2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Starfield/Nebula.cpp $
15 * Code to load & display nebulas
18 * Revision 1.5 2002/06/09 04:41:27 relnev
19 * added copyright header
21 * Revision 1.4 2002/06/02 04:26:34 relnev
24 * Revision 1.3 2002/05/26 20:22:48 theoddone33
25 * Most of network/ works
27 * Revision 1.2 2002/05/04 04:36:56 theoddone33
28 * More changes, took out a lot of the sound stuff which will bite later but
31 * Revision 1.1.1.1 2002/05/03 03:28:10 root
35 * 14 9/01/99 11:26p Dave
36 * Fixed release build warnings.
38 * 13 8/30/99 5:01p Dave
39 * Made d3d do less state changing in the nebula. Use new chat server for
42 * 12 7/29/99 10:47p Dave
43 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
45 * 11 7/14/99 9:42a Dave
46 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
49 * 10 6/22/99 7:03p Dave
50 * New detail options screen.
52 * 9 3/31/99 8:24p Dave
53 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
54 * and background nebulae. Added per-ship non-dimming pixel colors.
56 * 8 12/09/98 7:34p Dave
57 * Cleanup up nebula effect. Tweaked many values.
59 * 7 12/08/98 9:36a Dave
60 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
62 * 6 12/07/98 5:51p Dave
63 * Finally got d3d fog working! Now we just need to tweak values.
65 * 5 12/06/98 2:36p Dave
66 * Drastically improved nebula fogging.
68 * 4 11/14/98 5:33p Dave
69 * Lots of nebula work. Put in ship contrails.
71 * 3 11/11/98 5:37p Dave
72 * Checkin for multiplayer testing.
74 * 2 10/07/98 10:54a Dave
77 * 1 10/07/98 10:51a Dave
79 * 15 5/13/98 2:53p John
80 * Made subspace effect work under software. Had to add new inner loop to
81 * tmapper. Added glows to end of subspace effect. Made subspace effect
82 * levels use gamepalette-subspace palette.
84 * 14 4/10/98 5:20p John
85 * Changed RGB in lighting structure to be ubytes. Removed old
86 * not-necessary 24 bpp software stuff.
88 * 13 3/22/98 11:02a John
89 * Made a bunch of the detail levels actually do something
91 * 12 2/22/98 12:19p John
92 * Externalized some strings
94 * 11 1/23/98 5:08p John
95 * Took L out of vertex structure used B (blue) instead. Took all small
96 * fireballs out of fireball types and used particles instead. Fixed some
97 * debris explosion things. Restructured fireball code. Restructured
98 * some lighting code. Made dynamic lighting on by default. Made groups
99 * of lasers only cast one light. Made fireballs not cast light.
101 * 10 1/10/98 1:14p John
102 * Added explanation to debug console commands
104 * 9 12/21/97 4:33p John
105 * Made debug console functions a class that registers itself
106 * automatically, so you don't need to add the function to
107 * debugfunctions.cpp.
109 * 8 11/25/97 11:40a Hoffoss
110 * Added support for nebula placement editing.
112 * 7 11/24/97 12:04p John
114 * 6 11/21/97 2:55p Hoffoss
115 * Added Nebula support to Fred. Implemented loading and saving nebula
116 * info to/from mission files.
118 * 5 11/21/97 11:32a John
119 * Added nebulas. Fixed some warpout bugs.
121 * 4 11/19/97 10:47p Adam
122 * upped MAX_TRIS to 200. Whaddya think this is, I-War?
124 * 3 11/16/97 2:41p John
125 * added a debug function to load a nebula into the game.
127 * 2 11/16/97 2:29p John
128 * added versioning to nebulas; put nebula code into freespace.
130 * 1 11/16/97 1:14p John
136 #include "floating.h"
140 #include "starfield.h"
143 #include "freespace.h"
148 #include "linklist.h"
150 #include "missionparse.h"
154 #define MAX_POINTS 300
156 static int num_pts = 0;
158 static vector nebula_vecs[MAX_POINTS];
159 static vertex nebula_verts[MAX_POINTS];
161 static float scale_factor = 1.0f;
163 static int num_tris = 0;
164 static int tri[MAX_TRIS][3];
166 static int Nebula_loaded = 0;
167 static angles Nebula_pbh;
168 static matrix Nebula_orient;
176 if (!Nebula_loaded) return;
181 #define NEBULA_FILE_ID NOX("NEBU")
182 #define NEBULA_MAJOR_VERSION 1 // Can be 1-?
183 #define NEBULA_MINOR_VERSION 0 // Can be 0-99
188 void project_2d_onto_sphere( vector *pnt, float u, float v )
192 a = PI * (2.0f * u - 1.0f );
194 s = scale_factor * fl_sqrt( 1.0f - z*z );
195 x = s * (float)cos(a);
196 y = s * (float)sin(a);
202 // Version 199 mean major version=1, minor=99.
203 // Changing major means no longer compatible.
205 // 1.00 - initial version
207 // returns 0 if failed
208 int load_nebula_sub(char *filename)
212 int version, major, minor;
214 fp = cfopen(filename, "rb");
221 cfread( id, 4, 1, fp );
222 if ( strncmp( id, NEBULA_FILE_ID, 4)) {
223 mprintf(( "Not a valid nebula file.\n" ));
226 cfread( &version, sizeof(int), 1, fp );
227 major = version / 100;
228 minor = version % 100;
230 if ( major != NEBULA_MAJOR_VERSION ) {
231 mprintf(( "An out of date nebula file.\n" ));
235 cfread( &num_pts, sizeof(int), 1, fp );
236 Assert( num_pts < MAX_POINTS );
237 cfread( &num_tris, sizeof(int), 1, fp );
238 Assert( num_tris < MAX_TRIS );
240 for (int i=0; i<num_pts; i++ ) {
244 cfread( &xf, sizeof(float), 1, fp );
245 cfread( &yf, sizeof(float), 1, fp );
246 cfread( &l, sizeof(int), 1, fp );
247 project_2d_onto_sphere( &nebula_vecs[i], 1.0f - xf, yf );
248 vm_vec_scale( &nebula_vecs[i], 10.0f );
249 nebula_verts[i].b = ubyte((l*255)/31);
251 // throw in some randomness to the nebula vertices depth
254 for (int i=0; i<num_tris; i++ ) {
255 cfread( &tri[i][0], sizeof(int), 1, fp );
256 cfread( &tri[i][1], sizeof(int), 1, fp );
257 cfread( &tri[i][2], sizeof(int), 1, fp );
265 void nebula_init( char *filename, int pitch, int bank, int heading )
269 a.p = ANG_TO_RAD((float) pitch);
270 a.b = ANG_TO_RAD((float) bank);
271 a.h = ANG_TO_RAD((float) heading);
272 nebula_init(filename, &a);
275 void nebula_init( char *filename, angles * pbh )
277 if ( Nebula_loaded ) {
281 if ( load_nebula_sub( cf_add_ext(filename, NOX(".neb")) ) ) {
287 vm_angles_2_matrix(&Nebula_orient, &Nebula_pbh );
293 Nebula_orient = vmd_identity_matrix;
302 // no nebula for you!
305 if ( !Nebula_loaded ) {
309 if ( !Detail.planets_suns ) {
313 // Rotate the nebula.
314 g3_start_instance_matrix( NULL, &Nebula_orient );
316 for (i=0; i<num_pts; i++ ) {
317 g3_rotate_faraway_vertex( &nebula_verts[i], &nebula_vecs[i] );
318 g3_project_vertex( &nebula_verts[i] );
321 int saved_gr_zbuffering = gr_zbuffer_get();
323 gr_zbuffer_set(GR_ZBUFF_NONE);
325 for (i=0; i<num_tris; i++ ) {
329 verts[0] = &nebula_verts[tri[i][0]];
330 verts[1] = &nebula_verts[tri[i][1]];
331 verts[2] = &nebula_verts[tri[i][2]];
333 g3_draw_poly(3, verts, TMAP_FLAG_RAMP | TMAP_FLAG_GOURAUD | TMAP_FLAG_NEBULA );
338 gr_zbuffer_set(saved_gr_zbuffering);
340 // always switch off fogging for good measure
341 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode == NEB2_RENDER_NONE)){
342 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
346 DCF(nebula,"Loads a different nebula")
349 dc_get_arg(ARG_STRING|ARG_NONE);
350 if ( Dc_arg_type == ARG_NONE ) {
353 nebula_init( Dc_arg );
357 dc_printf( "Usage: nebula filename\nLoads the nebula file. No filename takes away nebula\n" );