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1 /* $Id: render.c,v 1.8 2002-08-02 10:57:12 btb Exp $ */
2 /*
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.
13 */
14
15 /*
16  *
17  * FIXME: put description here
18  *
19  *
20  */
21
22 #ifdef HAVE_CONFIG_H
23 #include <conf.h>
24 #endif
25
26 #include <stdlib.h>
27 #include <stdio.h>
28 #include <string.h>
29
30 #include "pa_enabl.h"                   //$$POLY_ACC
31 #include "inferno.h"
32 #include "segment.h"
33 #include "error.h"
34 #include "bm.h"
35 #include "texmap.h"
36 #include "mono.h"
37 #include "render.h"
38 #include "game.h"
39 #include "object.h"
40 #include "laser.h"
41 #include "textures.h"
42 #include "screens.h"
43 #include "segpoint.h"
44 #include "wall.h"
45 #include "texmerge.h"
46 #include "physics.h"
47 #include "3d.h"
48 #include "gameseg.h"
49 #include "vclip.h"
50 #include "lighting.h"
51 #include "cntrlcen.h"
52 #include "newdemo.h"
53 #include "automap.h"
54 #include "endlevel.h"
55 #include "key.h"
56 #include "newmenu.h"
57 #include "u_mem.h"
58 #include "piggy.h"
59
60 #ifdef OGL
61 #include "ogl_init.h"
62 #endif
63
64 #define INITIAL_LOCAL_LIGHT (F1_0/4)    // local light value in segment of occurence (of light emission)
65
66 #ifdef EDITOR
67 #include "editor/editor.h"
68 #endif
69
70 #if defined(POLY_ACC)
71 #include "poly_acc.h"
72 #endif
73
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
77
78 int RL_framecount=-1;
79 short Rotated_last[MAX_VERTICES];
80
81 // When any render function needs to know what's looking at it, it should 
82 // access Viewer members.
83 object * Viewer = NULL;
84
85 vms_vector Viewer_eye;  //valid during render
86
87 int     N_render_segs;
88
89 #ifndef MACINTOSH
90 fix Render_zoom = 0x9000;                                       //the player's zoom factor
91 #else
92 fix Render_zoom = 0xB000;
93 #endif
94
95 #ifndef NDEBUG
96 ubyte object_rendered[MAX_OBJECTS];
97 #endif
98
99 #define DEFAULT_RENDER_DEPTH 16
100 int Render_depth=DEFAULT_RENDER_DEPTH;          //how many segments deep to render
101
102 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
103
104 #ifdef EDITOR
105 int     Render_only_bottom=0;
106 int     Bottom_bitmap_num = 9;
107 #endif
108
109 fix     Face_reflectivity = (F1_0/2);
110
111 #if 0           //this stuff could probably just be deleted
112
113 int inc_render_depth(void)
114 {
115         return ++Render_depth;
116 }
117
118 int dec_render_depth(void)
119 {
120         return Render_depth==1?Render_depth:--Render_depth;
121 }
122
123 int reset_render_depth(void)
124 {
125         return Render_depth = DEFAULT_RENDER_DEPTH;
126 }
127
128 #endif
129
130 #ifdef EDITOR
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;
134 #else
135 #define _search_mode 0
136 #endif
137
138 #ifdef NDEBUG           //if no debug code, set these vars to constants
139
140 #define Outline_mode 0
141 #define Show_only_curside 0
142
143 #else
144
145 int Outline_mode=0,Show_only_curside=0;
146
147 int toggle_outline_mode(void)
148 {
149         return Outline_mode = !Outline_mode;
150 }
151
152 int toggle_show_only_curside(void)
153 {
154         return Show_only_curside = !Show_only_curside;
155 }
156
157 void draw_outline(int nverts,g3s_point **pointlist)
158 {
159         int i;
160
161         gr_setcolor(BM_XRGB(63,63,63));
162
163         for (i=0;i<nverts-1;i++)
164                 g3_draw_line(pointlist[i],pointlist[i+1]);
165
166         g3_draw_line(pointlist[i],pointlist[0]);
167
168 }
169 #endif
170
171 grs_canvas * reticle_canvas = NULL;
172
173 void free_reticle_canvas()
174 {
175         if (reticle_canvas)     {
176                 d_free( reticle_canvas->cv_bitmap.bm_data );
177                 d_free( reticle_canvas );
178                 reticle_canvas  = NULL;
179         }
180 }
181
182 extern void show_reticle(int force_big);
183
184 // Draw the reticle in 3D for head tracking
185 void draw_3d_reticle(fix eye_offset)
186 {
187         g3s_point       reticle_points[4];
188         g3s_uvl         uvl[4];
189         g3s_point       *pointlist[4];
190         int                     i;
191         vms_vector v1, v2;
192         grs_canvas *saved_canvas;
193         int saved_interp_method;
194
195 //      if (!Use_player_head_angles) return;
196         
197         for (i=0; i<4; i++ )    {
198                 pointlist[i] = &reticle_points[i];
199                 uvl[i].l = MAX_LIGHT;
200         }
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;
205
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);
208
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);
212
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);
216
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);
220
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);
224
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;
232         }
233
234         saved_canvas = grd_curcanv;
235         gr_set_current_canvas(reticle_canvas);
236         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
237         show_reticle(1);
238         gr_set_current_canvas(saved_canvas);
239         
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;
244 }
245
246
247 extern fix Seismic_tremor_magnitude;
248
249 fix flash_scale;
250
251 #define FLASH_CYCLE_RATE f1_0
252
253 fix Flash_rate = FLASH_CYCLE_RATE;
254
255 //cycle the flashing light for when mine destroyed
256 void flash_frame()
257 {
258         static fixang flash_ang=0;
259
260         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
261                 return;
262
263         if (Endlevel_sequence)
264                 return;
265
266         if (PaletteBlueAdd > 10 )               //whiting out
267                 return;
268
269 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
270         if (Seismic_tremor_magnitude) {
271                 fix     added_flash;
272
273                 added_flash = abs(Seismic_tremor_magnitude);
274                 if (added_flash < F1_0)
275                         added_flash *= 16;
276
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
280         } else {
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;
286         }
287
288
289 }
290
291 // -----------------------------------------------------------------------------------
292 //      Render a face.
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)
298 {
299         // -- Using new headlight system...fix                  face_light;
300         grs_bitmap      *bm;
301 #ifdef OGL
302         grs_bitmap      *bm2=NULL;
303 #endif
304
305         fix                     reflect;
306         uvl                     uvl_copy[8];
307         int                     i;
308         g3s_point       *pointlist[8];
309
310         Assert(nv <= 8);
311
312         for (i=0; i<nv; i++) {
313                 uvl_copy[i] = uvlp[i];
314                 pointlist[i] = &Segment_points[vp[i]];
315         }
316
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)
323
324                 g3_draw_poly(nv,pointlist);             //draw as flat poly
325
326                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
327
328                 return;
329         }
330
331         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
332
333         if (tmap1 >= NumTextures) {
334                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
335
336         #ifndef RELEASE
337                 Int3();
338         #endif
339
340                 Segments[segnum].sides[sidenum].tmap_num = 0;
341         }
342
343 #ifdef OGL
344         if (ogl_alttexmerge){
345                 PIGGY_PAGE_IN(Textures[tmap1]);
346                 bm = &GameBitmaps[Textures[tmap1].index];
347                 if (tmap2){
348                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
349                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
350                 }
351                 if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
352                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
353                         bm2 = NULL;
354                 }
355         }else                                                           
356 #endif
357
358         // New code for overlapping textures...
359         if (tmap2 != 0)
360    {
361                 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
362    }
363         else    {
364                 bm = &GameBitmaps[Textures[tmap1].index];
365                 PIGGY_PAGE_IN(Textures[tmap1]);
366         }
367
368         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
369
370         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
371         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
372
373         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
374
375         //set light values for each vertex & build pointlist
376         {
377                 int i;
378
379                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
380
381                 for (i=0;i<nv;i++) {
382
383                         //the uvl struct has static light already in it
384
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);
388
389                         //add in dynamic light (from explosions, etc.)
390                         uvl_copy[i].l += Dynamic_light[vp[i]];
391
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);
394
395                         //saturate at max value
396                         if (uvl_copy[i].l > MAX_LIGHT)
397                                 uvl_copy[i].l = MAX_LIGHT;
398
399                 }
400         }
401
402 #ifdef EDITOR
403         if ((Render_only_bottom) && (sidenum == WBOTTOM))
404                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
405         else
406 #endif
407
408 #ifdef OGL
409                 if (bm2){
410                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
411                 }else
412 #endif
413                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
414
415         #ifndef NDEBUG
416         if (Outline_mode) draw_outline(nv, pointlist);
417         #endif
418 }
419
420 #ifdef EDITOR
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)
425 {
426         int     i;
427
428         if (_search_mode) {
429                 int save_lighting;
430                 grs_bitmap *bm;
431                 uvl uvl_copy[8];
432                 g3s_point *pointlist[4];
433
434                 if (tmap2 > 0 )
435                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
436                 else
437                         bm = &GameBitmaps[Textures[tmap1].index];
438
439                 for (i=0; i<nv; i++) {
440                         uvl_copy[i] = uvlp[i];
441                         pointlist[i] = &Segment_points[vp[i]];
442                 }
443
444                 gr_setcolor(0);
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;
448  Lighting_on = 2;
449                 //g3_draw_poly(nv,vp);
450                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
451  Lighting_on = save_lighting;
452
453                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
454                         found_seg = segnum;
455                         found_side = sidenum;
456                         found_face = facenum;
457                 }
458                 
459         }
460 }
461 #endif
462
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);
466
467 extern int contains_flare(segment *segp, int sidenum);
468 extern fix      Obj_light_xlate[16];
469
470 // -----------------------------------------------------------------------------------
471 //      Render a side.
472 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
473 void render_side(segment *segp, int sidenum)
474 {
475         short                   vertnum_list[4];
476         side                    *sidep = &segp->sides[sidenum];
477         vms_vector      tvec;
478         fix                     v_dot_n0, v_dot_n1;
479         uvl                     temp_uvls[3];
480         fix                     min_dot, max_dot;
481         vms_vector  normals[2];
482         int                     wid_flags;
483
484
485         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
486
487         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
488                 return;
489
490         #ifdef COMPACT_SEGS     
491                 get_side_normals(segp, sidenum, &normals[0], &normals[1] );
492         #else
493                 normals[0] = segp->sides[sidenum].normals[0];
494                 normals[1] = segp->sides[sidenum].normals[1];
495         #endif
496
497         //      ========== Mark: Here is the change...beginning here: ==========
498
499         if (sidep->type == SIDE_IS_QUAD) {
500
501                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
502
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]]]);
509
510                 get_side_verts(vertnum_list,segp-Segments,sidenum);
511                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
512
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 -- }
552
553                 if (v_dot_n0 >= 0) {
554                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
555                         #ifdef EDITOR
556                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
557                         #endif
558                 }
559         } else {
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]]]);
564                 else
565                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
566
567                 get_side_verts(vertnum_list,segp-Segments,sidenum);
568
569                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
570
571                 //      ========== Mark: The change ends here. ==========
572
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]);
578
579                 if (v_dot_n0 < v_dot_n1) {
580                         min_dot = v_dot_n0;
581                         max_dot = v_dot_n1;
582                 } else {
583                         min_dot = v_dot_n1;
584                         max_dot = v_dot_n0;
585                 }
586
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)))) {
589                         fix     n0_dot_n1;
590
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)
594                                 goto im_so_ashamed;
595
596                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
597                         #ifdef EDITOR
598                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
599                         #endif
600                 } else {
601 im_so_ashamed: ;
602                         if (sidep->type == SIDE_IS_TRI_02) {
603                                 if (v_dot_n0 >= 0) {
604                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
605                                         #ifdef EDITOR
606                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
607                                         #endif
608                                 }
609
610                                 if (v_dot_n1 >= 0) {
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);
614                                         #ifdef EDITOR
615                                         check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
616                                         #endif
617                                 }
618                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
619                                 if (v_dot_n1 >= 0) {
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
621                                         #ifdef EDITOR
622                                         check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
623                                         #endif
624                                 }
625
626                                 if (v_dot_n0 >= 0) {
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);
630                                         #ifdef EDITOR
631                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
632                                         #endif
633                                 }
634
635                         } else
636 #ifdef __DJGPP__
637                                 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
638 #else
639                                 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, segp-Segments, sidenum);
640 #endif
641                 }
642         }
643
644 }
645
646 #ifdef EDITOR
647 void render_object_search(object *obj)
648 {
649         int changed=0;
650
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
654
655         gr_setcolor(0);
656         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
657         render_object(obj);
658         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
659                 changed=1;
660
661         gr_setcolor(1);
662         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
663         render_object(obj);
664         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
665                 changed=1;
666
667         if (changed) {
668                 if (obj->segnum != -1)
669                         Cursegp = &Segments[obj->segnum];
670                 found_seg = -(obj-Objects+1);
671         }
672 }
673 #endif
674
675 extern ubyte DemoDoingRight,DemoDoingLeft;
676
677 void do_render_object(int objnum, int window_num)
678 {
679         #ifdef EDITOR
680         int save_3d_outline=0;
681         #endif
682         object *obj = &Objects[objnum];
683         int count = 0;
684         int n;
685
686         Assert(objnum < MAX_OBJECTS);
687
688         #ifndef NDEBUG
689         if (object_rendered[objnum]) {          //already rendered this...
690                 Int3();         //get Matt!!!
691                 return;
692         }
693
694         object_rendered[objnum] = 1;
695         #endif
696
697    if (Newdemo_state==ND_STATE_PLAYBACK)  
698          {
699           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
700                 {
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
703                         
704                         mprintf ((0,"Returning from render_object prematurely...\n"));
705                         return; 
706                 }
707          }
708
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) {
717                         Int3();
718                         Window_rendered_data[window_num].num_objects /= 2;
719                 }
720                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
721         }
722
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!
727         }
728
729                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
730
731         //check for editor object
732
733         #ifdef EDITOR
734         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
735                 save_3d_outline = g3d_interp_outline;
736                 g3d_interp_outline=1;
737         }
738         #endif
739
740         #ifdef EDITOR
741         if (_search_mode)
742                 render_object_search(obj);
743         else
744         #endif
745                 //NOTE LINK TO ABOVE
746                 render_object(obj);
747
748         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
749
750                 Assert(Objects[n].type == OBJ_FIREBALL);
751                 Assert(Objects[n].control_type == CT_EXPLOSION);
752                 Assert(Objects[n].flags & OF_ATTACHED);
753
754                 render_object(&Objects[n]);
755         }
756
757
758         #ifdef EDITOR
759         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
760                 g3d_interp_outline = save_3d_outline;
761         #endif
762
763
764         //DEBUG mprintf( (0, "%d ", objnum ));
765
766 }
767
768 #ifndef NDEBUG
769 int     draw_boxes=0;
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;
773 #else
774 #define draw_boxes                      0
775 #define window_check                    1
776 #define draw_edges                      0
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
783 #endif
784
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()
788 {
789         RL_framecount++;
790
791         if (RL_framecount==0) {         //wrap!
792
793                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
794                 RL_framecount=1;                                                                                        //and set this frame to 1
795         }
796 }
797
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)
800 {
801         int i,pnum;
802         g3s_point *pnt;
803         g3s_codes cc;
804
805         cc.and = 0xff;  cc.or = 0;
806
807         for (i=0;i<nv;i++) {
808
809                 pnum = pointnumlist[i];
810
811                 pnt = &Segment_points[pnum];
812
813                 if (Rotated_last[pnum] != RL_framecount) {
814
815                         g3_rotate_point(pnt,&Vertices[pnum]);
816
817                         Rotated_last[pnum] = RL_framecount;
818                 }
819
820                 cc.and &= pnt->p3_codes;
821                 cc.or  |= pnt->p3_codes;
822         }
823
824         return cc;
825
826 }
827
828 //Given a lit of point numbers, project any that haven't been projected
829 void project_list(int nv,short *pointnumlist)
830 {
831         int i,pnum;
832
833         for (i=0;i<nv;i++) {
834
835                 pnum = pointnumlist[i];
836
837                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
838
839                         g3_project_point(&Segment_points[pnum]);
840
841         }
842 }
843
844
845 // -----------------------------------------------------------------------------------
846 void render_segment(int segnum, int window_num)
847 {
848         segment         *seg = &Segments[segnum];
849         g3s_codes       cc;
850         int                     sn;
851
852         Assert(segnum!=-1 && segnum<=Highest_segment_index);
853
854         cc=rotate_list(8,seg->verts);
855
856         if (! cc.and) {         //all off screen?
857
858 //mprintf( (0, "!"));
859                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
860
861                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
862
863       if (Viewer->type!=OBJ_ROBOT)
864                 Automap_visited[segnum]=1;
865
866                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
867                         render_side(seg, sn);
868         }
869
870         //draw any objects that happen to be in this segment
871
872         //sort objects!
873         //object_sort_segment_objects( seg );
874                 
875         #ifndef NDEBUG
876         if (!migrate_objects) {
877                 int objnum;
878                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
879                         do_render_object(objnum, window_num);
880         }
881         #endif
882
883         //DEBUG mprintf( (0, "]\n", segnum ));
884
885 }
886
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)
891 // -- {
892 // --   g3s_codes cc;
893 // --   short vertnum_list[4];
894 // -- 
895 // --   cc=g3_rotate_list(8,&seg->verts);
896 // -- 
897 // --   if (! cc.and) {         //all off screen?
898 // --           int fn,pn,i;
899 // --           side *s;
900 // --           face *f;
901 // --           poly *p;
902 // -- 
903 // --           s=&seg->sides[_side];
904 // -- 
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;
908 // --   
909 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
910 // --   
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
914 // --                           }
915 // --   
916 // --                           tmap = Textures[p->tmap_num];
917 // --   
918 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
919 // --   
920 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
921 // --                   }
922 // --           }
923 // -- 
924 // -- }
925
926 #define CROSS_WIDTH  i2f(8)
927 #define CROSS_HEIGHT i2f(8)
928
929 #ifndef NDEBUG
930
931 //draw outline for curside
932 void outline_seg_side(segment *seg,int _side,int edge,int vert)
933 {
934         g3s_codes cc;
935
936         cc=rotate_list(8,seg->verts);
937
938         if (! cc.and) {         //all off screen?
939                 side *s;
940                 g3s_point *pnt;
941
942                 s=&seg->sides[_side];
943
944                 //render curedge of curside of curseg in green
945
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]]]);
948
949                 //draw a little cross at the current vert
950
951                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
952
953                 g3_project_point(pnt);          //make sure projected
954
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);
958
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);
963         }
964 }
965
966 #endif
967
968 #if 0           //this stuff could probably just be deleted
969
970 #define DEFAULT_PERSPECTIVE_DEPTH 6
971
972 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
973
974 int inc_perspective_depth(void)
975 {
976         return ++Perspective_depth;
977
978 }
979
980 int dec_perspective_depth(void)
981 {
982         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
983
984 }
985
986 int reset_perspective_depth(void)
987 {
988         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
989
990 }
991 #endif
992
993 typedef struct window {
994         short left,top,right,bot;
995 } window;
996
997 ubyte code_window_point(fix x,fix y,window *w)
998 {
999         ubyte code=0;
1000
1001         if (x <= w->left)  code |= 1;
1002         if (x >= w->right) code |= 2;
1003
1004         if (y <= w->top) code |= 4;
1005         if (y >= w->bot) code |= 8;
1006
1007         return code;
1008 }
1009
1010 #ifndef NDEBUG
1011 void draw_window_box(int color,short left,short top,short right,short bot)
1012 {
1013         short l,t,r,b;
1014
1015         gr_setcolor(color);
1016
1017         l=left; t=top; r=right; b=bot;
1018
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))
1020                 return;
1021
1022         if (l<0) l=0;
1023         if (t<0) t=0;
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;
1026
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));
1031
1032 }
1033 #endif
1034
1035 int matt_find_connect_side(int seg0,int seg1);
1036
1037 #ifndef NDEBUG
1038 char visited2[MAX_SEGMENTS];
1039 #endif
1040
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];
1050
1051 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1052
1053 //for objects
1054
1055
1056
1057 #define RED   BM_XRGB(63,0,0)
1058 #define WHITE BM_XRGB(63,63,63)
1059
1060 //Given two sides of segment, tell the two verts which form the 
1061 //edge between them
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} }
1069 };
1070
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} },
1081 };
1082
1083 //@@//perform simple check on tables
1084 //@@check_check()
1085 //@@{
1086 //@@    int i,j;
1087 //@@
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]);
1092 //@@
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]);
1097 //@@
1098 //@@
1099 //@@}
1100
1101
1102 //given an edge, tell what side is on that edge
1103 int find_seg_side(segment *seg,short *verts,int notside)
1104 {
1105         int i;
1106         int vv0=-1,vv1=-1;
1107         int side0,side1;
1108         int *eptr;
1109         int     v0,v1;
1110         short   *vp;
1111
1112 //@@    check_check();
1113
1114         v0 = verts[0];
1115         v1 = verts[1];
1116         vp = seg->verts;
1117
1118         for (i=0; i<8; i++) {
1119                 int svv = *vp++;        // seg->verts[i];
1120
1121                 if (vv0==-1 && svv == v0) {
1122                         vv0 = i;
1123                         if (vv1 != -1)
1124                                 break;
1125                 }
1126
1127                 if (vv1==-1 && svv == v1) {
1128                         vv1 = i;
1129                         if (vv0 != -1)
1130                                 break;
1131                 }
1132         }
1133
1134         Assert(vv0!=-1 && vv1!=-1);
1135
1136         eptr = Edge_to_sides[vv0][vv1];
1137
1138         side0 = eptr[0];
1139         side1 = eptr[1];
1140
1141         Assert(side0!=-1 && side1!=-1);
1142
1143         if (side0 != notside) {
1144                 Assert(side1==notside);
1145                 return side0;
1146         }
1147         else {
1148                 Assert(side0==notside);
1149                 return side1;
1150         }
1151
1152 }
1153
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)
1157 {
1158         segment *seg0,*seg1;
1159         short edge_verts[2];
1160         int notside0,notside1;
1161         int edgeside0,edgeside1;
1162
1163         Assert(s0!=-1 && s1!=-1);
1164
1165         seg0 = &Segments[seg->children[s0]];
1166         seg1 = &Segments[seg->children[s1]];
1167
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]];
1170
1171         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1172
1173         notside0 = find_connect_side(seg,seg0);
1174         Assert(notside0 != -1);
1175         notside1 = find_connect_side(seg,seg1);
1176         Assert(notside1 != -1);
1177
1178         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1179         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1180
1181         //deal with the case where an edge is shared by more than two segments
1182
1183 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1184 //@@            segment *seg00;
1185 //@@            int notside00;
1186 //@@
1187 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1188 //@@
1189 //@@            if (seg00 != seg1) {
1190 //@@
1191 //@@                    notside00 = find_connect_side(seg0,seg00);
1192 //@@                    Assert(notside00 != -1);
1193 //@@
1194 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1195 //@@                    seg0 = seg00;
1196 //@@            }
1197 //@@
1198 //@@    }
1199 //@@
1200 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1201 //@@            segment *seg11;
1202 //@@            int notside11;
1203 //@@
1204 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1205 //@@
1206 //@@            if (seg11 != seg0) {
1207 //@@                    notside11 = find_connect_side(seg1,seg11);
1208 //@@                    Assert(notside11 != -1);
1209 //@@
1210 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1211 //@@                    seg1 = seg11;
1212 //@@            }
1213 //@@    }
1214
1215 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1216 //                IS_CHILD(seg1->children[edgeside1])) 
1217 //              return 0;
1218
1219         #ifdef COMPACT_SEGS
1220                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1221                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1222         #else 
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];
1227         #endif
1228
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]]];
1231
1232         return 1;
1233 }
1234
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)
1238 {
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;
1242 int t;
1243
1244         if (Side_opposite[c0] == c1) return 0;
1245
1246         Assert(c0!=-1 && c1!=-1);
1247
1248         //find normals of adjoining sides
1249
1250         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1251
1252 //if (!t)
1253 // return 0;
1254
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);
1258
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);
1262
1263         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1264         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1265
1266         if (d0 < 0 && d1 < 0)
1267                 return 0;
1268
1269         if (d0 < 0)
1270                 return 1;
1271         else if (d1 < 0)
1272                 return -1;
1273         else
1274                 return 0;
1275
1276 }
1277
1278 int ssc_total=0,ssc_swaps=0;
1279
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)
1283 {
1284         int i,j;
1285         int r;
1286         int made_swaps,count;
1287
1288         if (n_children == 0) return 0;
1289
1290  ssc_total++;
1291
1292         //for each child,  compare with other children and see if order matters
1293         //if order matters, fix if wrong
1294
1295         count = 0;
1296
1297         do {
1298                 made_swaps = 0;
1299
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]);
1304
1305                                         if (r == 1) {
1306                                                 int temp = child_list[i];
1307                                                 child_list[i] = child_list[j];
1308                                                 child_list[j] = temp;
1309                                                 made_swaps=1;
1310                                         }
1311                                 }
1312
1313         } while (made_swaps && ++count<n_children);
1314
1315  if (count)
1316   ssc_swaps++;
1317
1318         return count;
1319 }
1320
1321 void add_obj_to_seglist(int objnum,int listnum)
1322 {
1323         int i,checkn,marker;
1324
1325         checkn = listnum;
1326
1327         //first, find a slot
1328
1329 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1330
1331         do {
1332
1333                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1334         
1335                 Assert(i < OBJS_PER_SEG);
1336         
1337                 marker = render_obj_list[checkn][i];
1338
1339                 if (marker != -1) {
1340                         checkn = -marker;
1341                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1342                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1343                                 Int3();
1344                                 return;
1345                         }
1346                 }
1347
1348         } while (marker != -1);
1349
1350 //mprintf((0,"  slot %d,%d",checkn,i));
1351
1352
1353         //now we have found a slot.  put object in it
1354
1355         if (i != OBJS_PER_SEG-1) {
1356
1357                 render_obj_list[checkn][i] = objnum;
1358                 render_obj_list[checkn][i+1] = -1;
1359         }
1360         else {                          //chain to additional list
1361                 int lookn;
1362
1363                 //find an available sublist
1364
1365                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1366
1367                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1368                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1369                         Int3();
1370                         return;
1371                 }
1372
1373                 render_obj_list[checkn][i] = -lookn;
1374                 render_obj_list[lookn][0] = objnum;
1375                 render_obj_list[lookn][1] = -1;
1376
1377         }
1378
1379 //mprintf((0,"  added!\n"));
1380
1381 }
1382
1383 #define SORT_LIST_SIZE 100
1384
1385 typedef struct sort_item {
1386         int objnum;
1387         fix dist;
1388 } sort_item;
1389
1390 sort_item sort_list[SORT_LIST_SIZE];
1391 int n_sort_items;
1392
1393 //compare function for object sort. 
1394 int sort_func(const sort_item *a,const sort_item *b)
1395 {
1396         fix delta_dist;
1397         object *obj_a,*obj_b;
1398
1399         delta_dist = a->dist - b->dist;
1400
1401         obj_a = &Objects[a->objnum];
1402         obj_b = &Objects[b->objnum];
1403
1404         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1405
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.
1409
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 
1414                 else
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
1417
1418                 //no special case, fall through to normal return
1419         }
1420
1421         return delta_dist;      //return distance
1422 }
1423
1424 void build_object_lists(int n_segs)
1425 {
1426         int nn;
1427
1428 //mprintf((0,"build n_segs=%d",n_segs));
1429
1430         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1431                 render_obj_list[nn][0] = -1;
1432
1433         for (nn=0;nn<n_segs;nn++) {
1434                 int segnum;
1435
1436                 segnum = Render_list[nn];
1437
1438 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1439
1440                 if (segnum != -1) {
1441                         int objnum;
1442                         object *obj;
1443
1444                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1445                                 int new_segnum,did_migrate,list_pos;
1446
1447                                 obj = &Objects[objnum];
1448
1449                                 Assert( obj->segnum == segnum );
1450
1451                                 if (obj->flags & OF_ATTACHED)
1452                                         continue;               //ignore this object
1453
1454                                 new_segnum = segnum;
1455                                 list_pos = nn;
1456
1457 //mprintf((0,"objnum=%d ",objnum));
1458                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1459                                 do {
1460                                         segmasks m;
1461
1462                                         did_migrate = 0;
1463         
1464                                         m = get_seg_masks(&obj->pos,new_segnum,obj->size);
1465         
1466                                         if (m.sidemask) {
1467                                                 int sn,sf;
1468
1469                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1470                                                         if (m.sidemask & sf) {
1471                                                                 segment *seg = &Segments[new_segnum];
1472                 
1473                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1474                                                                         int child = seg->children[sn];
1475                                                                         int checknp;
1476                 
1477                                                                         for (checknp=list_pos;checknp--;)
1478                                                                                 if (Render_list[checknp] == child) {
1479 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1480                                                                                         new_segnum = child;
1481                                                                                         list_pos = checknp;
1482                                                                                         did_migrate = 1;
1483                                                                                 }
1484                                                                 }
1485                                                         }
1486                                         }
1487         
1488                                 } while (0);    //while (did_migrate);
1489
1490                                 add_obj_to_seglist(objnum,list_pos);
1491         
1492                         }
1493
1494                 }
1495         }
1496
1497 //mprintf((0,"done build "));
1498
1499         //now that there's a list for each segment, sort the items in those lists
1500         for (nn=0;nn<n_segs;nn++) {
1501                 int segnum;
1502
1503                 segnum = Render_list[nn];
1504
1505 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1506
1507                 if (segnum != -1) {
1508                         int t,lookn,i,n;
1509
1510                         //first count the number of objects & copy into sort list
1511
1512                         lookn = nn;
1513                         i = n_sort_items = 0;
1514                         while ((t=render_obj_list[lookn][i++])!=-1)
1515                                 if (t<0)
1516                                         {lookn = -t; i=0;}
1517                                 else
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);
1522                                                 n_sort_items++;
1523                                         }
1524                                         else {                  //no room for object
1525                                                 int ii;
1526
1527                                                 #ifndef NDEBUG
1528                                                 FILE *tfile=fopen("sortlist.out","wt");
1529
1530                                                 //I find this strange, so I'm going to write out
1531                                                 //some information to look at later
1532                                                 if (tfile) {
1533                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1534                                                                 int objnum = sort_list[ii].objnum;
1535
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);
1538                                                         }
1539                                                         fclose(tfile);
1540                                                 }
1541                                                 #endif
1542
1543                                                 Int3(); //Get Matt!!!
1544
1545                                                 //Now try to find a place for this object by getting rid
1546                                                 //of an object we don't care about
1547
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;
1552
1553                                                         //replace debris & fireballs
1554                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1555                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1556
1557                                                                 //don't replace same kind of object unless new 
1558                                                                 //one is closer
1559
1560                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1561                                                                         sort_list[ii].objnum = t;
1562                                                                         sort_list[ii].dist = dist;
1563                                                                         break;
1564                                                                 }
1565                                                         }
1566                                                 }
1567
1568                                                 Int3(); //still couldn't find a slot
1569                                         }
1570
1571
1572                         //now call qsort
1573                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1574                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1575                                    sort_func);
1576                 #else
1577                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1578                                         (int (*)(const void*,const void*))sort_func);
1579                 #endif  
1580
1581                         //now copy back into list
1582
1583                         lookn = nn;
1584                         i = 0;
1585                         n = n_sort_items;
1586                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1587                                 if (t<0)
1588                                         {lookn = -t; i=0;}
1589                                 else
1590                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1591                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1592                 }
1593         }
1594 }
1595
1596 int Use_player_head_angles = 0;
1597 vms_angvec Player_head_angles;
1598
1599 extern int Num_tmaps_drawn;
1600 extern int Total_pixels;
1601 //--unused-- int Total_num_tmaps_drawn=0;
1602
1603 int Rear_view=0;
1604 extern ubyte RenderingType;
1605
1606 void start_lighting_frame(object *viewer);
1607
1608 #ifdef JOHN_ZOOM
1609 fix Zoom_factor=F1_0;
1610 #endif
1611 //renders onto current canvas
1612 void render_frame(fix eye_offset, int window_num)
1613 {
1614         int start_seg_num;
1615
1616 #if defined(POLY_ACC)
1617 //$$ not needed for Verite, probably optional for ViRGE.    pa_flush();
1618 #endif
1619
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;
1624
1625         if (Endlevel_sequence) {
1626                 render_endlevel_frame(eye_offset);
1627                 FrameCount++;
1628                 return;
1629         }
1630
1631 #ifdef NEWDEMO
1632         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1633      
1634           //    mprintf ((0,"Objnum=%d objtype=%d objid=%d\n",Viewer-Objects,Viewer->type,Viewer->id));
1635                 
1636       if (RenderingType==0)
1637                 newdemo_record_start_frame(FrameCount, FrameTime );
1638       if (RenderingType!=255)
1639                 newdemo_record_viewer_object(Viewer);
1640         }
1641 #endif
1642   
1643    //Here:
1644
1645         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1646   
1647         g3_start_frame();
1648
1649         Viewer_eye = Viewer->pos;
1650
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);
1653
1654         if (eye_offset) {
1655                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1656         }
1657
1658         #ifdef EDITOR
1659         if (Function_mode==FMODE_EDITOR)
1660                 Viewer_eye = Viewer->pos;
1661         #endif
1662
1663         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1664
1665         if (start_seg_num==-1)
1666                 start_seg_num = Viewer->segnum;
1667
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);
1681         } else  {
1682 #ifdef JOHN_ZOOM
1683                 if (keyd_pressed[KEY_RSHIFT] )  {
1684                         Zoom_factor += FrameTime*4;
1685                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1686                 } else {
1687                         Zoom_factor -= FrameTime*4;
1688                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1689                 }
1690                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1691 #else
1692                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1693 #endif
1694         }
1695
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);
1700         }
1701         #ifndef NDEBUG
1702         if (Show_only_curside)
1703                 gr_clear_canvas(Clear_window_color);
1704         #endif
1705
1706         render_mine(start_seg_num, eye_offset, window_num);
1707
1708         if (Use_player_head_angles ) 
1709                 draw_3d_reticle(eye_offset);
1710
1711         g3_end_frame();
1712
1713    //RenderingType=0;
1714
1715         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1716 }
1717
1718 int first_terminal_seg;
1719
1720 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1721 {
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;
1727 }
1728
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)
1732 {
1733         int     lcnt,scnt,ecnt;
1734         int     l,c;
1735         int     ch;
1736
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));
1741
1742         #ifndef NDEBUG
1743         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1744         #endif
1745
1746         lcnt = scnt = 0;
1747
1748         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1749         Seg_depth[lcnt] = 0;
1750         lcnt++;
1751         ecnt = lcnt;
1752         render_pos[start_seg_num] = 0;
1753
1754         #ifndef NDEBUG
1755         if (pre_draw_segs)
1756                 render_segment(start_seg_num, window_num);
1757         #endif
1758
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;
1762
1763         //breadth-first renderer
1764
1765         //build list
1766
1767         for (l=0;l<Render_depth;l++) {
1768
1769                 //while (scnt < ecnt) {
1770                 for (scnt=0;scnt < ecnt;scnt++) {
1771                         int rotated,segnum;
1772                         window *check_w;
1773                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1774                         int n_children;                                                                         //how many sides in child_list
1775                         segment *seg;
1776
1777                         if (processed[scnt])
1778                                 continue;
1779
1780                         processed[scnt]=1;
1781
1782                         segnum = Render_list[scnt];
1783                         check_w = &render_windows[scnt];
1784
1785                         #ifndef NDEBUG
1786                         if (draw_boxes)
1787                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1788                         #endif
1789
1790                         if (segnum == -1) continue;
1791
1792                         seg = &Segments[segnum];
1793                         rotated=0;
1794
1795                         //look at all sides of this segment.
1796                         //tricky code to look at sides in correct order follows
1797
1798                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1799                                 int wid;
1800
1801                                 wid = WALL_IS_DOORWAY(seg, c);
1802
1803                                 ch=seg->children[c];
1804
1805                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1806                                         if (behind_check) {
1807                                                 byte *sv = Side_to_verts[c];
1808                                                 ubyte codes_and=0xff;
1809                                                 int i;
1810
1811                                                 rotate_list(8,seg->verts);
1812                                                 rotated=1;
1813
1814                                                 for (i=0;i<4;i++)
1815                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1816
1817                                                 if (codes_and & CC_BEHIND) continue;
1818
1819                                         }
1820                                         child_list[n_children++] = c;
1821                                 }
1822                         }
1823
1824                         //now order the sides in some magical way
1825
1826                         if (new_seg_sorting)
1827                                 sort_seg_children(seg,n_children,child_list);
1828
1829                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1830                         //      ch=seg->children[c];
1831
1832                         for (c=0;c<n_children;c++) {
1833                                 int siden;
1834
1835                                 siden = child_list[c];
1836                                 ch=seg->children[siden];
1837                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1838                                 {
1839                                         if (window_check) {
1840                                                 int i;
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
1844
1845                                                 if (rotated<2) {
1846                                                         if (!rotated)
1847                                                                 rotate_list(8,seg->verts);
1848                                                         project_list(8,seg->verts);
1849                                                         rotated=2;
1850                                                 }
1851
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];
1855
1856                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1857
1858                                                         _x = f2i(pnt->p3_sx);
1859                                                         _y = f2i(pnt->p3_sy);
1860
1861                                                         codes_and_3d &= pnt->p3_codes;
1862                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1863
1864                                                         #ifndef NDEBUG
1865                                                         if (draw_edges) {
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);
1870                                                         }
1871                                                         #endif
1872
1873                                                         if (_x < min_x) min_x = _x;
1874                                                         if (_x > max_x) max_x = _x;
1875
1876                                                         if (_y < min_y) min_y = _y;
1877                                                         if (_y > max_y) max_y = _y;
1878
1879                                                 }
1880
1881                                                 #ifndef NDEBUG
1882                                                 if (draw_boxes)
1883                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1884                                                 #endif
1885
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];
1889
1890                                                         if (no_proj_flag) *new_w = *check_w;
1891                                                         else {
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);
1896                                                         }
1897
1898                                                         //see if this seg already visited, and if so, does current window
1899                                                         //expand the old window?
1900                                                         if (rp != -1) {
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) {
1905
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);
1910
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
1916                                                                                 goto no_add;
1917                                                                         }
1918                                                                         else
1919                                                                                 Render_list[rp]=-1;
1920                                                                 }
1921                                                                 else goto no_add;
1922                                                         }
1923
1924                                                         #ifndef NDEBUG
1925                                                         if (draw_boxes)
1926                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1927                                                         #endif
1928
1929                                                         render_pos[ch] = lcnt;
1930                                                         Render_list[lcnt] = ch;
1931                                                         Seg_depth[lcnt] = l;
1932                                                         lcnt++;
1933                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1934                                                         visited[ch] = 1;
1935
1936                                                         #ifndef NDEBUG
1937                                                         if (pre_draw_segs)
1938                                                                 render_segment(ch, window_num);
1939                                                         #endif
1940 no_add:
1941         ;
1942
1943                                                 }
1944                                         }
1945                                         else {
1946                                                 Render_list[lcnt] = ch;
1947                                                 Seg_depth[lcnt] = l;
1948                                                 lcnt++;
1949                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1950                                                 visited[ch] = 1;
1951                                         }
1952                                 }
1953                         }
1954                 }
1955
1956                 scnt = ecnt;
1957                 ecnt = lcnt;
1958
1959         }
1960 done_list:
1961
1962         lcnt_save = lcnt;
1963         scnt_save = scnt;
1964
1965         first_terminal_seg = scnt;
1966         N_render_segs = lcnt;
1967
1968 }
1969
1970 //renders onto current canvas
1971 void render_mine(int start_seg_num,fix eye_offset, int window_num)
1972 {
1973 #ifndef NDEBUG
1974         int             i;
1975 #endif
1976         int             nn;
1977
1978         //      Initialize number of objects (actually, robots!) rendered this frame.
1979         Window_rendered_data[window_num].num_objects = 0;
1980
1981 #ifdef LASER_HACK
1982         Hack_nlasers = 0;
1983 #endif
1984
1985         #ifndef NDEBUG
1986         for (i=0;i<=Highest_object_index;i++)
1987                 object_rendered[i] = 0;
1988         #endif
1989
1990         //set up for rendering
1991
1992         render_start_frame();
1993
1994
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;
2000         }
2001         #endif
2002
2003
2004         #ifdef EDITOR
2005         if (_search_mode)       {
2006                 //lcnt = lcnt_save;
2007                 //scnt = scnt_save;
2008         }
2009         else
2010         #endif
2011                 //NOTE LINK TO ABOVE!!
2012                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2013
2014         //render away
2015
2016         #ifndef NDEBUG
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;
2021         }
2022         #endif
2023
2024         #ifndef NDEBUG
2025         if (!(_search_mode)) {
2026                 int i;
2027
2028                 for (i=0;i<N_render_segs;i++) {
2029                         int segnum;
2030
2031                         segnum = Render_list[i];
2032
2033                         if (segnum != -1)
2034                         {
2035                                 if (visited2[segnum])
2036                                         Int3();         //get Matt
2037                                 else
2038                                         visited2[segnum] = 1;
2039                         }
2040                 }
2041         }
2042         #endif
2043
2044         if (!(_search_mode))
2045                 build_object_lists(N_render_segs);
2046
2047         if (eye_offset<=0)              // Do for left eye or zero.
2048                 set_dynamic_light();
2049
2050         if (!_search_mode && Clear_window == 2) {
2051                 if (first_terminal_seg < N_render_segs) {
2052                         int i;
2053
2054                         if (Clear_window_color == -1)
2055                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2056         
2057                         gr_setcolor(Clear_window_color);
2058         
2059                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2060                                 if (Render_list[i] != -1) {
2061                                         #ifndef NDEBUG
2062                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2063                                                 Int3();
2064                                         else
2065                                         #endif
2066                                                 //NOTE LINK TO ABOVE!
2067                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2068                                 }
2069                         }
2070                 }
2071         }
2072
2073         for (nn=N_render_segs;nn--;) {
2074                 int segnum;
2075                 int objnp;
2076
2077                 // Interpolation_method = 0;
2078                 segnum = Render_list[nn];
2079                 Current_seg_depth = Seg_depth[nn];
2080
2081                 //if (!no_render_flag[nn])
2082                 if (segnum!=-1 && (_search_mode || visited[segnum]!=-1)) {
2083                         //set global render window vars
2084
2085                         if (window_check) {
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;
2090                         }
2091
2092                         //mprintf((0," %d",segnum));
2093
2094                         render_segment(segnum, window_num);
2095                         visited[segnum]=255;
2096
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;
2101                         }
2102
2103                         if (migrate_objects) {
2104                                 //int n_expl_objs=0,expl_objs[5],i;
2105                                 int listnum;
2106                                 int save_linear_depth = Max_linear_depth;
2107
2108                                 Max_linear_depth = Max_linear_depth_objects;
2109
2110                                 listnum = nn;
2111
2112                                 //mprintf((0,"render objs seg %d",segnum));
2113
2114                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2115                                         int ObjNumber = render_obj_list[listnum][objnp];
2116
2117                                         if (ObjNumber >= 0) {
2118
2119                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2120         
2121                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2122                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2123                                                 //} else
2124                                                 #ifdef LASER_HACK
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
2130                                                    )            {
2131                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2132                                                         //mprintf( (0, "O%d ", ObjNumber ));
2133                                                 } else  
2134                                                 #endif
2135                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2136
2137                                                 objnp++;
2138                                         }
2139                                         else {
2140
2141                                                 listnum = -ObjNumber;
2142                                                 objnp = 0;
2143
2144                                         }
2145
2146                                 }
2147
2148                                 //for (i=0;i<n_expl_objs;i++)
2149                                 //      do_render_object(expl_objs[i], window_num);
2150
2151                                 //mprintf((0,"done seg %d\n",segnum));
2152
2153                                 Max_linear_depth = save_linear_depth;
2154
2155                         }
2156
2157                 }
2158         }
2159
2160         //mprintf((0,"\n"));
2161
2162                                                                 
2163 #ifdef LASER_HACK                                                               
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);
2168         }
2169 #endif
2170
2171         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2172
2173 #ifdef EDITOR
2174         #ifndef NDEUBG
2175         //draw curedge stuff
2176         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2177         #endif
2178
2179 done_rendering:
2180         ;
2181
2182 #endif
2183
2184 }
2185 #ifdef EDITOR
2186
2187 extern int render_3d_in_big_window;
2188
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)
2193 {
2194         _search_mode = -1;
2195
2196         _search_x = x; _search_y = y;
2197
2198         found_seg = -1;
2199
2200         if (render_3d_in_big_window) {
2201                 grs_canvas temp_canvas;
2202
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);
2205
2206                 gr_set_current_canvas(&temp_canvas);
2207
2208                 render_frame(0, 0);
2209         }
2210         else {
2211                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2212                 render_frame(0, 0);
2213         }
2214
2215         _search_mode = 0;
2216
2217         *seg = found_seg;
2218         *side = found_side;
2219         *face = found_face;
2220         *poly = found_poly;
2221
2222 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2223
2224         return (found_seg!=-1);
2225
2226 }
2227
2228 #endif