1 /* $Id: render.c,v 1.8 2002-08-02 10:57:12 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * FIXME: put description here
30 #include "pa_enabl.h" //$$POLY_ACC
64 #define INITIAL_LOCAL_LIGHT (F1_0/4) // local light value in segment of occurence (of light emission)
67 #include "editor/editor.h"
74 //used for checking if points have been rotated
75 int Clear_window_color=-1;
76 int Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
79 short Rotated_last[MAX_VERTICES];
81 // When any render function needs to know what's looking at it, it should
82 // access Viewer members.
83 object * Viewer = NULL;
85 vms_vector Viewer_eye; //valid during render
90 fix Render_zoom = 0x9000; //the player's zoom factor
92 fix Render_zoom = 0xB000;
96 ubyte object_rendered[MAX_OBJECTS];
99 #define DEFAULT_RENDER_DEPTH 16
100 int Render_depth=DEFAULT_RENDER_DEPTH; //how many segments deep to render
102 int Detriangulation_on = 1; // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
105 int Render_only_bottom=0;
106 int Bottom_bitmap_num = 9;
109 fix Face_reflectivity = (F1_0/2);
111 #if 0 //this stuff could probably just be deleted
113 int inc_render_depth(void)
115 return ++Render_depth;
118 int dec_render_depth(void)
120 return Render_depth==1?Render_depth:--Render_depth;
123 int reset_render_depth(void)
125 return Render_depth = DEFAULT_RENDER_DEPTH;
131 int _search_mode = 0; //true if looking for curseg,side,face
132 short _search_x,_search_y; //pixel we're looking at
133 int found_seg,found_side,found_face,found_poly;
135 #define _search_mode 0
138 #ifdef NDEBUG //if no debug code, set these vars to constants
140 #define Outline_mode 0
141 #define Show_only_curside 0
145 int Outline_mode=0,Show_only_curside=0;
147 int toggle_outline_mode(void)
149 return Outline_mode = !Outline_mode;
152 int toggle_show_only_curside(void)
154 return Show_only_curside = !Show_only_curside;
157 void draw_outline(int nverts,g3s_point **pointlist)
161 gr_setcolor(BM_XRGB(63,63,63));
163 for (i=0;i<nverts-1;i++)
164 g3_draw_line(pointlist[i],pointlist[i+1]);
166 g3_draw_line(pointlist[i],pointlist[0]);
171 grs_canvas * reticle_canvas = NULL;
173 void free_reticle_canvas()
175 if (reticle_canvas) {
176 d_free( reticle_canvas->cv_bitmap.bm_data );
177 d_free( reticle_canvas );
178 reticle_canvas = NULL;
182 extern void show_reticle(int force_big);
184 // Draw the reticle in 3D for head tracking
185 void draw_3d_reticle(fix eye_offset)
187 g3s_point reticle_points[4];
189 g3s_point *pointlist[4];
192 grs_canvas *saved_canvas;
193 int saved_interp_method;
195 // if (!Use_player_head_angles) return;
197 for (i=0; i<4; i++ ) {
198 pointlist[i] = &reticle_points[i];
199 uvl[i].l = MAX_LIGHT;
201 uvl[0].u = 0; uvl[0].v = 0;
202 uvl[1].u = F1_0; uvl[1].v = 0;
203 uvl[2].u = F1_0; uvl[2].v = F1_0;
204 uvl[3].u = 0; uvl[3].v = F1_0;
206 vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
207 vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
209 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
210 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
211 g3_rotate_point(&reticle_points[0],&v2);
213 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
214 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
215 g3_rotate_point(&reticle_points[1],&v2);
217 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
218 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
219 g3_rotate_point(&reticle_points[2],&v2);
221 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
222 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
223 g3_rotate_point(&reticle_points[3],&v2);
225 if ( reticle_canvas == NULL ) {
226 reticle_canvas = gr_create_canvas(64,64);
227 if ( !reticle_canvas )
228 Error( "Couldn't malloc reticle_canvas" );
229 atexit( free_reticle_canvas );
230 reticle_canvas->cv_bitmap.bm_handle = 0;
231 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
234 saved_canvas = grd_curcanv;
235 gr_set_current_canvas(reticle_canvas);
236 gr_clear_canvas( TRANSPARENCY_COLOR ); // Clear to Xparent
238 gr_set_current_canvas(saved_canvas);
240 saved_interp_method=Interpolation_method;
241 Interpolation_method = 3; // The best, albiet slowest.
242 g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
243 Interpolation_method = saved_interp_method;
247 extern fix Seismic_tremor_magnitude;
251 #define FLASH_CYCLE_RATE f1_0
253 fix Flash_rate = FLASH_CYCLE_RATE;
255 //cycle the flashing light for when mine destroyed
258 static fixang flash_ang=0;
260 if (!Control_center_destroyed && !Seismic_tremor_magnitude)
263 if (Endlevel_sequence)
266 if (PaletteBlueAdd > 10 ) //whiting out
269 // flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
270 if (Seismic_tremor_magnitude) {
273 added_flash = abs(Seismic_tremor_magnitude);
274 if (added_flash < F1_0)
277 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
278 fix_fastsincos(flash_ang,&flash_scale,NULL);
279 flash_scale = (flash_scale + F1_0*3)/4; // gets in range 0.5 to 1.0
281 flash_ang += fixmul(Flash_rate,FrameTime);
282 fix_fastsincos(flash_ang,&flash_scale,NULL);
283 flash_scale = (flash_scale + f1_0)/2;
284 if (Difficulty_level == 0)
285 flash_scale = (flash_scale+F1_0*3)/4;
291 // -----------------------------------------------------------------------------------
293 // It would be nice to not have to pass in segnum and sidenum, but they are used for our
294 // hideously hacked in headlight system.
295 // vp is a pointer to vertex ids.
296 // tmap1, tmap2 are texture map ids. tmap2 is the pasty one.
297 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
299 // -- Using new headlight system...fix face_light;
302 grs_bitmap *bm2=NULL;
308 g3s_point *pointlist[8];
312 for (i=0; i<nv; i++) {
313 uvl_copy[i] = uvlp[i];
314 pointlist[i] = &Segment_points[vp[i]];
317 //handle cloaked walls
318 if (wid_flags & WID_CLOAKED_FLAG) {
319 int wall_num = Segments[segnum].sides[sidenum].wall_num;
320 Assert(wall_num != -1);
321 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
322 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
324 g3_draw_poly(nv,pointlist); //draw as flat poly
326 Gr_scanline_darkening_level = GR_FADE_LEVELS;
331 // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
333 if (tmap1 >= NumTextures) {
334 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
340 Segments[segnum].sides[sidenum].tmap_num = 0;
344 if (ogl_alttexmerge){
345 PIGGY_PAGE_IN(Textures[tmap1]);
346 bm = &GameBitmaps[Textures[tmap1].index];
348 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
349 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
351 if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
352 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
358 // New code for overlapping textures...
361 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
364 bm = &GameBitmaps[Textures[tmap1].index];
365 PIGGY_PAGE_IN(Textures[tmap1]);
368 Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
370 //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
371 //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
373 reflect = Face_reflectivity; // f1_0; //until we figure this stuff out...
375 //set light values for each vertex & build pointlist
379 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
383 //the uvl struct has static light already in it
385 //scale static light for destruction effect
386 if (Control_center_destroyed || Seismic_tremor_magnitude) //make lights flash
387 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
389 //add in dynamic light (from explosions, etc.)
390 uvl_copy[i].l += Dynamic_light[vp[i]];
392 //add in light from player's headlight
393 // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
395 //saturate at max value
396 if (uvl_copy[i].l > MAX_LIGHT)
397 uvl_copy[i].l = MAX_LIGHT;
403 if ((Render_only_bottom) && (sidenum == WBOTTOM))
404 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
410 g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
413 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
416 if (Outline_mode) draw_outline(nv, pointlist);
421 // -----------------------------------------------------------------------------------
422 // Only called if editor active.
423 // Used to determine which face was clicked on.
424 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
432 g3s_point *pointlist[4];
435 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
437 bm = &GameBitmaps[Textures[tmap1].index];
439 for (i=0; i<nv; i++) {
440 uvl_copy[i] = uvlp[i];
441 pointlist[i] = &Segment_points[vp[i]];
445 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
446 gr_setcolor(1); //and render in color one
447 save_lighting = Lighting_on;
449 //g3_draw_poly(nv,vp);
450 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
451 Lighting_on = save_lighting;
453 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
455 found_side = sidenum;
456 found_face = facenum;
463 fix Tulate_min_dot = (F1_0/4);
464 //--unused-- fix Tulate_min_ratio = (2*F1_0);
465 fix Min_n0_n1_dot = (F1_0*15/16);
467 extern int contains_flare(segment *segp, int sidenum);
468 extern fix Obj_light_xlate[16];
470 // -----------------------------------------------------------------------------------
472 // Check for normal facing. If so, render faces on side dictated by sidep->type.
473 void render_side(segment *segp, int sidenum)
475 short vertnum_list[4];
476 side *sidep = &segp->sides[sidenum];
478 fix v_dot_n0, v_dot_n1;
480 fix min_dot, max_dot;
481 vms_vector normals[2];
485 wid_flags = WALL_IS_DOORWAY(segp,sidenum);
487 if (!(wid_flags & WID_RENDER_FLAG)) //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
491 get_side_normals(segp, sidenum, &normals[0], &normals[1] );
493 normals[0] = segp->sides[sidenum].normals[0];
494 normals[1] = segp->sides[sidenum].normals[1];
497 // ========== Mark: Here is the change...beginning here: ==========
499 if (sidep->type == SIDE_IS_QUAD) {
501 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
503 // -- Old, slow way -- // Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
504 // -- Old, slow way -- // deal with it, get the dot product.
505 // -- Old, slow way -- if (sidep->type == SIDE_IS_TRI_13)
506 // -- Old, slow way -- vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
507 // -- Old, slow way -- else
508 // -- Old, slow way -- vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
510 get_side_verts(vertnum_list,segp-Segments,sidenum);
511 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
513 // -- flare creates point -- {
514 // -- flare creates point -- int flare_index;
515 // -- flare creates point --
516 // -- flare creates point -- flare_index = contains_flare(segp, sidenum);
517 // -- flare creates point --
518 // -- flare creates point -- if (flare_index != -1) {
519 // -- flare creates point -- int tri;
520 // -- flare creates point -- fix u, v, l;
521 // -- flare creates point -- vms_vector *hit_point;
522 // -- flare creates point -- short vertnum_list[4];
523 // -- flare creates point --
524 // -- flare creates point -- hit_point = &Objects[flare_index].pos;
525 // -- flare creates point --
526 // -- flare creates point -- find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0); // last parm means always use face 0.
527 // -- flare creates point --
528 // -- flare creates point -- get_side_verts(vertnum_list, segp-Segments, sidenum);
529 // -- flare creates point --
530 // -- flare creates point -- g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
531 // -- flare creates point --
532 // -- flare creates point -- for (tri=0; tri<4; tri++) {
533 // -- flare creates point -- short tri_verts[3];
534 // -- flare creates point -- uvl tri_uvls[3];
535 // -- flare creates point --
536 // -- flare creates point -- tri_verts[0] = vertnum_list[tri];
537 // -- flare creates point -- tri_verts[1] = vertnum_list[(tri+1) % 4];
538 // -- flare creates point -- tri_verts[2] = MAX_VERTICES-1;
539 // -- flare creates point --
540 // -- flare creates point -- tri_uvls[0] = sidep->uvls[tri];
541 // -- flare creates point -- tri_uvls[1] = sidep->uvls[(tri+1)%4];
542 // -- flare creates point -- tri_uvls[2].u = u;
543 // -- flare creates point -- tri_uvls[2].v = v;
544 // -- flare creates point -- tri_uvls[2].l = F1_0;
545 // -- flare creates point --
546 // -- flare creates point -- render_face(segp-Segments, sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
547 // -- flare creates point -- }
548 // -- flare creates point --
549 // -- flare creates point -- return;
550 // -- flare creates point -- }
551 // -- flare creates point -- }
554 render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
556 check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
560 // Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
561 // deal with it, get the dot product.
562 if (sidep->type == SIDE_IS_TRI_13)
563 vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
565 vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
567 get_side_verts(vertnum_list,segp-Segments,sidenum);
569 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
571 // ========== Mark: The change ends here. ==========
573 // Although this side has been triangulated, because it is not planar, see if it is acceptable
574 // to render it as a single quadrilateral. This is a function of how far away the viewer is, how non-planar
575 // the face is, how normal to the surfaces the view is.
576 // Now, if both dot products are close to 1.0, then render two triangles as a single quad.
577 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
579 if (v_dot_n0 < v_dot_n1) {
587 // Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
588 if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != segp-Segments) && (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
591 // The other detriangulation code doesn't deal well with badly non-planar sides.
592 n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
593 if (n0_dot_n1 < Min_n0_n1_dot)
596 render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
598 check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
602 if (sidep->type == SIDE_IS_TRI_02) {
604 render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
606 check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
611 temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[2]; temp_uvls[2] = sidep->uvls[3];
612 vertnum_list[1] = vertnum_list[2]; vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0, 2, 3 on side
613 render_face(segp-Segments, sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
615 check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
618 } else if (sidep->type == SIDE_IS_TRI_13) {
620 render_face(segp-Segments, sidenum, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, &sidep->uvls[1], wid_flags); // rendering 1,2,3, so just skip 0
622 check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
627 temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[1]; temp_uvls[2] = sidep->uvls[3];
628 vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0,1,3
629 render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
631 check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
637 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
639 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, segp-Segments, sidenum);
647 void render_object_search(object *obj)
651 //note that we draw each pixel object twice, since we cannot control
652 //what color the object draws in, so we try color 0, then color 1,
653 //in case the object itself is rendering color 0
656 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
658 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
662 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
664 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
668 if (obj->segnum != -1)
669 Cursegp = &Segments[obj->segnum];
670 found_seg = -(obj-Objects+1);
675 extern ubyte DemoDoingRight,DemoDoingLeft;
677 void do_render_object(int objnum, int window_num)
680 int save_3d_outline=0;
682 object *obj = &Objects[objnum];
686 Assert(objnum < MAX_OBJECTS);
689 if (object_rendered[objnum]) { //already rendered this...
690 Int3(); //get Matt!!!
694 object_rendered[objnum] = 1;
697 if (Newdemo_state==ND_STATE_PLAYBACK)
699 if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
701 // A nice fat hack: keeps the player ship from showing up in the
702 // small extra view when guiding a missile in the big window
704 mprintf ((0,"Returning from render_object prematurely...\n"));
709 // Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
710 // that the guided missile system will know what objects to look at.
711 // I didn't know we had guided missiles before the release of D1. --MK
712 if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
713 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
714 // This peculiar piece of code makes us keep track of the most recently rendered objects, which
715 // are probably the higher priority objects, without overflowing the buffer
716 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
718 Window_rendered_data[window_num].num_objects /= 2;
720 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
723 if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
724 Int3(); // infinite loop detected
725 obj->next = -1; // won't this clean things up?
726 return; // get out of this infinite loop!
729 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
731 //check for editor object
734 if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
735 save_3d_outline = g3d_interp_outline;
736 g3d_interp_outline=1;
742 render_object_search(obj);
748 for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
750 Assert(Objects[n].type == OBJ_FIREBALL);
751 Assert(Objects[n].control_type == CT_EXPLOSION);
752 Assert(Objects[n].flags & OF_ATTACHED);
754 render_object(&Objects[n]);
759 if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
760 g3d_interp_outline = save_3d_outline;
764 //DEBUG mprintf( (0, "%d ", objnum ));
770 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
771 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
772 int check_window_check=0;
775 #define window_check 1
777 #define new_seg_sorting 1
778 #define pre_draw_segs 0
779 #define no_migrate_segs 1
780 #define migrate_objects 1
781 #define behind_check 1
782 #define check_window_check 0
785 //increment counter for checking if points rotated
786 //This must be called at the start of the frame if rotate_list() will be used
787 void render_start_frame()
791 if (RL_framecount==0) { //wrap!
793 memset(Rotated_last,0,sizeof(Rotated_last)); //clear all to zero
794 RL_framecount=1; //and set this frame to 1
798 //Given a lit of point numbers, rotate any that haven't been rotated this frame
799 g3s_codes rotate_list(int nv,short *pointnumlist)
805 cc.and = 0xff; cc.or = 0;
809 pnum = pointnumlist[i];
811 pnt = &Segment_points[pnum];
813 if (Rotated_last[pnum] != RL_framecount) {
815 g3_rotate_point(pnt,&Vertices[pnum]);
817 Rotated_last[pnum] = RL_framecount;
820 cc.and &= pnt->p3_codes;
821 cc.or |= pnt->p3_codes;
828 //Given a lit of point numbers, project any that haven't been projected
829 void project_list(int nv,short *pointnumlist)
835 pnum = pointnumlist[i];
837 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
839 g3_project_point(&Segment_points[pnum]);
845 // -----------------------------------------------------------------------------------
846 void render_segment(int segnum, int window_num)
848 segment *seg = &Segments[segnum];
852 Assert(segnum!=-1 && segnum<=Highest_segment_index);
854 cc=rotate_list(8,seg->verts);
856 if (! cc.and) { //all off screen?
858 //mprintf( (0, "!"));
859 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
861 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
863 if (Viewer->type!=OBJ_ROBOT)
864 Automap_visited[segnum]=1;
866 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
867 render_side(seg, sn);
870 //draw any objects that happen to be in this segment
873 //object_sort_segment_objects( seg );
876 if (!migrate_objects) {
878 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
879 do_render_object(objnum, window_num);
883 //DEBUG mprintf( (0, "]\n", segnum ));
887 // ----- This used to be called when Show_only_curside was set.
888 // ----- It is wholly and superiorly replaced by render_side.
889 // -- //render one side of one segment
890 // -- void render_seg_side(segment *seg,int _side)
893 // -- short vertnum_list[4];
895 // -- cc=g3_rotate_list(8,&seg->verts);
897 // -- if (! cc.and) { //all off screen?
903 // -- s=&seg->sides[_side];
905 // -- for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
906 // -- for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
907 // -- grs_bitmap *tmap;
909 // -- for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
911 // -- if (p->tmap_num >= NumTextures) {
912 // -- Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
913 // -- p->tmap_num = 0; //change it permanantly
916 // -- tmap = Textures[p->tmap_num];
918 // -- g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
920 // -- if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
926 #define CROSS_WIDTH i2f(8)
927 #define CROSS_HEIGHT i2f(8)
931 //draw outline for curside
932 void outline_seg_side(segment *seg,int _side,int edge,int vert)
936 cc=rotate_list(8,seg->verts);
938 if (! cc.and) { //all off screen?
942 s=&seg->sides[_side];
944 //render curedge of curside of curseg in green
946 gr_setcolor(BM_XRGB(0,63,0));
947 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
949 //draw a little cross at the current vert
951 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
953 g3_project_point(pnt); //make sure projected
955 // gr_setcolor(BM_XRGB(0,0,63));
956 // gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
957 // gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
959 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
960 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
961 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
962 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
968 #if 0 //this stuff could probably just be deleted
970 #define DEFAULT_PERSPECTIVE_DEPTH 6
972 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH; //how many levels deep to render in perspective
974 int inc_perspective_depth(void)
976 return ++Perspective_depth;
980 int dec_perspective_depth(void)
982 return Perspective_depth==1?Perspective_depth:--Perspective_depth;
986 int reset_perspective_depth(void)
988 return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
993 typedef struct window {
994 short left,top,right,bot;
997 ubyte code_window_point(fix x,fix y,window *w)
1001 if (x <= w->left) code |= 1;
1002 if (x >= w->right) code |= 2;
1004 if (y <= w->top) code |= 4;
1005 if (y >= w->bot) code |= 8;
1011 void draw_window_box(int color,short left,short top,short right,short bot)
1017 l=left; t=top; r=right; b=bot;
1019 if ( r<0 || b<0 || l>=grd_curcanv->cv_bitmap.bm_w || (t>=grd_curcanv->cv_bitmap.bm_h && b>=grd_curcanv->cv_bitmap.bm_h))
1024 if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
1025 if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
1027 gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
1028 gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
1029 gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
1030 gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
1035 int matt_find_connect_side(int seg0,int seg1);
1038 char visited2[MAX_SEGMENTS];
1041 char visited[MAX_SEGMENTS];
1042 short Render_list[MAX_RENDER_SEGS];
1043 short Seg_depth[MAX_RENDER_SEGS]; //depth for each seg in Render_list
1044 ubyte processed[MAX_RENDER_SEGS]; //whether each entry has been processed
1045 int lcnt_save,scnt_save;
1046 //@@short *persp_ptr;
1047 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1048 //ubyte no_render_flag[MAX_RENDER_SEGS];
1049 window render_windows[MAX_RENDER_SEGS];
1051 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1057 #define RED BM_XRGB(63,0,0)
1058 #define WHITE BM_XRGB(63,63,63)
1060 //Given two sides of segment, tell the two verts which form the
1062 short Two_sides_to_edge[6][6][2] = {
1063 { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1064 { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1065 { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1066 { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1067 { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1068 { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1071 //given an edge specified by two verts, give the two sides on that edge
1072 int Edge_to_sides[8][8][2] = {
1073 { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1074 { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1075 { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1076 { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1077 { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1078 { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1079 { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1080 { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1083 //@@//perform simple check on tables
1088 //@@ for (i=0;i<8;i++)
1089 //@@ for (j=0;j<8;j++)
1090 //@@ Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] &&
1091 //@@ Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1093 //@@ for (i=0;i<6;i++)
1094 //@@ for (j=0;j<6;j++)
1095 //@@ Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] &&
1096 //@@ Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1102 //given an edge, tell what side is on that edge
1103 int find_seg_side(segment *seg,short *verts,int notside)
1118 for (i=0; i<8; i++) {
1119 int svv = *vp++; // seg->verts[i];
1121 if (vv0==-1 && svv == v0) {
1127 if (vv1==-1 && svv == v1) {
1134 Assert(vv0!=-1 && vv1!=-1);
1136 eptr = Edge_to_sides[vv0][vv1];
1141 Assert(side0!=-1 && side1!=-1);
1143 if (side0 != notside) {
1144 Assert(side1==notside);
1148 Assert(side0==notside);
1154 //find the two segments that join a given seg though two sides, and
1155 //the sides of those segments the abut.
1156 int find_joining_side_norms(vms_vector *norm0_0,vms_vector *norm0_1,vms_vector *norm1_0,vms_vector *norm1_1,vms_vector **pnt0,vms_vector **pnt1,segment *seg,int s0,int s1)
1158 segment *seg0,*seg1;
1159 short edge_verts[2];
1160 int notside0,notside1;
1161 int edgeside0,edgeside1;
1163 Assert(s0!=-1 && s1!=-1);
1165 seg0 = &Segments[seg->children[s0]];
1166 seg1 = &Segments[seg->children[s1]];
1168 edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1169 edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1171 Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1173 notside0 = find_connect_side(seg,seg0);
1174 Assert(notside0 != -1);
1175 notside1 = find_connect_side(seg,seg1);
1176 Assert(notside1 != -1);
1178 edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1179 edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1181 //deal with the case where an edge is shared by more than two segments
1183 //@@ if (IS_CHILD(seg0->children[edgeside0])) {
1184 //@@ segment *seg00;
1187 //@@ seg00 = &Segments[seg0->children[edgeside0]];
1189 //@@ if (seg00 != seg1) {
1191 //@@ notside00 = find_connect_side(seg0,seg00);
1192 //@@ Assert(notside00 != -1);
1194 //@@ edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1200 //@@ if (IS_CHILD(seg1->children[edgeside1])) {
1201 //@@ segment *seg11;
1204 //@@ seg11 = &Segments[seg1->children[edgeside1]];
1206 //@@ if (seg11 != seg0) {
1207 //@@ notside11 = find_connect_side(seg1,seg11);
1208 //@@ Assert(notside11 != -1);
1210 //@@ edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1215 // if ( IS_CHILD(seg0->children[edgeside0]) ||
1216 // IS_CHILD(seg1->children[edgeside1]))
1220 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1221 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1223 *norm0_0 = seg0->sides[edgeside0].normals[0];
1224 *norm0_1 = seg0->sides[edgeside0].normals[1];
1225 *norm1_0 = seg1->sides[edgeside1].normals[0];
1226 *norm1_1 = seg1->sides[edgeside1].normals[1];
1229 *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1230 *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1235 //see if the order matters for these two children.
1236 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1237 int compare_children(segment *seg,short c0,short c1)
1239 vms_vector norm0_0,norm0_1,*pnt0,temp;
1240 vms_vector norm1_0,norm1_1,*pnt1;
1241 fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1244 if (Side_opposite[c0] == c1) return 0;
1246 Assert(c0!=-1 && c1!=-1);
1248 //find normals of adjoining sides
1250 t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1255 vm_vec_sub(&temp,&Viewer_eye,pnt0);
1256 d0_0 = vm_vec_dot(&norm0_0,&temp);
1257 d0_1 = vm_vec_dot(&norm0_1,&temp);
1259 vm_vec_sub(&temp,&Viewer_eye,pnt1);
1260 d1_0 = vm_vec_dot(&norm1_0,&temp);
1261 d1_1 = vm_vec_dot(&norm1_1,&temp);
1263 d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1264 d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1266 if (d0 < 0 && d1 < 0)
1278 int ssc_total=0,ssc_swaps=0;
1280 //short the children of segment to render in the correct order
1281 //returns non-zero if swaps were made
1282 int sort_seg_children(segment *seg,int n_children,short *child_list)
1286 int made_swaps,count;
1288 if (n_children == 0) return 0;
1292 //for each child, compare with other children and see if order matters
1293 //if order matters, fix if wrong
1300 for (i=0;i<n_children-1;i++)
1301 for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1302 if (child_list[j]!=-1) {
1303 r = compare_children(seg,child_list[i],child_list[j]);
1306 int temp = child_list[i];
1307 child_list[i] = child_list[j];
1308 child_list[j] = temp;
1313 } while (made_swaps && ++count<n_children);
1321 void add_obj_to_seglist(int objnum,int listnum)
1323 int i,checkn,marker;
1327 //first, find a slot
1329 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1333 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1335 Assert(i < OBJS_PER_SEG);
1337 marker = render_obj_list[checkn][i];
1341 //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1342 if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1348 } while (marker != -1);
1350 //mprintf((0," slot %d,%d",checkn,i));
1353 //now we have found a slot. put object in it
1355 if (i != OBJS_PER_SEG-1) {
1357 render_obj_list[checkn][i] = objnum;
1358 render_obj_list[checkn][i+1] = -1;
1360 else { //chain to additional list
1363 //find an available sublist
1365 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1367 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1368 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1373 render_obj_list[checkn][i] = -lookn;
1374 render_obj_list[lookn][0] = objnum;
1375 render_obj_list[lookn][1] = -1;
1379 //mprintf((0," added!\n"));
1383 #define SORT_LIST_SIZE 100
1385 typedef struct sort_item {
1390 sort_item sort_list[SORT_LIST_SIZE];
1393 //compare function for object sort.
1394 int sort_func(const sort_item *a,const sort_item *b)
1397 object *obj_a,*obj_b;
1399 delta_dist = a->dist - b->dist;
1401 obj_a = &Objects[a->objnum];
1402 obj_b = &Objects[b->objnum];
1404 if (abs(delta_dist) < (obj_a->size + obj_b->size)) { //same position
1406 //these two objects are in the same position. see if one is a fireball
1407 //or laser or something that should plot on top. Don't do this for
1408 //the afterburner blobs, though.
1410 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1411 if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1412 return -1; //a is weapon, b is not, so say a is closer
1413 else; //both are weapons
1415 if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1416 return 1; //b is weapon, a is not, so say a is farther
1418 //no special case, fall through to normal return
1421 return delta_dist; //return distance
1424 void build_object_lists(int n_segs)
1428 //mprintf((0,"build n_segs=%d",n_segs));
1430 for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1431 render_obj_list[nn][0] = -1;
1433 for (nn=0;nn<n_segs;nn++) {
1436 segnum = Render_list[nn];
1438 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1444 for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1445 int new_segnum,did_migrate,list_pos;
1447 obj = &Objects[objnum];
1449 Assert( obj->segnum == segnum );
1451 if (obj->flags & OF_ATTACHED)
1452 continue; //ignore this object
1454 new_segnum = segnum;
1457 //mprintf((0,"objnum=%d ",objnum));
1458 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65)) //don't migrate controlcen
1464 m = get_seg_masks(&obj->pos,new_segnum,obj->size);
1469 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1470 if (m.sidemask & sf) {
1471 segment *seg = &Segments[new_segnum];
1473 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) { //can explosion migrate through
1474 int child = seg->children[sn];
1477 for (checknp=list_pos;checknp--;)
1478 if (Render_list[checknp] == child) {
1479 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1488 } while (0); //while (did_migrate);
1490 add_obj_to_seglist(objnum,list_pos);
1497 //mprintf((0,"done build "));
1499 //now that there's a list for each segment, sort the items in those lists
1500 for (nn=0;nn<n_segs;nn++) {
1503 segnum = Render_list[nn];
1505 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1510 //first count the number of objects & copy into sort list
1513 i = n_sort_items = 0;
1514 while ((t=render_obj_list[lookn][i++])!=-1)
1518 if (n_sort_items < SORT_LIST_SIZE-1) { //add if room
1519 sort_list[n_sort_items].objnum = t;
1520 //NOTE: maybe use depth, not dist - quicker computation
1521 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1524 else { //no room for object
1528 FILE *tfile=fopen("sortlist.out","wt");
1530 //I find this strange, so I'm going to write out
1531 //some information to look at later
1533 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1534 int objnum = sort_list[ii].objnum;
1536 fprintf(tfile,"Obj %3d Type = %2d Id = %2d Dist = %08x Segnum = %3d\n",
1537 objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1543 Int3(); //Get Matt!!!
1545 //Now try to find a place for this object by getting rid
1546 //of an object we don't care about
1548 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1549 int objnum = sort_list[ii].objnum;
1550 object *obj = &Objects[objnum];
1551 int type = obj->type;
1553 //replace debris & fireballs
1554 if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1555 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1557 //don't replace same kind of object unless new
1560 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1561 sort_list[ii].objnum = t;
1562 sort_list[ii].dist = dist;
1568 Int3(); //still couldn't find a slot
1573 #if defined(__WATCOMC__) || defined(MACINTOSH)
1574 qsort(sort_list,n_sort_items,sizeof(*sort_list),
1577 qsort(sort_list,n_sort_items,sizeof(*sort_list),
1578 (int (*)(const void*,const void*))sort_func);
1581 //now copy back into list
1586 while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1590 render_obj_list[lookn][i++] = sort_list[--n].objnum;
1591 render_obj_list[lookn][i] = -1; //mark (possibly new) end
1596 int Use_player_head_angles = 0;
1597 vms_angvec Player_head_angles;
1599 extern int Num_tmaps_drawn;
1600 extern int Total_pixels;
1601 //--unused-- int Total_num_tmaps_drawn=0;
1604 extern ubyte RenderingType;
1606 void start_lighting_frame(object *viewer);
1609 fix Zoom_factor=F1_0;
1611 //renders onto current canvas
1612 void render_frame(fix eye_offset, int window_num)
1616 #if defined(POLY_ACC)
1617 //$$ not needed for Verite, probably optional for ViRGE. pa_flush();
1620 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1621 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1622 // mprintf((0, "Frame: %4i, total = %6i, Avg = %7.3f, Avgpix=%7.3f\n", Num_tmaps_drawn, Total_num_tmaps_drawn, (float) Total_num_tmaps_drawn/FrameCount, (float) Total_pixels/Total_num_tmaps_drawn));
1623 //Num_tmaps_drawn = 0;
1625 if (Endlevel_sequence) {
1626 render_endlevel_frame(eye_offset);
1632 if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 ) {
1634 // mprintf ((0,"Objnum=%d objtype=%d objid=%d\n",Viewer-Objects,Viewer->type,Viewer->id));
1636 if (RenderingType==0)
1637 newdemo_record_start_frame(FrameCount, FrameTime );
1638 if (RenderingType!=255)
1639 newdemo_record_viewer_object(Viewer);
1645 start_lighting_frame(Viewer); //this is for ugly light-smoothing hack
1649 Viewer_eye = Viewer->pos;
1651 // if (Viewer->type == OBJ_PLAYER && (Cockpit_mode!=CM_REAR_VIEW))
1652 // vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1655 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1659 if (Function_mode==FMODE_EDITOR)
1660 Viewer_eye = Viewer->pos;
1663 start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1665 if (start_seg_num==-1)
1666 start_seg_num = Viewer->segnum;
1668 if (Viewer==ConsoleObject && Use_player_head_angles) {
1669 vms_matrix headm,viewm;
1670 vm_angles_2_matrix(&headm,&Player_head_angles);
1671 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1672 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1673 //@@} else if ((Cockpit_mode==CM_REAR_VIEW) && (Viewer==ConsoleObject)) {
1674 } else if (Rear_view && (Viewer==ConsoleObject)) {
1675 vms_matrix headm,viewm;
1676 Player_head_angles.p = Player_head_angles.b = 0;
1677 Player_head_angles.h = 0x7fff;
1678 vm_angles_2_matrix(&headm,&Player_head_angles);
1679 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1680 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1683 if (keyd_pressed[KEY_RSHIFT] ) {
1684 Zoom_factor += FrameTime*4;
1685 if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1687 Zoom_factor -= FrameTime*4;
1688 if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1690 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1692 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1696 if (Clear_window == 1) {
1697 if (Clear_window_color == -1)
1698 Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
1699 gr_clear_canvas(Clear_window_color);
1702 if (Show_only_curside)
1703 gr_clear_canvas(Clear_window_color);
1706 render_mine(start_seg_num, eye_offset, window_num);
1708 if (Use_player_head_angles )
1709 draw_3d_reticle(eye_offset);
1715 // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++; //we have rendered a frame
1718 int first_terminal_seg;
1720 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1722 Assert(window_num < MAX_RENDERED_WINDOWS);
1723 Window_rendered_data[window_num].frame = FrameCount;
1724 Window_rendered_data[window_num].viewer = viewer;
1725 Window_rendered_data[window_num].rear_view = rear_view_flag;
1726 Window_rendered_data[window_num].user = user;
1729 //build a list of segments to be rendered
1730 //fills in Render_list & N_render_segs
1731 void build_segment_list(int start_seg_num, int window_num)
1737 memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1738 memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1739 //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1740 memset(processed, 0, sizeof(processed));
1743 memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1748 Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1749 Seg_depth[lcnt] = 0;
1752 render_pos[start_seg_num] = 0;
1756 render_segment(start_seg_num, window_num);
1759 render_windows[0].left=render_windows[0].top=0;
1760 render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1761 render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1763 //breadth-first renderer
1767 for (l=0;l<Render_depth;l++) {
1769 //while (scnt < ecnt) {
1770 for (scnt=0;scnt < ecnt;scnt++) {
1773 short child_list[MAX_SIDES_PER_SEGMENT]; //list of ordered sides to process
1774 int n_children; //how many sides in child_list
1777 if (processed[scnt])
1782 segnum = Render_list[scnt];
1783 check_w = &render_windows[scnt];
1787 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1790 if (segnum == -1) continue;
1792 seg = &Segments[segnum];
1795 //look at all sides of this segment.
1796 //tricky code to look at sides in correct order follows
1798 for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) { //build list of sides
1801 wid = WALL_IS_DOORWAY(seg, c);
1803 ch=seg->children[c];
1805 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1807 byte *sv = Side_to_verts[c];
1808 ubyte codes_and=0xff;
1811 rotate_list(8,seg->verts);
1815 codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1817 if (codes_and & CC_BEHIND) continue;
1820 child_list[n_children++] = c;
1824 //now order the sides in some magical way
1826 if (new_seg_sorting)
1827 sort_seg_children(seg,n_children,child_list);
1829 //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1830 // ch=seg->children[c];
1832 for (c=0;c<n_children;c++) {
1835 siden = child_list[c];
1836 ch=seg->children[siden];
1837 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1841 ubyte codes_and_3d,codes_and_2d;
1842 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1843 int no_proj_flag=0; //a point wasn't projected
1847 rotate_list(8,seg->verts);
1848 project_list(8,seg->verts);
1852 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1853 int p = seg->verts[Side_to_verts[siden][i]];
1854 g3s_point *pnt = &Segment_points[p];
1856 if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1858 _x = f2i(pnt->p3_sx);
1859 _y = f2i(pnt->p3_sy);
1861 codes_and_3d &= pnt->p3_codes;
1862 codes_and_2d &= code_window_point(_x,_y,check_w);
1866 gr_setcolor(BM_XRGB(31,0,31));
1867 gr_line(pnt->p3_sx,pnt->p3_sy,
1868 Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1869 Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1873 if (_x < min_x) min_x = _x;
1874 if (_x > max_x) max_x = _x;
1876 if (_y < min_y) min_y = _y;
1877 if (_y > max_y) max_y = _y;
1883 draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1886 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1887 int rp = render_pos[ch];
1888 window *new_w = &render_windows[lcnt];
1890 if (no_proj_flag) *new_w = *check_w;
1892 new_w->left = max(check_w->left,min_x);
1893 new_w->right = min(check_w->right,max_x);
1894 new_w->top = max(check_w->top,min_y);
1895 new_w->bot = min(check_w->bot,max_y);
1898 //see if this seg already visited, and if so, does current window
1899 //expand the old window?
1901 if (new_w->left < render_windows[rp].left ||
1902 new_w->top < render_windows[rp].top ||
1903 new_w->right > render_windows[rp].right ||
1904 new_w->bot > render_windows[rp].bot) {
1906 new_w->left = min(new_w->left,render_windows[rp].left);
1907 new_w->right = max(new_w->right,render_windows[rp].right);
1908 new_w->top = min(new_w->top,render_windows[rp].top);
1909 new_w->bot = max(new_w->bot,render_windows[rp].bot);
1911 if (no_migrate_segs) {
1912 //no_render_flag[lcnt] = 1;
1913 Render_list[lcnt] = -1;
1914 render_windows[rp] = *new_w; //get updated window
1915 processed[rp] = 0; //force reprocess
1926 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1929 render_pos[ch] = lcnt;
1930 Render_list[lcnt] = ch;
1931 Seg_depth[lcnt] = l;
1933 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1938 render_segment(ch, window_num);
1946 Render_list[lcnt] = ch;
1947 Seg_depth[lcnt] = l;
1949 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1965 first_terminal_seg = scnt;
1966 N_render_segs = lcnt;
1970 //renders onto current canvas
1971 void render_mine(int start_seg_num,fix eye_offset, int window_num)
1978 // Initialize number of objects (actually, robots!) rendered this frame.
1979 Window_rendered_data[window_num].num_objects = 0;
1986 for (i=0;i<=Highest_object_index;i++)
1987 object_rendered[i] = 0;
1990 //set up for rendering
1992 render_start_frame();
1995 #if defined(EDITOR) && !defined(NDEUBG)
1996 if (Show_only_curside) {
1997 rotate_list(8,Cursegp->verts);
1998 render_side(Cursegp,Curside);
1999 goto done_rendering;
2011 //NOTE LINK TO ABOVE!!
2012 build_segment_list(start_seg_num, window_num); //fills in Render_list & N_render_segs
2017 if (!window_check) {
2018 Window_clip_left = Window_clip_top = 0;
2019 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2020 Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
2025 if (!(_search_mode)) {
2028 for (i=0;i<N_render_segs;i++) {
2031 segnum = Render_list[i];
2035 if (visited2[segnum])
2038 visited2[segnum] = 1;
2044 if (!(_search_mode))
2045 build_object_lists(N_render_segs);
2047 if (eye_offset<=0) // Do for left eye or zero.
2048 set_dynamic_light();
2050 if (!_search_mode && Clear_window == 2) {
2051 if (first_terminal_seg < N_render_segs) {
2054 if (Clear_window_color == -1)
2055 Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
2057 gr_setcolor(Clear_window_color);
2059 for (i=first_terminal_seg; i<N_render_segs; i++) {
2060 if (Render_list[i] != -1) {
2062 if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2066 //NOTE LINK TO ABOVE!
2067 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2073 for (nn=N_render_segs;nn--;) {
2077 // Interpolation_method = 0;
2078 segnum = Render_list[nn];
2079 Current_seg_depth = Seg_depth[nn];
2081 //if (!no_render_flag[nn])
2082 if (segnum!=-1 && (_search_mode || visited[segnum]!=-1)) {
2083 //set global render window vars
2086 Window_clip_left = render_windows[nn].left;
2087 Window_clip_top = render_windows[nn].top;
2088 Window_clip_right = render_windows[nn].right;
2089 Window_clip_bot = render_windows[nn].bot;
2092 //mprintf((0," %d",segnum));
2094 render_segment(segnum, window_num);
2095 visited[segnum]=255;
2097 if (window_check) { //reset for objects
2098 Window_clip_left = Window_clip_top = 0;
2099 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2100 Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
2103 if (migrate_objects) {
2104 //int n_expl_objs=0,expl_objs[5],i;
2106 int save_linear_depth = Max_linear_depth;
2108 Max_linear_depth = Max_linear_depth_objects;
2112 //mprintf((0,"render objs seg %d",segnum));
2114 for (objnp=0;render_obj_list[listnum][objnp]!=-1;) {
2115 int ObjNumber = render_obj_list[listnum][objnp];
2117 if (ObjNumber >= 0) {
2119 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2121 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2122 // expl_objs[n_expl_objs++] = ObjNumber;
2125 if ( (Objects[ObjNumber].type==OBJ_WEAPON) && //if its a weapon
2126 (Objects[ObjNumber].lifeleft==Laser_max_time ) && // and its in it's first frame
2127 (Hack_nlasers< MAX_HACKED_LASERS) && // and we have space for it
2128 (Objects[ObjNumber].laser_info.parent_num>-1) && // and it has a parent
2129 ((Viewer-Objects)==Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
2131 Hack_laser_list[Hack_nlasers++] = ObjNumber; //then make it draw after everything else.
2132 //mprintf( (0, "O%d ", ObjNumber ));
2135 do_render_object(ObjNumber, window_num); // note link to above else
2141 listnum = -ObjNumber;
2148 //for (i=0;i<n_expl_objs;i++)
2149 // do_render_object(expl_objs[i], window_num);
2151 //mprintf((0,"done seg %d\n",segnum));
2153 Max_linear_depth = save_linear_depth;
2160 //mprintf((0,"\n"));
2164 // Draw the hacked lasers last
2165 for (i=0; i < Hack_nlasers; i++ ) {
2166 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2167 do_render_object(Hack_laser_list[i], window_num);
2171 // -- commented out by mk on 09/14/94...did i do a good thing?? object_render_targets();
2175 //draw curedge stuff
2176 if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2187 extern int render_3d_in_big_window;
2189 //finds what segment is at a given x&y - seg,side,face are filled in
2190 //works on last frame rendered. returns true if found
2191 //if seg<0, then an object was found, and the object number is -seg-1
2192 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2196 _search_x = x; _search_y = y;
2200 if (render_3d_in_big_window) {
2201 grs_canvas temp_canvas;
2203 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2204 LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2206 gr_set_current_canvas(&temp_canvas);
2211 gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
2222 // mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2224 return (found_seg!=-1);