2 * $Logfile: /Freespace2/code/Render/3dLaser.cpp $
7 * Code to draw 3d looking lasers
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 5 7/30/99 7:01p Dave
15 * Dogfight escort gauge. Fixed up laser rendering in Glide.
17 * 4 7/27/99 3:09p Dave
18 * Made g400 work. Whee.
20 * 3 5/27/99 6:17p Dave
21 * Added in laser glows.
23 * 2 10/07/98 10:53a Dave
26 * 1 10/07/98 10:51a Dave
28 * 26 5/13/98 3:10p John
29 * made detail slider for weapon rendering change the distance that lasers
30 * become non-textured. The lowest setting turns off missile trail
33 * 25 5/05/98 11:15p Lawrance
34 * Optimize weapon flyby sound determination
36 * 24 4/10/98 5:20p John
37 * Changed RGB in lighting structure to be ubytes. Removed old
38 * not-necessary 24 bpp software stuff.
40 * 23 3/17/98 3:02p John
41 * made lasers draw as non-textured only on software.
43 * 22 3/17/98 3:01p John
44 * Make thicker lasers not render as polys further away.
46 * 21 2/26/98 3:26p John
47 * Added code to turn off laser rendering
49 * 20 1/29/98 9:46a John
50 * Capped debris length
52 * 19 1/23/98 5:08p John
53 * Took L out of vertex structure used B (blue) instead. Took all small
54 * fireballs out of fireball types and used particles instead. Fixed some
55 * debris explosion things. Restructured fireball code. Restructured
56 * some lighting code. Made dynamic lighting on by default. Made groups
57 * of lasers only cast one light. Made fireballs not cast light.
59 * 18 1/19/98 8:51a John
60 * Did a quick out if both points of laser off same side of view pyramid.
62 * 17 1/06/98 6:18p John
63 * Made debris render as a blur. Had to make g3_draw_laser take tmap
66 * 16 12/15/97 10:09p John
67 * put in some debug laser code.
69 * 15 12/15/97 11:32a John
72 * 14 10/23/97 8:32p John
73 * Increased laser to dot distance
75 * 13 9/20/97 9:45a John
76 * made lasers not draw as pixels as fast as before if viewing from the
80 * 12 8/19/97 11:42p Lawrance
81 * use atan2_safe() instead of atan2()
83 * 11 8/19/97 12:54p Sandeep
84 * Fixed lasers to work in optimized build
86 * 10 6/24/97 6:22p John
88 * sped up motion debris system a bit.
90 * 9 5/29/97 3:10p John
91 * Took out debug menu.
92 * Made software scaler draw larger bitmaps.
93 * Optimized Direct3D some.
95 * 8 4/29/97 9:55a John
97 * 7 4/22/97 4:11p John
100 * 6 3/28/97 6:10p Lawrance
101 * draw lasers so end appears at gun mount tip on first frame
103 * 5 3/06/97 8:48a John
104 * fixed bug with lasers drawing too close.
106 * 4 2/07/97 9:07a John
107 * made lasers not fade by default.
109 * 3 2/03/97 8:01p John
110 * Added debug code to fade lasers out with distance.
112 * 2 12/11/96 12:41p John
113 * Added new code to draw 3d laser using 2d ellipses.
115 * 1 12/11/96 12:13p John
122 #include "3dinternal.h"
123 #include "systemvars.h"
127 DCF_BOOL( lasers, Lasers );
129 // This assumes you have already set a color with gr_set_color or gr_set_color_fast
130 // and a bitmap with gr_set_bitmap. If it is very far away, it draws the laser
131 // as flat-shaded using current color, else textured using current texture.
132 // If max_len is > 1.0, then this caps the length to be no longer than max_len pixels.
133 float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_width, uint tmap_flags, float max_len )
139 float headx, heady, headr, tailx, taily, tailr;
144 Assert( G3_count == 1 );
146 g3_rotate_vertex(&pt1,headp);
148 g3_project_vertex(&pt1);
149 if (pt1.flags & PF_OVERFLOW)
152 g3_rotate_vertex(&pt2,tailp);
154 g3_project_vertex(&pt2);
155 if (pt2.flags & PF_OVERFLOW)
158 if ( (pt1.codes & pt2.codes) != 0 ) {
159 // Both off the same side
165 headr = (head_width*Matrix_scale.x*Canv_w2*pt1.sw);
169 tailr = (tail_width*Matrix_scale.x*Canv_w2*pt2.sw);
171 float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
173 // Cap the length if needed.
174 if ( (max_len > 1.0f) && (len_2d > max_len) ) {
175 float ratio = max_len / len_2d;
177 tailx = headx + ( tailx - headx ) * ratio;
178 taily = heady + ( taily - heady ) * ratio;
179 tailr = headr + ( tailr - headr ) * ratio;
181 len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
184 depth = (pt1.z+pt2.z)*0.5f;
194 float mx, my, w, h1,h2;
196 if ( len_2d < max_r ) {
198 h1 = headr + (max_r-len_2d);
199 if ( h1 > max_r ) h1 = max_r;
200 h2 = tailr + (max_r-len_2d);
201 if ( h2 > max_r ) h2 = max_r;
204 if ( fl_abs(tailx - headx) > 0.01f ) {
205 a = (float)atan2( taily-heady, tailx-headx );
214 a = atan2_safe( taily-heady, tailx-headx );
223 mx = (tailx+headx)/2.0f;
224 my = (taily+heady)/2.0f;
226 // gr_set_color(255,0,0);
227 // g3_draw_line( &pt1, &pt2 );
229 // gr_set_color( 255, 0, 0 );
230 // gr_pixel( fl2i(mx),fl2i(my) );
232 // Draw box with width 'w' and height 'h' at angle 'a' from horizontal
233 // centered around mx, my
235 if ( h1 < 1.0f ) h1 = 1.0f;
236 if ( h2 < 1.0f ) h2 = 1.0f;
244 vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
247 if ( depth < 0.0f ) depth = 0.0f;
250 v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
251 v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
258 v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
259 v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
266 v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
267 v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
274 v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
275 v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
282 if(gr_screen.mode == GR_GLIDE){
283 gr_tmapper(4, vertlist, tmap_flags);
285 gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT);
291 // Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows)
292 // If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
293 float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float tail_width, int r, int g, int b, uint tmap_flags, float max_len )
299 float headx, heady, headr, tailx, taily, tailr;
304 Assert( G3_count == 1 );
306 g3_rotate_vertex(&pt1,headp);
308 g3_project_vertex(&pt1);
309 if (pt1.flags & PF_OVERFLOW)
312 g3_rotate_vertex(&pt2,tailp);
314 g3_project_vertex(&pt2);
315 if (pt2.flags & PF_OVERFLOW)
318 if ( (pt1.codes & pt2.codes) != 0 ) {
319 // Both off the same side
325 headr = (head_width*Matrix_scale.x*Canv_w2*pt1.sw);
329 tailr = (tail_width*Matrix_scale.x*Canv_w2*pt2.sw);
331 float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
333 // Cap the length if needed.
334 if ( (max_len > 1.0f) && (len_2d > max_len) ) {
335 float ratio = max_len / len_2d;
337 tailx = headx + ( tailx - headx ) * ratio;
338 taily = heady + ( taily - heady ) * ratio;
339 tailr = headr + ( tailr - headr ) * ratio;
341 len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
344 depth = (pt1.z+pt2.z)*0.5f;
354 float mx, my, w, h1,h2;
356 if ( len_2d < max_r ) {
358 h1 = headr + (max_r-len_2d);
359 if ( h1 > max_r ) h1 = max_r;
360 h2 = tailr + (max_r-len_2d);
361 if ( h2 > max_r ) h2 = max_r;
364 if ( fl_abs(tailx - headx) > 0.01f ) {
365 a = (float)atan2( taily-heady, tailx-headx );
374 a = atan2_safe( taily-heady, tailx-headx );
383 mx = (tailx+headx)/2.0f;
384 my = (taily+heady)/2.0f;
386 // gr_set_color(255,0,0);
387 // g3_draw_line( &pt1, &pt2 );
389 // gr_set_color( 255, 0, 0 );
390 // gr_pixel( fl2i(mx),fl2i(my) );
392 // Draw box with width 'w' and height 'h' at angle 'a' from horizontal
393 // centered around mx, my
395 if ( h1 < 1.0f ) h1 = 1.0f;
396 if ( h2 < 1.0f ) h2 = 1.0f;
404 vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
407 if ( depth < 0.0f ) depth = 0.0f;
410 v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
411 v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
421 v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
422 v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
432 v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
433 v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
443 v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
444 v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
454 if(gr_screen.mode == GR_GLIDE){
455 gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
457 gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);