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Car.cpp
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Car.cpp
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/**************************************************************************
Car.cpp - Functions for manipulating car (excluding player's car behaviour)
**************************************************************************/
/* ============= */
/* Include files */
/* ============= */
#include "dxstdafx.h"
#include "Car.h"
#include "StuntCarRacer.h"
#include "3D_Engine.h"
#include "Atlas.h"
/* ===== */
/* Debug */
/* ===== */
extern FILE *out;
/* ========= */
/* Constants */
/* ========= */
#define SCR_BASE_COLOUR 26
#define MAX_VERTICES_PER_CAR (142*3)
extern bool bSuperLeague;
extern int wideScreen;
/* =========== */
/* Static data */
/* =========== */
/* ===================== */
/* Function declarations */
/* ===================== */
/*
static void DrawHorizon( long viewpoint_y,
long viewpoint_x_angle,
long viewpoint_z_angle );
*/
#ifdef NOT_USED
/* ======================================================================================= */
/* Functions: DrawCar */
/* DrawCarTopSection */
/* DrawCarBottomSection */
/* DrawCarRightWheels */
/* DrawCarLeftWheels */
/* DrawCarRightWheelTread */
/* DrawCarLeftWheelTread */
/* MakeCarWheels */
/* */
/* Description: Draw a 3D car into the required buffer */
/* ======================================================================================= */
static void MakeCarWheels( COORD_3D *cptr,
long num_edges,
long axle_length,
long axle_y,
long axle_spacing,
long wheel_radius,
long wheel_width )
{
// pointers to each wheel's co-ordinates
COORD_3D *front_right_inner_ptr = cptr;
COORD_3D *front_right_outer_ptr = front_right_inner_ptr + num_edges;
COORD_3D *front_left_inner_ptr = front_right_outer_ptr + num_edges;
COORD_3D *front_left_outer_ptr = front_left_inner_ptr + num_edges;
COORD_3D *rear_right_inner_ptr = front_left_outer_ptr + num_edges;
COORD_3D *rear_right_outer_ptr = rear_right_inner_ptr + num_edges;
COORD_3D *rear_left_inner_ptr = rear_right_outer_ptr + num_edges;
COORD_3D *rear_left_outer_ptr = rear_left_inner_ptr + num_edges;
// wheel centre co-ordinates
long front_right_inner_x = (axle_length/2);
long front_right_outer_x = (axle_length/2) + wheel_width;
long front_left_inner_x = -front_right_inner_x;
long front_left_outer_x = -front_right_outer_x;
long rear_right_inner_x = front_right_inner_x;
long rear_right_outer_x = front_right_outer_x;
long rear_left_inner_x = front_left_inner_x;
long rear_left_outer_x = front_left_outer_x;
long front_right_y = axle_y;
long front_left_y = axle_y;
long rear_right_y = axle_y;
long rear_left_y = axle_y;
long front_right_z = (axle_spacing/2);
long front_left_z = front_right_z;
long rear_right_z = -(axle_spacing/2);
long rear_left_z = rear_right_z;
long i, y, z;
double angle, step;
// start of code
angle = PI/11;
step = ((double)2 * (double)PI) / (double)num_edges;
for ( i = 0; i < num_edges; i++ )
{
y = (long)(cos( angle ) * (double)wheel_radius);
z = (long)(sin( angle ) * (double)wheel_radius);
angle += step;
if (angle > (2 * PI))
angle -= (2 * PI);
// store current co-ordinate for front right wheel
front_right_inner_ptr->x = front_right_inner_x;
front_right_inner_ptr->y = (y + front_right_y);
front_right_inner_ptr->z = (z + front_right_z);
front_right_inner_ptr++;
front_right_outer_ptr->x = front_right_outer_x;
front_right_outer_ptr->y = (y + front_right_y);
front_right_outer_ptr->z = (z + front_right_z);
front_right_outer_ptr++;
// store current co-ordinate for front left wheel
front_left_inner_ptr->x = front_left_inner_x;
front_left_inner_ptr->y = (y + front_left_y);
front_left_inner_ptr->z = (z + front_left_z);
front_left_inner_ptr++;
front_left_outer_ptr->x = front_left_outer_x;
front_left_outer_ptr->y = (y + front_left_y);
front_left_outer_ptr->z = (z + front_left_z);
front_left_outer_ptr++;
// store current co-ordinate for rear right wheel
rear_right_inner_ptr->x = rear_right_inner_x;
rear_right_inner_ptr->y = (y + rear_right_y);
rear_right_inner_ptr->z = (z + rear_right_z);
rear_right_inner_ptr++;
rear_right_outer_ptr->x = rear_right_outer_x;
rear_right_outer_ptr->y = (y + rear_right_y);
rear_right_outer_ptr->z = (z + rear_right_z);
rear_right_outer_ptr++;
// store current co-ordinate for rear left wheel
rear_left_inner_ptr->x = rear_left_inner_x;
rear_left_inner_ptr->y = (y + rear_left_y);
rear_left_inner_ptr->z = (z + rear_left_z);
rear_left_inner_ptr++;
rear_left_outer_ptr->x = rear_left_outer_x;
rear_left_outer_ptr->y = (y + rear_left_y);
rear_left_outer_ptr->z = (z + rear_left_z);
rear_left_outer_ptr++;
}
}
static void DrawCar( BYTE base_colour )
{
static long first_time = TRUE;
// currently has same length as behavioural car, but is about 20% narrower
// 24/04/1998 because co-ordinates are divided by 8
// car co-ordinates x, y, z
static COORD_3D car[] = {{416,-256,1024}, // floor
{-416,-256,1024},
{416,-256,-1024},
{-416,-256,-1024},
//
{416,-500,950}, // wing and door tops
{-416,-500,950},
{416,-600,400},
{-416,-600,400},
{416,-600,-1000},
{-416,-600,-1000},
{416,-600,-350},
{-416,-600,-350},
//
{364,-800,100}, // roof
{-364,-800,100},
{364,-800,-350},
{-364,-800,-350},
{364,-800,-800},
{-364,-800,-800},
//
{0,0,0}, // front right wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front right wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front left wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front left wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear right wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear right wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear left wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear left wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0}};
// car roof surface
long car_roof[4] = {12, 16, 17, 13}; // offsets into co-ordinates above
// start of code
if (first_time)
{
first_time = FALSE;
MakeCarWheels(&car[18],
8, // number of edges per wheel
(1024-192), // axle length (i.e. distance between left and right wheels)
-240, // axle y position (i.e. ground clearance)
1500, // axle spacing (i.e. wheelbase)
240, // wheel radius (same as ground clearance)
192); // wheel width
// temporarily reduce car size at runtime
// eventually car size will be decided and this code can be removed
long i, reduce = 8;
for (i = 0; i < (sizeof(car) / sizeof(COORD_3D)); i++)
{
car[i].x /= reduce;
car[i].y /= reduce;
car[i].z /= reduce;
}
}
if (TransformCoordinates(car, sizeof(car)) != TRUE)
return;
// now decide whether car top or bottom section should be drawn first
// this decision is taken depending upon the visibility of the car roof
if (PolygonVisible(car_roof) == TRUE)
{
DrawCarBottomSection(base_colour);
DrawCarTopSection(base_colour);
SetTextureColour(base_colour + 4);
Polygon(car_roof, 4); // ideally wouldn't do visibility check again here
}
else
{
DrawCarTopSection(base_colour);
DrawCarBottomSection(base_colour);
}
}
static void DrawCarTopSection( BYTE base_colour )
{
// car top surfaces, e.g. windows and areas behind them
long car_top_side1[4] = {10, 8, 16, 14}; // area behind side windows
long car_top_side2[4] = {15, 17, 9, 11};
long car_front_window[4] = {6, 12, 13, 7};
long car_side_window1[4] = {6, 10, 14, 12};
long car_side_window2[4] = {13, 15, 11, 7};
long car_rear_window[4] = {9, 17, 16, 8};
// start of code
SetTextureColour(base_colour + 3);
Polygon(car_top_side1, 4);
Polygon(car_top_side2, 4);
SetTextureColour(base_colour + 5);
Polygon(car_front_window, 4);
Polygon(car_side_window1, 4);
Polygon(car_side_window2, 4);
Polygon(car_rear_window, 4);
}
static void DrawCarBottomSection( BYTE base_colour )
{
// car bottom surfaces, e.g. wings, bonnet, bottom of doors
long car_side1[5] = {0, 2, 8, 6, 4};
long car_side2[5] = {9, 3, 1, 5, 7};
long car_floor[4] = {0, 1, 3, 2};
long car_front[4] = {0, 4, 5, 1};
long car_rear[4] = {3, 9, 8, 2};
long car_bonnet[4] = {4, 6, 7, 5};
// start of code
// decide order in which to draw right wheels, floor and left wheels,
// depending upon the visibility of one of the car sides (can use either)
if (PolygonVisible(car_side1) == TRUE)
{
DrawCarLeftWheels(base_colour);
SetTextureColour(base_colour + 1);
Polygon(car_floor, 4);
SetTextureColour(base_colour + 2);
Polygon(car_side1, 5); // ideally wouldn't do visibility check again here
DrawCarRightWheels(base_colour);
}
else
{
DrawCarRightWheels(base_colour);
SetTextureColour(base_colour + 1);
Polygon(car_floor, 4);
SetTextureColour(base_colour + 2);
Polygon(car_side2, 5);
DrawCarLeftWheels(base_colour);
}
SetTextureColour(base_colour + 3);
Polygon(car_front, 4);
Polygon(car_rear, 4);
SetTextureColour(base_colour + 4);
Polygon(car_bonnet, 4);
}
static void DrawCarRightWheels( BYTE base_colour )
{
long front_right_inner_wheel[8] = {18, 19, 20, 21, 22, 23, 24, 25};
long front_right_outer_wheel[8] = {33, 32, 31, 30, 29, 28, 27, 26};
long rear_right_inner_wheel[8] = {50, 51, 52, 53, 54, 55, 56, 57};
long rear_right_outer_wheel[8] = {65, 64, 63, 62, 61, 60, 59, 58};
long wheel_orientation[3] = {0, 3, 6};
// start of code
if (TransformedZ(18) < TransformedZ(50))
{
// front wheel is infront of rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(rear_right_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18+32);
SetTextureColour(base_colour + 6);
PolygonEx(front_right_inner_wheel, 8, wheel_orientation);
PolygonEx(front_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18);
}
else
{
// front wheel is behind rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(front_right_inner_wheel, 8, wheel_orientation);
PolygonEx(front_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18);
SetTextureColour(base_colour + 6);
PolygonEx(rear_right_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18+32);
}
}
static void DrawCarLeftWheels( BYTE base_colour )
{
long front_left_inner_wheel[8] = {41, 40, 39, 38, 37, 36, 35, 34};
long front_left_outer_wheel[8] = {42, 43, 44, 45, 46, 47, 48, 49};
long rear_left_inner_wheel[8] = {73, 72, 71, 70, 69, 68, 67, 66};
long rear_left_outer_wheel[8] = {74, 75, 76, 77, 78, 79, 80, 81};
long wheel_orientation[3] = {0, 3, 6};
// start of code
if (TransformedZ(34) < TransformedZ(66))
{
// front wheel is infront of rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(rear_left_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+48);
SetTextureColour(base_colour + 6);
PolygonEx(front_left_inner_wheel, 8, wheel_orientation);
PolygonEx(front_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+16);
}
else
{
// front wheel is behind rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(front_left_inner_wheel, 8, wheel_orientation);
PolygonEx(front_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+16);
SetTextureColour(base_colour + 6);
PolygonEx(rear_left_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+48);
}
}
// following two functions are hard-coded for eight tread surfaces
static void DrawCarRightWheelTread( long offset ) // offset into co-ordinates
{
long tread1[4] = {1 + offset, 0 + offset, 8 + offset, 9 + offset};
long tread2[4] = {2 + offset, 1 + offset, 9 + offset, 10 + offset};
long tread3[4] = {3 + offset, 2 + offset, 10 + offset, 11 + offset};
long tread4[4] = {4 + offset, 3 + offset, 11 + offset, 12 + offset};
long tread5[4] = {5 + offset, 4 + offset, 12 + offset, 13 + offset};
long tread6[4] = {6 + offset, 5 + offset, 13 + offset, 14 + offset};
long tread7[4] = {7 + offset, 6 + offset, 14 + offset, 15 + offset};
long tread8[4] = {0 + offset, 7 + offset, 15 + offset, 8 + offset};
// start of code
Polygon(tread1, 4);
Polygon(tread2, 4);
Polygon(tread3, 4);
Polygon(tread4, 4);
Polygon(tread5, 4);
Polygon(tread6, 4);
Polygon(tread7, 4);
Polygon(tread8, 4);
}
static void DrawCarLeftWheelTread( long offset ) // offset into co-ordinates
{
long tread1[4] = {0 + offset, 1 + offset, 9 + offset, 8 + offset};
long tread2[4] = {1 + offset, 2 + offset, 10 + offset, 9 + offset};
long tread3[4] = {2 + offset, 3 + offset, 11 + offset, 10 + offset};
long tread4[4] = {3 + offset, 4 + offset, 12 + offset, 11 + offset};
long tread5[4] = {4 + offset, 5 + offset, 13 + offset, 12 + offset};
long tread6[4] = {5 + offset, 6 + offset, 14 + offset, 13 + offset};
long tread7[4] = {6 + offset, 7 + offset, 15 + offset, 14 + offset};
long tread8[4] = {7 + offset, 0 + offset, 8 + offset, 15 + offset};
// start of code
Polygon(tread1, 4);
Polygon(tread2, 4);
Polygon(tread3, 4);
Polygon(tread4, 4);
Polygon(tread5, 4);
Polygon(tread6, 4);
Polygon(tread7, 4);
Polygon(tread8, 4);
}
#endif
/* ======================================================================================= */
/* Function: DrawCar */
/* */
/* Description: Draw the car using the supplied viewpoint */
/* ======================================================================================= */
static IDirect3DVertexBuffer9 *pCarVB = NULL;
static long numCarVertices = 0;
static void StoreCarTriangle( COORD_3D *c1, COORD_3D *c2, COORD_3D *c3, UTVERTEX *pVertices, DWORD colour )
{
D3DXVECTOR3 v1, v2, v3;//, edge1, edge2, surface_normal;
if ((numCarVertices+3) > MAX_VERTICES_PER_CAR)
{
MessageBox(NULL, L"Exceeded numCarVertices", L"StoreCarTriangle", MB_OK);
return;
}
v1 = D3DXVECTOR3( (float)c1->x, (float)c1->y, (float)c1->z );
v2 = D3DXVECTOR3( (float)c2->x, (float)c2->y, (float)c2->z );
v3 = D3DXVECTOR3( (float)c3->x, (float)c3->y, (float)c3->z );
/*
// Calculate surface normal
edge1 = v2-v1; edge2 = v3-v2;
D3DXVec3Cross( &surface_normal, &edge1, &edge2 );
D3DXVec3Normalize( &surface_normal, &surface_normal );
*/
pVertices[numCarVertices].pos = v1;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
pVertices[numCarVertices].pos = v2;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
pVertices[numCarVertices].pos = v3;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
}
static void CreateCarInVB( UTVERTEX *pVertices )
{
static long first_time = TRUE;
// car co-ordinates
static COORD_3D car[16+8] = {
//x, y, z
{-VCAR_WIDTH/2, -VCAR_HEIGHT/4, -VCAR_LENGTH/2}, // rear left wheel
{-VCAR_WIDTH/2, 0, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, 0, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/4, -VCAR_LENGTH/2}, // rear right wheel
{VCAR_WIDTH/4, 0, -VCAR_LENGTH/2},
{VCAR_WIDTH/2, 0, -VCAR_LENGTH/2},
{VCAR_WIDTH/2, -VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{-VCAR_WIDTH/2, -VCAR_HEIGHT/4, VCAR_LENGTH/2}, // front left wheel
{-VCAR_WIDTH/2, 0, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/4, VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/4, VCAR_LENGTH/2}, // front right wheel
{VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/2, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/2, -VCAR_HEIGHT/4, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/8, -VCAR_LENGTH/2}, // car rear points
{-(3*VCAR_WIDTH)/16, VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{(3*VCAR_WIDTH)/16, VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/8, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/8, VCAR_LENGTH/2}, // car front points
{-VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/8, VCAR_LENGTH/2}};
/*
if (first_time)
{
first_time = FALSE;
// temporarily reduce car size at runtime
// eventually car size will be decided and this code can be removed
long i, reduce = 2;
for (i = 0; i < (sizeof(car) / sizeof(COORD_3D)); i++)
{
car[i].x /= reduce;
car[i].y /= reduce;
car[i].z /= reduce;
}
}
*/
// rear left wheel
DWORD colour = SCRGB(SCR_BASE_COLOUR+0);
/**/
#define vertices pVertices
// viewing from back
StoreCarTriangle(&car[0], &car[1], &car[2], vertices, colour);
StoreCarTriangle(&car[0], &car[2], &car[3], vertices, colour);
// viewing from front
StoreCarTriangle(&car[3], &car[2], &car[1], vertices, colour);
StoreCarTriangle(&car[3], &car[1], &car[0], vertices, colour);
// rear right wheel
// viewing from back
StoreCarTriangle(&car[0+4], &car[1+4], &car[2+4], vertices, colour);
StoreCarTriangle(&car[0+4], &car[2+4], &car[3+4], vertices, colour);
// viewing from front
StoreCarTriangle(&car[3+4], &car[2+4], &car[1+4], vertices, colour);
StoreCarTriangle(&car[3+4], &car[1+4], &car[0+4], vertices, colour);
/**/
/**/
// front left wheel
// viewing from back
StoreCarTriangle(&car[0+8], &car[1+8], &car[2+8], vertices, colour);
StoreCarTriangle(&car[0+8], &car[2+8], &car[3+8], vertices, colour);
// viewing from front
StoreCarTriangle(&car[3+8], &car[2+8], &car[1+8], vertices, colour);
StoreCarTriangle(&car[3+8], &car[1+8], &car[0+8], vertices, colour);
// front right wheel
// viewing from back
StoreCarTriangle(&car[0+12], &car[1+12], &car[2+12], vertices, colour);
StoreCarTriangle(&car[0+12], &car[2+12], &car[3+12], vertices, colour);
// viewing from front
StoreCarTriangle(&car[3+12], &car[2+12], &car[1+12], vertices, colour);
StoreCarTriangle(&car[3+12], &car[1+12], &car[0+12], vertices, colour);
/**/
// car left side
if(bSuperLeague)
colour = SCRGB(SCR_BASE_COLOUR+21);
else
colour = SCRGB(SCR_BASE_COLOUR+12);
StoreCarTriangle(&car[4+16], &car[5+16], &car[1+16], vertices, colour);
StoreCarTriangle(&car[4+16], &car[1+16], &car[0+16], vertices, colour);
// car right side
StoreCarTriangle(&car[3+16], &car[2+16], &car[6+16], vertices, colour);
StoreCarTriangle(&car[3+16], &car[6+16], &car[7+16], vertices, colour);
// car back
if(bSuperLeague)
colour = SCRGB(SCR_BASE_COLOUR+20);
else
colour = SCRGB(SCR_BASE_COLOUR+10);
StoreCarTriangle(&car[0+16], &car[1+16], &car[2+16], vertices, colour);
StoreCarTriangle(&car[0+16], &car[2+16], &car[3+16], vertices, colour);
// car front
StoreCarTriangle(&car[7+16], &car[6+16], &car[5+16], vertices, colour);
StoreCarTriangle(&car[7+16], &car[5+16], &car[4+16], vertices, colour);
// car top
colour = SCRGB(SCR_BASE_COLOUR+15);
StoreCarTriangle(&car[1+16], &car[5+16], &car[6+16], vertices, colour);
StoreCarTriangle(&car[1+16], &car[6+16], &car[2+16], vertices, colour);
// car bottom
if(bSuperLeague)
colour = SCRGB(SCR_BASE_COLOUR+19);
else
colour = SCRGB(SCR_BASE_COLOUR+9);
StoreCarTriangle(&car[3+16], &car[7+16], &car[4+16], vertices, colour);
StoreCarTriangle(&car[3+16], &car[4+16], &car[0+16], vertices, colour);
#undef vertices
}
HRESULT CreateCarVertexBuffer (IDirect3DDevice9 *pd3dDevice)
{
if (pCarVB == NULL)
{
if( FAILED( pd3dDevice->CreateVertexBuffer( MAX_VERTICES_PER_CAR*sizeof(UTVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_UTVERTEX, D3DPOOL_DEFAULT, &pCarVB, NULL ) ) )
return E_FAIL;
}
UTVERTEX *pVertices;
if( FAILED( pCarVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
numCarVertices = 0;
CreateCarInVB(pVertices);
pCarVB->Unlock();
return S_OK;
}
void FreeCarVertexBuffer (void)
{
if (pCarVB) pCarVB->Release(), pCarVB = NULL;
}
void DrawCar (IDirect3DDevice9 *pd3dDevice)
{
pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
pd3dDevice->SetStreamSource( 0, pCarVB, 0, sizeof(UTVERTEX) );
pd3dDevice->SetFVF( D3DFVF_UTVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, numCarVertices/3 ); // 3 points per triangle
}
struct TRANSFORMEDTEXVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex.
FLOAT u, v; // Texture
};
#define D3DFVF_TRANSFORMEDTEXVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
struct TRANSFORMEDCOLVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex.
DWORD color; // Color
};
#define D3DFVF_TRANSFORMEDCOLVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
static IDirect3DVertexBuffer9 *pCockpitVB = NULL, *pSpeedBarCB = NULL;
#define MAX_COCKIPTVB 512
static int old_speedbar = -1;
static int old_leftwheel = -1, old_rightwheel = -1;
extern IDirect3DTexture9 *g_pAtlas;
extern long front_left_amount_below_road, front_right_amount_below_road;
extern long leftwheel_angle, rightwheel_angle;
extern long boost_activated;
extern long new_damage;
extern long nholes;
HRESULT CreateCockpitVertexBuffer (IDirect3DDevice9 *pd3dDevice)
{
if (pCockpitVB == NULL)
{
if( FAILED( pd3dDevice->CreateVertexBuffer( MAX_COCKIPTVB*sizeof(TRANSFORMEDTEXVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_TRANSFORMEDTEXVERTEX, D3DPOOL_DEFAULT, &pCockpitVB, NULL ) ) )
return E_FAIL;
}
if (pSpeedBarCB == NULL)
{
if ( FAILED( pd3dDevice->CreateVertexBuffer( 4*sizeof(TRANSFORMEDCOLVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_TRANSFORMEDCOLVERTEX, D3DPOOL_DEFAULT, &pSpeedBarCB, NULL ) ) )
return E_FAIL;
}
return S_OK;
}
void FreeCockpitVertexBuffer (void)
{
if (pCockpitVB) pCockpitVB->Release(), pCockpitVB = NULL;
if (pSpeedBarCB) pSpeedBarCB->Release(), pSpeedBarCB = NULL;
/*if (pLeftwheelVB) pLeftwheelVB->Release(), pLeftwheelVB = NULL;
if (pRightwheelVB) pRightwheelVB->Release(), pRightwheelVB = NULL;*/
}
extern long CalculateDisplaySpeed (void);
static int cockpit_vtx = 0;
static void AddQuad(TRANSFORMEDTEXVERTEX *pVertices, float x1, float y1, float x2, float y2, float z, int idx, int revX, float w) {
float u1 = (revX)?atlas_tx2[idx]:atlas_tx1[idx], v1 = atlas_ty1[idx];
float u2 = (revX)?atlas_tx1[idx]:atlas_tx2[idx], v2 = atlas_ty2[idx];
if(w!=1.0f) {
u2 = u1 + (u2-u1)*w;
}
pVertices+=cockpit_vtx;
pVertices[0].x = x1; pVertices[0].y = y1; pVertices[0].z = z; pVertices[0].rhw = 1.0f;
pVertices[1].x = x2; pVertices[1].y = y1; pVertices[1].z = z; pVertices[1].rhw = 1.0f;
pVertices[2].x = x2; pVertices[2].y = y2; pVertices[2].z = z; pVertices[2].rhw = 1.0f;
pVertices[0].u = u1; pVertices[0].v = v1;
pVertices[1].u = u2; pVertices[1].v = v1;
pVertices[2].u = u2; pVertices[2].v = v2;
cockpit_vtx += 3;
pVertices += 3;
pVertices[0].x = x1; pVertices[0].y = y1; pVertices[0].z = z; pVertices[0].rhw = 1.0f;
pVertices[1].x = x2; pVertices[1].y = y2; pVertices[1].z = z; pVertices[1].rhw = 1.0f;
pVertices[2].x = x1; pVertices[2].y = y2; pVertices[2].z = z; pVertices[2].rhw = 1.0f;
pVertices[0].u = u1; pVertices[0].v = v1;
pVertices[1].u = u2; pVertices[1].v = v2;
pVertices[2].u = u1; pVertices[2].v = v2;
cockpit_vtx += 3;
}
#ifdef linux
extern int GL_MSAA;
#endif
void DrawCockpit (IDirect3DDevice9 *pd3dDevice)
{
#ifdef linux
if(GL_MSAA)
glDisable(GL_MULTISAMPLE);
#endif
// Prepare Cockpit drawing
TRANSFORMEDTEXVERTEX *pVertices;
cockpit_vtx = 0;
if( FAILED( pCockpitVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return;
old_leftwheel = (front_left_amount_below_road>>6);
float Wide = wideScreen?40.f:0.f;
float X1 = (Wide+31.f)*2, X2 = (Wide+31.f)*2+2*24.0f;
float Y1 = 480.0f-56.0f*2.4f-20*2.4f, Y2 = 480.0f-20*2.4f;
Y1-=old_leftwheel;
Y2-=old_leftwheel;
AddQuad(pVertices, X1, Y1, X2, Y2, 0.8f, eWheel0+(leftwheel_angle>>16)%6, 0,1);
old_rightwheel = (front_right_amount_below_road>>6);
X1 = Wide*2.f+640.f-31.f*2.f - 24.f*2, X2 = Wide*2.f+640.f-31.f*2.f;
Y1 = 480.0f-56.0f*2.4f-20*2.4f, Y2 = 480.0f-20*2.4f;
Y1-=old_rightwheel;
Y2-=old_rightwheel;
AddQuad(pVertices, X1, Y1, X2, Y2, 0.8f, eWheel0+(rightwheel_angle>>16)%6, 1,1);
int engineFrame = eEngine;
if(boost_activated) {
static int frame = 0;
frame = (frame+1)%16;
const int engineframes[8] = {0,0,0,1,2,2,2,1};
engineFrame = eEngineFlames0 + engineframes[frame>>1];
}
if(wideScreen) {
AddQuad(pVertices, 0.0f, 99.f*2.4f, 40.f*2.f, 480.0f, 0.9f, (bSuperLeague)?eCockpitWL2:eCockpitWL, 0,1);
AddQuad(pVertices, 800.f-82.f, 98.f*2.4f, 800.f, 480.0f, 0.9f, (bSuperLeague)?eCockpitWR2:eCockpitWR, 0,1);
}
AddQuad(pVertices, (Wide+42.0f)*2.0f, 123.0f*2.4f, (Wide+42.0f+235.0f)*2.0f, (123.f+35.0f)*2.4f, 0.89f, engineFrame, 0,1);
AddQuad(pVertices, (Wide+41.f)*2.f, 0.0f, (Wide+41.f+238.f)*2.f, 16.f*2.4f, 0.9f, (bSuperLeague)?eCockpitTop2:eCockpitTop, 0,1);
AddQuad(pVertices, Wide*2.f+0.0f, 0.0f, (Wide+41.f)*2.f, 153.f*2.4f, 0.9f, (bSuperLeague)?eCockpitLeft2:eCockpitLeft, 0,1);
AddQuad(pVertices, (Wide+279.f)*2.f, 0.0f, 640.0f+Wide*2.f, 153.f*2.4f, 0.9f, (bSuperLeague)?eCockpitRight2:eCockpitRight, 0,1);
AddQuad(pVertices, Wide*2+0.0f, 153.f*2.4f, 640.0f+Wide*2.f, 480.0f, 0.9f, (bSuperLeague)?eCockpitBottom2:eCockpitBottom, 0,1);
if (new_damage) {
// cracking... width is 238, offset is 41 (in 320x200 screen space)
float dam = new_damage; if (dam>238) dam=238;
X1 = (Wide+41.0f)*2.0f; X2 = (Wide+41.0f+dam)*2.0f;
Y1 = 0.0f; Y2 = 0.0f+8.0f*2.4;
AddQuad(pVertices, X1, Y1, X2, Y2, 0.91f, (bSuperLeague)?eCracking2:eCracking, 0, dam/238.0f);
}
for (int i=0; i<nholes; i++) {
X1 = (Wide+47.0f+24.0f*i)*2; X2 = X1 + 12.0f*2.0f;
Y1 = 0.0f; Y2 = 0.0f+8.0f*2.4f;
AddQuad(pVertices, X1, Y1, X2, Y2, 0.95f, (bSuperLeague)?eHole2:eHole, 0,1);
}
pCockpitVB->Unlock();
// Prepare speedbar
if (old_speedbar != CalculateDisplaySpeed()) {
old_speedbar = CalculateDisplaySpeed();
TRANSFORMEDCOLVERTEX *pVertices;
if( FAILED( pSpeedBarCB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return;
float X1 = Wide*2.f+196.0f, X2 = Wide*2.f+196.0f + ((old_speedbar > 240) ? (old_speedbar-240) : old_speedbar)/240.0f*242.0f;
float Y1 = 480.0f-61.0f, Y2=480.0f-61.0f+3.0f;
#ifdef linux
#define SPEEDCOL1 0xff00ffff // ABGR
#define SPEEDCOL2 0xff00ccff // ABGR
#else
#define SPEEDCOL1 0xffffff00 // ARGB
#define SPEEDCOL2 0xffffcc00 // ARGB
#endif
pVertices[0].x = X1; pVertices[0].y = Y1; pVertices[0].z = 1.0f; pVertices[0].rhw = 1.0f; pVertices[0].color = (old_speedbar > 240)?SPEEDCOL2:SPEEDCOL1;
pVertices[1].x = X2; pVertices[1].y = Y1; pVertices[1].z = 1.0f; pVertices[1].rhw = 1.0f; pVertices[1].color = (old_speedbar > 240)?SPEEDCOL2:SPEEDCOL1;
pVertices[2].x = X2; pVertices[2].y = Y2; pVertices[2].z = 1.0f; pVertices[2].rhw = 1.0f; pVertices[2].color = (old_speedbar > 240)?SPEEDCOL2:SPEEDCOL1;
pVertices[3].x = X1; pVertices[3].y = Y2; pVertices[3].z = 1.0f; pVertices[3].rhw = 1.0f; pVertices[3].color = (old_speedbar > 240)?SPEEDCOL2:SPEEDCOL1;
pSpeedBarCB->Unlock();
}
pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_BLENDDIFFUSEALPHA);
pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTSS_COLORARG1);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
#ifdef WIN32
pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
#endif
// Draw Cockpit
pd3dDevice->SetTexture( 0, g_pAtlas );
pd3dDevice->SetStreamSource( 0, pCockpitVB, 0, sizeof(TRANSFORMEDTEXVERTEX) );
pd3dDevice->SetFVF( D3DFVF_TRANSFORMEDTEXVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, cockpit_vtx/3 ); // 3 points per triangle
// Draw Speed bar
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DISABLE );
pd3dDevice->SetStreamSource( 0, pSpeedBarCB, 0, sizeof(TRANSFORMEDCOLVERTEX) );
pd3dDevice->SetFVF( D3DFVF_TRANSFORMEDCOLVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2 ); // 3 points per triangle
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
//pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
#ifdef linux
if(GL_MSAA)
glEnable(GL_MULTISAMPLE);
#endif
}