmp2 = (1.0 - 0.5*((nx2*nx2+ny2*ny2+nz2*nz2)/light->HalfDistSquared));
+ tmp2 = plMax(0,plMin(1.0,tmp2))*light->Intensity;
+ }
+ }
+ if (light->Type == PL_LIGHT_VECTOR)
+ tmp2 = MACRO_plDotProduct(face->Vertices[a]->xformednx,
+ face->Vertices[a]->xformedny,
+ face->Vertices[a]->xformednz,
+ _lights[i].l[0],_lights[i].l[1],_lights[i].l[2])
+ * light->Intensity;
+ if (tmp2 > 0.0) tmp += tmp2;
+ else if (obj->BackfaceIllumination) tmp -= tmp2;
+ } /* End of light loop */
+ } /* End of gouraud shading if */
+ if (face->Material->_st & PL_SHADE_GOURAUD_DISTANCE)
+ tmp += 1.0-face->Vertices[a]->xformedz/face->Material->FadeDist;
+ face->Shades[a] = (pl_Float) tmp;
+ } /* End of vertex loop for */
+ } /* End of gouraud shading mask if */
+ _faces[facepos].zd = face->Vertices[0]->xformedz+
+ face->Vertices[1]->xformedz+face->Vertices[2]->xformedz;
+ _faces[facepos++].face = face;
+ plRender_TriStats[1] ++;
+ } /* Is it in our area Check */
+ } /* Backface Check */
+ _numfaces = facepos;
+ face++;
+ } while (--x); /* Face loop */
+}
+
+void plRenderObj(pl_Obj *obj) {
+ _RenderObj(obj,0,0);
+}
+
+void plRenderEnd() {
+ _faceInfo *f;
+ if (_cam->Sort > 0) _hsort(_faces,_numfaces,0);
+ else if (_cam->Sort < 0) _hsort(_faces,_numfaces,1);
+ f = _faces;
+ while (_numfaces--) {
+ if (f->face->Material && f->face->Material->_PutFace)
+ {
+ plClipRenderFace(f->face);
+ }
+ f++;
+ }
+ _numfaces=0;
+ _numlights = 0;
+}
+
+static _faceInfo *Base, tmp;
+
+static void _hsort(_faceInfo *base, int nel, int dir) {
+ static int i;
+ Base=base-1;
+ for (i=nel/2; i>0; i--) _sift_down(i,nel,dir);
+ for (i=nel; i>1; ) {
+ tmp = base[0]; base[0] = Base[i]; Base[i] = tmp;
+ _sift_down(1,i-=1,dir);
+ }
+}
+
+#define Comp(x,y) (( x ).zd < ( y ).zd ? 1 : 0)
+
+static void _sift_down(int L, int U, int dir) {
+ static int c;
+ while (1) {
+ c=L+L;
+ if (c>U) break;
+ if ( (c < U) && dir^Comp(Base[c+1],Base[c])) c++;
+ if (dir^Comp(Base[L],Base[c])) return;
+ tmp = Base[L]; Base[L] = Base[c]; Base[c] = tmp;
+ L=c;
+ }
+}
+#undef Comp