1514 lines
22 KiB
C++
1514 lines
22 KiB
C++
|
//
|
||
|
// Functions that act on the imported meshes
|
||
|
//
|
||
|
|
||
|
#include "always.h"
|
||
|
#include "imp.h"
|
||
|
#include "matrix.h"
|
||
|
#include "mf.h"
|
||
|
#include "os.h"
|
||
|
|
||
|
|
||
|
void MF_load_textures(IMP_Mesh *im)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Mat *it;
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
//
|
||
|
// Load the texture if appropriate.
|
||
|
//
|
||
|
|
||
|
if (it->has_texture)
|
||
|
{
|
||
|
it->ot_tex = OS_texture_create(it->tname);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
it->ot_tex = NULL;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Load the bumpmap if this material has one.
|
||
|
//
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
it->ot_bpos = OS_texture_create(it->bname, FALSE);
|
||
|
it->ot_bneg = OS_texture_create(it->bname, TRUE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
it->ot_bpos = NULL;
|
||
|
it->ot_bneg = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MF_backup(IMP_Mesh *im)
|
||
|
{
|
||
|
im->old_vert = (IMP_Vert *) malloc(sizeof(IMP_Vert) * im->num_verts );
|
||
|
im->old_svert = (IMP_Svert *) malloc(sizeof(IMP_Svert) * im->num_sverts);
|
||
|
|
||
|
memcpy(im->old_vert, im->vert, sizeof(IMP_Vert) * im->num_verts );
|
||
|
memcpy(im->old_svert, im->svert, sizeof(IMP_Svert) * im->num_sverts);
|
||
|
}
|
||
|
|
||
|
void MF_rotate_mesh(
|
||
|
IMP_Mesh *im,
|
||
|
float yaw,
|
||
|
float pitch,
|
||
|
float roll,
|
||
|
float scale,
|
||
|
float pos_x,
|
||
|
float pos_y,
|
||
|
float pos_z)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
float matrix[9];
|
||
|
|
||
|
MATRIX_calc(
|
||
|
matrix,
|
||
|
yaw,
|
||
|
pitch,
|
||
|
roll);
|
||
|
|
||
|
//
|
||
|
// In the sverts...
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
im->svert[i] = im->old_svert[i];
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].nx,
|
||
|
im->svert[i].ny,
|
||
|
im->svert[i].nz);
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].dxdu,
|
||
|
im->svert[i].dydu,
|
||
|
im->svert[i].dzdu);
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].dxdv,
|
||
|
im->svert[i].dydv,
|
||
|
im->svert[i].dzdv);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Only scale the vertices- not the normals!
|
||
|
//
|
||
|
|
||
|
MATRIX_scale(
|
||
|
matrix,
|
||
|
scale);
|
||
|
|
||
|
for (i = 0; i < im->num_verts; i++)
|
||
|
{
|
||
|
im->vert[i] = im->old_vert[i];
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->vert[i].x,
|
||
|
im->vert[i].y,
|
||
|
im->vert[i].z);
|
||
|
|
||
|
im->vert[i].x += pos_x;
|
||
|
im->vert[i].y += pos_y;
|
||
|
im->vert[i].z += pos_z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void MF_rotate_mesh(
|
||
|
IMP_Mesh *im,
|
||
|
float pos_x,
|
||
|
float pos_y,
|
||
|
float pos_z,
|
||
|
float matrix[9])
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
//
|
||
|
// In the sverts...
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
im->svert[i] = im->old_svert[i];
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].nx,
|
||
|
im->svert[i].ny,
|
||
|
im->svert[i].nz);
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].dxdu,
|
||
|
im->svert[i].dydu,
|
||
|
im->svert[i].dzdu);
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->svert[i].dxdv,
|
||
|
im->svert[i].dydv,
|
||
|
im->svert[i].dzdv);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// The verts...
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_verts; i++)
|
||
|
{
|
||
|
im->vert[i] = im->old_vert[i];
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
matrix,
|
||
|
im->vert[i].x,
|
||
|
im->vert[i].y,
|
||
|
im->vert[i].z);
|
||
|
|
||
|
im->vert[i].x += pos_x;
|
||
|
im->vert[i].y += pos_y;
|
||
|
im->vert[i].z += pos_z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MF_transform_points(IMP_Mesh *im)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Vert *iv;
|
||
|
|
||
|
ASSERT(im->num_verts <= OS_MAX_TRANS);
|
||
|
|
||
|
for (i = 0; i < im->num_verts; i++)
|
||
|
{
|
||
|
iv = &im->vert[i];
|
||
|
|
||
|
OS_transform(
|
||
|
iv->x,
|
||
|
iv->y,
|
||
|
iv->z,
|
||
|
&OS_trans[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MF_invert_zeds(IMP_Mesh *im)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Vert *iv;
|
||
|
|
||
|
ASSERT(im->num_verts <= OS_MAX_TRANS);
|
||
|
|
||
|
for (i = 0; i < im->num_verts; i++)
|
||
|
{
|
||
|
OS_trans[i].z = 1.0F - OS_trans[i].z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_ambient(
|
||
|
IMP_Mesh *im,
|
||
|
float light_dx,
|
||
|
float light_dy,
|
||
|
float light_dz,
|
||
|
SLONG light_r,
|
||
|
SLONG light_g,
|
||
|
SLONG light_b,
|
||
|
SLONG amb_r,
|
||
|
SLONG amb_g,
|
||
|
SLONG amb_b)
|
||
|
{
|
||
|
SLONG i;
|
||
|
SLONG r;
|
||
|
SLONG g;
|
||
|
SLONG b;
|
||
|
float dprod;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
|
||
|
//
|
||
|
// Normalise the light vector
|
||
|
//
|
||
|
|
||
|
float len = sqrt(light_dx*light_dx + light_dy*light_dy + light_dz*light_dz);
|
||
|
float overlen = 1.0F / len;
|
||
|
|
||
|
light_dx *= overlen;
|
||
|
light_dy *= overlen;
|
||
|
light_dz *= overlen;
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
|
||
|
r = amb_r;
|
||
|
g = amb_g;
|
||
|
b = amb_b;
|
||
|
|
||
|
dprod = light_dx*is->nx + light_dy*is->ny + light_dz*is->nz;
|
||
|
|
||
|
if (dprod < 0.0F)
|
||
|
{
|
||
|
SLONG ibright = ftol(-dprod * 256.0F);
|
||
|
|
||
|
r += ibright * light_r >> 8;
|
||
|
g += ibright * light_g >> 8;
|
||
|
b += ibright * light_b >> 8;
|
||
|
|
||
|
if (r > 255) {r = 255;}
|
||
|
if (g > 255) {g = 255;}
|
||
|
if (b > 255) {b = 255;}
|
||
|
}
|
||
|
|
||
|
is->colour = (r << 16) | (g << 8) | b;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_diffuse_spotlight(
|
||
|
IMP_Mesh *im,
|
||
|
float light_x,
|
||
|
float light_y,
|
||
|
float light_z,
|
||
|
float light_matrix[9],
|
||
|
float light_lens) // The bigger the lens the smaller the spotlight.
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
float x;
|
||
|
float y;
|
||
|
float z;
|
||
|
float X;
|
||
|
float Y;
|
||
|
float Z;
|
||
|
|
||
|
float dprod;
|
||
|
|
||
|
IMP_Vert *iv;
|
||
|
IMP_Svert *is;
|
||
|
|
||
|
//
|
||
|
// The position of the light map on the mesh.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_verts; i++)
|
||
|
{
|
||
|
iv = &im->vert[i];
|
||
|
|
||
|
//
|
||
|
// Rotate the point into light-source space.
|
||
|
//
|
||
|
|
||
|
x = iv->x - light_x;
|
||
|
y = iv->y - light_y;
|
||
|
z = iv->z - light_z;
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
light_matrix,
|
||
|
x,
|
||
|
y,
|
||
|
z);
|
||
|
|
||
|
if (z > 0.0F) // No zclip plane!
|
||
|
{
|
||
|
//
|
||
|
// Perspective transform.
|
||
|
//
|
||
|
|
||
|
Z = light_lens / z;
|
||
|
|
||
|
X = 0.5F + x * Z;
|
||
|
Y = 0.5F + y * Z;
|
||
|
|
||
|
iv->lu = X;
|
||
|
iv->lv = Y;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// This point is behind the light!
|
||
|
//
|
||
|
|
||
|
ASSERT(0);
|
||
|
|
||
|
iv->lu = 0.0F;
|
||
|
iv->lv = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// The gouraud shade value and the bump map offsets.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
|
||
|
//
|
||
|
// Gouraud.
|
||
|
//
|
||
|
|
||
|
dprod =
|
||
|
is->nx * light_matrix[6] +
|
||
|
is->ny * light_matrix[7] +
|
||
|
is->nz * light_matrix[8];
|
||
|
|
||
|
if (dprod < 0)
|
||
|
{
|
||
|
SLONG bright = ftol(dprod * -255.0F);
|
||
|
|
||
|
ASSERT(WITHIN(bright, 0, 255));
|
||
|
|
||
|
is->colour = bright | (bright << 8) | (bright << 16);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
is->colour = 0x00000000;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Bumpmap offsets.
|
||
|
//
|
||
|
|
||
|
dprod =
|
||
|
is->dxdu * light_matrix[6] +
|
||
|
is->dydu * light_matrix[7] +
|
||
|
is->dzdu * light_matrix[8];
|
||
|
|
||
|
is->du = dprod * 0.005F;
|
||
|
|
||
|
dprod =
|
||
|
is->dxdv * light_matrix[6] +
|
||
|
is->dydv * light_matrix[7] +
|
||
|
is->dzdv * light_matrix[8];
|
||
|
|
||
|
is->dv = dprod * 0.005F;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_specular_spotlight(
|
||
|
IMP_Mesh *im,
|
||
|
float light_x,
|
||
|
float light_y,
|
||
|
float light_z,
|
||
|
float light_matrix[9],
|
||
|
float light_lens)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
float x;
|
||
|
float y;
|
||
|
float z;
|
||
|
float X;
|
||
|
float Y;
|
||
|
float Z;
|
||
|
|
||
|
float dx;
|
||
|
float dy;
|
||
|
float dz;
|
||
|
|
||
|
float along_x;
|
||
|
float along_y;
|
||
|
float along_z;
|
||
|
|
||
|
float dprod;
|
||
|
float along;
|
||
|
|
||
|
float len;
|
||
|
float overlen;
|
||
|
|
||
|
float rx;
|
||
|
float ry;
|
||
|
float rz;
|
||
|
|
||
|
float bright;
|
||
|
|
||
|
IMP_Vert *iv;
|
||
|
IMP_Svert *is;
|
||
|
IMP_Mat *it;
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
it = &im->mat [is->mat ];
|
||
|
|
||
|
//
|
||
|
// Rotate the point into light-source space.
|
||
|
//
|
||
|
|
||
|
x = iv->x - light_x;
|
||
|
y = iv->y - light_y;
|
||
|
z = iv->z - light_z;
|
||
|
|
||
|
MATRIX_MUL(
|
||
|
light_matrix,
|
||
|
x,
|
||
|
y,
|
||
|
z);
|
||
|
|
||
|
if (z > 0.0F) // No zclip plane!
|
||
|
{
|
||
|
//
|
||
|
// Perspective transform.
|
||
|
//
|
||
|
|
||
|
Z = light_lens / z;
|
||
|
|
||
|
X = 0.5F + x * Z;
|
||
|
Y = 0.5F + y * Z;
|
||
|
|
||
|
//
|
||
|
// Work out the reflected ray from the camera through the point.
|
||
|
//
|
||
|
|
||
|
//
|
||
|
// The ray from the camera to the point.
|
||
|
//
|
||
|
|
||
|
dx = iv->x - OS_cam_x;
|
||
|
dy = iv->y - OS_cam_y;
|
||
|
dz = iv->z - OS_cam_z;
|
||
|
|
||
|
//
|
||
|
// The ray reflected from the normal.
|
||
|
//
|
||
|
|
||
|
dprod = dx*is->nx + dy*is->ny + dz*is->nz;
|
||
|
dprod *= 2.0F;
|
||
|
|
||
|
rx = dx - is->nx * dprod;
|
||
|
ry = dy - is->ny * dprod;
|
||
|
rz = dz - is->nz * dprod;
|
||
|
|
||
|
//
|
||
|
// Normalise the ray.
|
||
|
//
|
||
|
|
||
|
{
|
||
|
float overlen = 1.0F / sqrt(rx*rx + ry*ry + rz*rz);
|
||
|
|
||
|
rx *= overlen;
|
||
|
ry *= overlen;
|
||
|
rz *= overlen;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Work out how parallel this ray is to each axis.
|
||
|
//
|
||
|
|
||
|
along_x =
|
||
|
rx * light_matrix[0] +
|
||
|
ry * light_matrix[1] +
|
||
|
rz * light_matrix[2];
|
||
|
|
||
|
along_y =
|
||
|
rx * light_matrix[3] +
|
||
|
ry * light_matrix[4] +
|
||
|
rz * light_matrix[5];
|
||
|
|
||
|
along_z =
|
||
|
rx * light_matrix[6] +
|
||
|
ry * light_matrix[7] +
|
||
|
rz * light_matrix[8];
|
||
|
|
||
|
//
|
||
|
// How bright is the hightlight?
|
||
|
//
|
||
|
|
||
|
bright = -along_z;
|
||
|
|
||
|
if (bright <= 0.0F)
|
||
|
{
|
||
|
is->colour = 0x00000000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// Darker the further from the middle of the spotlight.
|
||
|
//
|
||
|
|
||
|
len = (X-0.5F)*(X-0.5F) + (Y-0.5F)*(Y-0.5F);
|
||
|
|
||
|
if (len > 0.25F)
|
||
|
{
|
||
|
is->colour = 0x00000000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
len *= 4.0F;
|
||
|
len *= len;
|
||
|
len *= len;
|
||
|
len = 1.0F - len;
|
||
|
|
||
|
bright *= len;
|
||
|
|
||
|
is->colour = ftol(bright * (255.0F * it->shinstr));
|
||
|
is->colour |= is->colour << 8;
|
||
|
is->colour |= is->colour << 8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// If the reflected ray and the direction of the light do not match,
|
||
|
// then make the uv coordinates leave the specular highlight.
|
||
|
//
|
||
|
|
||
|
X += along_x * it->shininess;
|
||
|
Y += along_y * it->shininess;
|
||
|
|
||
|
is->lu = X;
|
||
|
is->lv = Y;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// This point is behind the light!
|
||
|
//
|
||
|
|
||
|
ASSERT(0);
|
||
|
|
||
|
is->lu = 0.0F;
|
||
|
is->lv = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// The array we build before we start adding triangles.
|
||
|
//
|
||
|
|
||
|
#define MF_MAX_SVERTS 16384
|
||
|
|
||
|
OS_Vert MF_vert[MF_MAX_SVERTS];
|
||
|
|
||
|
void MF_add_triangles_normal(IMP_Mesh *im, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
|
||
|
//
|
||
|
// Build an array of OS_Verts using the shared vertices in the mesh.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->u;
|
||
|
ov->v1 = is->v;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
it->ot_tex,
|
||
|
NULL,
|
||
|
draw | ((it->sided == IMP_SIDED_DOUBLE) ? OS_DRAW_DOUBLESIDED : 0));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_add_triangles_normal_colour(IMP_Mesh *im, ULONG draw, ULONG colour)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
|
||
|
//
|
||
|
// Build an array of OS_Verts using the shared vertices in the mesh.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->u;
|
||
|
ov->v1 = is->v;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
it->ot_tex,
|
||
|
NULL,
|
||
|
draw | ((it->sided == IMP_SIDED_DOUBLE) ? OS_DRAW_DOUBLESIDED : 0));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void MF_add_triangles_light(IMP_Mesh *im, OS_Texture *ot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = iv->lu;
|
||
|
ov->v1 = iv->lv;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for our texture.
|
||
|
//
|
||
|
|
||
|
ob = OS_buffer_new();
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the buffer.
|
||
|
//
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
ob,
|
||
|
ot,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
|
||
|
void MF_add_triangles_light_bumpmapped(IMP_Mesh *im, OS_Texture *ot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
SLONG pass;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
for (pass = 0; pass < 2; pass++)
|
||
|
{
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
if (pass == 0)
|
||
|
{
|
||
|
//
|
||
|
// All the data the first time around.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = iv->lu;
|
||
|
ov->v1 = iv->lv;
|
||
|
ov->u2 = is->u + is->du;
|
||
|
ov->v2 = is->v + is->dv;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// Clear the index and update the shifted texture coordinates for the bumpmap pass.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
ov = &MF_vert [i];
|
||
|
is = &im->svert[i];
|
||
|
|
||
|
ov->index = NULL;
|
||
|
ov->u2 = is->u - is->du;
|
||
|
ov->v2 = is->v - is->dv;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
if (it->has_bumpmap || pass == 0)
|
||
|
{
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
if (it->has_bumpmap || pass == 0)
|
||
|
{
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
ot,
|
||
|
(pass == 0) ? it->ot_bpos : it->ot_bneg,
|
||
|
draw | OS_DRAW_TEX_MUL);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (pass == 0)
|
||
|
{
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
ot,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
draw |= OS_DRAW_ADD; // The second pass is always additive.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void MF_add_triangles_specular(IMP_Mesh *im, OS_Texture *ot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
OS_Vert *ov1;
|
||
|
OS_Vert *ov2;
|
||
|
OS_Vert *ov3;
|
||
|
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x000000;
|
||
|
ov->u1 = is->lu;
|
||
|
ov->v1 = is->lv;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for our texture.
|
||
|
//
|
||
|
|
||
|
ob = OS_buffer_new();
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
|
||
|
//
|
||
|
// The three points of this face.
|
||
|
//
|
||
|
|
||
|
ov1 = &MF_vert[ic->s[0]];
|
||
|
ov2 = &MF_vert[ic->s[1]];
|
||
|
ov3 = &MF_vert[ic->s[2]];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
ob,
|
||
|
ov1,
|
||
|
ov2,
|
||
|
ov3);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the buffer.
|
||
|
//
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
ob,
|
||
|
ot,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
|
||
|
|
||
|
void MF_add_triangles_specular_bumpmapped(IMP_Mesh *im, OS_Texture *ot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->lu;
|
||
|
ov->v1 = is->lv;
|
||
|
ov->u2 = is->u;
|
||
|
ov->v2 = is->v;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
ot,
|
||
|
it->ot_bpos,
|
||
|
draw | OS_DRAW_TEX_MUL);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
ot,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
void MF_add_triangles_specular_bumpmapped(IMP_Mesh *im, OS_Texture *ot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
SLONG pass;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
for (pass = 0; pass < 2; pass++)
|
||
|
{
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
if (pass == 0)
|
||
|
{
|
||
|
//
|
||
|
// All the data the first time around.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->lu;
|
||
|
ov->v1 = is->lv;
|
||
|
ov->u2 = is->u;
|
||
|
ov->v2 = is->v;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// Clear the index and update the shifted texture coordinates for the bumpmap pass.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
ov = &MF_vert [i];
|
||
|
is = &im->svert[i];
|
||
|
|
||
|
ov->index = NULL;
|
||
|
ov->u2 = is->u + is->du;
|
||
|
ov->v2 = is->v + is->dv;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
ot,
|
||
|
(pass == 0) ? it->ot_bpos : it->ot_bneg,
|
||
|
draw | OS_DRAW_TEX_MUL);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
*/
|
||
|
|
||
|
void MF_add_triangles_specular_shadowed(IMP_Mesh *im, OS_Texture *ot_specdot, OS_Texture *ot_diffdot, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->lu;
|
||
|
ov->v1 = is->lv;
|
||
|
ov->u2 = iv->lu;
|
||
|
ov->v2 = iv->lv;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for our texture.
|
||
|
//
|
||
|
|
||
|
ob = OS_buffer_new();
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the buffer.
|
||
|
//
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
ob,
|
||
|
ot_specdot,
|
||
|
ot_diffdot,
|
||
|
draw);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_add_wireframe(IMP_Mesh *im, OS_Texture *ot, ULONG colour, float width, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
OS_Trans *ot1;
|
||
|
OS_Trans *ot2;
|
||
|
|
||
|
OS_Buffer *ob = OS_buffer_new();
|
||
|
|
||
|
for (i = 0; i < im->num_lines; i++)
|
||
|
{
|
||
|
ot1 = &OS_trans[im->line[i].v1];
|
||
|
ot2 = &OS_trans[im->line[i].v2];
|
||
|
|
||
|
if (ot1->clip & ot2->clip & OS_CLIP_TRANSFORMED)
|
||
|
{
|
||
|
OS_buffer_add_line_3d(
|
||
|
ob,
|
||
|
ot1->X, ot1->Y,
|
||
|
ot2->X, ot2->Y,
|
||
|
width,
|
||
|
0.0F, 0.0F,
|
||
|
1.0F, 1.0F,
|
||
|
1.0F - ot1->Z,
|
||
|
1.0F - ot2->Z,
|
||
|
colour);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
OS_buffer_draw(ob, ot, NULL, draw);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void MF_add_triangles_bumpmapped_pass(IMP_Mesh *im, SLONG pass, ULONG draw)
|
||
|
{
|
||
|
SLONG i;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
IMP_Vert *iv;
|
||
|
OS_Buffer *ob;
|
||
|
|
||
|
//
|
||
|
// Build the array of OS_Verts.
|
||
|
//
|
||
|
|
||
|
if (pass == 0)
|
||
|
{
|
||
|
//
|
||
|
// All the data the first time around.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->u + is->du;
|
||
|
ov->v1 = is->v + is->dv;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// Shifted the other way...
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
iv = &im->vert [is->vert];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->u - is->du;
|
||
|
ov->v1 = is->v - is->dv;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
if (it->has_bumpmap)
|
||
|
{
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
(pass == 0) ? it->ot_bpos : it->ot_bneg,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void MF_add_triangles_texture_after_bumpmap(IMP_Mesh *im)
|
||
|
{
|
||
|
SLONG i;
|
||
|
ULONG draw;
|
||
|
|
||
|
IMP_Svert *is;
|
||
|
OS_Vert *ov;
|
||
|
IMP_Mat *it;
|
||
|
IMP_Face *ic;
|
||
|
|
||
|
//
|
||
|
// Build an array of OS_Verts using the shared vertices in the mesh.
|
||
|
//
|
||
|
|
||
|
ASSERT(im->num_sverts <= MF_MAX_SVERTS);
|
||
|
|
||
|
for (i = 0; i < im->num_sverts; i++)
|
||
|
{
|
||
|
is = &im->svert[i];
|
||
|
ov = &MF_vert [i];
|
||
|
|
||
|
ov->trans = is->vert;
|
||
|
ov->index = NULL;
|
||
|
ov->colour = is->colour;
|
||
|
ov->specular = 0x00000000;
|
||
|
ov->u1 = is->u;
|
||
|
ov->v1 = is->v;
|
||
|
ov->u2 = 0.0F;
|
||
|
ov->v2 = 0.0F;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Get a buffers for each texture.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
it->ob = OS_buffer_new();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Add all the faces.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_faces; i++)
|
||
|
{
|
||
|
ic = &im->face[i];
|
||
|
it = &im->mat [ic->mat];
|
||
|
|
||
|
OS_buffer_add_triangle(
|
||
|
it->ob,
|
||
|
&MF_vert[ic->s[0]],
|
||
|
&MF_vert[ic->s[1]],
|
||
|
&MF_vert[ic->s[2]]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render all the buffers.
|
||
|
//
|
||
|
|
||
|
for (i = 0; i < im->num_mats; i++)
|
||
|
{
|
||
|
it = &im->mat[i];
|
||
|
|
||
|
draw = OS_DRAW_NORMAL;
|
||
|
|
||
|
if (it->sided) {draw |= OS_DRAW_DOUBLESIDED;}
|
||
|
if (it->has_bumpmap) {draw |= OS_DRAW_MULBYONE | OS_DRAW_DECAL;}
|
||
|
|
||
|
OS_buffer_draw(
|
||
|
it->ob,
|
||
|
it->ot_tex,
|
||
|
NULL,
|
||
|
draw);
|
||
|
}
|
||
|
}
|
||
|
|