Translucent rendering and sorting now occurs.

linux_template
sigonasr2 2 years ago
parent b4c42e4fd3
commit e2f92061d4
  1. 48
      Faceball2030/assets/map/map1.map
  2. 27
      Faceball2030/assets/map/map2.map
  3. 27
      Faceball2030/assets/map/map3.map
  4. 27
      Faceball2030/assets/map/map4.map
  5. 27
      Faceball2030/assets/map/map5.map
  6. 87
      Faceball2030/main.cpp
  7. 4
      Faceball2030/main.h

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@ -169,35 +169,43 @@ void FaceBall::LoadLevel(int level)
if (vi2d{ x,y } == vi2d{exitCoords.x, exitCoords.y + 1}) {
exitWallTex = exit_wall_tex;
}
if (vi2d{x,y} != exitCoords) {
mapWalls.tris.push_back({ {{(float)x,1,(float)y},{(float)x,0,(float)y},{(float)x + 1,1,(float)y}},{{0,0},{0,1},{1,0}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.tris.push_back({ {{(float)x,0,(float)y},{(float)x + 1,0,(float)y},{(float)x + 1,1,(float)y}},{{0,1},{1,1},{1,0}},{WHITE,WHITE,WHITE}, exitWallTex });
}
}
if (map[y][x].wallS != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x, exitCoords.y - 1 }) {
exitWallTex = exit_wall_tex;
}
if (vi2d{ x,y } != exitCoords) {
mapWalls.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x,0,(float)y + 1},{(float)x,1,(float)y + 1}},{{0,0},{1,1},{1,0}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x + 1,0,(float)y + 1},{(float)x,0,(float)y + 1}},{{0,0},{0,1},{1,1}},{WHITE,WHITE,WHITE}, exitWallTex });
}
}
if (map[y][x].wallW != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x+1, exitCoords.y }) {
exitWallTex = exit_wall_tex;
}
if (vi2d{ x,y } != exitCoords) {
mapWalls.tris.push_back({ {{(float)x,1,(float)y},{(float)x,1,(float)y + 1}, {(float)x,0,(float)y + 1}},{{1,0},{0,0},{0,1}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.tris.push_back({ {{(float)x,0,(float)y},{(float)x,1,(float)y}, {(float)x,0,(float)y + 1}}, {{1,1},{1,0},{0,1}},{WHITE,WHITE,WHITE}, exitWallTex });
}
}
if (map[y][x].wallE != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x - 1, exitCoords.y }) {
exitWallTex = exit_wall_tex;
}
if (vi2d{ x,y } != exitCoords) {
mapWalls.tris.push_back({ {{(float)x + 1,0,(float)y + 1},{(float)x + 1,1,(float)y + 1},{(float)x + 1,1,(float)y}},{{1,1},{1,0},{0,0}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.tris.push_back({ {{(float)x + 1,0,(float)y + 1} ,{(float)x + 1,1,(float)y},{(float)x + 1,0,(float)y}},{{1,1},{0,0},{0,1}},{WHITE,WHITE,WHITE}, exitWallTex });
}
}
}
}
walls = { mapWalls };
MapWallsObjectIndex = objects.size()-1;
objects.push_back({ mapFloor,{0,0,0},0,0 });
@ -589,17 +597,18 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
}
}
void FaceBall::RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b) {
void FaceBall::RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b,bool translucent) {
for (auto& tri : b.mesh.tris) {
tri.col[0] = b.col;
tri.col[1] = b.col;
tri.col[2] = b.col;
}
RenderMesh(matView, vecTrianglesToRaster, b);
RenderMesh(matView, vecTrianglesToRaster, b,translucent);
}
void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRaster, Object&o) {
void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRaster, Object&o,bool translucent) {
for (auto& tri : o.mesh.tris) {
if (translucent&&tri.tex != exit_wall_tex && tri.tex != bullet_tex ||!translucent&&(tri.tex==exit_wall_tex || tri.tex == bullet_tex)) { continue; }
Triangle triProjected, triTransformed, triViewed;
mat4x4 localMat = Matrix_MakeIdentity();
mat4x4 rotMat = Matrix_MakeRotationY(o.rot);
@ -876,6 +885,7 @@ void FaceBall::RenderWorld() {
mat4x4 matView = Matrix_QuickInverse(matCamera);
std::vector<Triangle>vecTrianglesToRaster;
std::vector<Triangle>vecTrianglesToRasterTranslucent;
// Draw Triangles
for (auto& obj : objects) {
@ -885,13 +895,14 @@ void FaceBall::RenderWorld() {
for (Triangle& t : exit.mesh.tris) {
t.col[0] = t.col[1] = t.col[2] = {0,(uint8_t)(std::abs(std::sinf(2*PI*gameTimer)) * 255),0};
}
RenderMesh(matView, vecTrianglesToRaster, walls);
for (auto& enemy : enemies) {
RenderMesh(matView, vecTrianglesToRaster, enemy);
}
for (auto& bullet : bullets) {
RenderBulletMesh(matView, vecTrianglesToRaster, bullet);
RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
}
RenderMesh(matView, vecTrianglesToRaster, walls);
RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
ClearBuffer(BLACK, true);
@ -961,6 +972,72 @@ void FaceBall::RenderWorld() {
triRenderCount++;
}
}
std::sort(vecTrianglesToRasterTranslucent.begin(), vecTrianglesToRasterTranslucent.end(), [](Triangle& t1, Triangle& t2) {return (t1.p[0].z + t1.p[1].z + t1.p[2].z) / 3.0f > (t2.p[0].z + t2.p[1].z + t2.p[2].z) / 3.0f; });
for (auto& triToRaster : vecTrianglesToRasterTranslucent) {
Triangle clipped[2];
std::list<Triangle>listTriangles;
listTriangles.push_back(triToRaster);
int nNewTriangles = 1;
for (int p = 0; p < 4; p++)
{
int nTrisToAdd = 0;
while (nNewTriangles > 0)
{
// Take triangle from front of queue
Triangle test = listTriangles.front();
listTriangles.pop_front();
nNewTriangles--;
// Clip it against a plane. We only need to test each
// subsequent plane, against subsequent new triangles
// as all triangles after a plane clip are guaranteed
// to lie on the inside of the plane. I like how this
// comment is almost completely and utterly justified
switch (p)
{
case 0: nTrisToAdd = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, test, clipped[0], clipped[1]); break;
case 1: nTrisToAdd = Triangle_ClipAgainstPlane({ 0.0f, (float)ScreenHeight() - 1, 0.0f }, { 0.0f, -1.0f, 0.0f }, test, clipped[0], clipped[1]); break;
case 2: nTrisToAdd = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, test, clipped[0], clipped[1]); break;
case 3: nTrisToAdd = Triangle_ClipAgainstPlane({ (float)ScreenWidth() - 1, 0.0f, 0.0f }, { -1.0f, 0.0f, 0.0f }, test, clipped[0], clipped[1]); break;
}
// Clipping may yield a variable number of triangles, so
// add these new ones to the back of the queue for subsequent
// clipping against next planes
for (int w = 0; w < nTrisToAdd; w++)
listTriangles.push_back(clipped[w]);
}
nNewTriangles = listTriangles.size();
}
for (auto& t : listTriangles) {
// Rasterize triangle
SetDecalStructure(DecalStructure::LIST);
SetDecalMode(DecalMode::NORMAL);
DrawPolygonDecal(t.tex, {
{t.p[0].x, t.p[0].y},
{t.p[1].x, t.p[1].y},
{t.p[2].x, t.p[2].y}
}, {
{t.uv[0].u,t.uv[0].v},
{t.uv[1].u,t.uv[1].v},
{t.uv[2].u,t.uv[2].v},
}, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { t.col[0],t.col[1],t.col[2] });
/*SetDecalMode(DecalMode::WIREFRAME);
DrawPolygonDecal(nullptr,{
{t.p[0].x, t.p[0].y},
{t.p[1].x, t.p[1].y},
{t.p[2].x, t.p[2].y}
},{
{0,0},
{0,0},
{0,0},
}, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { BLACK,BLACK,BLACK });*/
SetDecalStructure(DecalStructure::FAN);
triRenderCount++;
}
}
}
void FaceBall::HandleKeys(float fElapsedTime) {

@ -304,8 +304,8 @@ class FaceBall : public PixelGameEngine
void InitializeEnemyData();
void InitializeBulletColors();
void LoadLevel(int level);
void RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b);
void RenderMesh(mat4x4&matView, std::vector<Triangle>&vecTrianglesToRaster,Object&o);
void RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b,bool translucent=true);
void RenderMesh(mat4x4&matView, std::vector<Triangle>&vecTrianglesToRaster,Object&o,bool translucent=false);
void RenderMeshDeathScreen(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Object& o);
void RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex);
void RenderHud(float fElapsedTime);

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