]> icculus.org git repositories - btb/d2x.git/blob - main/render.c
This commit was manufactured by cvs2svn to create tag 'd2x-0_1_1'.
[btb/d2x.git] / main / render.c
1 /*
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.
12 */
13
14 /*
15  * $Source: /cvs/cvsroot/d2x/main/render.c,v $
16  * $Revision: 1.6 $
17  * $Author: bradleyb $
18  * $Date: 2001-10-18 00:01:01 $
19  *
20  * FIXME: put description here
21  *
22  * $Log: not supported by cvs2svn $
23  *
24  */
25
26 #ifdef HAVE_CONFIG_H
27 #include <conf.h>
28 #endif
29
30 #include <stdlib.h>
31 #include <stdio.h>
32 #include <string.h>
33
34 #include "pa_enabl.h"                   //$$POLY_ACC
35 #include "inferno.h"
36 #include "segment.h"
37 #include "error.h"
38 #include "bm.h"
39 #include "texmap.h"
40 #include "mono.h"
41 #include "render.h"
42 #include "game.h"
43 #include "object.h"
44 #include "laser.h"
45 #include "textures.h"
46 #include "screens.h"
47 #include "segpoint.h"
48 #include "wall.h"
49 #include "texmerge.h"
50 #include "physics.h"
51 #include "3d.h"
52 #include "gameseg.h"
53 #include "vclip.h"
54 #include "lighting.h"
55 #include        "cntrlcen.h"
56 #include "newdemo.h"
57 #include "automap.h"
58 #include "endlevel.h"
59 #include "key.h"
60 #include "newmenu.h"
61 #include "u_mem.h"
62 #include "piggy.h"
63
64 #ifdef OGL
65 #include "ogl_init.h"
66 #endif
67
68 #define INITIAL_LOCAL_LIGHT     (F1_0/4)                // local light value in segment of occurence (of light emission)
69
70 #ifdef EDITOR
71 #include "editor\editor.h"
72 #endif
73
74 #if defined(POLY_ACC)
75 #include "poly_acc.h"
76 #endif
77
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
81
82 int RL_framecount=-1;
83 short Rotated_last[MAX_VERTICES];
84
85 // When any render function needs to know what's looking at it, it should 
86 // access Viewer members.
87 object * Viewer = NULL;
88
89 vms_vector Viewer_eye;  //valid during render
90
91 int     N_render_segs;
92
93 #ifndef MACINTOSH
94 fix Render_zoom = 0x9000;                                                       //the player's zoom factor
95 #else
96 fix Render_zoom = 0xB000;
97 #endif
98
99 #ifndef NDEBUG
100 ubyte object_rendered[MAX_OBJECTS];
101 #endif
102
103 #define DEFAULT_RENDER_DEPTH 16
104 int Render_depth=DEFAULT_RENDER_DEPTH;                  //how many segments deep to render
105
106 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
107
108 #ifdef EDITOR
109 int     Render_only_bottom=0;
110 int     Bottom_bitmap_num = 9;
111 #endif
112
113 fix     Face_reflectivity = (F1_0/2);
114
115 #if 0           //this stuff could probably just be deleted
116
117 int inc_render_depth(void)
118 {
119         return ++Render_depth;
120 }
121
122 int dec_render_depth(void)
123 {
124         return Render_depth==1?Render_depth:--Render_depth;
125 }
126
127 int reset_render_depth(void)
128 {
129         return Render_depth = DEFAULT_RENDER_DEPTH;
130 }
131
132 #endif
133
134 #ifdef EDITOR
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;
138 #else
139 #define _search_mode 0
140 #endif
141
142 #ifdef NDEBUG           //if no debug code, set these vars to constants
143
144 #define Outline_mode 0
145 #define Show_only_curside 0
146
147 #else
148
149 int Outline_mode=0,Show_only_curside=0;
150
151 int toggle_outline_mode(void)
152 {
153         return Outline_mode = !Outline_mode;
154 }
155
156 int toggle_show_only_curside(void)
157 {
158         return Show_only_curside = !Show_only_curside;
159 }
160
161 void draw_outline(int nverts,g3s_point **pointlist)
162 {
163         int i;
164
165         gr_setcolor(BM_XRGB(63,63,63));
166
167         for (i=0;i<nverts-1;i++)
168                 g3_draw_line(pointlist[i],pointlist[i+1]);
169
170         g3_draw_line(pointlist[i],pointlist[0]);
171
172 }
173 #endif
174
175 grs_canvas * reticle_canvas = NULL;
176
177 void free_reticle_canvas()
178 {
179         if (reticle_canvas)     {
180                 d_free( reticle_canvas->cv_bitmap.bm_data );
181                 d_free( reticle_canvas );
182                 reticle_canvas  = NULL;
183         }
184 }
185
186 extern void show_reticle(int force_big);
187
188 // Draw the reticle in 3D for head tracking
189 void draw_3d_reticle(fix eye_offset)
190 {
191         g3s_point       reticle_points[4];
192         g3s_uvl         uvl[4];
193         g3s_point       *pointlist[4];
194         int                     i;
195         vms_vector v1, v2;
196         grs_canvas *saved_canvas;
197         int saved_interp_method;
198
199 //      if (!Use_player_head_angles) return;
200         
201         for (i=0; i<4; i++ )    {
202                 pointlist[i] = &reticle_points[i];
203                 uvl[i].l = MAX_LIGHT;
204         }
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;
209
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);
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[0],&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[1],&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[2],&v2);
224
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);
228
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;
236         }
237
238         saved_canvas = grd_curcanv;
239         gr_set_current_canvas(reticle_canvas);
240         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
241         show_reticle(1);
242         gr_set_current_canvas(saved_canvas);
243         
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;
248 }
249
250
251 extern fix Seismic_tremor_magnitude;
252
253 fix flash_scale;
254
255 #define FLASH_CYCLE_RATE f1_0
256
257 fix Flash_rate = FLASH_CYCLE_RATE;
258
259 //cycle the flashing light for when mine destroyed
260 void flash_frame()
261 {
262         static fixang flash_ang=0;
263
264         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
265                 return;
266
267         if (Endlevel_sequence)
268                 return;
269
270         if (PaletteBlueAdd > 10 )               //whiting out
271                 return;
272
273 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
274         if (Seismic_tremor_magnitude) {
275                 fix     added_flash;
276
277                 added_flash = abs(Seismic_tremor_magnitude);
278                 if (added_flash < F1_0)
279                         added_flash *= 16;
280
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
284         } else {
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;
290         }
291
292
293 }
294
295 // -----------------------------------------------------------------------------------
296 //      Render a face.
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)
302 {
303         // -- Using new headlight system...fix                  face_light;
304         grs_bitmap      *bm;
305 #ifdef OGL
306         grs_bitmap      *bm2=NULL;
307 #endif
308
309         fix                     reflect;
310         uvl                     uvl_copy[8];
311         int                     i;
312         g3s_point       *pointlist[8];
313
314         Assert(nv <= 8);
315
316         for (i=0; i<nv; i++) {
317                 uvl_copy[i] = uvlp[i];
318                 pointlist[i] = &Segment_points[vp[i]];
319         }
320
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)
327
328                 g3_draw_poly(nv,pointlist);             //draw as flat poly
329
330                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
331
332                 return;
333         }
334
335         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
336
337         if (tmap1 >= NumTextures) {
338                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
339
340         #ifndef RELEASE
341                 Int3();
342         #endif
343
344                 Segments[segnum].sides[sidenum].tmap_num = 0;
345         }
346
347 #ifdef OGL
348         if (ogl_alttexmerge){
349                 PIGGY_PAGE_IN(Textures[tmap1]);
350                 bm = &GameBitmaps[Textures[tmap1].index];
351                 if (tmap2){
352                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
353                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
354                 }
355                 if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
356                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
357                         bm2 = NULL;
358                 }
359         }else                                                           
360 #endif
361
362         // New code for overlapping textures...
363         if (tmap2 != 0)
364    {
365                 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
366    }
367         else    {
368                 bm = &GameBitmaps[Textures[tmap1].index];
369                 PIGGY_PAGE_IN(Textures[tmap1]);
370         }
371
372         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
373
374         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
375         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
376
377         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
378
379         //set light values for each vertex & build pointlist
380         {
381                 int i;
382
383                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
384
385                 for (i=0;i<nv;i++) {
386
387                         //the uvl struct has static light already in it
388
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);
392
393                         //add in dynamic light (from explosions, etc.)
394                         uvl_copy[i].l += Dynamic_light[vp[i]];
395
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);
398
399                         //saturate at max value
400                         if (uvl_copy[i].l > MAX_LIGHT)
401                                 uvl_copy[i].l = MAX_LIGHT;
402
403                 }
404         }
405
406 #ifdef EDITOR
407         if ((Render_only_bottom) && (sidenum == WBOTTOM))
408                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
409         else
410 #endif
411
412 #ifdef OGL
413                 if (bm2){
414                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
415                 }else
416 #endif
417                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
418
419         #ifndef NDEBUG
420         if (Outline_mode) draw_outline(nv, pointlist);
421         #endif
422 }
423
424 #ifdef EDITOR
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)
429 {
430         int     i;
431
432         if (_search_mode) {
433                 int save_lighting;
434                 grs_bitmap *bm;
435                 uvl uvl_copy[8];
436                 g3s_point *pointlist[4];
437
438                 if (tmap2 > 0 )
439                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
440                 else
441                         bm = &GameBitmaps[Textures[tmap1].index];
442
443                 for (i=0; i<nv; i++) {
444                         uvl_copy[i] = uvlp[i];
445                         pointlist[i] = &Segment_points[vp[i]];
446                 }
447
448                 gr_setcolor(0);
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;
452  Lighting_on = 2;
453                 //g3_draw_poly(nv,vp);
454                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
455  Lighting_on = save_lighting;
456
457                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
458                         found_seg = segnum;
459                         found_side = sidenum;
460                         found_face = facenum;
461                 }
462                 
463         }
464 }
465 #endif
466
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);
470
471 extern int contains_flare(segment *segp, int sidenum);
472 extern fix      Obj_light_xlate[16];
473
474 // -----------------------------------------------------------------------------------
475 //      Render a side.
476 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
477 void render_side(segment *segp, int sidenum)
478 {
479         short                   vertnum_list[4];
480         side                    *sidep = &segp->sides[sidenum];
481         vms_vector      tvec;
482         fix                     v_dot_n0, v_dot_n1;
483         uvl                     temp_uvls[3];
484         fix                     min_dot, max_dot;
485         vms_vector  normals[2];
486         int                     wid_flags;
487
488
489         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
490
491         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
492                 return;
493
494         #ifdef COMPACT_SEGS     
495                 get_side_normals(segp, sidenum, &normals[0], &normals[1] );
496         #else
497                 normals[0] = segp->sides[sidenum].normals[0];
498                 normals[1] = segp->sides[sidenum].normals[1];
499         #endif
500
501         //      ========== Mark: Here is the change...beginning here: ==========
502
503         if (sidep->type == SIDE_IS_QUAD) {
504
505                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
506
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]]]);
513
514                 get_side_verts(vertnum_list,segp-Segments,sidenum);
515                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
516
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 -- }
556
557                 if (v_dot_n0 >= 0) {
558                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
559                         #ifdef EDITOR
560                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
561                         #endif
562                 }
563         } else {
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]]]);
568                 else
569                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
570
571                 get_side_verts(vertnum_list,segp-Segments,sidenum);
572
573                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
574
575                 //      ========== Mark: The change ends here. ==========
576
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]);
582
583                 if (v_dot_n0 < v_dot_n1) {
584                         min_dot = v_dot_n0;
585                         max_dot = v_dot_n1;
586                 } else {
587                         min_dot = v_dot_n1;
588                         max_dot = v_dot_n0;
589                 }
590
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)))) {
593                         fix     n0_dot_n1;
594
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)
598                                 goto im_so_ashamed;
599
600                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
601                         #ifdef EDITOR
602                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
603                         #endif
604                 } else {
605 im_so_ashamed: ;
606                         if (sidep->type == SIDE_IS_TRI_02) {
607                                 if (v_dot_n0 >= 0) {
608                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
609                                         #ifdef EDITOR
610                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
611                                         #endif
612                                 }
613
614                                 if (v_dot_n1 >= 0) {
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);
618                                         #ifdef EDITOR
619                                         check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
620                                         #endif
621                                 }
622                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
623                                 if (v_dot_n1 >= 0) {
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
625                                         #ifdef EDITOR
626                                         check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
627                                         #endif
628                                 }
629
630                                 if (v_dot_n0 >= 0) {
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);
634                                         #ifdef EDITOR
635                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
636                                         #endif
637                                 }
638
639                         } else
640 #ifdef __DJGPP__
641                                 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
642 #else
643                                 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, segp-Segments, sidenum);
644 #endif
645                 }
646         }
647
648 }
649
650 #ifdef EDITOR
651 void render_object_search(object *obj)
652 {
653         int changed=0;
654
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
658
659         gr_setcolor(0);
660         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
661         render_object(obj);
662         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
663                 changed=1;
664
665         gr_setcolor(1);
666         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
667         render_object(obj);
668         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
669                 changed=1;
670
671         if (changed) {
672                 if (obj->segnum != -1)
673                         Cursegp = &Segments[obj->segnum];
674                 found_seg = -(obj-Objects+1);
675         }
676 }
677 #endif
678
679 extern ubyte DemoDoingRight,DemoDoingLeft;
680
681 void do_render_object(int objnum, int window_num)
682 {
683         #ifdef EDITOR
684         int save_3d_outline;
685         #endif
686         object *obj = &Objects[objnum];
687         int count = 0;
688         int n;
689
690         Assert(objnum < MAX_OBJECTS);
691
692         #ifndef NDEBUG
693         if (object_rendered[objnum]) {          //already rendered this...
694                 Int3();         //get Matt!!!
695                 return;
696         }
697
698         object_rendered[objnum] = 1;
699         #endif
700
701    if (Newdemo_state==ND_STATE_PLAYBACK)  
702          {
703           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
704                 {
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
707                         
708                         mprintf ((0,"Returning from render_object prematurely...\n"));
709                         return; 
710                 }
711          }
712
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) {
721                         Int3();
722                         Window_rendered_data[window_num].num_objects /= 2;
723                 }
724                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
725         }
726
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!
731         }
732
733                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
734
735         //check for editor object
736
737         #ifdef EDITOR
738         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
739                 save_3d_outline = g3d_interp_outline;
740                 g3d_interp_outline=1;
741         }
742         #endif
743
744         #ifdef EDITOR
745         if (_search_mode)
746                 render_object_search(obj);
747         else
748         #endif
749                 //NOTE LINK TO ABOVE
750                 render_object(obj);
751
752         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
753
754                 Assert(Objects[n].type == OBJ_FIREBALL);
755                 Assert(Objects[n].control_type == CT_EXPLOSION);
756                 Assert(Objects[n].flags & OF_ATTACHED);
757
758                 render_object(&Objects[n]);
759         }
760
761
762         #ifdef EDITOR
763         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
764                 g3d_interp_outline = save_3d_outline;
765         #endif
766
767
768         //DEBUG mprintf( (0, "%d ", objnum ));
769
770 }
771
772 #ifndef NDEBUG
773 int     draw_boxes=0;
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;
777 #else
778 #define draw_boxes                      0
779 #define window_check                    1
780 #define draw_edges                      0
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
787 #endif
788
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()
792 {
793         RL_framecount++;
794
795         if (RL_framecount==0) {         //wrap!
796
797                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
798                 RL_framecount=1;                                                                                        //and set this frame to 1
799         }
800 }
801
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)
804 {
805         int i,pnum;
806         g3s_point *pnt;
807         g3s_codes cc;
808
809         cc.and = 0xff;  cc.or = 0;
810
811         for (i=0;i<nv;i++) {
812
813                 pnum = pointnumlist[i];
814
815                 pnt = &Segment_points[pnum];
816
817                 if (Rotated_last[pnum] != RL_framecount) {
818
819                         g3_rotate_point(pnt,&Vertices[pnum]);
820
821                         Rotated_last[pnum] = RL_framecount;
822                 }
823
824                 cc.and &= pnt->p3_codes;
825                 cc.or  |= pnt->p3_codes;
826         }
827
828         return cc;
829
830 }
831
832 //Given a lit of point numbers, project any that haven't been projected
833 void project_list(int nv,short *pointnumlist)
834 {
835         int i,pnum;
836
837         for (i=0;i<nv;i++) {
838
839                 pnum = pointnumlist[i];
840
841                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
842
843                         g3_project_point(&Segment_points[pnum]);
844
845         }
846 }
847
848
849 // -----------------------------------------------------------------------------------
850 void render_segment(int segnum, int window_num)
851 {
852         segment         *seg = &Segments[segnum];
853         g3s_codes       cc;
854         int                     sn;
855
856         Assert(segnum!=-1 && segnum<=Highest_segment_index);
857
858         cc=rotate_list(8,seg->verts);
859
860         if (! cc.and) {         //all off screen?
861
862 //mprintf( (0, "!"));
863                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
864
865                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
866
867       if (Viewer->type!=OBJ_ROBOT)
868                 Automap_visited[segnum]=1;
869
870                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
871                         render_side(seg, sn);
872         }
873
874         //draw any objects that happen to be in this segment
875
876         //sort objects!
877         //object_sort_segment_objects( seg );
878                 
879         #ifndef NDEBUG
880         if (!migrate_objects) {
881                 int objnum;
882                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
883                         do_render_object(objnum, window_num);
884         }
885         #endif
886
887         //DEBUG mprintf( (0, "]\n", segnum ));
888
889 }
890
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)
895 // -- {
896 // --   g3s_codes cc;
897 // --   short vertnum_list[4];
898 // -- 
899 // --   cc=g3_rotate_list(8,&seg->verts);
900 // -- 
901 // --   if (! cc.and) {         //all off screen?
902 // --           int fn,pn,i;
903 // --           side *s;
904 // --           face *f;
905 // --           poly *p;
906 // -- 
907 // --           s=&seg->sides[_side];
908 // -- 
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;
912 // --   
913 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
914 // --   
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
918 // --                           }
919 // --   
920 // --                           tmap = Textures[p->tmap_num];
921 // --   
922 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
923 // --   
924 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
925 // --                   }
926 // --           }
927 // -- 
928 // -- }
929
930 #define CROSS_WIDTH  i2f(8)
931 #define CROSS_HEIGHT i2f(8)
932
933 #ifndef NDEBUG
934
935 //draw outline for curside
936 void outline_seg_side(segment *seg,int _side,int edge,int vert)
937 {
938         g3s_codes cc;
939
940         cc=rotate_list(8,seg->verts);
941
942         if (! cc.and) {         //all off screen?
943                 side *s;
944                 g3s_point *pnt;
945
946                 s=&seg->sides[_side];
947
948                 //render curedge of curside of curseg in green
949
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]]]);
952
953                 //draw a little cross at the current vert
954
955                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
956
957                 g3_project_point(pnt);          //make sure projected
958
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);
962
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);
967         }
968 }
969
970 #endif
971
972 #if 0           //this stuff could probably just be deleted
973
974 #define DEFAULT_PERSPECTIVE_DEPTH 6
975
976 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
977
978 int inc_perspective_depth(void)
979 {
980         return ++Perspective_depth;
981
982 }
983
984 int dec_perspective_depth(void)
985 {
986         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
987
988 }
989
990 int reset_perspective_depth(void)
991 {
992         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
993
994 }
995 #endif
996
997 typedef struct window {
998         short left,top,right,bot;
999 } window;
1000
1001 ubyte code_window_point(fix x,fix y,window *w)
1002 {
1003         ubyte code=0;
1004
1005         if (x <= w->left)  code |= 1;
1006         if (x >= w->right) code |= 2;
1007
1008         if (y <= w->top) code |= 4;
1009         if (y >= w->bot) code |= 8;
1010
1011         return code;
1012 }
1013
1014 #ifndef NDEBUG
1015 void draw_window_box(int color,short left,short top,short right,short bot)
1016 {
1017         short l,t,r,b;
1018
1019         gr_setcolor(color);
1020
1021         l=left; t=top; r=right; b=bot;
1022
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))
1024                 return;
1025
1026         if (l<0) l=0;
1027         if (t<0) t=0;
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;
1030
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));
1035
1036 }
1037 #endif
1038
1039 int matt_find_connect_side(int seg0,int seg1);
1040
1041 #ifndef NDEBUG
1042 char visited2[MAX_SEGMENTS];
1043 #endif
1044
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];
1054
1055 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1056
1057 //for objects
1058
1059
1060
1061 #define RED   BM_XRGB(63,0,0)
1062 #define WHITE BM_XRGB(63,63,63)
1063
1064 //Given two sides of segment, tell the two verts which form the 
1065 //edge between them
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} }
1073 };
1074
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} },
1085 };
1086
1087 //@@//perform simple check on tables
1088 //@@check_check()
1089 //@@{
1090 //@@    int i,j;
1091 //@@
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]);
1096 //@@
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]);
1101 //@@
1102 //@@
1103 //@@}
1104
1105
1106 //given an edge, tell what side is on that edge
1107 int find_seg_side(segment *seg,short *verts,int notside)
1108 {
1109         int i;
1110         int vv0=-1,vv1=-1;
1111         int side0,side1;
1112         int *eptr;
1113         int     v0,v1;
1114         short   *vp;
1115
1116 //@@    check_check();
1117
1118         v0 = verts[0];
1119         v1 = verts[1];
1120         vp = seg->verts;
1121
1122         for (i=0; i<8; i++) {
1123                 int svv = *vp++;        // seg->verts[i];
1124
1125                 if (vv0==-1 && svv == v0) {
1126                         vv0 = i;
1127                         if (vv1 != -1)
1128                                 break;
1129                 }
1130
1131                 if (vv1==-1 && svv == v1) {
1132                         vv1 = i;
1133                         if (vv0 != -1)
1134                                 break;
1135                 }
1136         }
1137
1138         Assert(vv0!=-1 && vv1!=-1);
1139
1140         eptr = Edge_to_sides[vv0][vv1];
1141
1142         side0 = eptr[0];
1143         side1 = eptr[1];
1144
1145         Assert(side0!=-1 && side1!=-1);
1146
1147         if (side0 != notside) {
1148                 Assert(side1==notside);
1149                 return side0;
1150         }
1151         else {
1152                 Assert(side0==notside);
1153                 return side1;
1154         }
1155
1156 }
1157
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)
1161 {
1162         segment *seg0,*seg1;
1163         short edge_verts[2];
1164         int notside0,notside1;
1165         int edgeside0,edgeside1;
1166
1167         Assert(s0!=-1 && s1!=-1);
1168
1169         seg0 = &Segments[seg->children[s0]];
1170         seg1 = &Segments[seg->children[s1]];
1171
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]];
1174
1175         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1176
1177         notside0 = find_connect_side(seg,seg0);
1178         Assert(notside0 != -1);
1179         notside1 = find_connect_side(seg,seg1);
1180         Assert(notside1 != -1);
1181
1182         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1183         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1184
1185         //deal with the case where an edge is shared by more than two segments
1186
1187 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1188 //@@            segment *seg00;
1189 //@@            int notside00;
1190 //@@
1191 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1192 //@@
1193 //@@            if (seg00 != seg1) {
1194 //@@
1195 //@@                    notside00 = find_connect_side(seg0,seg00);
1196 //@@                    Assert(notside00 != -1);
1197 //@@
1198 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1199 //@@                    seg0 = seg00;
1200 //@@            }
1201 //@@
1202 //@@    }
1203 //@@
1204 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1205 //@@            segment *seg11;
1206 //@@            int notside11;
1207 //@@
1208 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1209 //@@
1210 //@@            if (seg11 != seg0) {
1211 //@@                    notside11 = find_connect_side(seg1,seg11);
1212 //@@                    Assert(notside11 != -1);
1213 //@@
1214 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1215 //@@                    seg1 = seg11;
1216 //@@            }
1217 //@@    }
1218
1219 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1220 //                IS_CHILD(seg1->children[edgeside1])) 
1221 //              return 0;
1222
1223         #ifdef COMPACT_SEGS
1224                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1225                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1226         #else 
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];
1231         #endif
1232
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]]];
1235
1236         return 1;
1237 }
1238
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)
1242 {
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;
1246 int t;
1247
1248         if (Side_opposite[c0] == c1) return 0;
1249
1250         Assert(c0!=-1 && c1!=-1);
1251
1252         //find normals of adjoining sides
1253
1254         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1255
1256 //if (!t)
1257 // return 0;
1258
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);
1262
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);
1266
1267         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1268         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1269
1270         if (d0 < 0 && d1 < 0)
1271                 return 0;
1272
1273         if (d0 < 0)
1274                 return 1;
1275         else if (d1 < 0)
1276                 return -1;
1277         else
1278                 return 0;
1279
1280 }
1281
1282 int ssc_total=0,ssc_swaps=0;
1283
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)
1287 {
1288         int i,j;
1289         int r;
1290         int made_swaps,count;
1291
1292         if (n_children == 0) return 0;
1293
1294  ssc_total++;
1295
1296         //for each child,  compare with other children and see if order matters
1297         //if order matters, fix if wrong
1298
1299         count = 0;
1300
1301         do {
1302                 made_swaps = 0;
1303
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]);
1308
1309                                         if (r == 1) {
1310                                                 int temp = child_list[i];
1311                                                 child_list[i] = child_list[j];
1312                                                 child_list[j] = temp;
1313                                                 made_swaps=1;
1314                                         }
1315                                 }
1316
1317         } while (made_swaps && ++count<n_children);
1318
1319  if (count)
1320   ssc_swaps++;
1321
1322         return count;
1323 }
1324
1325 void add_obj_to_seglist(int objnum,int listnum)
1326 {
1327         int i,checkn,marker;
1328
1329         checkn = listnum;
1330
1331         //first, find a slot
1332
1333 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1334
1335         do {
1336
1337                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1338         
1339                 Assert(i < OBJS_PER_SEG);
1340         
1341                 marker = render_obj_list[checkn][i];
1342
1343                 if (marker != -1) {
1344                         checkn = -marker;
1345                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1346                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1347                                 Int3();
1348                                 return;
1349                         }
1350                 }
1351
1352         } while (marker != -1);
1353
1354 //mprintf((0,"  slot %d,%d",checkn,i));
1355
1356
1357         //now we have found a slot.  put object in it
1358
1359         if (i != OBJS_PER_SEG-1) {
1360
1361                 render_obj_list[checkn][i] = objnum;
1362                 render_obj_list[checkn][i+1] = -1;
1363         }
1364         else {                          //chain to additional list
1365                 int lookn;
1366
1367                 //find an available sublist
1368
1369                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1370
1371                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1372                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1373                         Int3();
1374                         return;
1375                 }
1376
1377                 render_obj_list[checkn][i] = -lookn;
1378                 render_obj_list[lookn][0] = objnum;
1379                 render_obj_list[lookn][1] = -1;
1380
1381         }
1382
1383 //mprintf((0,"  added!\n"));
1384
1385 }
1386
1387 #define SORT_LIST_SIZE 100
1388
1389 typedef struct sort_item {
1390         int objnum;
1391         fix dist;
1392 } sort_item;
1393
1394 sort_item sort_list[SORT_LIST_SIZE];
1395 int n_sort_items;
1396
1397 //compare function for object sort. 
1398 int sort_func(const sort_item *a,const sort_item *b)
1399 {
1400         fix delta_dist;
1401         object *obj_a,*obj_b;
1402
1403         delta_dist = a->dist - b->dist;
1404
1405         obj_a = &Objects[a->objnum];
1406         obj_b = &Objects[b->objnum];
1407
1408         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1409
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.
1413
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 
1418                 else
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
1421
1422                 //no special case, fall through to normal return
1423         }
1424
1425         return delta_dist;      //return distance
1426 }
1427
1428 void build_object_lists(int n_segs)
1429 {
1430         int nn;
1431
1432 //mprintf((0,"build n_segs=%d",n_segs));
1433
1434         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1435                 render_obj_list[nn][0] = -1;
1436
1437         for (nn=0;nn<n_segs;nn++) {
1438                 int segnum;
1439
1440                 segnum = Render_list[nn];
1441
1442 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1443
1444                 if (segnum != -1) {
1445                         int objnum;
1446                         object *obj;
1447
1448                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1449                                 int new_segnum,did_migrate,list_pos;
1450
1451                                 obj = &Objects[objnum];
1452
1453                                 Assert( obj->segnum == segnum );
1454
1455                                 if (obj->flags & OF_ATTACHED)
1456                                         continue;               //ignore this object
1457
1458                                 new_segnum = segnum;
1459                                 list_pos = nn;
1460
1461 //mprintf((0,"objnum=%d ",objnum));
1462                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1463                                 do {
1464                                         segmasks m;
1465
1466                                         did_migrate = 0;
1467         
1468                                         m = get_seg_masks(&obj->pos,new_segnum,obj->size);
1469         
1470                                         if (m.sidemask) {
1471                                                 int sn,sf;
1472
1473                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1474                                                         if (m.sidemask & sf) {
1475                                                                 segment *seg = &Segments[new_segnum];
1476                 
1477                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1478                                                                         int child = seg->children[sn];
1479                                                                         int checknp;
1480                 
1481                                                                         for (checknp=list_pos;checknp--;)
1482                                                                                 if (Render_list[checknp] == child) {
1483 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1484                                                                                         new_segnum = child;
1485                                                                                         list_pos = checknp;
1486                                                                                         did_migrate = 1;
1487                                                                                 }
1488                                                                 }
1489                                                         }
1490                                         }
1491         
1492                                 } while (0);    //while (did_migrate);
1493
1494                                 add_obj_to_seglist(objnum,list_pos);
1495         
1496                         }
1497
1498                 }
1499         }
1500
1501 //mprintf((0,"done build "));
1502
1503         //now that there's a list for each segment, sort the items in those lists
1504         for (nn=0;nn<n_segs;nn++) {
1505                 int segnum;
1506
1507                 segnum = Render_list[nn];
1508
1509 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1510
1511                 if (segnum != -1) {
1512                         int t,lookn,i,n;
1513
1514                         //first count the number of objects & copy into sort list
1515
1516                         lookn = nn;
1517                         i = n_sort_items = 0;
1518                         while ((t=render_obj_list[lookn][i++])!=-1)
1519                                 if (t<0)
1520                                         {lookn = -t; i=0;}
1521                                 else
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);
1526                                                 n_sort_items++;
1527                                         }
1528                                         else {                  //no room for object
1529                                                 int ii;
1530
1531                                                 #ifndef NDEBUG
1532                                                 FILE *tfile=fopen("sortlist.out","wt");
1533
1534                                                 //I find this strange, so I'm going to write out
1535                                                 //some information to look at later
1536                                                 if (tfile) {
1537                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1538                                                                 int objnum = sort_list[ii].objnum;
1539
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);
1542                                                         }
1543                                                         fclose(tfile);
1544                                                 }
1545                                                 #endif
1546
1547                                                 Int3(); //Get Matt!!!
1548
1549                                                 //Now try to find a place for this object by getting rid
1550                                                 //of an object we don't care about
1551
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;
1556
1557                                                         //replace debris & fireballs
1558                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1559                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1560
1561                                                                 //don't replace same kind of object unless new 
1562                                                                 //one is closer
1563
1564                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1565                                                                         sort_list[ii].objnum = t;
1566                                                                         sort_list[ii].dist = dist;
1567                                                                         break;
1568                                                                 }
1569                                                         }
1570                                                 }
1571
1572                                                 Int3(); //still couldn't find a slot
1573                                         }
1574
1575
1576                         //now call qsort
1577                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1578                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1579                                    sort_func);
1580                 #else
1581                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1582                                         (int (*)(const void*,const void*))sort_func);
1583                 #endif  
1584
1585                         //now copy back into list
1586
1587                         lookn = nn;
1588                         i = 0;
1589                         n = n_sort_items;
1590                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1591                                 if (t<0)
1592                                         {lookn = -t; i=0;}
1593                                 else
1594                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1595                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1596                 }
1597         }
1598 }
1599
1600 int Use_player_head_angles = 0;
1601 vms_angvec Player_head_angles;
1602
1603 extern int Num_tmaps_drawn;
1604 extern int Total_pixels;
1605 //--unused-- int Total_num_tmaps_drawn=0;
1606
1607 int Rear_view=0;
1608 extern ubyte RenderingType;
1609
1610 void start_lighting_frame(object *viewer);
1611
1612 #ifdef JOHN_ZOOM
1613 fix Zoom_factor=F1_0;
1614 #endif
1615 //renders onto current canvas
1616 void render_frame(fix eye_offset, int window_num)
1617 {
1618         int start_seg_num;
1619
1620 #if defined(POLY_ACC)
1621 //$$ not needed for Verite, probably optional for ViRGE.    pa_flush();
1622 #endif
1623
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;
1628
1629         if (Endlevel_sequence) {
1630                 render_endlevel_frame(eye_offset);
1631                 FrameCount++;
1632                 return;
1633         }
1634
1635 #ifdef NEWDEMO
1636         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1637      
1638           //    mprintf ((0,"Objnum=%d objtype=%d objid=%d\n",Viewer-Objects,Viewer->type,Viewer->id));
1639                 
1640       if (RenderingType==0)
1641                 newdemo_record_start_frame(FrameCount, FrameTime );
1642       if (RenderingType!=255)
1643                 newdemo_record_viewer_object(Viewer);
1644         }
1645 #endif
1646   
1647    //Here:
1648
1649         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1650   
1651         g3_start_frame();
1652
1653         Viewer_eye = Viewer->pos;
1654
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);
1657
1658         if (eye_offset) {
1659                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1660         }
1661
1662         #ifdef EDITOR
1663         if (Function_mode==FMODE_EDITOR)
1664                 Viewer_eye = Viewer->pos;
1665         #endif
1666
1667         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1668
1669         if (start_seg_num==-1)
1670                 start_seg_num = Viewer->segnum;
1671
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);
1685         } else  {
1686 #ifdef JOHN_ZOOM
1687                 if (keyd_pressed[KEY_RSHIFT] )  {
1688                         Zoom_factor += FrameTime*4;
1689                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1690                 } else {
1691                         Zoom_factor -= FrameTime*4;
1692                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1693                 }
1694                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1695 #else
1696                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1697 #endif
1698         }
1699
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);
1704         }
1705         #ifndef NDEBUG
1706         if (Show_only_curside)
1707                 gr_clear_canvas(Clear_window_color);
1708         #endif
1709
1710         render_mine(start_seg_num,eye_offset, window_num);
1711
1712         if (Use_player_head_angles ) 
1713                 draw_3d_reticle(eye_offset);
1714
1715         g3_end_frame();
1716
1717    //RenderingType=0;
1718
1719         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1720 }
1721
1722 int first_terminal_seg;
1723
1724 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1725 {
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;
1731 }
1732
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)
1736 {
1737         int     lcnt,scnt,ecnt;
1738         int     l,c;
1739         int     ch;
1740
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));
1745
1746         #ifndef NDEBUG
1747         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1748         #endif
1749
1750         lcnt = scnt = 0;
1751
1752         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1753         Seg_depth[lcnt] = 0;
1754         lcnt++;
1755         ecnt = lcnt;
1756         render_pos[start_seg_num] = 0;
1757
1758         #ifndef NDEBUG
1759         if (pre_draw_segs)
1760                 render_segment(start_seg_num, window_num);
1761         #endif
1762
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;
1766
1767         //breadth-first renderer
1768
1769         //build list
1770
1771         for (l=0;l<Render_depth;l++) {
1772
1773                 //while (scnt < ecnt) {
1774                 for (scnt=0;scnt < ecnt;scnt++) {
1775                         int rotated,segnum;
1776                         window *check_w;
1777                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1778                         int n_children;                                                                         //how many sides in child_list
1779                         segment *seg;
1780
1781                         if (processed[scnt])
1782                                 continue;
1783
1784                         processed[scnt]=1;
1785
1786                         segnum = Render_list[scnt];
1787                         check_w = &render_windows[scnt];
1788
1789                         #ifndef NDEBUG
1790                         if (draw_boxes)
1791                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1792                         #endif
1793
1794                         if (segnum == -1) continue;
1795
1796                         seg = &Segments[segnum];
1797                         rotated=0;
1798
1799                         //look at all sides of this segment.
1800                         //tricky code to look at sides in correct order follows
1801
1802                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1803                                 int wid;
1804
1805                                 wid = WALL_IS_DOORWAY(seg, c);
1806
1807                                 ch=seg->children[c];
1808
1809                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1810                                         if (behind_check) {
1811                                                 byte *sv = Side_to_verts[c];
1812                                                 ubyte codes_and=0xff;
1813                                                 int i;
1814
1815                                                 rotate_list(8,seg->verts);
1816                                                 rotated=1;
1817
1818                                                 for (i=0;i<4;i++)
1819                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1820
1821                                                 if (codes_and & CC_BEHIND) continue;
1822
1823                                         }
1824                                         child_list[n_children++] = c;
1825                                 }
1826                         }
1827
1828                         //now order the sides in some magical way
1829
1830                         if (new_seg_sorting)
1831                                 sort_seg_children(seg,n_children,child_list);
1832
1833                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1834                         //      ch=seg->children[c];
1835
1836                         for (c=0;c<n_children;c++) {
1837                                 int siden;
1838
1839                                 siden = child_list[c];
1840                                 ch=seg->children[siden];
1841                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1842                                 {
1843                                         if (window_check) {
1844                                                 int i;
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
1848
1849                                                 if (rotated<2) {
1850                                                         if (!rotated)
1851                                                                 rotate_list(8,seg->verts);
1852                                                         project_list(8,seg->verts);
1853                                                         rotated=2;
1854                                                 }
1855
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];
1859
1860                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1861
1862                                                         _x = f2i(pnt->p3_sx);
1863                                                         _y = f2i(pnt->p3_sy);
1864
1865                                                         codes_and_3d &= pnt->p3_codes;
1866                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1867
1868                                                         #ifndef NDEBUG
1869                                                         if (draw_edges) {
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);
1874                                                         }
1875                                                         #endif
1876
1877                                                         if (_x < min_x) min_x = _x;
1878                                                         if (_x > max_x) max_x = _x;
1879
1880                                                         if (_y < min_y) min_y = _y;
1881                                                         if (_y > max_y) max_y = _y;
1882
1883                                                 }
1884
1885                                                 #ifndef NDEBUG
1886                                                 if (draw_boxes)
1887                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1888                                                 #endif
1889
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];
1893
1894                                                         if (no_proj_flag) *new_w = *check_w;
1895                                                         else {
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);
1900                                                         }
1901
1902                                                         //see if this seg already visited, and if so, does current window
1903                                                         //expand the old window?
1904                                                         if (rp != -1) {
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) {
1909
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);
1914
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
1920                                                                                 goto no_add;
1921                                                                         }
1922                                                                         else
1923                                                                                 Render_list[rp]=-1;
1924                                                                 }
1925                                                                 else goto no_add;
1926                                                         }
1927
1928                                                         #ifndef NDEBUG
1929                                                         if (draw_boxes)
1930                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1931                                                         #endif
1932
1933                                                         render_pos[ch] = lcnt;
1934                                                         Render_list[lcnt] = ch;
1935                                                         Seg_depth[lcnt] = l;
1936                                                         lcnt++;
1937                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1938                                                         visited[ch] = 1;
1939
1940                                                         #ifndef NDEBUG
1941                                                         if (pre_draw_segs)
1942                                                                 render_segment(ch, window_num);
1943                                                         #endif
1944 no_add:
1945         ;
1946
1947                                                 }
1948                                         }
1949                                         else {
1950                                                 Render_list[lcnt] = ch;
1951                                                 Seg_depth[lcnt] = l;
1952                                                 lcnt++;
1953                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1954                                                 visited[ch] = 1;
1955                                         }
1956                                 }
1957                         }
1958                 }
1959
1960                 scnt = ecnt;
1961                 ecnt = lcnt;
1962
1963         }
1964 done_list:
1965
1966         lcnt_save = lcnt;
1967         scnt_save = scnt;
1968
1969         first_terminal_seg = scnt;
1970         N_render_segs = lcnt;
1971
1972 }
1973
1974 //renders onto current canvas
1975 void render_mine(int start_seg_num,fix eye_offset, int window_num)
1976 {
1977 #ifndef NDEBUG
1978         int             i;
1979 #endif
1980         int             nn;
1981
1982         //      Initialize number of objects (actually, robots!) rendered this frame.
1983         Window_rendered_data[window_num].num_objects = 0;
1984
1985 #ifdef LASER_HACK
1986         Hack_nlasers = 0;
1987 #endif
1988
1989         #ifndef NDEBUG
1990         for (i=0;i<=Highest_object_index;i++)
1991                 object_rendered[i] = 0;
1992         #endif
1993
1994         //set up for rendering
1995
1996         render_start_frame();
1997
1998
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;
2004         }
2005         #endif
2006
2007
2008         #ifdef EDITOR
2009         if (_search_mode)       {
2010                 //lcnt = lcnt_save;
2011                 //scnt = scnt_save;
2012         }
2013         else
2014         #endif
2015                 //NOTE LINK TO ABOVE!!
2016                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2017
2018         //render away
2019
2020         #ifndef NDEBUG
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;
2025         }
2026         #endif
2027
2028         #ifndef NDEBUG
2029         if (!(_search_mode)) {
2030                 int i;
2031
2032                 for (i=0;i<N_render_segs;i++) {
2033                         int segnum;
2034
2035                         segnum = Render_list[i];
2036
2037                         if (segnum != -1)
2038                         {
2039                                 if (visited2[segnum])
2040                                         Int3();         //get Matt
2041                                 else
2042                                         visited2[segnum] = 1;
2043                         }
2044                 }
2045         }
2046         #endif
2047
2048         if (!(_search_mode))
2049                 build_object_lists(N_render_segs);
2050
2051         if (eye_offset<=0)              // Do for left eye or zero.
2052                 set_dynamic_light();
2053
2054         if (!_search_mode && Clear_window == 2) {
2055                 if (first_terminal_seg < N_render_segs) {
2056                         int i;
2057
2058                         if (Clear_window_color == -1)
2059                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2060         
2061                         gr_setcolor(Clear_window_color);
2062         
2063                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2064                                 if (Render_list[i] != -1) {
2065                                         #ifndef NDEBUG
2066                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2067                                                 Int3();
2068                                         else
2069                                         #endif
2070                                                 //NOTE LINK TO ABOVE!
2071                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2072                                 }
2073                         }
2074                 }
2075         }
2076
2077         for (nn=N_render_segs;nn--;) {
2078                 int segnum;
2079                 int objnp;
2080
2081                 // Interpolation_method = 0;
2082                 segnum = Render_list[nn];
2083                 Current_seg_depth = Seg_depth[nn];
2084
2085                 //if (!no_render_flag[nn])
2086                 if (segnum!=-1 && (_search_mode || visited[segnum]!=-1)) {
2087                         //set global render window vars
2088
2089                         if (window_check) {
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;
2094                         }
2095
2096                         //mprintf((0," %d",segnum));
2097
2098                         render_segment(segnum, window_num);
2099                         visited[segnum]=255;
2100
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;
2105                         }
2106
2107                         if (migrate_objects) {
2108                                 //int n_expl_objs=0,expl_objs[5],i;
2109                                 int listnum;
2110                                 int save_linear_depth = Max_linear_depth;
2111
2112                                 Max_linear_depth = Max_linear_depth_objects;
2113
2114                                 listnum = nn;
2115
2116                                 //mprintf((0,"render objs seg %d",segnum));
2117
2118                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2119                                         int ObjNumber = render_obj_list[listnum][objnp];
2120
2121                                         if (ObjNumber >= 0) {
2122
2123                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2124         
2125                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2126                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2127                                                 //} else
2128                                                 #ifdef LASER_HACK
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
2134                                                    )            {
2135                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2136                                                         //mprintf( (0, "O%d ", ObjNumber ));
2137                                                 } else  
2138                                                 #endif
2139                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2140
2141                                                 objnp++;
2142                                         }
2143                                         else {
2144
2145                                                 listnum = -ObjNumber;
2146                                                 objnp = 0;
2147
2148                                         }
2149
2150                                 }
2151
2152                                 //for (i=0;i<n_expl_objs;i++)
2153                                 //      do_render_object(expl_objs[i], window_num);
2154
2155                                 //mprintf((0,"done seg %d\n",segnum));
2156
2157                                 Max_linear_depth = save_linear_depth;
2158
2159                         }
2160
2161                 }
2162         }
2163
2164         //mprintf((0,"\n"));
2165
2166                                                                 
2167 #ifdef LASER_HACK                                                               
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);
2172         }
2173 #endif
2174
2175         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2176
2177 #ifdef EDITOR
2178         #ifndef NDEUBG
2179         //draw curedge stuff
2180         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2181         #endif
2182
2183 done_rendering:
2184         ;
2185
2186 #endif
2187
2188 }
2189 #ifdef EDITOR
2190
2191 extern int render_3d_in_big_window;
2192
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)
2197 {
2198         _search_mode = -1;
2199
2200         _search_x = x; _search_y = y;
2201
2202         found_seg = -1;
2203
2204         if (render_3d_in_big_window) {
2205                 grs_canvas temp_canvas;
2206
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);
2209
2210                 gr_set_current_canvas(&temp_canvas);
2211
2212                 render_frame(0, 0);
2213         }
2214         else {
2215                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2216                 render_frame(0, 0);
2217         }
2218
2219         _search_mode = 0;
2220
2221         *seg = found_seg;
2222         *side = found_side;
2223         *face = found_face;
2224         *poly = found_poly;
2225
2226 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2227
2228         return (found_seg!=-1);
2229
2230 }
2231
2232 #endif