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Graphics Programming Black Book (Special Edition)
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BlackBook.bin
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disk1
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source
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chapter62
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l62_1.c
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1997-06-18
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451 lines
/* Core renderer for Win32 program to demonstrate drawing from a 2D
BSP tree; illustrate the use of BSP trees for surface visibility.
UpdateWorld() is the top-level function in this module.
Full source code for the BSP-based renderer, and for the
accompanying BSP compiler, may be downloaded from
ftp.idsoftware.com/mikeab, in the file ddjbsp2.zip.
Tested with VC++ 2.0 running on Windows NT 3.5. */
#define FIXEDPOINT(x) ((FIXEDPOINT)(((long)x)*((long)0x10000)))
#define FIXTOINT(x) ((int)(x >> 16))
#define ANGLE(x) ((long)x)
#define STANDARD_SPEED (FIXEDPOINT(20))
#define STANDARD_ROTATION (ANGLE(4))
#define MAX_NUM_NODES 2000
#define MAX_NUM_EXTRA_VERTICES 2000
#define WORLD_MIN_X (FIXEDPOINT(-16000))
#define WORLD_MAX_X (FIXEDPOINT(16000))
#define WORLD_MIN_Y (FIXEDPOINT(-16000))
#define WORLD_MAX_Y (FIXEDPOINT(16000))
#define WORLD_MIN_Z (FIXEDPOINT(-16000))
#define WORLD_MAX_Z (FIXEDPOINT(16000))
#define PROJECTION_RATIO (2.0/1.0) // controls field of view; the
// bigger this is, the narrower the field of view
typedef long FIXEDPOINT;
typedef struct _VERTEX {
FIXEDPOINT x, z, viewx, viewz;
} VERTEX, *PVERTEX;
typedef struct _POINT2 { FIXEDPOINT x, z; } POINT2, *PPOINT2;
typedef struct _POINT2INT { int x; int y; } POINT2INT, *PPOINT2INT;
typedef long ANGLE; // angles are stored in degrees
typedef struct _NODE {
VERTEX *pstartvertex, *pendvertex;
FIXEDPOINT walltop, wallbottom, tstart, tend;
FIXEDPOINT clippedtstart, clippedtend;
struct _NODE *fronttree, *backtree;
int color, isVisible;
FIXEDPOINT screenxstart, screenxend;
FIXEDPOINT screenytopstart, screenybottomstart;
FIXEDPOINT screenytopend, screenybottomend;
} NODE, *PNODE;
char * pDIB; // pointer to DIB section we'll draw into
HBITMAP hDIBSection; // handle of DIB section
HPALETTE hpalDIB;
int iteration = 0, WorldIsRunning = 1;
HWND hwndOutput;
int DIBWidth, DIBHeight, DIBPitch, numvertices, numnodes;
FIXEDPOINT fxHalfDIBWidth, fxHalfDIBHeight;
VERTEX *pvertexlist, *pextravertexlist;
NODE *pnodelist;
POINT2 currentlocation, currentdirection, currentorientation;
ANGLE currentangle;
FIXEDPOINT currentspeed, fxViewerY, currentYSpeed;
FIXEDPOINT FrontClipPlane = FIXEDPOINT(10);
FIXEDPOINT FixedMul(FIXEDPOINT x, FIXEDPOINT y);
FIXEDPOINT FixedDiv(FIXEDPOINT x, FIXEDPOINT y);
FIXEDPOINT FixedSin(ANGLE angle), FixedCos(ANGLE angle);
extern int FillConvexPolygon(POINT2INT * VertexPtr, int Color);
// Returns nonzero if a wall is facing the viewer, 0 else.
int WallFacingViewer(NODE * pwall)
{
FIXEDPOINT viewxstart = pwall->pstartvertex->viewx;
FIXEDPOINT viewzstart = pwall->pstartvertex->viewz;
FIXEDPOINT viewxend = pwall->pendvertex->viewx;
FIXEDPOINT viewzend = pwall->pendvertex->viewz;
int Temp;
/* // equivalent C code
if (( ((pwall->pstartvertex->viewx >> 16) *
((pwall->pendvertex->viewz -
pwall->pstartvertex->viewz) >> 16)) +
((pwall->pstartvertex->viewz >> 16) *
((pwall->pstartvertex->viewx -
pwall->pendvertex->viewx) >> 16)) )
< 0)
return(1);
else
return(0);
*/
_asm {
mov eax,viewzend
sub eax,viewzstart
imul viewxstart
mov ecx,edx
mov ebx,eax
mov eax,viewxstart
sub eax,viewxend
imul viewzstart
add eax,ebx
adc edx,ecx
mov eax,0
jns short WFVDone
inc eax
WFVDone:
mov Temp,eax
}
return(Temp);
}
// Update the viewpoint position as needed.
void UpdateViewPos()
{
if (currentspeed != 0) {
currentlocation.x += FixedMul(currentdirection.x,
currentspeed);
if (currentlocation.x <= WORLD_MIN_X)
currentlocation.x = WORLD_MIN_X;
if (currentlocation.x >= WORLD_MAX_X)
currentlocation.x = WORLD_MAX_X - 1;
currentlocation.z += FixedMul(currentdirection.z,
currentspeed);
if (currentlocation.z <= WORLD_MIN_Z)
currentlocation.z = WORLD_MIN_Z;
if (currentlocation.z >= WORLD_MAX_Z)
currentlocation.z = WORLD_MAX_Z - 1;
}
if (currentYSpeed != 0) {
fxViewerY += currentYSpeed;
if (fxViewerY <= WORLD_MIN_Y)
fxViewerY = WORLD_MIN_Y;
if (fxViewerY >= WORLD_MAX_Y)
fxViewerY = WORLD_MAX_Y - 1;
}
}
// Transform all vertices into viewspace.
void TransformVertices()
{
VERTEX *pvertex;
FIXEDPOINT tempx, tempz;
int vertex;
pvertex = pvertexlist;
for (vertex = 0; vertex < numvertices; vertex++) {
// Translate the vertex according to the viewpoint
tempx = pvertex->x - currentlocation.x;
tempz = pvertex->z - currentlocation.z;
// Rotate the vertex so viewpoint is looking down z axis
pvertex->viewx = FixedMul(FixedMul(tempx,
currentorientation.z) +
FixedMul(tempz, -currentorientation.x),
FIXEDPOINT(PROJECTION_RATIO));
pvertex->viewz = FixedMul(tempx, currentorientation.x) +
FixedMul(tempz, currentorientation.z);
pvertex++;
}
}
// 3D clip all walls. If any part of each wall is still visible,
// transform to perspective viewspace.
void ClipWalls()
{
NODE *pwall;
int wall;
FIXEDPOINT tempstartx, tempendx, tempstartz, tempendz;
FIXEDPOINT tempstartwalltop, tempstartwallbottom;
FIXEDPOINT tempendwalltop, tempendwallbottom;
VERTEX *pstartvertex, *pendvertex;
VERTEX *pextravertex = pextravertexlist;
pwall = pnodelist;
for (wall = 0; wall < numnodes; wall++) {
// Assume the wall won't be visible
pwall->isVisible = 0;
// Generate the wall endpoints, accounting for t values and
// clipping
// Calculate the viewspace coordinates for this wall
pstartvertex = pwall->pstartvertex;
pendvertex = pwall->pendvertex;
// Look for z clipping first
// Calculate start and end z coordinates for this wall
if (pwall->tstart == FIXEDPOINT(0))
tempstartz = pstartvertex->viewz;
else
tempstartz = pstartvertex->viewz +
FixedMul((pendvertex->viewz-pstartvertex->viewz),
pwall->tstart);
if (pwall->tend == FIXEDPOINT(1))
tempendz = pendvertex->viewz;
else
tempendz = pstartvertex->viewz +
FixedMul((pendvertex->viewz-pstartvertex->viewz),
pwall->tend);
// Clip to the front plane
if (tempendz < FrontClipPlane) {
if (tempstartz < FrontClipPlane) {
// Fully front-clipped
goto NextWall;
} else {
pwall->clippedtstart = pwall->tstart;
// Clip the end point to the front clip plane
pwall->clippedtend =
FixedDiv(pstartvertex->viewz - FrontClipPlane,
pstartvertex->viewz-pendvertex->viewz);
tempendz = pstartvertex->viewz +
FixedMul((pendvertex->viewz-pstartvertex->viewz),
pwall->clippedtend);
}
} else {
pwall->clippedtend = pwall->tend;
if (tempstartz < FrontClipPlane) {
// Clip the start point to the front clip plane
pwall->clippedtstart =
FixedDiv(FrontClipPlane - pstartvertex->viewz,
pendvertex->viewz-pstartvertex->viewz);
tempstartz = pstartvertex->viewz +
FixedMul((pendvertex->viewz-pstartvertex->viewz),
pwall->clippedtstart);
} else {
pwall->clippedtstart = pwall->tstart;
}
}
// Calculate x coordinates
if (pwall->clippedtstart == FIXEDPOINT(0))
tempstartx = pstartvertex->viewx;
else
tempstartx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtstart);
if (pwall->clippedtend == FIXEDPOINT(1))
tempendx = pendvertex->viewx;
else
tempendx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtend);
// Clip in x as needed
if ((tempstartx > tempstartz) || (tempstartx < -tempstartz)) {
// The start point is outside the view triangle in x;
// perform a quick test for trivial rejection by seeing if
// the end point is outside the view triangle on the same
// side as the start point
if (((tempstartx>tempstartz) && (tempendx>tempendz)) ||
((tempstartx<-tempstartz) && (tempendx<-tempendz)))
// Fully clipped--trivially reject
goto NextWall;
// Clip the start point
if (tempstartx > tempstartz) {
// Clip the start point on the right side
pwall->clippedtstart =
FixedDiv(pstartvertex->viewx-pstartvertex->viewz,
pendvertex->viewz-pstartvertex->viewz -
pendvertex->viewx+pstartvertex->viewx);
tempstartx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtstart);
tempstartz = tempstartx;
} else {
// Clip the start point on the left side
pwall->clippedtstart =
FixedDiv(-pstartvertex->viewx-pstartvertex->viewz,
pendvertex->viewx+pendvertex->viewz -
pstartvertex->viewz-pstartvertex->viewx);
tempstartx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtstart);
tempstartz = -tempstartx;
}
}
// See if the end point needs clipping
if ((tempendx > tempendz) || (tempendx < -tempendz)) {
// Clip the end point
if (tempendx > tempendz) {
// Clip the end point on the right side
pwall->clippedtend =
FixedDiv(pstartvertex->viewx-pstartvertex->viewz,
pendvertex->viewz-pstartvertex->viewz -
pendvertex->viewx+pstartvertex->viewx);
tempendx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtend);
tempendz = tempendx;
} else {
// Clip the end point on the left side
pwall->clippedtend =
FixedDiv(-pstartvertex->viewx-pstartvertex->viewz,
pendvertex->viewx+pendvertex->viewz -
pstartvertex->viewz-pstartvertex->viewx);
tempendx = pstartvertex->viewx +
FixedMul((pendvertex->viewx-pstartvertex->viewx),
pwall->clippedtend);
tempendz = -tempendx;
}
}
tempstartwalltop = FixedMul((pwall->walltop - fxViewerY),
FIXEDPOINT(PROJECTION_RATIO));
tempendwalltop = tempstartwalltop;
tempstartwallbottom = FixedMul((pwall->wallbottom-fxViewerY),
FIXEDPOINT(PROJECTION_RATIO));
tempendwallbottom = tempstartwallbottom;
// Partially clip in y (the rest is done later in 2D)
// Check for trivial accept
if ((tempstartwalltop > tempstartz) ||
(tempstartwallbottom < -tempstartz) ||
(tempendwalltop > tempendz) ||
(tempendwallbottom < -tempendz)) {
// Not trivially unclipped; check for fully clipped
if ((tempstartwallbottom > tempstartz) &&
(tempstartwalltop < -tempstartz) &&
(tempendwallbottom > tempendz) &&
(tempendwalltop < -tempendz)) {
// Outside view triangle, trivially clipped
goto NextWall;
}
// Partially clipped in Y; we'll do Y clipping at
// drawing time
}
// The wall is visible; mark it as such and project it.
// +1 on scaling because of bottom/right exclusive polygon
// filling
pwall->isVisible = 1;
pwall->screenxstart =
(FixedMulDiv(tempstartx, fxHalfDIBWidth+FIXEDPOINT(0.5),
tempstartz) + fxHalfDIBWidth + FIXEDPOINT(0.5));
pwall->screenytopstart =
(FixedMulDiv(tempstartwalltop,
fxHalfDIBHeight + FIXEDPOINT(0.5), tempstartz) +
fxHalfDIBHeight + FIXEDPOINT(0.5));
pwall->screenybottomstart =
(FixedMulDiv(tempstartwallbottom,
fxHalfDIBHeight + FIXEDPOINT(0.5), tempstartz) +
fxHalfDIBHeight + FIXEDPOINT(0.5));
pwall->screenxend =
(FixedMulDiv(tempendx, fxHalfDIBWidth+FIXEDPOINT(0.5),
tempendz) + fxHalfDIBWidth + FIXEDPOINT(0.5));
pwall->screenytopend =
(FixedMulDiv(tempendwalltop,
fxHalfDIBHeight + FIXEDPOINT(0.5), tempendz) +
fxHalfDIBHeight + FIXEDPOINT(0.5));
pwall->screenybottomend =
(FixedMulDiv(tempendwallbottom,
fxHalfDIBHeight + FIXEDPOINT(0.5), tempendz) +
fxHalfDIBHeight + FIXEDPOINT(0.5));
NextWall:
pwall++;
}
}
// Walk the tree back to front; backface cull whenever possible,
// and draw front-facing walls in back-to-front order.
void DrawWallsBackToFront()
{
NODE *pFarChildren, *pNearChildren, *pwall;
NODE *pendingnodes[MAX_NUM_NODES];
NODE **pendingstackptr;
POINT2INT apoint[4];
pwall = pnodelist;
pendingnodes[0] = (NODE *)NULL;
pendingstackptr = pendingnodes + 1;
for (;;) {
for (;;) {
// Descend as far as possible toward the back,
// remembering the nodes we pass through on the way.
// Figure whether this wall is facing frontward or
// backward; do in viewspace because non-visible walls
// aren't projected into screenspace, and we need to
// traverse all walls in the BSP tree, visible or not,
// in order to find all the visible walls
if (WallFacingViewer(pwall)) {
// We're on the forward side of this wall, do the back
// children first
pFarChildren = pwall->backtree;
} else {
// We're on the back side of this wall, do the front
// children first
pFarChildren = pwall->fronttree;
}
if (pFarChildren == NULL)
break;
*pendingstackptr = pwall;
pendingstackptr++;
pwall = pFarChildren;
}
for (;;) {
// See if the wall is even visible
if (pwall->isVisible) {
// See if we can backface cull this wall
if (pwall->screenxstart < pwall->screenxend) {
// Draw the wall
apoint[0].x = FIXTOINT(pwall->screenxstart);
apoint[1].x = FIXTOINT(pwall->screenxstart);
apoint[2].x = FIXTOINT(pwall->screenxend);
apoint[3].x = FIXTOINT(pwall->screenxend);
apoint[0].y = FIXTOINT(pwall->screenytopstart);
apoint[1].y = FIXTOINT(pwall->screenybottomstart);
apoint[2].y = FIXTOINT(pwall->screenybottomend);
apoint[3].y = FIXTOINT(pwall->screenytopend);
FillConvexPolygon(apoint, pwall->color);
}
}
// If there's a near tree from this node, draw it;
// otherwise, work back up to the last-pushed parent
// node of the branch we just finished; we're done if
// there are no pending parent nodes.
// Figure whether this wall is facing frontward or
// backward; do in viewspace because non-visible walls
// aren't projected into screenspace, and we need to
// traverse all walls in the BSP tree, visible or not,
// in order to find all the visible walls
if (WallFacingViewer(pwall)) {
// We're on the forward side of this wall, do the
// front children now
pNearChildren = pwall->fronttree;
} else {
// We're on the back side of this wall, do the back
// children now
pNearChildren = pwall->backtree;
}
// Walk the near subtree of this wall
if (pNearChildren != NULL)
goto WalkNearTree;
// Pop the last-pushed wall
pendingstackptr--;
pwall = *pendingstackptr;
if (pwall == NULL)
goto NodesDone;
}
WalkNearTree:
pwall = pNearChildren;
}
NodesDone:
;
}
// Render the current state of the world to the screen.
void UpdateWorld()
{
HPALETTE holdpal;
HDC hdcScreen, hdcDIBSection;
HBITMAP holdbitmap;
// Draw the frame
UpdateViewPos();
memset(pDIB, 0, DIBPitch*DIBHeight); // clear frame
TransformVertices();
ClipWalls();
DrawWallsBackToFront();
// We've drawn the frame; copy it to the screen
hdcScreen = GetDC(hwndOutput);
holdpal = SelectPalette(hdcScreen, hpalDIB, FALSE);
RealizePalette(hdcScreen);
hdcDIBSection = CreateCompatibleDC(hdcScreen);
holdbitmap = SelectObject(hdcDIBSection, hDIBSection);
BitBlt(hdcScreen, 0, 0, DIBWidth, DIBHeight, hdcDIBSection,
0, 0, SRCCOPY);
SelectPalette(hdcScreen, holdpal, FALSE);
ReleaseDC(hwndOutput, hdcScreen);
SelectObject(hdcDIBSection, holdbitmap);
ReleaseDC(hwndOutput, hdcDIBSection);
iteration++;
}