2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/render.c,v $
18 * $Date: 2001-10-18 00:01:01 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
34 #include "pa_enabl.h" //$$POLY_ACC
68 #define INITIAL_LOCAL_LIGHT (F1_0/4) // local light value in segment of occurence (of light emission)
71 #include "editor\editor.h"
78 //used for checking if points have been rotated
79 int Clear_window_color=-1;
80 int Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
83 short Rotated_last[MAX_VERTICES];
85 // When any render function needs to know what's looking at it, it should
86 // access Viewer members.
87 object * Viewer = NULL;
89 vms_vector Viewer_eye; //valid during render
94 fix Render_zoom = 0x9000; //the player's zoom factor
96 fix Render_zoom = 0xB000;
100 ubyte object_rendered[MAX_OBJECTS];
103 #define DEFAULT_RENDER_DEPTH 16
104 int Render_depth=DEFAULT_RENDER_DEPTH; //how many segments deep to render
106 int Detriangulation_on = 1; // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
109 int Render_only_bottom=0;
110 int Bottom_bitmap_num = 9;
113 fix Face_reflectivity = (F1_0/2);
115 #if 0 //this stuff could probably just be deleted
117 int inc_render_depth(void)
119 return ++Render_depth;
122 int dec_render_depth(void)
124 return Render_depth==1?Render_depth:--Render_depth;
127 int reset_render_depth(void)
129 return Render_depth = DEFAULT_RENDER_DEPTH;
135 int _search_mode = 0; //true if looking for curseg,side,face
136 short _search_x,_search_y; //pixel we're looking at
137 int found_seg,found_side,found_face,found_poly;
139 #define _search_mode 0
142 #ifdef NDEBUG //if no debug code, set these vars to constants
144 #define Outline_mode 0
145 #define Show_only_curside 0
149 int Outline_mode=0,Show_only_curside=0;
151 int toggle_outline_mode(void)
153 return Outline_mode = !Outline_mode;
156 int toggle_show_only_curside(void)
158 return Show_only_curside = !Show_only_curside;
161 void draw_outline(int nverts,g3s_point **pointlist)
165 gr_setcolor(BM_XRGB(63,63,63));
167 for (i=0;i<nverts-1;i++)
168 g3_draw_line(pointlist[i],pointlist[i+1]);
170 g3_draw_line(pointlist[i],pointlist[0]);
175 grs_canvas * reticle_canvas = NULL;
177 void free_reticle_canvas()
179 if (reticle_canvas) {
180 d_free( reticle_canvas->cv_bitmap.bm_data );
181 d_free( reticle_canvas );
182 reticle_canvas = NULL;
186 extern void show_reticle(int force_big);
188 // Draw the reticle in 3D for head tracking
189 void draw_3d_reticle(fix eye_offset)
191 g3s_point reticle_points[4];
193 g3s_point *pointlist[4];
196 grs_canvas *saved_canvas;
197 int saved_interp_method;
199 // if (!Use_player_head_angles) return;
201 for (i=0; i<4; i++ ) {
202 pointlist[i] = &reticle_points[i];
203 uvl[i].l = MAX_LIGHT;
205 uvl[0].u = 0; uvl[0].v = 0;
206 uvl[1].u = F1_0; uvl[1].v = 0;
207 uvl[2].u = F1_0; uvl[2].v = F1_0;
208 uvl[3].u = 0; uvl[3].v = F1_0;
210 vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
211 vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
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[0],&v2);
217 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
218 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
219 g3_rotate_point(&reticle_points[1],&v2);
221 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
222 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
223 g3_rotate_point(&reticle_points[2],&v2);
225 vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
226 vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
227 g3_rotate_point(&reticle_points[3],&v2);
229 if ( reticle_canvas == NULL ) {
230 reticle_canvas = gr_create_canvas(64,64);
231 if ( !reticle_canvas )
232 Error( "Couldn't malloc reticle_canvas" );
233 atexit( free_reticle_canvas );
234 reticle_canvas->cv_bitmap.bm_handle = 0;
235 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
238 saved_canvas = grd_curcanv;
239 gr_set_current_canvas(reticle_canvas);
240 gr_clear_canvas( TRANSPARENCY_COLOR ); // Clear to Xparent
242 gr_set_current_canvas(saved_canvas);
244 saved_interp_method=Interpolation_method;
245 Interpolation_method = 3; // The best, albiet slowest.
246 g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
247 Interpolation_method = saved_interp_method;
251 extern fix Seismic_tremor_magnitude;
255 #define FLASH_CYCLE_RATE f1_0
257 fix Flash_rate = FLASH_CYCLE_RATE;
259 //cycle the flashing light for when mine destroyed
262 static fixang flash_ang=0;
264 if (!Control_center_destroyed && !Seismic_tremor_magnitude)
267 if (Endlevel_sequence)
270 if (PaletteBlueAdd > 10 ) //whiting out
273 // flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
274 if (Seismic_tremor_magnitude) {
277 added_flash = abs(Seismic_tremor_magnitude);
278 if (added_flash < F1_0)
281 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
282 fix_fastsincos(flash_ang,&flash_scale,NULL);
283 flash_scale = (flash_scale + F1_0*3)/4; // gets in range 0.5 to 1.0
285 flash_ang += fixmul(Flash_rate,FrameTime);
286 fix_fastsincos(flash_ang,&flash_scale,NULL);
287 flash_scale = (flash_scale + f1_0)/2;
288 if (Difficulty_level == 0)
289 flash_scale = (flash_scale+F1_0*3)/4;
295 // -----------------------------------------------------------------------------------
297 // It would be nice to not have to pass in segnum and sidenum, but they are used for our
298 // hideously hacked in headlight system.
299 // vp is a pointer to vertex ids.
300 // tmap1, tmap2 are texture map ids. tmap2 is the pasty one.
301 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
303 // -- Using new headlight system...fix face_light;
306 grs_bitmap *bm2=NULL;
312 g3s_point *pointlist[8];
316 for (i=0; i<nv; i++) {
317 uvl_copy[i] = uvlp[i];
318 pointlist[i] = &Segment_points[vp[i]];
321 //handle cloaked walls
322 if (wid_flags & WID_CLOAKED_FLAG) {
323 int wall_num = Segments[segnum].sides[sidenum].wall_num;
324 Assert(wall_num != -1);
325 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
326 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
328 g3_draw_poly(nv,pointlist); //draw as flat poly
330 Gr_scanline_darkening_level = GR_FADE_LEVELS;
335 // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
337 if (tmap1 >= NumTextures) {
338 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
344 Segments[segnum].sides[sidenum].tmap_num = 0;
348 if (ogl_alttexmerge){
349 PIGGY_PAGE_IN(Textures[tmap1]);
350 bm = &GameBitmaps[Textures[tmap1].index];
352 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
353 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
355 if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
356 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
362 // New code for overlapping textures...
365 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
368 bm = &GameBitmaps[Textures[tmap1].index];
369 PIGGY_PAGE_IN(Textures[tmap1]);
372 Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
374 //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
375 //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
377 reflect = Face_reflectivity; // f1_0; //until we figure this stuff out...
379 //set light values for each vertex & build pointlist
383 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
387 //the uvl struct has static light already in it
389 //scale static light for destruction effect
390 if (Control_center_destroyed || Seismic_tremor_magnitude) //make lights flash
391 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
393 //add in dynamic light (from explosions, etc.)
394 uvl_copy[i].l += Dynamic_light[vp[i]];
396 //add in light from player's headlight
397 // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
399 //saturate at max value
400 if (uvl_copy[i].l > MAX_LIGHT)
401 uvl_copy[i].l = MAX_LIGHT;
407 if ((Render_only_bottom) && (sidenum == WBOTTOM))
408 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
414 g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
417 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
420 if (Outline_mode) draw_outline(nv, pointlist);
425 // -----------------------------------------------------------------------------------
426 // Only called if editor active.
427 // Used to determine which face was clicked on.
428 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
436 g3s_point *pointlist[4];
439 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
441 bm = &GameBitmaps[Textures[tmap1].index];
443 for (i=0; i<nv; i++) {
444 uvl_copy[i] = uvlp[i];
445 pointlist[i] = &Segment_points[vp[i]];
449 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
450 gr_setcolor(1); //and render in color one
451 save_lighting = Lighting_on;
453 //g3_draw_poly(nv,vp);
454 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
455 Lighting_on = save_lighting;
457 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
459 found_side = sidenum;
460 found_face = facenum;
467 fix Tulate_min_dot = (F1_0/4);
468 //--unused-- fix Tulate_min_ratio = (2*F1_0);
469 fix Min_n0_n1_dot = (F1_0*15/16);
471 extern int contains_flare(segment *segp, int sidenum);
472 extern fix Obj_light_xlate[16];
474 // -----------------------------------------------------------------------------------
476 // Check for normal facing. If so, render faces on side dictated by sidep->type.
477 void render_side(segment *segp, int sidenum)
479 short vertnum_list[4];
480 side *sidep = &segp->sides[sidenum];
482 fix v_dot_n0, v_dot_n1;
484 fix min_dot, max_dot;
485 vms_vector normals[2];
489 wid_flags = WALL_IS_DOORWAY(segp,sidenum);
491 if (!(wid_flags & WID_RENDER_FLAG)) //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
495 get_side_normals(segp, sidenum, &normals[0], &normals[1] );
497 normals[0] = segp->sides[sidenum].normals[0];
498 normals[1] = segp->sides[sidenum].normals[1];
501 // ========== Mark: Here is the change...beginning here: ==========
503 if (sidep->type == SIDE_IS_QUAD) {
505 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
507 // -- Old, slow way -- // Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
508 // -- Old, slow way -- // deal with it, get the dot product.
509 // -- Old, slow way -- if (sidep->type == SIDE_IS_TRI_13)
510 // -- Old, slow way -- vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
511 // -- Old, slow way -- else
512 // -- Old, slow way -- vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
514 get_side_verts(vertnum_list,segp-Segments,sidenum);
515 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
517 // -- flare creates point -- {
518 // -- flare creates point -- int flare_index;
519 // -- flare creates point --
520 // -- flare creates point -- flare_index = contains_flare(segp, sidenum);
521 // -- flare creates point --
522 // -- flare creates point -- if (flare_index != -1) {
523 // -- flare creates point -- int tri;
524 // -- flare creates point -- fix u, v, l;
525 // -- flare creates point -- vms_vector *hit_point;
526 // -- flare creates point -- short vertnum_list[4];
527 // -- flare creates point --
528 // -- flare creates point -- hit_point = &Objects[flare_index].pos;
529 // -- flare creates point --
530 // -- flare creates point -- find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0); // last parm means always use face 0.
531 // -- flare creates point --
532 // -- flare creates point -- get_side_verts(vertnum_list, segp-Segments, sidenum);
533 // -- flare creates point --
534 // -- flare creates point -- g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
535 // -- flare creates point --
536 // -- flare creates point -- for (tri=0; tri<4; tri++) {
537 // -- flare creates point -- short tri_verts[3];
538 // -- flare creates point -- uvl tri_uvls[3];
539 // -- flare creates point --
540 // -- flare creates point -- tri_verts[0] = vertnum_list[tri];
541 // -- flare creates point -- tri_verts[1] = vertnum_list[(tri+1) % 4];
542 // -- flare creates point -- tri_verts[2] = MAX_VERTICES-1;
543 // -- flare creates point --
544 // -- flare creates point -- tri_uvls[0] = sidep->uvls[tri];
545 // -- flare creates point -- tri_uvls[1] = sidep->uvls[(tri+1)%4];
546 // -- flare creates point -- tri_uvls[2].u = u;
547 // -- flare creates point -- tri_uvls[2].v = v;
548 // -- flare creates point -- tri_uvls[2].l = F1_0;
549 // -- flare creates point --
550 // -- flare creates point -- render_face(segp-Segments, sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
551 // -- flare creates point -- }
552 // -- flare creates point --
553 // -- flare creates point -- return;
554 // -- flare creates point -- }
555 // -- flare creates point -- }
558 render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
560 check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
564 // Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
565 // deal with it, get the dot product.
566 if (sidep->type == SIDE_IS_TRI_13)
567 vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
569 vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
571 get_side_verts(vertnum_list,segp-Segments,sidenum);
573 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
575 // ========== Mark: The change ends here. ==========
577 // Although this side has been triangulated, because it is not planar, see if it is acceptable
578 // to render it as a single quadrilateral. This is a function of how far away the viewer is, how non-planar
579 // the face is, how normal to the surfaces the view is.
580 // Now, if both dot products are close to 1.0, then render two triangles as a single quad.
581 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
583 if (v_dot_n0 < v_dot_n1) {
591 // Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
592 if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != segp-Segments) && (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
595 // The other detriangulation code doesn't deal well with badly non-planar sides.
596 n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
597 if (n0_dot_n1 < Min_n0_n1_dot)
600 render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
602 check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
606 if (sidep->type == SIDE_IS_TRI_02) {
608 render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
610 check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
615 temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[2]; temp_uvls[2] = sidep->uvls[3];
616 vertnum_list[1] = vertnum_list[2]; vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0, 2, 3 on side
617 render_face(segp-Segments, sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
619 check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
622 } else if (sidep->type == SIDE_IS_TRI_13) {
624 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
626 check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
631 temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[1]; temp_uvls[2] = sidep->uvls[3];
632 vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0,1,3
633 render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
635 check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
641 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
643 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, segp-Segments, sidenum);
651 void render_object_search(object *obj)
655 //note that we draw each pixel object twice, since we cannot control
656 //what color the object draws in, so we try color 0, then color 1,
657 //in case the object itself is rendering color 0
660 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
662 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
666 gr_pixel(_search_x,_search_y); //set our search pixel to color zero
668 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
672 if (obj->segnum != -1)
673 Cursegp = &Segments[obj->segnum];
674 found_seg = -(obj-Objects+1);
679 extern ubyte DemoDoingRight,DemoDoingLeft;
681 void do_render_object(int objnum, int window_num)
686 object *obj = &Objects[objnum];
690 Assert(objnum < MAX_OBJECTS);
693 if (object_rendered[objnum]) { //already rendered this...
694 Int3(); //get Matt!!!
698 object_rendered[objnum] = 1;
701 if (Newdemo_state==ND_STATE_PLAYBACK)
703 if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
705 // A nice fat hack: keeps the player ship from showing up in the
706 // small extra view when guiding a missile in the big window
708 mprintf ((0,"Returning from render_object prematurely...\n"));
713 // Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
714 // that the guided missile system will know what objects to look at.
715 // I didn't know we had guided missiles before the release of D1. --MK
716 if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
717 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
718 // This peculiar piece of code makes us keep track of the most recently rendered objects, which
719 // are probably the higher priority objects, without overflowing the buffer
720 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
722 Window_rendered_data[window_num].num_objects /= 2;
724 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
727 if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
728 Int3(); // infinite loop detected
729 obj->next = -1; // won't this clean things up?
730 return; // get out of this infinite loop!
733 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
735 //check for editor object
738 if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
739 save_3d_outline = g3d_interp_outline;
740 g3d_interp_outline=1;
746 render_object_search(obj);
752 for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
754 Assert(Objects[n].type == OBJ_FIREBALL);
755 Assert(Objects[n].control_type == CT_EXPLOSION);
756 Assert(Objects[n].flags & OF_ATTACHED);
758 render_object(&Objects[n]);
763 if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
764 g3d_interp_outline = save_3d_outline;
768 //DEBUG mprintf( (0, "%d ", objnum ));
774 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
775 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
776 int check_window_check=0;
779 #define window_check 1
781 #define new_seg_sorting 1
782 #define pre_draw_segs 0
783 #define no_migrate_segs 1
784 #define migrate_objects 1
785 #define behind_check 1
786 #define check_window_check 0
789 //increment counter for checking if points rotated
790 //This must be called at the start of the frame if rotate_list() will be used
791 void render_start_frame()
795 if (RL_framecount==0) { //wrap!
797 memset(Rotated_last,0,sizeof(Rotated_last)); //clear all to zero
798 RL_framecount=1; //and set this frame to 1
802 //Given a lit of point numbers, rotate any that haven't been rotated this frame
803 g3s_codes rotate_list(int nv,short *pointnumlist)
809 cc.and = 0xff; cc.or = 0;
813 pnum = pointnumlist[i];
815 pnt = &Segment_points[pnum];
817 if (Rotated_last[pnum] != RL_framecount) {
819 g3_rotate_point(pnt,&Vertices[pnum]);
821 Rotated_last[pnum] = RL_framecount;
824 cc.and &= pnt->p3_codes;
825 cc.or |= pnt->p3_codes;
832 //Given a lit of point numbers, project any that haven't been projected
833 void project_list(int nv,short *pointnumlist)
839 pnum = pointnumlist[i];
841 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
843 g3_project_point(&Segment_points[pnum]);
849 // -----------------------------------------------------------------------------------
850 void render_segment(int segnum, int window_num)
852 segment *seg = &Segments[segnum];
856 Assert(segnum!=-1 && segnum<=Highest_segment_index);
858 cc=rotate_list(8,seg->verts);
860 if (! cc.and) { //all off screen?
862 //mprintf( (0, "!"));
863 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
865 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
867 if (Viewer->type!=OBJ_ROBOT)
868 Automap_visited[segnum]=1;
870 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
871 render_side(seg, sn);
874 //draw any objects that happen to be in this segment
877 //object_sort_segment_objects( seg );
880 if (!migrate_objects) {
882 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
883 do_render_object(objnum, window_num);
887 //DEBUG mprintf( (0, "]\n", segnum ));
891 // ----- This used to be called when Show_only_curside was set.
892 // ----- It is wholly and superiorly replaced by render_side.
893 // -- //render one side of one segment
894 // -- void render_seg_side(segment *seg,int _side)
897 // -- short vertnum_list[4];
899 // -- cc=g3_rotate_list(8,&seg->verts);
901 // -- if (! cc.and) { //all off screen?
907 // -- s=&seg->sides[_side];
909 // -- for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
910 // -- for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
911 // -- grs_bitmap *tmap;
913 // -- for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
915 // -- if (p->tmap_num >= NumTextures) {
916 // -- Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
917 // -- p->tmap_num = 0; //change it permanantly
920 // -- tmap = Textures[p->tmap_num];
922 // -- g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
924 // -- if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
930 #define CROSS_WIDTH i2f(8)
931 #define CROSS_HEIGHT i2f(8)
935 //draw outline for curside
936 void outline_seg_side(segment *seg,int _side,int edge,int vert)
940 cc=rotate_list(8,seg->verts);
942 if (! cc.and) { //all off screen?
946 s=&seg->sides[_side];
948 //render curedge of curside of curseg in green
950 gr_setcolor(BM_XRGB(0,63,0));
951 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
953 //draw a little cross at the current vert
955 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
957 g3_project_point(pnt); //make sure projected
959 // gr_setcolor(BM_XRGB(0,0,63));
960 // gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
961 // gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
963 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
964 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
965 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
966 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
972 #if 0 //this stuff could probably just be deleted
974 #define DEFAULT_PERSPECTIVE_DEPTH 6
976 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH; //how many levels deep to render in perspective
978 int inc_perspective_depth(void)
980 return ++Perspective_depth;
984 int dec_perspective_depth(void)
986 return Perspective_depth==1?Perspective_depth:--Perspective_depth;
990 int reset_perspective_depth(void)
992 return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
997 typedef struct window {
998 short left,top,right,bot;
1001 ubyte code_window_point(fix x,fix y,window *w)
1005 if (x <= w->left) code |= 1;
1006 if (x >= w->right) code |= 2;
1008 if (y <= w->top) code |= 4;
1009 if (y >= w->bot) code |= 8;
1015 void draw_window_box(int color,short left,short top,short right,short bot)
1021 l=left; t=top; r=right; b=bot;
1023 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))
1028 if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
1029 if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
1031 gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
1032 gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
1033 gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
1034 gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
1039 int matt_find_connect_side(int seg0,int seg1);
1042 char visited2[MAX_SEGMENTS];
1045 char visited[MAX_SEGMENTS];
1046 short Render_list[MAX_RENDER_SEGS];
1047 short Seg_depth[MAX_RENDER_SEGS]; //depth for each seg in Render_list
1048 ubyte processed[MAX_RENDER_SEGS]; //whether each entry has been processed
1049 int lcnt_save,scnt_save;
1050 //@@short *persp_ptr;
1051 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1052 //ubyte no_render_flag[MAX_RENDER_SEGS];
1053 window render_windows[MAX_RENDER_SEGS];
1055 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1061 #define RED BM_XRGB(63,0,0)
1062 #define WHITE BM_XRGB(63,63,63)
1064 //Given two sides of segment, tell the two verts which form the
1066 short Two_sides_to_edge[6][6][2] = {
1067 { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1068 { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1069 { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1070 { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1071 { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1072 { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1075 //given an edge specified by two verts, give the two sides on that edge
1076 int Edge_to_sides[8][8][2] = {
1077 { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1078 { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1079 { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1080 { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1081 { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1082 { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1083 { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1084 { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1087 //@@//perform simple check on tables
1092 //@@ for (i=0;i<8;i++)
1093 //@@ for (j=0;j<8;j++)
1094 //@@ Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] &&
1095 //@@ Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1097 //@@ for (i=0;i<6;i++)
1098 //@@ for (j=0;j<6;j++)
1099 //@@ Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] &&
1100 //@@ Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1106 //given an edge, tell what side is on that edge
1107 int find_seg_side(segment *seg,short *verts,int notside)
1122 for (i=0; i<8; i++) {
1123 int svv = *vp++; // seg->verts[i];
1125 if (vv0==-1 && svv == v0) {
1131 if (vv1==-1 && svv == v1) {
1138 Assert(vv0!=-1 && vv1!=-1);
1140 eptr = Edge_to_sides[vv0][vv1];
1145 Assert(side0!=-1 && side1!=-1);
1147 if (side0 != notside) {
1148 Assert(side1==notside);
1152 Assert(side0==notside);
1158 //find the two segments that join a given seg though two sides, and
1159 //the sides of those segments the abut.
1160 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)
1162 segment *seg0,*seg1;
1163 short edge_verts[2];
1164 int notside0,notside1;
1165 int edgeside0,edgeside1;
1167 Assert(s0!=-1 && s1!=-1);
1169 seg0 = &Segments[seg->children[s0]];
1170 seg1 = &Segments[seg->children[s1]];
1172 edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1173 edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1175 Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1177 notside0 = find_connect_side(seg,seg0);
1178 Assert(notside0 != -1);
1179 notside1 = find_connect_side(seg,seg1);
1180 Assert(notside1 != -1);
1182 edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1183 edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1185 //deal with the case where an edge is shared by more than two segments
1187 //@@ if (IS_CHILD(seg0->children[edgeside0])) {
1188 //@@ segment *seg00;
1191 //@@ seg00 = &Segments[seg0->children[edgeside0]];
1193 //@@ if (seg00 != seg1) {
1195 //@@ notside00 = find_connect_side(seg0,seg00);
1196 //@@ Assert(notside00 != -1);
1198 //@@ edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1204 //@@ if (IS_CHILD(seg1->children[edgeside1])) {
1205 //@@ segment *seg11;
1208 //@@ seg11 = &Segments[seg1->children[edgeside1]];
1210 //@@ if (seg11 != seg0) {
1211 //@@ notside11 = find_connect_side(seg1,seg11);
1212 //@@ Assert(notside11 != -1);
1214 //@@ edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1219 // if ( IS_CHILD(seg0->children[edgeside0]) ||
1220 // IS_CHILD(seg1->children[edgeside1]))
1224 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1225 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1227 *norm0_0 = seg0->sides[edgeside0].normals[0];
1228 *norm0_1 = seg0->sides[edgeside0].normals[1];
1229 *norm1_0 = seg1->sides[edgeside1].normals[0];
1230 *norm1_1 = seg1->sides[edgeside1].normals[1];
1233 *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1234 *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1239 //see if the order matters for these two children.
1240 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1241 int compare_children(segment *seg,short c0,short c1)
1243 vms_vector norm0_0,norm0_1,*pnt0,temp;
1244 vms_vector norm1_0,norm1_1,*pnt1;
1245 fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1248 if (Side_opposite[c0] == c1) return 0;
1250 Assert(c0!=-1 && c1!=-1);
1252 //find normals of adjoining sides
1254 t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1259 vm_vec_sub(&temp,&Viewer_eye,pnt0);
1260 d0_0 = vm_vec_dot(&norm0_0,&temp);
1261 d0_1 = vm_vec_dot(&norm0_1,&temp);
1263 vm_vec_sub(&temp,&Viewer_eye,pnt1);
1264 d1_0 = vm_vec_dot(&norm1_0,&temp);
1265 d1_1 = vm_vec_dot(&norm1_1,&temp);
1267 d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1268 d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1270 if (d0 < 0 && d1 < 0)
1282 int ssc_total=0,ssc_swaps=0;
1284 //short the children of segment to render in the correct order
1285 //returns non-zero if swaps were made
1286 int sort_seg_children(segment *seg,int n_children,short *child_list)
1290 int made_swaps,count;
1292 if (n_children == 0) return 0;
1296 //for each child, compare with other children and see if order matters
1297 //if order matters, fix if wrong
1304 for (i=0;i<n_children-1;i++)
1305 for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1306 if (child_list[j]!=-1) {
1307 r = compare_children(seg,child_list[i],child_list[j]);
1310 int temp = child_list[i];
1311 child_list[i] = child_list[j];
1312 child_list[j] = temp;
1317 } while (made_swaps && ++count<n_children);
1325 void add_obj_to_seglist(int objnum,int listnum)
1327 int i,checkn,marker;
1331 //first, find a slot
1333 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1337 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1339 Assert(i < OBJS_PER_SEG);
1341 marker = render_obj_list[checkn][i];
1345 //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1346 if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1352 } while (marker != -1);
1354 //mprintf((0," slot %d,%d",checkn,i));
1357 //now we have found a slot. put object in it
1359 if (i != OBJS_PER_SEG-1) {
1361 render_obj_list[checkn][i] = objnum;
1362 render_obj_list[checkn][i+1] = -1;
1364 else { //chain to additional list
1367 //find an available sublist
1369 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1371 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1372 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1377 render_obj_list[checkn][i] = -lookn;
1378 render_obj_list[lookn][0] = objnum;
1379 render_obj_list[lookn][1] = -1;
1383 //mprintf((0," added!\n"));
1387 #define SORT_LIST_SIZE 100
1389 typedef struct sort_item {
1394 sort_item sort_list[SORT_LIST_SIZE];
1397 //compare function for object sort.
1398 int sort_func(const sort_item *a,const sort_item *b)
1401 object *obj_a,*obj_b;
1403 delta_dist = a->dist - b->dist;
1405 obj_a = &Objects[a->objnum];
1406 obj_b = &Objects[b->objnum];
1408 if (abs(delta_dist) < (obj_a->size + obj_b->size)) { //same position
1410 //these two objects are in the same position. see if one is a fireball
1411 //or laser or something that should plot on top. Don't do this for
1412 //the afterburner blobs, though.
1414 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1415 if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1416 return -1; //a is weapon, b is not, so say a is closer
1417 else; //both are weapons
1419 if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1420 return 1; //b is weapon, a is not, so say a is farther
1422 //no special case, fall through to normal return
1425 return delta_dist; //return distance
1428 void build_object_lists(int n_segs)
1432 //mprintf((0,"build n_segs=%d",n_segs));
1434 for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1435 render_obj_list[nn][0] = -1;
1437 for (nn=0;nn<n_segs;nn++) {
1440 segnum = Render_list[nn];
1442 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1448 for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1449 int new_segnum,did_migrate,list_pos;
1451 obj = &Objects[objnum];
1453 Assert( obj->segnum == segnum );
1455 if (obj->flags & OF_ATTACHED)
1456 continue; //ignore this object
1458 new_segnum = segnum;
1461 //mprintf((0,"objnum=%d ",objnum));
1462 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65)) //don't migrate controlcen
1468 m = get_seg_masks(&obj->pos,new_segnum,obj->size);
1473 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1474 if (m.sidemask & sf) {
1475 segment *seg = &Segments[new_segnum];
1477 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) { //can explosion migrate through
1478 int child = seg->children[sn];
1481 for (checknp=list_pos;checknp--;)
1482 if (Render_list[checknp] == child) {
1483 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1492 } while (0); //while (did_migrate);
1494 add_obj_to_seglist(objnum,list_pos);
1501 //mprintf((0,"done build "));
1503 //now that there's a list for each segment, sort the items in those lists
1504 for (nn=0;nn<n_segs;nn++) {
1507 segnum = Render_list[nn];
1509 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1514 //first count the number of objects & copy into sort list
1517 i = n_sort_items = 0;
1518 while ((t=render_obj_list[lookn][i++])!=-1)
1522 if (n_sort_items < SORT_LIST_SIZE-1) { //add if room
1523 sort_list[n_sort_items].objnum = t;
1524 //NOTE: maybe use depth, not dist - quicker computation
1525 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1528 else { //no room for object
1532 FILE *tfile=fopen("sortlist.out","wt");
1534 //I find this strange, so I'm going to write out
1535 //some information to look at later
1537 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1538 int objnum = sort_list[ii].objnum;
1540 fprintf(tfile,"Obj %3d Type = %2d Id = %2d Dist = %08x Segnum = %3d\n",
1541 objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1547 Int3(); //Get Matt!!!
1549 //Now try to find a place for this object by getting rid
1550 //of an object we don't care about
1552 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1553 int objnum = sort_list[ii].objnum;
1554 object *obj = &Objects[objnum];
1555 int type = obj->type;
1557 //replace debris & fireballs
1558 if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1559 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1561 //don't replace same kind of object unless new
1564 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1565 sort_list[ii].objnum = t;
1566 sort_list[ii].dist = dist;
1572 Int3(); //still couldn't find a slot
1577 #if defined(__WATCOMC__) || defined(MACINTOSH)
1578 qsort(sort_list,n_sort_items,sizeof(*sort_list),
1581 qsort(sort_list,n_sort_items,sizeof(*sort_list),
1582 (int (*)(const void*,const void*))sort_func);
1585 //now copy back into list
1590 while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1594 render_obj_list[lookn][i++] = sort_list[--n].objnum;
1595 render_obj_list[lookn][i] = -1; //mark (possibly new) end
1600 int Use_player_head_angles = 0;
1601 vms_angvec Player_head_angles;
1603 extern int Num_tmaps_drawn;
1604 extern int Total_pixels;
1605 //--unused-- int Total_num_tmaps_drawn=0;
1608 extern ubyte RenderingType;
1610 void start_lighting_frame(object *viewer);
1613 fix Zoom_factor=F1_0;
1615 //renders onto current canvas
1616 void render_frame(fix eye_offset, int window_num)
1620 #if defined(POLY_ACC)
1621 //$$ not needed for Verite, probably optional for ViRGE. pa_flush();
1624 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1625 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1626 // 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));
1627 //Num_tmaps_drawn = 0;
1629 if (Endlevel_sequence) {
1630 render_endlevel_frame(eye_offset);
1636 if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 ) {
1638 // mprintf ((0,"Objnum=%d objtype=%d objid=%d\n",Viewer-Objects,Viewer->type,Viewer->id));
1640 if (RenderingType==0)
1641 newdemo_record_start_frame(FrameCount, FrameTime );
1642 if (RenderingType!=255)
1643 newdemo_record_viewer_object(Viewer);
1649 start_lighting_frame(Viewer); //this is for ugly light-smoothing hack
1653 Viewer_eye = Viewer->pos;
1655 // if (Viewer->type == OBJ_PLAYER && (Cockpit_mode!=CM_REAR_VIEW))
1656 // vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1659 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1663 if (Function_mode==FMODE_EDITOR)
1664 Viewer_eye = Viewer->pos;
1667 start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1669 if (start_seg_num==-1)
1670 start_seg_num = Viewer->segnum;
1672 if (Viewer==ConsoleObject && Use_player_head_angles) {
1673 vms_matrix headm,viewm;
1674 vm_angles_2_matrix(&headm,&Player_head_angles);
1675 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1676 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1677 //@@} else if ((Cockpit_mode==CM_REAR_VIEW) && (Viewer==ConsoleObject)) {
1678 } else if (Rear_view && (Viewer==ConsoleObject)) {
1679 vms_matrix headm,viewm;
1680 Player_head_angles.p = Player_head_angles.b = 0;
1681 Player_head_angles.h = 0x7fff;
1682 vm_angles_2_matrix(&headm,&Player_head_angles);
1683 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1684 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1687 if (keyd_pressed[KEY_RSHIFT] ) {
1688 Zoom_factor += FrameTime*4;
1689 if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1691 Zoom_factor -= FrameTime*4;
1692 if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1694 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1696 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1700 if (Clear_window == 1) {
1701 if (Clear_window_color == -1)
1702 Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
1703 gr_clear_canvas(Clear_window_color);
1706 if (Show_only_curside)
1707 gr_clear_canvas(Clear_window_color);
1710 render_mine(start_seg_num,eye_offset, window_num);
1712 if (Use_player_head_angles )
1713 draw_3d_reticle(eye_offset);
1719 // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++; //we have rendered a frame
1722 int first_terminal_seg;
1724 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1726 Assert(window_num < MAX_RENDERED_WINDOWS);
1727 Window_rendered_data[window_num].frame = FrameCount;
1728 Window_rendered_data[window_num].viewer = viewer;
1729 Window_rendered_data[window_num].rear_view = rear_view_flag;
1730 Window_rendered_data[window_num].user = user;
1733 //build a list of segments to be rendered
1734 //fills in Render_list & N_render_segs
1735 void build_segment_list(int start_seg_num, int window_num)
1741 memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1742 memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1743 //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1744 memset(processed, 0, sizeof(processed));
1747 memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1752 Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1753 Seg_depth[lcnt] = 0;
1756 render_pos[start_seg_num] = 0;
1760 render_segment(start_seg_num, window_num);
1763 render_windows[0].left=render_windows[0].top=0;
1764 render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1765 render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1767 //breadth-first renderer
1771 for (l=0;l<Render_depth;l++) {
1773 //while (scnt < ecnt) {
1774 for (scnt=0;scnt < ecnt;scnt++) {
1777 short child_list[MAX_SIDES_PER_SEGMENT]; //list of ordered sides to process
1778 int n_children; //how many sides in child_list
1781 if (processed[scnt])
1786 segnum = Render_list[scnt];
1787 check_w = &render_windows[scnt];
1791 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1794 if (segnum == -1) continue;
1796 seg = &Segments[segnum];
1799 //look at all sides of this segment.
1800 //tricky code to look at sides in correct order follows
1802 for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) { //build list of sides
1805 wid = WALL_IS_DOORWAY(seg, c);
1807 ch=seg->children[c];
1809 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1811 byte *sv = Side_to_verts[c];
1812 ubyte codes_and=0xff;
1815 rotate_list(8,seg->verts);
1819 codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1821 if (codes_and & CC_BEHIND) continue;
1824 child_list[n_children++] = c;
1828 //now order the sides in some magical way
1830 if (new_seg_sorting)
1831 sort_seg_children(seg,n_children,child_list);
1833 //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1834 // ch=seg->children[c];
1836 for (c=0;c<n_children;c++) {
1839 siden = child_list[c];
1840 ch=seg->children[siden];
1841 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1845 ubyte codes_and_3d,codes_and_2d;
1846 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1847 int no_proj_flag=0; //a point wasn't projected
1851 rotate_list(8,seg->verts);
1852 project_list(8,seg->verts);
1856 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1857 int p = seg->verts[Side_to_verts[siden][i]];
1858 g3s_point *pnt = &Segment_points[p];
1860 if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1862 _x = f2i(pnt->p3_sx);
1863 _y = f2i(pnt->p3_sy);
1865 codes_and_3d &= pnt->p3_codes;
1866 codes_and_2d &= code_window_point(_x,_y,check_w);
1870 gr_setcolor(BM_XRGB(31,0,31));
1871 gr_line(pnt->p3_sx,pnt->p3_sy,
1872 Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1873 Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1877 if (_x < min_x) min_x = _x;
1878 if (_x > max_x) max_x = _x;
1880 if (_y < min_y) min_y = _y;
1881 if (_y > max_y) max_y = _y;
1887 draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1890 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1891 int rp = render_pos[ch];
1892 window *new_w = &render_windows[lcnt];
1894 if (no_proj_flag) *new_w = *check_w;
1896 new_w->left = max(check_w->left,min_x);
1897 new_w->right = min(check_w->right,max_x);
1898 new_w->top = max(check_w->top,min_y);
1899 new_w->bot = min(check_w->bot,max_y);
1902 //see if this seg already visited, and if so, does current window
1903 //expand the old window?
1905 if (new_w->left < render_windows[rp].left ||
1906 new_w->top < render_windows[rp].top ||
1907 new_w->right > render_windows[rp].right ||
1908 new_w->bot > render_windows[rp].bot) {
1910 new_w->left = min(new_w->left,render_windows[rp].left);
1911 new_w->right = max(new_w->right,render_windows[rp].right);
1912 new_w->top = min(new_w->top,render_windows[rp].top);
1913 new_w->bot = max(new_w->bot,render_windows[rp].bot);
1915 if (no_migrate_segs) {
1916 //no_render_flag[lcnt] = 1;
1917 Render_list[lcnt] = -1;
1918 render_windows[rp] = *new_w; //get updated window
1919 processed[rp] = 0; //force reprocess
1930 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1933 render_pos[ch] = lcnt;
1934 Render_list[lcnt] = ch;
1935 Seg_depth[lcnt] = l;
1937 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1942 render_segment(ch, window_num);
1950 Render_list[lcnt] = ch;
1951 Seg_depth[lcnt] = l;
1953 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1969 first_terminal_seg = scnt;
1970 N_render_segs = lcnt;
1974 //renders onto current canvas
1975 void render_mine(int start_seg_num,fix eye_offset, int window_num)
1982 // Initialize number of objects (actually, robots!) rendered this frame.
1983 Window_rendered_data[window_num].num_objects = 0;
1990 for (i=0;i<=Highest_object_index;i++)
1991 object_rendered[i] = 0;
1994 //set up for rendering
1996 render_start_frame();
1999 #if defined(EDITOR) && !defined(NDEUBG)
2000 if (Show_only_curside) {
2001 rotate_list(8,Cursegp->verts);
2002 render_side(Cursegp,Curside);
2003 goto done_rendering;
2015 //NOTE LINK TO ABOVE!!
2016 build_segment_list(start_seg_num, window_num); //fills in Render_list & N_render_segs
2021 if (!window_check) {
2022 Window_clip_left = Window_clip_top = 0;
2023 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2024 Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
2029 if (!(_search_mode)) {
2032 for (i=0;i<N_render_segs;i++) {
2035 segnum = Render_list[i];
2039 if (visited2[segnum])
2042 visited2[segnum] = 1;
2048 if (!(_search_mode))
2049 build_object_lists(N_render_segs);
2051 if (eye_offset<=0) // Do for left eye or zero.
2052 set_dynamic_light();
2054 if (!_search_mode && Clear_window == 2) {
2055 if (first_terminal_seg < N_render_segs) {
2058 if (Clear_window_color == -1)
2059 Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
2061 gr_setcolor(Clear_window_color);
2063 for (i=first_terminal_seg; i<N_render_segs; i++) {
2064 if (Render_list[i] != -1) {
2066 if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2070 //NOTE LINK TO ABOVE!
2071 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2077 for (nn=N_render_segs;nn--;) {
2081 // Interpolation_method = 0;
2082 segnum = Render_list[nn];
2083 Current_seg_depth = Seg_depth[nn];
2085 //if (!no_render_flag[nn])
2086 if (segnum!=-1 && (_search_mode || visited[segnum]!=-1)) {
2087 //set global render window vars
2090 Window_clip_left = render_windows[nn].left;
2091 Window_clip_top = render_windows[nn].top;
2092 Window_clip_right = render_windows[nn].right;
2093 Window_clip_bot = render_windows[nn].bot;
2096 //mprintf((0," %d",segnum));
2098 render_segment(segnum, window_num);
2099 visited[segnum]=255;
2101 if (window_check) { //reset for objects
2102 Window_clip_left = Window_clip_top = 0;
2103 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2104 Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
2107 if (migrate_objects) {
2108 //int n_expl_objs=0,expl_objs[5],i;
2110 int save_linear_depth = Max_linear_depth;
2112 Max_linear_depth = Max_linear_depth_objects;
2116 //mprintf((0,"render objs seg %d",segnum));
2118 for (objnp=0;render_obj_list[listnum][objnp]!=-1;) {
2119 int ObjNumber = render_obj_list[listnum][objnp];
2121 if (ObjNumber >= 0) {
2123 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2125 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2126 // expl_objs[n_expl_objs++] = ObjNumber;
2129 if ( (Objects[ObjNumber].type==OBJ_WEAPON) && //if its a weapon
2130 (Objects[ObjNumber].lifeleft==Laser_max_time ) && // and its in it's first frame
2131 (Hack_nlasers< MAX_HACKED_LASERS) && // and we have space for it
2132 (Objects[ObjNumber].laser_info.parent_num>-1) && // and it has a parent
2133 ((Viewer-Objects)==Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
2135 Hack_laser_list[Hack_nlasers++] = ObjNumber; //then make it draw after everything else.
2136 //mprintf( (0, "O%d ", ObjNumber ));
2139 do_render_object(ObjNumber, window_num); // note link to above else
2145 listnum = -ObjNumber;
2152 //for (i=0;i<n_expl_objs;i++)
2153 // do_render_object(expl_objs[i], window_num);
2155 //mprintf((0,"done seg %d\n",segnum));
2157 Max_linear_depth = save_linear_depth;
2164 //mprintf((0,"\n"));
2168 // Draw the hacked lasers last
2169 for (i=0; i < Hack_nlasers; i++ ) {
2170 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2171 do_render_object(Hack_laser_list[i], window_num);
2175 // -- commented out by mk on 09/14/94...did i do a good thing?? object_render_targets();
2179 //draw curedge stuff
2180 if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2191 extern int render_3d_in_big_window;
2193 //finds what segment is at a given x&y - seg,side,face are filled in
2194 //works on last frame rendered. returns true if found
2195 //if seg<0, then an object was found, and the object number is -seg-1
2196 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2200 _search_x = x; _search_y = y;
2204 if (render_3d_in_big_window) {
2205 grs_canvas temp_canvas;
2207 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2208 LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2210 gr_set_current_canvas(&temp_canvas);
2215 gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
2226 // mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2228 return (found_seg!=-1);