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object3d.cpp
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312 lines (225 loc) · 9.39 KB
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#include "Config.h"
#include "object3d.h"
#include "PixelShaderDefault.h"
#include "PixelShaderGBA8.h"
#include "qlogging.h"
#include <string.h>
namespace P3D
{
Object3d::Object3d()
{
}
bool Object3d::Setup(unsigned int screenWidth, unsigned int screenHeight, fp hFov, fp zNear, fp zFar, pixel *framebuffer)
{
//fp halfVFov = (aspect * hFov) / 2;
fp halfVFov = 45;
fp halfFrustrumWidth = zFar * std::tan((float)pD2R(halfVFov));
fp halfFrustrumHeight = zFar * std::tan((float)pD2R(pASR(hFov, 1)));
frustrumPoints[0] = V3<fp>(-halfFrustrumWidth, -halfFrustrumHeight, -zFar);
frustrumPoints[1] = V3<fp>(halfFrustrumWidth, halfFrustrumHeight, -zFar);
frustrumPoints[2] = V3<fp>(-halfFrustrumWidth, halfFrustrumHeight, -zFar);
frustrumPoints[3] = V3<fp>(halfFrustrumWidth, -halfFrustrumHeight, -zFar);
P3D::RenderTarget* render_target = new P3D::RenderTarget(screenWidth, screenHeight, framebuffer);
render_target->AttachZBuffer();
render_device = new P3D::RenderDevice();
render_device->SetRenderTarget(render_target);
float aspectRatio = (float)screenWidth / (float)screenHeight;
render_device->SetPerspective(hFov, aspectRatio, zNear, zFar);
render_device->SetRenderFlags<P3D::NoFlags, P3D::PixelShaderGBA8<P3D::NoFlags>>();
//render_device->SetRenderFlags<P3D::SubdividePerspectiveMapping, P3D::PixelShaderGBA8<P3D::SubdividePerspectiveMapping>>();
//render_device->SetRenderFlags<P3D::RenderFlags::SubdividePerspectiveMapping | P3D::RenderFlags::Fog | P3D::RenderFlags::VertexLight>();
//render_device->SetRenderFlags<P3D::RenderFlags::SubdividePerspectiveMapping | P3D::RenderFlags::Fog | P3D::RenderFlags::VertexLight, P3D::PixelShaderGBA8<P3D::RenderFlags::SubdividePerspectiveMapping | P3D::RenderFlags::Fog | P3D::RenderFlags::VertexLight>>();
//render_device->SetRenderFlags<P3D::RenderFlags::Fog>();
#if 0
render_device->SetFogMode(FogLinear);
render_device->SetFogColor(0x799ED7);
render_device->SetFogDepth(750, 1500);
#else
render_device->SetFogMode(FogExponential2);
render_device->SetFogColor(0x799ED7);
render_device->SetFogDensity(2);
#endif
if(sizeof(P3D::pixel) == 1)
{
render_device->SetFogLightMap(model->GetFogLightMap());
}
//render_device->SetRenderFlags<P3D::ZWrite | P3D::ZTest, PixelShaderGBA8<P3D::ZWrite | P3D::ZTest>>();
return true;
}
V3<fp>& Object3d::CameraPos()
{
return cameraPos;
}
V3<fp>& Object3d::CameraAngle()
{
return cameraAngle;
}
void Object3d::UpdateFrustrumAABB()
{
viewFrustrumBB = AABB<fp>();
M4<fp> camMatrix = render_device->GetMatrix().Inverted();
V4<fp> t1 = camMatrix * frustrumPoints[0];
V4<fp> t2 = camMatrix * frustrumPoints[1];
V4<fp> t3 = camMatrix * frustrumPoints[2];
V4<fp> t4 = camMatrix * frustrumPoints[3];
#if 1
viewFrustrumBB.AddPoint(eyePos);
viewFrustrumBB.AddPoint(V3<fp>(t1.x, t1.y, t1.z));
viewFrustrumBB.AddPoint(V3<fp>(t2.x, t2.y, t2.z));
viewFrustrumBB.AddPoint(V3<fp>(t3.x, t3.y, t3.z));
viewFrustrumBB.AddPoint(V3<fp>(t4.x, t4.y, t4.z));
#else
fp bb_size = 100;
viewFrustrumBB.AddPoint(cameraPos);
viewFrustrumBB.x1 -= bb_size;
viewFrustrumBB.x2 += bb_size;
viewFrustrumBB.y1 -= bb_size;
viewFrustrumBB.y2 += bb_size;
viewFrustrumBB.z1 -= bb_size;
viewFrustrumBB.z2 += bb_size;
#endif
V3<fp> t[3];
t[0] = V3<fp>(t1.x, t1.y, t1.z);
t[1] = V3<fp>(t2.x, t2.y, t2.z);
t[2] = V3<fp>(t3.x, t3.y, t3.z);
//render_device->DrawTriangle(t, nullptr);
}
void Object3d::DoCollisions()
{
const int bb_size = 100;
AABB<fp> player_box(cameraPos, bb_size);
std::vector<const BspModelTriangle*> tris;
/*
BspModelTriangle t;
t.tri.verts[0].pos = V3<fp>(0,0,0);
t.tri.verts[1].pos = V3<fp>(-100,0,0);
t.tri.verts[2].pos = V3<fp>(0,0,-100);
V3<fp> p(-25, 10, -25);
CheckCollision2(&t, p, 50);
*/
model->SortFrontToBack(cameraPos, player_box, tris, true);
int collision_count = 0;
for(int i = 0; i < tris.size(); i++)
{
if(CheckCollision(tris.at(i), cameraPos, 25))
{
i = 0;
collision_count++;
if(collision_count < 10)
continue;
break;
}
}
}
bool Object3d::CheckCollision(const BspModelTriangle* tri, V3<fp>& point, const fp radius)
{
fp distance = tri->normal_plane.DistanceToPoint(point);
//No collision
if(distance < 0 || distance >= radius)
return false;
fp margin = -fp(radius / 4);
if(tri->edge_plane_0_1.DistanceToPoint(point) < margin)
return false;
if(tri->edge_plane_1_2.DistanceToPoint(point) < margin)
return false;
if(tri->edge_plane_2_0.DistanceToPoint(point) < margin)
return false;
//Move in direction of normal.
fp penetrationDepth = radius - distance;
point += tri->normal_plane.Normal() * (penetrationDepth + fp(0.01));
return true;
}
void Object3d::RenderScene()
{
if(do_collisions)
{
cameraPos.y -= 5;
DoCollisions();
}
eyePos = cameraPos;
eyePos.y += 25;
render_device->ClearColor(backgroundColor);
render_device->ClearDepth(1);
render_device->PushMatrix();
render_device->RotateX(-cameraAngle.x);
render_device->RotateY(-cameraAngle.y);
render_device->RotateZ(-cameraAngle.z);
render_device->Translate(V3<fp>(-eyePos.x, -(eyePos.y), -eyePos.z));
if(update_frustrum_bb)
UpdateFrustrumAABB();
render_device->BeginFrame();
render_device->BeginDraw(update_frustrum_bb ? frustrumPlanes : nullptr);
RenderBsp();
render_device->EndDraw();
render_device->EndFrame();
render_device->PopMatrix();
}
void Object3d::RenderBsp()
{
if(model == nullptr)
return;
static std::vector<const BspModelTriangle*> tris;
//model->SortBackToFront(eyePos, viewFrustrumBB, tris, true);
model->SortBackToFront(eyePos, viewFrustrumBB, tris, true);
for(unsigned int i = 0; i < tris.size(); i++)
{
const BspModelTriangle* tri = tris[i];
#if 1
if(!frustrumPlanes[Left].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
if(!frustrumPlanes[Right].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
if(!frustrumPlanes[Top].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
if(!frustrumPlanes[Bottom].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
if(!frustrumPlanes[Near].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
if(!frustrumPlanes[Far].TriangleIsFrontside(tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos))
continue;
#endif
const BspNodeTexture* ntex = model->GetTexture(tri->texture);
V3<fp> verts[3] = {tri->tri.verts[0].pos, tri->tri.verts[1].pos, tri->tri.verts[2].pos};
Material m;
if(ntex)
{
m.type = Material::Texture;
m.pixels = model->GetTexturePixels(ntex->texture_pixels_offset);
//m.type = Material::Color;
//m.color = *model->GetTexturePixels(ntex->texture_pixels_offset);
fp light_levels[3] = {light_level, light_level, light_level};
V2<fp> uvs[3] = {tri->tri.verts[0].uv, tri->tri.verts[1].uv, tri->tri.verts[2].uv};
render_device->SetMaterial(m);
render_device->DrawTriangle(verts, uvs, light_levels);
}
else
{
m.color = tri->color;
render_device->SetMaterial(m);
render_device->DrawTriangle(verts);
}
}
tris.clear();
}
void Object3d::SetModel(const BspModel *model)
{
this->model = model;
}
void Object3d::SetBackgroundColor(pixel color)
{
backgroundColor = color;
}
void Object3d::SetFrameBuffer(pixel* buffer)
{
int w = render_target->GetWidth();
int h = render_target->GetHeight();
render_target->AttachColorBuffer(w, h, buffer);
render_device->SetRenderTarget(render_target);
}
#ifdef RENDER_STATS
const RenderStats& Object3d::GetRenderStats()
{
return render_device->GetRenderStats();
}
#endif
}