2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Starfield/Nebula.cpp $
15 * Code to load & display nebulas
18 * Revision 1.8 2004/06/11 02:07:39 tigital
19 * byte-swapping changes for bigendian systems
21 * Revision 1.7 2003/05/25 02:30:44 taylor
24 * Revision 1.6 2002/06/17 06:33:11 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.5 2002/06/09 04:41:27 relnev
28 * added copyright header
30 * Revision 1.4 2002/06/02 04:26:34 relnev
33 * Revision 1.3 2002/05/26 20:22:48 theoddone33
34 * Most of network/ works
36 * Revision 1.2 2002/05/04 04:36:56 theoddone33
37 * More changes, took out a lot of the sound stuff which will bite later but
40 * Revision 1.1.1.1 2002/05/03 03:28:10 root
44 * 14 9/01/99 11:26p Dave
45 * Fixed release build warnings.
47 * 13 8/30/99 5:01p Dave
48 * Made d3d do less state changing in the nebula. Use new chat server for
51 * 12 7/29/99 10:47p Dave
52 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
54 * 11 7/14/99 9:42a Dave
55 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
58 * 10 6/22/99 7:03p Dave
59 * New detail options screen.
61 * 9 3/31/99 8:24p Dave
62 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
63 * and background nebulae. Added per-ship non-dimming pixel colors.
65 * 8 12/09/98 7:34p Dave
66 * Cleanup up nebula effect. Tweaked many values.
68 * 7 12/08/98 9:36a Dave
69 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
71 * 6 12/07/98 5:51p Dave
72 * Finally got d3d fog working! Now we just need to tweak values.
74 * 5 12/06/98 2:36p Dave
75 * Drastically improved nebula fogging.
77 * 4 11/14/98 5:33p Dave
78 * Lots of nebula work. Put in ship contrails.
80 * 3 11/11/98 5:37p Dave
81 * Checkin for multiplayer testing.
83 * 2 10/07/98 10:54a Dave
86 * 1 10/07/98 10:51a Dave
88 * 15 5/13/98 2:53p John
89 * Made subspace effect work under software. Had to add new inner loop to
90 * tmapper. Added glows to end of subspace effect. Made subspace effect
91 * levels use gamepalette-subspace palette.
93 * 14 4/10/98 5:20p John
94 * Changed RGB in lighting structure to be ubytes. Removed old
95 * not-necessary 24 bpp software stuff.
97 * 13 3/22/98 11:02a John
98 * Made a bunch of the detail levels actually do something
100 * 12 2/22/98 12:19p John
101 * Externalized some strings
103 * 11 1/23/98 5:08p John
104 * Took L out of vertex structure used B (blue) instead. Took all small
105 * fireballs out of fireball types and used particles instead. Fixed some
106 * debris explosion things. Restructured fireball code. Restructured
107 * some lighting code. Made dynamic lighting on by default. Made groups
108 * of lasers only cast one light. Made fireballs not cast light.
110 * 10 1/10/98 1:14p John
111 * Added explanation to debug console commands
113 * 9 12/21/97 4:33p John
114 * Made debug console functions a class that registers itself
115 * automatically, so you don't need to add the function to
116 * debugfunctions.cpp.
118 * 8 11/25/97 11:40a Hoffoss
119 * Added support for nebula placement editing.
121 * 7 11/24/97 12:04p John
123 * 6 11/21/97 2:55p Hoffoss
124 * Added Nebula support to Fred. Implemented loading and saving nebula
125 * info to/from mission files.
127 * 5 11/21/97 11:32a John
128 * Added nebulas. Fixed some warpout bugs.
130 * 4 11/19/97 10:47p Adam
131 * upped MAX_TRIS to 200. Whaddya think this is, I-War?
133 * 3 11/16/97 2:41p John
134 * added a debug function to load a nebula into the game.
136 * 2 11/16/97 2:29p John
137 * added versioning to nebulas; put nebula code into freespace.
139 * 1 11/16/97 1:14p John
145 #include "floating.h"
149 #include "starfield.h"
152 #include "freespace.h"
157 #include "linklist.h"
159 #include "missionparse.h"
163 #define MAX_POINTS 300
165 static int num_pts = 0;
167 static vector nebula_vecs[MAX_POINTS];
168 static vertex nebula_verts[MAX_POINTS];
170 static float scale_factor = 1.0f;
172 static int num_tris = 0;
173 static int tri[MAX_TRIS][3];
175 static int Nebula_loaded = 0;
176 static angles Nebula_pbh;
177 static matrix Nebula_orient;
185 if (!Nebula_loaded) return;
190 #define NEBULA_FILE_ID NOX("NEBU")
191 #define NEBULA_MAJOR_VERSION 1 // Can be 1-?
192 #define NEBULA_MINOR_VERSION 0 // Can be 0-99
197 void project_2d_onto_sphere( vector *pnt, float u, float v )
201 a = PI * (2.0f * u - 1.0f );
203 s = scale_factor * fl_sqrt( 1.0f - z*z );
204 x = s * (float)cos(a);
205 y = s * (float)sin(a);
211 // Version 199 mean major version=1, minor=99.
212 // Changing major means no longer compatible.
214 // 1.00 - initial version
216 // returns 0 if failed
217 int load_nebula_sub(char *filename)
221 int version, major, minor;
223 fp = cfopen(filename, "rb");
230 cfread( id, 4, 1, fp );
231 if ( strncmp( id, NEBULA_FILE_ID, 4)) {
232 mprintf(( "Not a valid nebula file.\n" ));
235 cfread( &version, sizeof(int), 1, fp );
236 version = INTEL_INT(version);
237 major = version / 100;
238 minor = version % 100;
240 if ( major != NEBULA_MAJOR_VERSION ) {
241 mprintf(( "An out of date nebula file.\n" ));
245 cfread( &num_pts, sizeof(int), 1, fp );
246 num_pts = INTEL_INT(num_pts);
247 Assert( num_pts < MAX_POINTS );
248 cfread( &num_tris, sizeof(int), 1, fp );
249 num_tris = INTEL_INT(num_tris);
250 Assert( num_tris < MAX_TRIS );
252 for (int i=0; i<num_pts; i++ ) {
256 cfread( &xf, sizeof(float), 1, fp );
257 cfread( &yf, sizeof(float), 1, fp );
258 cfread( &l, sizeof(int), 1, fp );
259 xf = INTEL_FLOAT(&xf);
260 yf = INTEL_FLOAT(&yf);
262 project_2d_onto_sphere( &nebula_vecs[i], 1.0f - xf, yf );
263 vm_vec_scale( &nebula_vecs[i], 10.0f );
264 nebula_verts[i].b = ubyte((l*255)/31);
266 // throw in some randomness to the nebula vertices depth
269 for (int i=0; i<num_tris; i++ ) {
270 cfread( &tri[i][0], sizeof(int), 1, fp );
271 cfread( &tri[i][1], sizeof(int), 1, fp );
272 cfread( &tri[i][2], sizeof(int), 1, fp );
273 tri[i][0] = INTEL_INT(tri[i][0]);
274 tri[i][1] = INTEL_INT(tri[i][1]);
275 tri[i][2] = INTEL_INT(tri[i][2]);
283 void nebula_init( char *filename, int pitch, int bank, int heading )
287 a.p = ANG_TO_RAD((float) pitch);
288 a.b = ANG_TO_RAD((float) bank);
289 a.h = ANG_TO_RAD((float) heading);
290 nebula_init(filename, &a);
293 void nebula_init( char *filename, angles * pbh )
295 if ( Nebula_loaded ) {
299 if ( load_nebula_sub( cf_add_ext(filename, NOX(".neb")) ) ) {
305 vm_angles_2_matrix(&Nebula_orient, &Nebula_pbh );
311 Nebula_orient = vmd_identity_matrix;
320 // no nebula for you!
325 if ( !Nebula_loaded ) {
329 // in FS1 this is nebula on/off
330 if ( !Detail.planets_suns ) {
334 // Rotate the nebula.
335 g3_start_instance_matrix( NULL, &Nebula_orient );
337 for (i=0; i<num_pts; i++ ) {
338 g3_rotate_faraway_vertex( &nebula_verts[i], &nebula_vecs[i] );
339 g3_project_vertex( &nebula_verts[i] );
342 int saved_gr_zbuffering = gr_zbuffer_get();
344 gr_zbuffer_set(GR_ZBUFF_NONE);
346 for (i=0; i<num_tris; i++ ) {
350 verts[0] = &nebula_verts[tri[i][0]];
351 verts[1] = &nebula_verts[tri[i][1]];
352 verts[2] = &nebula_verts[tri[i][2]];
354 g3_draw_poly(3, verts, TMAP_FLAG_RAMP | TMAP_FLAG_GOURAUD | TMAP_FLAG_NEBULA );
359 gr_zbuffer_set(saved_gr_zbuffering);
361 // always switch off fogging for good measure
362 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode == NEB2_RENDER_NONE)){
363 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
367 DCF(nebula,"Loads a different nebula")
370 dc_get_arg(ARG_STRING|ARG_NONE);
371 if ( Dc_arg_type == ARG_NONE ) {
374 nebula_init( Dc_arg );
378 dc_printf( "Usage: nebula filename\nLoads the nebula file. No filename takes away nebula\n" );