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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  *
16  * Rendering Stuff
17  *
18  */
19
20 #ifdef HAVE_CONFIG_H
21 #include <conf.h>
22 #endif
23
24 #include <stdlib.h>
25 #include <stdio.h>
26 #include <string.h>
27
28 #include "inferno.h"
29 #include "error.h"
30 #include "texmap.h"
31 #include "mono.h"
32 #include "3d.h"
33 #include "key.h"
34 #include "u_mem.h"
35
36 #ifdef OGL
37 #include "ogl_init.h"
38 #endif
39
40 #define INITIAL_LOCAL_LIGHT (F1_0/4)    // local light value in segment of occurence (of light emission)
41
42 #ifdef EDITOR
43 #include "editor/editor.h"
44 #endif
45
46
47 //used for checking if points have been rotated
48 int     Clear_window_color=-1;
49 int     Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
50
51 int RL_framecount=-1;
52 short Rotated_last[MAX_VERTICES];
53
54 // When any render function needs to know what's looking at it, it should 
55 // access Viewer members.
56 object * Viewer = NULL;
57
58 vms_vector Viewer_eye;  //valid during render
59
60 int     N_render_segs;
61
62 #ifndef MACINTOSH
63 fix Render_zoom = 0x9000;                                       //the player's zoom factor
64 #else
65 fix Render_zoom = 0xB000;
66 #endif
67
68 #ifndef NDEBUG
69 ubyte object_rendered[MAX_OBJECTS];
70 #endif
71
72 #define DEFAULT_RENDER_DEPTH 16
73 int Render_depth=DEFAULT_RENDER_DEPTH;          //how many segments deep to render
74
75 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
76
77 #ifdef EDITOR
78 int     Render_only_bottom=0;
79 int     Bottom_bitmap_num = 9;
80 #endif
81
82 fix     Face_reflectivity = (F1_0/2);
83
84 #if 0           //this stuff could probably just be deleted
85
86 int inc_render_depth(void)
87 {
88         return ++Render_depth;
89 }
90
91 int dec_render_depth(void)
92 {
93         return Render_depth==1?Render_depth:--Render_depth;
94 }
95
96 int reset_render_depth(void)
97 {
98         return Render_depth = DEFAULT_RENDER_DEPTH;
99 }
100
101 #endif
102
103 #ifdef EDITOR
104 int _search_mode = 0;                   //true if looking for curseg,side,face
105 short _search_x,_search_y;      //pixel we're looking at
106 int found_seg,found_side,found_face,found_poly;
107 #else
108 #define _search_mode 0
109 #endif
110
111 #ifdef NDEBUG           //if no debug code, set these vars to constants
112
113 #define Outline_mode 0
114 #define Show_only_curside 0
115
116 #else
117
118 int Outline_mode=0,Show_only_curside=0;
119
120 int toggle_outline_mode(void)
121 {
122         return Outline_mode = !Outline_mode;
123 }
124
125 int toggle_show_only_curside(void)
126 {
127         return Show_only_curside = !Show_only_curside;
128 }
129
130 void draw_outline(int nverts,g3s_point **pointlist)
131 {
132         int i;
133
134         gr_setcolor(BM_XRGB(63,63,63));
135
136         for (i=0;i<nverts-1;i++)
137                 g3_draw_line(pointlist[i],pointlist[i+1]);
138
139         g3_draw_line(pointlist[i],pointlist[0]);
140
141 }
142 #endif
143
144 grs_canvas * reticle_canvas = NULL;
145
146 void free_reticle_canvas()
147 {
148         if (reticle_canvas)     {
149                 d_free( reticle_canvas->cv_bitmap.bm_data );
150                 d_free( reticle_canvas );
151                 reticle_canvas  = NULL;
152         }
153 }
154
155 extern void show_reticle(int force_big);
156
157 // Draw the reticle in 3D for head tracking
158 void draw_3d_reticle(fix eye_offset)
159 {
160         g3s_point       reticle_points[4];
161         g3s_uvl         uvl[4];
162         g3s_point       *pointlist[4];
163         int                     i;
164         vms_vector v1, v2;
165         grs_canvas *saved_canvas;
166         int saved_interp_method;
167
168 //      if (!Use_player_head_angles) return;
169         
170         for (i=0; i<4; i++ )    {
171                 pointlist[i] = &reticle_points[i];
172                 uvl[i].l = MAX_LIGHT;
173         }
174         uvl[0].u = 0; uvl[0].v = 0;
175         uvl[1].u = F1_0; uvl[1].v = 0;
176         uvl[2].u = F1_0; uvl[2].v = F1_0;
177         uvl[3].u = 0; uvl[3].v = F1_0;
178
179         vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
180         vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
181
182         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
183         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
184         g3_rotate_point(&reticle_points[0],&v2);
185
186         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
187         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
188         g3_rotate_point(&reticle_points[1],&v2);
189
190         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
191         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
192         g3_rotate_point(&reticle_points[2],&v2);
193
194         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
195         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
196         g3_rotate_point(&reticle_points[3],&v2);
197
198         if ( reticle_canvas == NULL )   {
199                 reticle_canvas = gr_create_canvas(64,64);
200                 if ( !reticle_canvas )
201                         Error( "Couldn't malloc reticle_canvas" );
202                 atexit( free_reticle_canvas );
203                 reticle_canvas->cv_bitmap.bm_handle = 0;
204                 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
205         }
206
207         saved_canvas = grd_curcanv;
208         gr_set_current_canvas(reticle_canvas);
209         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
210         show_reticle(1);
211         gr_set_current_canvas(saved_canvas);
212         
213         saved_interp_method=Interpolation_method;
214         Interpolation_method    = 3;            // The best, albiet slowest.
215         g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
216         Interpolation_method    = saved_interp_method;
217 }
218
219
220 extern fix Seismic_tremor_magnitude;
221
222 fix flash_scale;
223
224 #define FLASH_CYCLE_RATE f1_0
225
226 fix Flash_rate = FLASH_CYCLE_RATE;
227
228 //cycle the flashing light for when mine destroyed
229 void flash_frame()
230 {
231         static fixang flash_ang=0;
232
233         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
234                 return;
235
236         if (Endlevel_sequence)
237                 return;
238
239         if (PaletteBlueAdd > 10 )               //whiting out
240                 return;
241
242 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
243         if (Seismic_tremor_magnitude) {
244                 fix     added_flash;
245
246                 added_flash = abs(Seismic_tremor_magnitude);
247                 if (added_flash < F1_0)
248                         added_flash *= 16;
249
250                 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
251                 fix_fastsincos(flash_ang,&flash_scale,NULL);
252                 flash_scale = (flash_scale + F1_0*3)/4; //      gets in range 0.5 to 1.0
253         } else {
254                 flash_ang += fixmul(Flash_rate,FrameTime);
255                 fix_fastsincos(flash_ang,&flash_scale,NULL);
256                 flash_scale = (flash_scale + f1_0)/2;
257                 if (Difficulty_level == 0)
258                         flash_scale = (flash_scale+F1_0*3)/4;
259         }
260
261
262 }
263
264 // ----------------------------------------------------------------------------
265 //      Render a face.
266 //      It would be nice to not have to pass in segnum and sidenum, but
267 //      they are used for our hideously hacked in headlight system.
268 //      vp is a pointer to vertex ids.
269 //      tmap1, tmap2 are texture map ids.  tmap2 is the pasty one.
270 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
271 {
272         // -- Using new headlight system...fix                  face_light;
273         grs_bitmap  *bm;
274 #ifdef OGL
275         grs_bitmap  *bm2 = NULL;
276 #endif
277
278         fix                     reflect;
279         uvl                     uvl_copy[8];
280         int                     i;
281         g3s_point       *pointlist[8];
282
283         Assert(nv <= 8);
284
285         for (i=0; i<nv; i++) {
286                 uvl_copy[i] = uvlp[i];
287                 pointlist[i] = &Segment_points[vp[i]];
288         }
289
290         //handle cloaked walls
291         if (wid_flags & WID_CLOAKED_FLAG) {
292                 int wall_num = Segments[segnum].sides[sidenum].wall_num;
293                 Assert(wall_num != -1);
294                 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
295                 gr_setcolor(BM_XRGB(0, 0, 0));  // set to black (matters for s3)
296
297                 g3_draw_poly(nv, pointlist);    // draw as flat poly
298
299                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
300
301                 return;
302         }
303
304         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
305
306         if (tmap1 >= NumTextures) {
307                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
308
309         #ifndef RELEASE
310                 Int3();
311         #endif
312
313                 Segments[segnum].sides[sidenum].tmap_num = 0;
314         }
315
316 #ifdef OGL
317         if (ogl_alttexmerge){
318                 PIGGY_PAGE_IN(Textures[tmap1]);
319                 bm = &GameBitmaps[Textures[tmap1].index];
320                 if (tmap2){
321                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
322                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
323                 }
324                 if (!OGL_SUPER_TRANSPARENT_OK && bm2 && (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
325                 {
326                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
327                         bm2 = NULL;
328                 }
329         } else
330 #endif
331
332                 // New code for overlapping textures...
333                 if (tmap2 != 0) {
334                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
335                 } else {
336                         bm = &GameBitmaps[Textures[tmap1].index];
337                         PIGGY_PAGE_IN(Textures[tmap1]);
338                 }
339
340         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
341
342         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
343         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
344
345         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
346
347         //set light values for each vertex & build pointlist
348         {
349                 int i;
350
351                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
352
353                 for (i=0;i<nv;i++) {
354
355                         //the uvl struct has static light already in it
356
357                         //scale static light for destruction effect
358                         if (Control_center_destroyed || Seismic_tremor_magnitude)       //make lights flash
359                                 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
360
361                         //add in dynamic light (from explosions, etc.)
362                         uvl_copy[i].l += Dynamic_light[vp[i]];
363
364                         //add in light from player's headlight
365                         // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
366
367                         //saturate at max value
368                         if (uvl_copy[i].l > MAX_LIGHT)
369                                 uvl_copy[i].l = MAX_LIGHT;
370
371                 }
372         }
373
374 #ifdef EDITOR
375         if ((Render_only_bottom) && (sidenum == WBOTTOM))
376                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
377         else
378 #endif
379
380 #ifdef OGL
381                 if (bm2){
382                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
383                 }else
384 #endif
385                         g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
386
387 #ifndef NDEBUG
388         if (Outline_mode) draw_outline(nv, pointlist);
389 #endif
390 }
391
392 #ifdef EDITOR
393 // ----------------------------------------------------------------------------
394 //      Only called if editor active.
395 //      Used to determine which face was clicked on.
396 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
397 {
398         int     i;
399
400         if (_search_mode) {
401                 int save_lighting;
402                 grs_bitmap *bm;
403                 uvl uvl_copy[8];
404                 g3s_point *pointlist[4];
405
406                 if (tmap2 > 0 )
407                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
408                 else
409                         bm = &GameBitmaps[Textures[tmap1].index];
410
411                 for (i=0; i<nv; i++) {
412                         uvl_copy[i] = uvlp[i];
413                         pointlist[i] = &Segment_points[vp[i]];
414                 }
415
416                 gr_setcolor(0);
417                 gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
418                 gr_setcolor(1);                                 //and render in color one
419  save_lighting = Lighting_on;
420  Lighting_on = 2;
421                 //g3_draw_poly(nv,vp);
422                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
423  Lighting_on = save_lighting;
424
425                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
426                         found_seg = segnum;
427                         found_side = sidenum;
428                         found_face = facenum;
429                 }
430         }
431 }
432 #endif
433
434 fix     Tulate_min_dot = (F1_0/4);
435 //--unused-- fix        Tulate_min_ratio = (2*F1_0);
436 fix     Min_n0_n1_dot   = (F1_0*15/16);
437
438 extern int contains_flare(segment *segp, int sidenum);
439 extern fix      Obj_light_xlate[16];
440
441 // -----------------------------------------------------------------------------------
442 //      Render a side.
443 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
444 void render_side(segment *segp, int sidenum)
445 {
446         short                   vertnum_list[4];
447         side                    *sidep = &segp->sides[sidenum];
448         vms_vector      tvec;
449         fix                     v_dot_n0, v_dot_n1;
450         uvl                     temp_uvls[3];
451         fix                     min_dot, max_dot;
452         vms_vector  normals[2];
453         int                     wid_flags;
454
455
456         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
457
458         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
459                 return;
460
461 #ifdef COMPACT_SEGS
462         get_side_normals(segp, sidenum, &normals[0], &normals[1] );
463 #else
464         normals[0] = segp->sides[sidenum].normals[0];
465         normals[1] = segp->sides[sidenum].normals[1];
466 #endif
467
468         //      ========== Mark: Here is the change...beginning here: ==========
469
470         if (sidep->type == SIDE_IS_QUAD) {
471
472                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
473
474                 // -- Old, slow way --  //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
475                 // -- Old, slow way --  //      deal with it, get the dot product.
476                 // -- Old, slow way --  if (sidep->type == SIDE_IS_TRI_13)
477                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
478                 // -- Old, slow way --  else
479                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
480
481                 get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
482                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
483
484 // -- flare creates point -- {
485 // -- flare creates point --    int     flare_index;
486 // -- flare creates point -- 
487 // -- flare creates point --    flare_index = contains_flare(segp, sidenum);
488 // -- flare creates point -- 
489 // -- flare creates point --    if (flare_index != -1) {
490 // -- flare creates point --            int                     tri;
491 // -- flare creates point --            fix                     u, v, l;
492 // -- flare creates point --            vms_vector      *hit_point;
493 // -- flare creates point --            short                   vertnum_list[4];
494 // -- flare creates point -- 
495 // -- flare creates point --            hit_point = &Objects[flare_index].pos;
496 // -- flare creates point -- 
497 // -- flare creates point --            find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0);     //      last parm means always use face 0.
498 // -- flare creates point -- 
499 // -- flare creates point --            get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
500 // -- flare creates point -- 
501 // -- flare creates point --            g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
502 // -- flare creates point -- 
503 // -- flare creates point --            for (tri=0; tri<4; tri++) {
504 // -- flare creates point --                    short   tri_verts[3];
505 // -- flare creates point --                    uvl     tri_uvls[3];
506 // -- flare creates point -- 
507 // -- flare creates point --                    tri_verts[0] = vertnum_list[tri];
508 // -- flare creates point --                    tri_verts[1] = vertnum_list[(tri+1) % 4];
509 // -- flare creates point --                    tri_verts[2] = MAX_VERTICES-1;
510 // -- flare creates point -- 
511 // -- flare creates point --                    tri_uvls[0] = sidep->uvls[tri];
512 // -- flare creates point --                    tri_uvls[1] = sidep->uvls[(tri+1)%4];
513 // -- flare creates point --                    tri_uvls[2].u = u;
514 // -- flare creates point --                    tri_uvls[2].v = v;
515 // -- flare creates point --                    tri_uvls[2].l = F1_0;
516 // -- flare creates point -- 
517 // -- flare creates point --                    render_face(SEGMENT_NUMBER(segp), sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
518 // -- flare creates point --            }
519 // -- flare creates point -- 
520 // -- flare creates point --    return;
521 // -- flare creates point --    }
522 // -- flare creates point -- }
523
524                 if (v_dot_n0 >= 0) {
525                         render_face(SEGMENT_NUMBER(segp), sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
526                         #ifdef EDITOR
527                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
528                         #endif
529                 }
530         } else {
531                 //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
532                 //      deal with it, get the dot product.
533                 if (sidep->type == SIDE_IS_TRI_13)
534                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
535                 else
536                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
537
538                 get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
539
540                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
541
542                 //      ========== Mark: The change ends here. ==========
543
544                 //      Although this side has been triangulated, because it is not planar, see if it is acceptable
545                 //      to render it as a single quadrilateral.  This is a function of how far away the viewer is, how non-planar
546                 //      the face is, how normal to the surfaces the view is.
547                 //      Now, if both dot products are close to 1.0, then render two triangles as a single quad.
548                 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
549
550                 if (v_dot_n0 < v_dot_n1) {
551                         min_dot = v_dot_n0;
552                         max_dot = v_dot_n1;
553                 } else {
554                         min_dot = v_dot_n1;
555                         max_dot = v_dot_n0;
556                 }
557
558                 //      Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
559                 if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != SEGMENT_NUMBER(segp)) && (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
560                         fix     n0_dot_n1;
561
562                         //      The other detriangulation code doesn't deal well with badly non-planar sides.
563                         n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
564                         if (n0_dot_n1 < Min_n0_n1_dot)
565                                 goto im_so_ashamed;
566
567                         render_face(SEGMENT_NUMBER(segp), sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
568                         #ifdef EDITOR
569                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
570                         #endif
571                 } else {
572 im_so_ashamed: ;
573                         if (sidep->type == SIDE_IS_TRI_02) {
574                                 if (v_dot_n0 >= 0) {
575                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
576                                         #ifdef EDITOR
577                                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
578                                         #endif
579                                 }
580
581                                 if (v_dot_n1 >= 0) {
582                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[2];          temp_uvls[2] = sidep->uvls[3];
583                                         vertnum_list[1] = vertnum_list[2];      vertnum_list[2] = vertnum_list[3];      // want to render from vertices 0, 2, 3 on side
584                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
585                                         #ifdef EDITOR
586                                         check_face(SEGMENT_NUMBER(segp), sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
587                                         #endif
588                                 }
589                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
590                                 if (v_dot_n1 >= 0) {
591                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, &sidep->uvls[1], wid_flags); // rendering 1,2,3, so just skip 0
592                                         #ifdef EDITOR
593                                         check_face(SEGMENT_NUMBER(segp), sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
594                                         #endif
595                                 }
596
597                                 if (v_dot_n0 >= 0) {
598                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[1];          temp_uvls[2] = sidep->uvls[3];
599                                         vertnum_list[2] = vertnum_list[3];              // want to render from vertices 0,1,3
600                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
601                                         #ifdef EDITOR
602                                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
603                                         #endif
604                                 }
605
606                         } else
607                                 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, SEGMENT_NUMBER(segp), sidenum);
608                 }
609         }
610
611 }
612
613 #ifdef EDITOR
614 void render_object_search(object *obj)
615 {
616         int changed=0;
617
618         //note that we draw each pixel object twice, since we cannot control
619         //what color the object draws in, so we try color 0, then color 1,
620         //in case the object itself is rendering color 0
621
622         gr_setcolor(0);
623         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
624         render_object(obj);
625         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
626                 changed=1;
627
628         gr_setcolor(1);
629         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
630         render_object(obj);
631         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
632                 changed=1;
633
634         if (changed) {
635                 if (obj->segnum != -1)
636                         Cursegp = &Segments[obj->segnum];
637                 found_seg = -(OBJECT_NUMBER(obj)+1);
638         }
639 }
640 #endif
641
642 extern ubyte DemoDoingRight,DemoDoingLeft;
643
644 void do_render_object(int objnum, int window_num)
645 {
646         #ifdef EDITOR
647         int save_3d_outline=0;
648         #endif
649         object *obj = &Objects[objnum];
650         int count = 0;
651         int n;
652
653         Assert(objnum < MAX_OBJECTS);
654
655         #ifndef NDEBUG
656         if (object_rendered[objnum]) {          //already rendered this...
657                 Int3();         //get Matt!!!
658                 return;
659         }
660
661         object_rendered[objnum] = 1;
662         #endif
663
664    if (Newdemo_state==ND_STATE_PLAYBACK)  
665          {
666           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
667                 {
668                         // A nice fat hack: keeps the player ship from showing up in the
669                         // small extra view when guiding a missile in the big window
670                         
671                         mprintf ((0,"Returning from render_object prematurely...\n"));
672                         return; 
673                 }
674          }
675
676         //      Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
677         //      that the guided missile system will know what objects to look at.
678         //      I didn't know we had guided missiles before the release of D1. --MK
679         if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
680                 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
681                 //      This peculiar piece of code makes us keep track of the most recently rendered objects, which
682                 //      are probably the higher priority objects, without overflowing the buffer
683                 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
684                         Int3();
685                         Window_rendered_data[window_num].num_objects /= 2;
686                 }
687                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
688         }
689
690         if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
691                 Int3();                                 // infinite loop detected
692                 obj->next = -1;         // won't this clean things up?
693                 return;                                 // get out of this infinite loop!
694         }
695
696                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
697
698         //check for editor object
699
700         #ifdef EDITOR
701         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
702                 save_3d_outline = g3d_interp_outline;
703                 g3d_interp_outline=1;
704         }
705         #endif
706
707         #ifdef EDITOR
708         if (_search_mode)
709                 render_object_search(obj);
710         else
711         #endif
712                 //NOTE LINK TO ABOVE
713                 render_object(obj);
714
715         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
716
717                 Assert(Objects[n].type == OBJ_FIREBALL);
718                 Assert(Objects[n].control_type == CT_EXPLOSION);
719                 Assert(Objects[n].flags & OF_ATTACHED);
720
721                 render_object(&Objects[n]);
722         }
723
724
725         #ifdef EDITOR
726         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
727                 g3d_interp_outline = save_3d_outline;
728         #endif
729
730
731         //DEBUG mprintf( (0, "%d ", objnum ));
732
733 }
734
735 #ifndef NDEBUG
736 int     draw_boxes=0;
737 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
738 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
739 int check_window_check=0;
740 #else
741 #define draw_boxes                      0
742 #define window_check                    1
743 #define draw_edges                      0
744 #define new_seg_sorting         1
745 #define pre_draw_segs           0
746 #define no_migrate_segs         1
747 #define migrate_objects         1
748 #define behind_check                    1
749 #define check_window_check      0
750 #endif
751
752 //increment counter for checking if points rotated
753 //This must be called at the start of the frame if rotate_list() will be used
754 void render_start_frame()
755 {
756         RL_framecount++;
757
758         if (RL_framecount==0) {         //wrap!
759
760                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
761                 RL_framecount=1;                                                                                        //and set this frame to 1
762         }
763 }
764
765 //Given a lit of point numbers, rotate any that haven't been rotated this frame
766 g3s_codes rotate_list(int nv,short *pointnumlist)
767 {
768         int i,pnum;
769         g3s_point *pnt;
770         g3s_codes cc;
771
772         cc.and = 0xff;  cc.or = 0;
773
774         for (i=0;i<nv;i++) {
775
776                 pnum = pointnumlist[i];
777
778                 pnt = &Segment_points[pnum];
779
780                 if (Rotated_last[pnum] != RL_framecount) {
781
782                         g3_rotate_point(pnt,&Vertices[pnum]);
783
784                         Rotated_last[pnum] = RL_framecount;
785                 }
786
787                 cc.and &= pnt->p3_codes;
788                 cc.or  |= pnt->p3_codes;
789         }
790
791         return cc;
792
793 }
794
795 //Given a lit of point numbers, project any that haven't been projected
796 void project_list(int nv,short *pointnumlist)
797 {
798         int i,pnum;
799
800         for (i=0;i<nv;i++) {
801
802                 pnum = pointnumlist[i];
803
804                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
805
806                         g3_project_point(&Segment_points[pnum]);
807
808         }
809 }
810
811
812 // -----------------------------------------------------------------------------------
813 void render_segment(int segnum, int window_num)
814 {
815         segment         *seg = &Segments[segnum];
816         g3s_codes       cc;
817         int                     sn;
818
819         Assert(segnum!=-1 && segnum<=Highest_segment_index);
820
821         cc=rotate_list(8,seg->verts);
822
823         if (! cc.and) {         //all off screen?
824
825 //mprintf( (0, "!"));
826                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
827
828                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
829
830       if (Viewer->type!=OBJ_ROBOT)
831                 Automap_visited[segnum]=1;
832
833                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
834                         render_side(seg, sn);
835         }
836
837         //draw any objects that happen to be in this segment
838
839         //sort objects!
840         //object_sort_segment_objects( seg );
841                 
842         #ifndef NDEBUG
843         if (!migrate_objects) {
844                 int objnum;
845                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
846                         do_render_object(objnum, window_num);
847         }
848         #endif
849
850         //DEBUG mprintf( (0, "]\n", segnum ));
851
852 }
853
854 // ----- This used to be called when Show_only_curside was set.
855 // ----- It is wholly and superiorly replaced by render_side.
856 // -- //render one side of one segment
857 // -- void render_seg_side(segment *seg,int _side)
858 // -- {
859 // --   g3s_codes cc;
860 // --   short vertnum_list[4];
861 // -- 
862 // --   cc=g3_rotate_list(8,&seg->verts);
863 // -- 
864 // --   if (! cc.and) {         //all off screen?
865 // --           int fn,pn,i;
866 // --           side *s;
867 // --           face *f;
868 // --           poly *p;
869 // -- 
870 // --           s=&seg->sides[_side];
871 // -- 
872 // --           for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
873 // --                   for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
874 // --                           grs_bitmap *tmap;
875 // --   
876 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
877 // --   
878 // --                           if (p->tmap_num >= NumTextures) {
879 // --                                   Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
880 // --                                   p->tmap_num = 0;                //change it permanantly
881 // --                           }
882 // --   
883 // --                           tmap = Textures[p->tmap_num];
884 // --   
885 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
886 // --   
887 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
888 // --                   }
889 // --           }
890 // -- 
891 // -- }
892
893 #define CROSS_WIDTH  i2f(8)
894 #define CROSS_HEIGHT i2f(8)
895
896 #ifndef NDEBUG
897
898 //draw outline for curside
899 void outline_seg_side(segment *seg,int _side,int edge,int vert)
900 {
901         g3s_codes cc;
902
903         cc=rotate_list(8,seg->verts);
904
905         if (! cc.and) {         //all off screen?
906                 side *s;
907                 g3s_point *pnt;
908
909                 s=&seg->sides[_side];
910
911                 //render curedge of curside of curseg in green
912
913                 gr_setcolor(BM_XRGB(0,63,0));
914                 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
915
916                 //draw a little cross at the current vert
917
918                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
919
920                 g3_project_point(pnt);          //make sure projected
921
922 //              gr_setcolor(BM_XRGB(0,0,63));
923 //              gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
924 //              gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
925
926                 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
927                 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
928                 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
929                 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
930         }
931 }
932
933 #endif
934
935 #if 0           //this stuff could probably just be deleted
936
937 #define DEFAULT_PERSPECTIVE_DEPTH 6
938
939 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
940
941 int inc_perspective_depth(void)
942 {
943         return ++Perspective_depth;
944
945 }
946
947 int dec_perspective_depth(void)
948 {
949         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
950
951 }
952
953 int reset_perspective_depth(void)
954 {
955         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
956
957 }
958 #endif
959
960 typedef struct window {
961         short left,top,right,bot;
962 } window;
963
964 ubyte code_window_point(fix x,fix y,window *w)
965 {
966         ubyte code=0;
967
968         if (x <= w->left)  code |= 1;
969         if (x >= w->right) code |= 2;
970
971         if (y <= w->top) code |= 4;
972         if (y >= w->bot) code |= 8;
973
974         return code;
975 }
976
977 #ifndef NDEBUG
978 void draw_window_box(int color,short left,short top,short right,short bot)
979 {
980         short l,t,r,b;
981
982         gr_setcolor(color);
983
984         l=left; t=top; r=right; b=bot;
985
986         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))
987                 return;
988
989         if (l<0) l=0;
990         if (t<0) t=0;
991         if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
992         if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
993
994         gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
995         gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
996         gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
997         gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
998
999 }
1000 #endif
1001
1002 int matt_find_connect_side(int seg0,int seg1);
1003
1004 #ifndef NDEBUG
1005 char visited2[MAX_SEGMENTS];
1006 #endif
1007
1008 unsigned char visited[MAX_SEGMENTS];
1009 short Render_list[MAX_RENDER_SEGS];
1010 short Seg_depth[MAX_RENDER_SEGS];               //depth for each seg in Render_list
1011 ubyte processed[MAX_RENDER_SEGS];               //whether each entry has been processed
1012 int     lcnt_save,scnt_save;
1013 //@@short *persp_ptr;
1014 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1015 //ubyte no_render_flag[MAX_RENDER_SEGS];
1016 window render_windows[MAX_RENDER_SEGS];
1017
1018 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1019
1020 //for objects
1021
1022
1023
1024 #define RED   BM_XRGB(63,0,0)
1025 #define WHITE BM_XRGB(63,63,63)
1026
1027 //Given two sides of segment, tell the two verts which form the 
1028 //edge between them
1029 short Two_sides_to_edge[6][6][2] = {
1030         { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1031         { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1032         { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1033         { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1034         { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1035         { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1036 };
1037
1038 //given an edge specified by two verts, give the two sides on that edge
1039 int Edge_to_sides[8][8][2] = {
1040         { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1041         { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1042         { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1043         { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1044         { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1045         { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1046         { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1047         { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1048 };
1049
1050 //@@//perform simple check on tables
1051 //@@check_check()
1052 //@@{
1053 //@@    int i,j;
1054 //@@
1055 //@@    for (i=0;i<8;i++)
1056 //@@            for (j=0;j<8;j++)
1057 //@@                    Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] && 
1058 //@@                                    Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1059 //@@
1060 //@@    for (i=0;i<6;i++)
1061 //@@            for (j=0;j<6;j++)
1062 //@@                    Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] && 
1063 //@@                                    Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1064 //@@
1065 //@@
1066 //@@}
1067
1068
1069 //given an edge, tell what side is on that edge
1070 int find_seg_side(segment *seg,short *verts,int notside)
1071 {
1072         int i;
1073         int vv0=-1,vv1=-1;
1074         int side0,side1;
1075         int *eptr;
1076         int     v0,v1;
1077         short   *vp;
1078
1079 //@@    check_check();
1080
1081         v0 = verts[0];
1082         v1 = verts[1];
1083         vp = seg->verts;
1084
1085         for (i=0; i<8; i++) {
1086                 int svv = *vp++;        // seg->verts[i];
1087
1088                 if (vv0==-1 && svv == v0) {
1089                         vv0 = i;
1090                         if (vv1 != -1)
1091                                 break;
1092                 }
1093
1094                 if (vv1==-1 && svv == v1) {
1095                         vv1 = i;
1096                         if (vv0 != -1)
1097                                 break;
1098                 }
1099         }
1100
1101         Assert(vv0!=-1 && vv1!=-1);
1102
1103         eptr = Edge_to_sides[vv0][vv1];
1104
1105         side0 = eptr[0];
1106         side1 = eptr[1];
1107
1108         Assert(side0!=-1 && side1!=-1);
1109
1110         if (side0 != notside) {
1111                 Assert(side1==notside);
1112                 return side0;
1113         }
1114         else {
1115                 Assert(side0==notside);
1116                 return side1;
1117         }
1118
1119 }
1120
1121 //find the two segments that join a given seg though two sides, and
1122 //the sides of those segments the abut. 
1123 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)
1124 {
1125         segment *seg0,*seg1;
1126         short edge_verts[2];
1127         int notside0,notside1;
1128         int edgeside0,edgeside1;
1129
1130         Assert(s0!=-1 && s1!=-1);
1131
1132         seg0 = &Segments[seg->children[s0]];
1133         seg1 = &Segments[seg->children[s1]];
1134
1135         edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1136         edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1137
1138         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1139
1140         notside0 = find_connect_side(seg,seg0);
1141         Assert(notside0 != -1);
1142         notside1 = find_connect_side(seg,seg1);
1143         Assert(notside1 != -1);
1144
1145         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1146         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1147
1148         //deal with the case where an edge is shared by more than two segments
1149
1150 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1151 //@@            segment *seg00;
1152 //@@            int notside00;
1153 //@@
1154 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1155 //@@
1156 //@@            if (seg00 != seg1) {
1157 //@@
1158 //@@                    notside00 = find_connect_side(seg0,seg00);
1159 //@@                    Assert(notside00 != -1);
1160 //@@
1161 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1162 //@@                    seg0 = seg00;
1163 //@@            }
1164 //@@
1165 //@@    }
1166 //@@
1167 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1168 //@@            segment *seg11;
1169 //@@            int notside11;
1170 //@@
1171 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1172 //@@
1173 //@@            if (seg11 != seg0) {
1174 //@@                    notside11 = find_connect_side(seg1,seg11);
1175 //@@                    Assert(notside11 != -1);
1176 //@@
1177 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1178 //@@                    seg1 = seg11;
1179 //@@            }
1180 //@@    }
1181
1182 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1183 //                IS_CHILD(seg1->children[edgeside1])) 
1184 //              return 0;
1185
1186         #ifdef COMPACT_SEGS
1187                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1188                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1189         #else 
1190                 *norm0_0 = seg0->sides[edgeside0].normals[0];
1191                 *norm0_1 = seg0->sides[edgeside0].normals[1];
1192                 *norm1_0 = seg1->sides[edgeside1].normals[0];
1193                 *norm1_1 = seg1->sides[edgeside1].normals[1];
1194         #endif
1195
1196         *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1197         *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1198
1199         return 1;
1200 }
1201
1202 //see if the order matters for these two children.
1203 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1204 int compare_children(segment *seg,short c0,short c1)
1205 {
1206         vms_vector norm0_0,norm0_1,*pnt0,temp;
1207         vms_vector norm1_0,norm1_1,*pnt1;
1208         fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1209 int t;
1210
1211         if (Side_opposite[c0] == c1) return 0;
1212
1213         Assert(c0!=-1 && c1!=-1);
1214
1215         //find normals of adjoining sides
1216
1217         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1218
1219 //if (!t)
1220 // return 0;
1221
1222         vm_vec_sub(&temp,&Viewer_eye,pnt0);
1223         d0_0 = vm_vec_dot(&norm0_0,&temp);
1224         d0_1 = vm_vec_dot(&norm0_1,&temp);
1225
1226         vm_vec_sub(&temp,&Viewer_eye,pnt1);
1227         d1_0 = vm_vec_dot(&norm1_0,&temp);
1228         d1_1 = vm_vec_dot(&norm1_1,&temp);
1229
1230         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1231         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1232
1233         if (d0 < 0 && d1 < 0)
1234                 return 0;
1235
1236         if (d0 < 0)
1237                 return 1;
1238         else if (d1 < 0)
1239                 return -1;
1240         else
1241                 return 0;
1242
1243 }
1244
1245 int ssc_total=0,ssc_swaps=0;
1246
1247 //short the children of segment to render in the correct order
1248 //returns non-zero if swaps were made
1249 int sort_seg_children(segment *seg,int n_children,short *child_list)
1250 {
1251         int i,j;
1252         int r;
1253         int made_swaps,count;
1254
1255         if (n_children == 0) return 0;
1256
1257  ssc_total++;
1258
1259         //for each child,  compare with other children and see if order matters
1260         //if order matters, fix if wrong
1261
1262         count = 0;
1263
1264         do {
1265                 made_swaps = 0;
1266
1267                 for (i=0;i<n_children-1;i++)
1268                         for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1269                                 if (child_list[j]!=-1) {
1270                                         r = compare_children(seg,child_list[i],child_list[j]);
1271
1272                                         if (r == 1) {
1273                                                 int temp = child_list[i];
1274                                                 child_list[i] = child_list[j];
1275                                                 child_list[j] = temp;
1276                                                 made_swaps=1;
1277                                         }
1278                                 }
1279
1280         } while (made_swaps && ++count<n_children);
1281
1282  if (count)
1283   ssc_swaps++;
1284
1285         return count;
1286 }
1287
1288 void add_obj_to_seglist(int objnum,int listnum)
1289 {
1290         int i,checkn,marker;
1291
1292         checkn = listnum;
1293
1294         //first, find a slot
1295
1296 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1297
1298         do {
1299
1300                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1301         
1302                 Assert(i < OBJS_PER_SEG);
1303         
1304                 marker = render_obj_list[checkn][i];
1305
1306                 if (marker != -1) {
1307                         checkn = -marker;
1308                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1309                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1310                                 Int3();
1311                                 return;
1312                         }
1313                 }
1314
1315         } while (marker != -1);
1316
1317 //mprintf((0,"  slot %d,%d",checkn,i));
1318
1319
1320         //now we have found a slot.  put object in it
1321
1322         if (i != OBJS_PER_SEG-1) {
1323
1324                 render_obj_list[checkn][i] = objnum;
1325                 render_obj_list[checkn][i+1] = -1;
1326         }
1327         else {                          //chain to additional list
1328                 int lookn;
1329
1330                 //find an available sublist
1331
1332                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1333
1334                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1335                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1336                         Int3();
1337                         return;
1338                 }
1339
1340                 render_obj_list[checkn][i] = -lookn;
1341                 render_obj_list[lookn][0] = objnum;
1342                 render_obj_list[lookn][1] = -1;
1343
1344         }
1345
1346 //mprintf((0,"  added!\n"));
1347
1348 }
1349 #ifdef __sun__
1350 // the following is a drop-in replacement for the broken libc qsort on solaris
1351 // taken from http://www.snippets.org/snippets/portable/RG_QSORT+C.php3
1352
1353 #define qsort qsort_dropin
1354
1355 /******************************************************************/
1356 /* qsort.c  --  Non-Recursive ANSI Quicksort function             */
1357 /* Public domain by Raymond Gardner, Englewood CO  February 1991  */
1358 /******************************************************************/
1359 #define  COMP(a, b)  ((*comp)((void *)(a), (void *)(b)))
1360 #define  T 7 // subfiles of <= T elements will be insertion sorteded (T >= 3)
1361 #define  SWAP(a, b)  (swap_bytes((char *)(a), (char *)(b), size))
1362
1363 static void swap_bytes(char *a, char *b, size_t nbytes)
1364 {
1365    char tmp;
1366    do {
1367       tmp = *a; *a++ = *b; *b++ = tmp;
1368    } while ( --nbytes );
1369 }
1370
1371 void qsort(void *basep, size_t nelems, size_t size,
1372                             int (*comp)(const void *, const void *))
1373 {
1374    char *stack[40], **sp;       /* stack and stack pointer        */
1375    char *i, *j, *limit;         /* scan and limit pointers        */
1376    size_t thresh;               /* size of T elements in bytes    */
1377    char *base;                  /* base pointer as char *         */
1378    base = (char *)basep;        /* set up char * base pointer     */
1379    thresh = T * size;           /* init threshold                 */
1380    sp = stack;                  /* init stack pointer             */
1381    limit = base + nelems * size;/* pointer past end of array      */
1382    for ( ;; ) {                 /* repeat until break...          */
1383       if ( limit - base > thresh ) {  /* if more than T elements  */
1384                                       /*   swap base with middle  */
1385          SWAP((((limit-base)/size)/2)*size+base, base);
1386          i = base + size;             /* i scans left to right    */
1387          j = limit - size;            /* j scans right to left    */
1388          if ( COMP(i, j) > 0 )        /* Sedgewick's              */
1389             SWAP(i, j);               /*    three-element sort    */
1390          if ( COMP(base, j) > 0 )     /*        sets things up    */
1391             SWAP(base, j);            /*            so that       */
1392          if ( COMP(i, base) > 0 )     /*      *i <= *base <= *j   */
1393             SWAP(i, base);            /* *base is pivot element   */
1394          for ( ;; ) {                 /* loop until break         */
1395             do                        /* move i right             */
1396                i += size;             /*        until *i >= pivot */
1397             while ( COMP(i, base) < 0 );
1398             do                        /* move j left              */
1399                j -= size;             /*        until *j <= pivot */
1400             while ( COMP(j, base) > 0 );
1401             if ( i > j )              /* if pointers crossed      */
1402                break;                 /*     break loop           */
1403             SWAP(i, j);       /* else swap elements, keep scanning*/
1404          }
1405          SWAP(base, j);         /* move pivot into correct place  */
1406          if ( j - base > limit - i ) {  /* if left subfile larger */
1407             sp[0] = base;             /* stack left subfile base  */
1408             sp[1] = j;                /*    and limit             */
1409             base = i;                 /* sort the right subfile   */
1410          } else {                     /* else right subfile larger*/
1411             sp[0] = i;                /* stack right subfile base */
1412             sp[1] = limit;            /*    and limit             */
1413             limit = j;                /* sort the left subfile    */
1414          }
1415          sp += 2;                     /* increment stack pointer  */
1416       } else {      /* else subfile is small, use insertion sort  */
1417          for ( j = base, i = j+size; i < limit; j = i, i += size )
1418             for ( ; COMP(j, j+size) > 0; j -= size ) {
1419                SWAP(j, j+size);
1420                if ( j == base )
1421                   break;
1422             }
1423          if ( sp != stack ) {         /* if any entries on stack  */
1424             sp -= 2;                  /* pop the base and limit   */
1425             base = sp[0];
1426             limit = sp[1];
1427          } else                       /* else stack empty, done   */
1428             break;
1429       }
1430    }
1431 }
1432 #endif // __sun__ qsort drop-in replacement
1433
1434 #define SORT_LIST_SIZE 100
1435
1436 typedef struct sort_item {
1437         int objnum;
1438         fix dist;
1439 } sort_item;
1440
1441 sort_item sort_list[SORT_LIST_SIZE];
1442 int n_sort_items;
1443
1444 //compare function for object sort. 
1445 int sort_func(const sort_item *a,const sort_item *b)
1446 {
1447         fix delta_dist;
1448         object *obj_a,*obj_b;
1449
1450         delta_dist = a->dist - b->dist;
1451
1452         obj_a = &Objects[a->objnum];
1453         obj_b = &Objects[b->objnum];
1454
1455         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1456
1457                 //these two objects are in the same position.  see if one is a fireball
1458                 //or laser or something that should plot on top.  Don't do this for
1459                 //the afterburner blobs, though.
1460
1461                 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1462                         if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1463                                 return -1;      //a is weapon, b is not, so say a is closer
1464                         else;                           //both are weapons 
1465                 else
1466                         if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1467                                 return 1;       //b is weapon, a is not, so say a is farther
1468
1469                 //no special case, fall through to normal return
1470         }
1471
1472         return delta_dist;      //return distance
1473 }
1474
1475 void build_object_lists(int n_segs)
1476 {
1477         int nn;
1478
1479 //mprintf((0,"build n_segs=%d",n_segs));
1480
1481         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1482                 render_obj_list[nn][0] = -1;
1483
1484         for (nn=0;nn<n_segs;nn++) {
1485                 int segnum;
1486
1487                 segnum = Render_list[nn];
1488
1489 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1490
1491                 if (segnum != -1) {
1492                         int objnum;
1493                         object *obj;
1494
1495                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1496                                 int new_segnum,did_migrate,list_pos;
1497
1498                                 obj = &Objects[objnum];
1499
1500                                 Assert( obj->segnum == segnum );
1501
1502                                 if (obj->flags & OF_ATTACHED)
1503                                         continue;               //ignore this object
1504
1505                                 new_segnum = segnum;
1506                                 list_pos = nn;
1507
1508 //mprintf((0,"objnum=%d ",objnum));
1509                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1510                                 do {
1511                                         segmasks m;
1512
1513                                         did_migrate = 0;
1514         
1515                                         m = get_seg_masks(&obj->pos, new_segnum, obj->size, __FILE__, __LINE__);
1516         
1517                                         if (m.sidemask) {
1518                                                 int sn,sf;
1519
1520                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1521                                                         if (m.sidemask & sf) {
1522                                                                 segment *seg = &Segments[new_segnum];
1523                 
1524                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1525                                                                         int child = seg->children[sn];
1526                                                                         int checknp;
1527                 
1528                                                                         for (checknp=list_pos;checknp--;)
1529                                                                                 if (Render_list[checknp] == child) {
1530 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1531                                                                                         new_segnum = child;
1532                                                                                         list_pos = checknp;
1533                                                                                         did_migrate = 1;
1534                                                                                 }
1535                                                                 }
1536                                                         }
1537                                         }
1538         
1539                                 } while (0);    //while (did_migrate);
1540
1541                                 add_obj_to_seglist(objnum,list_pos);
1542         
1543                         }
1544
1545                 }
1546         }
1547
1548 //mprintf((0,"done build "));
1549
1550         //now that there's a list for each segment, sort the items in those lists
1551         for (nn=0;nn<n_segs;nn++) {
1552                 int segnum;
1553
1554                 segnum = Render_list[nn];
1555
1556 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1557
1558                 if (segnum != -1) {
1559                         int t,lookn,i,n;
1560
1561                         //first count the number of objects & copy into sort list
1562
1563                         lookn = nn;
1564                         i = n_sort_items = 0;
1565                         while ((t=render_obj_list[lookn][i++])!=-1)
1566                                 if (t<0)
1567                                         {lookn = -t; i=0;}
1568                                 else
1569                                         if (n_sort_items < SORT_LIST_SIZE-1) {          //add if room
1570                                                 sort_list[n_sort_items].objnum = t;
1571                                                 //NOTE: maybe use depth, not dist - quicker computation
1572                                                 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1573                                                 n_sort_items++;
1574                                         }
1575                                         else {                  //no room for object
1576                                                 int ii;
1577
1578                                                 #ifndef NDEBUG
1579                                                 FILE *tfile=fopen("sortlist.out","wt");
1580
1581                                                 //I find this strange, so I'm going to write out
1582                                                 //some information to look at later
1583                                                 if (tfile) {
1584                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1585                                                                 int objnum = sort_list[ii].objnum;
1586
1587                                                                 fprintf(tfile,"Obj %3d  Type = %2d  Id = %2d  Dist = %08x  Segnum = %3d\n",
1588                                                                         objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1589                                                         }
1590                                                         fclose(tfile);
1591                                                 }
1592                                                 #endif
1593
1594                                                 Int3(); //Get Matt!!!
1595
1596                                                 //Now try to find a place for this object by getting rid
1597                                                 //of an object we don't care about
1598
1599                                                 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1600                                                         int objnum = sort_list[ii].objnum;
1601                                                         object *obj = &Objects[objnum];
1602                                                         int type = obj->type;
1603
1604                                                         //replace debris & fireballs
1605                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1606                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1607
1608                                                                 //don't replace same kind of object unless new 
1609                                                                 //one is closer
1610
1611                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1612                                                                         sort_list[ii].objnum = t;
1613                                                                         sort_list[ii].dist = dist;
1614                                                                         break;
1615                                                                 }
1616                                                         }
1617                                                 }
1618
1619                                                 Int3(); //still couldn't find a slot
1620                                         }
1621
1622
1623                         //now call qsort
1624                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1625                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1626                                    sort_func);
1627                 #else
1628                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1629                                         (int (*)(const void*,const void*))sort_func);
1630                 #endif  
1631
1632                         //now copy back into list
1633
1634                         lookn = nn;
1635                         i = 0;
1636                         n = n_sort_items;
1637                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1638                                 if (t<0)
1639                                         {lookn = -t; i=0;}
1640                                 else
1641                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1642                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1643                 }
1644         }
1645 }
1646
1647 int Use_player_head_angles = 0;
1648 vms_angvec Player_head_angles;
1649
1650 extern int Num_tmaps_drawn;
1651 extern int Total_pixels;
1652 //--unused-- int Total_num_tmaps_drawn=0;
1653
1654 int Rear_view=0;
1655 extern ubyte RenderingType;
1656
1657 void start_lighting_frame(object *viewer);
1658
1659 #ifdef JOHN_ZOOM
1660 fix Zoom_factor=F1_0;
1661 #endif
1662 //renders onto current canvas
1663 void render_frame(fix eye_offset, int window_num)
1664 {
1665         int start_seg_num;
1666
1667 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1668 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1669 //      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));
1670 //Num_tmaps_drawn = 0;
1671
1672         if (Endlevel_sequence) {
1673                 render_endlevel_frame(eye_offset);
1674                 FrameCount++;
1675                 return;
1676         }
1677
1678 #ifdef NEWDEMO
1679         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1680      
1681           //mprintf((0, "Objnum=%d objtype=%d objid=%d\n", OBJECT_NUMBER(Viewer), Viewer->type, Viewer->id));
1682                 
1683       if (RenderingType==0)
1684                 newdemo_record_start_frame(FrameCount, FrameTime );
1685       if (RenderingType!=255)
1686                 newdemo_record_viewer_object(Viewer);
1687         }
1688 #endif
1689   
1690    //Here:
1691
1692         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1693   
1694         g3_start_frame();
1695
1696         Viewer_eye = Viewer->pos;
1697
1698 //      if (Viewer->type == OBJ_PLAYER && (Cockpit_mode.intval != CM_REAR_VIEW))
1699 //              vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1700
1701         if (eye_offset) {
1702                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1703         }
1704
1705         #ifdef EDITOR
1706         if (Function_mode==FMODE_EDITOR)
1707                 Viewer_eye = Viewer->pos;
1708         #endif
1709
1710         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1711
1712         if (start_seg_num==-1)
1713                 start_seg_num = Viewer->segnum;
1714
1715         if (Viewer==ConsoleObject && Use_player_head_angles) {
1716                 vms_matrix headm,viewm;
1717                 vm_angles_2_matrix(&headm,&Player_head_angles);
1718                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1719                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1720         //@@} else if ((Cockpit_mode.intval == CM_REAR_VIEW) && (Viewer == ConsoleObject)) {
1721         } else if (Rear_view && (Viewer==ConsoleObject)) {
1722                 vms_matrix headm,viewm;
1723                 Player_head_angles.p = Player_head_angles.b = 0;
1724                 Player_head_angles.h = 0x7fff;
1725                 vm_angles_2_matrix(&headm,&Player_head_angles);
1726                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1727                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1728         } else  {
1729 #ifdef JOHN_ZOOM
1730                 if (keyd_pressed[KEY_RSHIFT] )  {
1731                         Zoom_factor += FrameTime*4;
1732                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1733                 } else {
1734                         Zoom_factor -= FrameTime*4;
1735                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1736                 }
1737                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1738 #else
1739                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1740 #endif
1741         }
1742
1743         if (Clear_window == 1) {
1744                 if (Clear_window_color == -1)
1745                         Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
1746                 gr_clear_canvas(Clear_window_color);
1747         }
1748         #ifndef NDEBUG
1749         if (Show_only_curside)
1750                 gr_clear_canvas(Clear_window_color);
1751         #endif
1752
1753         render_mine(start_seg_num, eye_offset, window_num);
1754
1755         if (Use_player_head_angles ) 
1756                 draw_3d_reticle(eye_offset);
1757
1758         g3_end_frame();
1759
1760    //RenderingType=0;
1761
1762         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1763 }
1764
1765 int first_terminal_seg;
1766
1767 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1768 {
1769         Assert(window_num < MAX_RENDERED_WINDOWS);
1770         Window_rendered_data[window_num].frame = FrameCount;
1771         Window_rendered_data[window_num].viewer = viewer;
1772         Window_rendered_data[window_num].rear_view = rear_view_flag;
1773         Window_rendered_data[window_num].user = user;
1774 }
1775
1776 //build a list of segments to be rendered
1777 //fills in Render_list & N_render_segs
1778 void build_segment_list(int start_seg_num, int window_num)
1779 {
1780         int     lcnt,scnt,ecnt;
1781         int     l,c;
1782         int     ch;
1783
1784         memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1785         memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1786         //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1787         memset(processed, 0, sizeof(processed));
1788
1789         #ifndef NDEBUG
1790         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1791         #endif
1792
1793         lcnt = scnt = 0;
1794
1795         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1796         Seg_depth[lcnt] = 0;
1797         lcnt++;
1798         ecnt = lcnt;
1799         render_pos[start_seg_num] = 0;
1800
1801         #ifndef NDEBUG
1802         if (pre_draw_segs)
1803                 render_segment(start_seg_num, window_num);
1804         #endif
1805
1806         render_windows[0].left=render_windows[0].top=0;
1807         render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1808         render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1809
1810         //breadth-first renderer
1811
1812         //build list
1813
1814         for (l=0;l<Render_depth;l++) {
1815
1816                 //while (scnt < ecnt) {
1817                 for (scnt=0;scnt < ecnt;scnt++) {
1818                         int rotated,segnum;
1819                         window *check_w;
1820                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1821                         int n_children;                                                                         //how many sides in child_list
1822                         segment *seg;
1823
1824                         if (processed[scnt])
1825                                 continue;
1826
1827                         processed[scnt]=1;
1828
1829                         segnum = Render_list[scnt];
1830                         check_w = &render_windows[scnt];
1831
1832                         #ifndef NDEBUG
1833                         if (draw_boxes)
1834                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1835                         #endif
1836
1837                         if (segnum == -1) continue;
1838
1839                         seg = &Segments[segnum];
1840                         rotated=0;
1841
1842                         //look at all sides of this segment.
1843                         //tricky code to look at sides in correct order follows
1844
1845                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1846                                 int wid;
1847
1848                                 wid = WALL_IS_DOORWAY(seg, c);
1849
1850                                 ch=seg->children[c];
1851
1852                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1853                                         if (behind_check) {
1854                                                 sbyte *sv = Side_to_verts[c];
1855                                                 ubyte codes_and=0xff;
1856                                                 int i;
1857
1858                                                 rotate_list(8,seg->verts);
1859                                                 rotated=1;
1860
1861                                                 for (i=0;i<4;i++)
1862                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1863
1864                                                 if (codes_and & CC_BEHIND) continue;
1865
1866                                         }
1867                                         child_list[n_children++] = c;
1868                                 }
1869                         }
1870
1871                         //now order the sides in some magical way
1872
1873                         if (new_seg_sorting)
1874                                 sort_seg_children(seg,n_children,child_list);
1875
1876                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1877                         //      ch=seg->children[c];
1878
1879                         for (c=0;c<n_children;c++) {
1880                                 int siden;
1881
1882                                 siden = child_list[c];
1883                                 ch=seg->children[siden];
1884                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1885                                 {
1886                                         if (window_check) {
1887                                                 int i;
1888                                                 ubyte codes_and_3d,codes_and_2d;
1889                                                 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1890                                                 int no_proj_flag=0;     //a point wasn't projected
1891
1892                                                 if (rotated<2) {
1893                                                         if (!rotated)
1894                                                                 rotate_list(8,seg->verts);
1895                                                         project_list(8,seg->verts);
1896                                                         rotated=2;
1897                                                 }
1898
1899                                                 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1900                                                         int p = seg->verts[Side_to_verts[siden][i]];
1901                                                         g3s_point *pnt = &Segment_points[p];
1902
1903                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1904
1905                                                         _x = f2i(pnt->p3_sx);
1906                                                         _y = f2i(pnt->p3_sy);
1907
1908                                                         codes_and_3d &= pnt->p3_codes;
1909                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1910
1911                                                         #ifndef NDEBUG
1912                                                         if (draw_edges) {
1913                                                                 gr_setcolor(BM_XRGB(31,0,31));
1914                                                                 gr_line(pnt->p3_sx,pnt->p3_sy,
1915                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1916                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1917                                                         }
1918                                                         #endif
1919
1920                                                         if (_x < min_x) min_x = _x;
1921                                                         if (_x > max_x) max_x = _x;
1922
1923                                                         if (_y < min_y) min_y = _y;
1924                                                         if (_y > max_y) max_y = _y;
1925
1926                                                 }
1927
1928                                                 #ifndef NDEBUG
1929                                                 if (draw_boxes)
1930                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1931                                                 #endif
1932
1933                                                 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1934                                                         int rp = render_pos[ch];
1935                                                         window *new_w = &render_windows[lcnt];
1936
1937                                                         if (no_proj_flag) *new_w = *check_w;
1938                                                         else {
1939                                                                 new_w->left  = max(check_w->left,min_x);
1940                                                                 new_w->right = min(check_w->right,max_x);
1941                                                                 new_w->top   = max(check_w->top,min_y);
1942                                                                 new_w->bot   = min(check_w->bot,max_y);
1943                                                         }
1944
1945                                                         //see if this seg already visited, and if so, does current window
1946                                                         //expand the old window?
1947                                                         if (rp != -1) {
1948                                                                 if (new_w->left < render_windows[rp].left ||
1949                                                                                  new_w->top < render_windows[rp].top ||
1950                                                                                  new_w->right > render_windows[rp].right ||
1951                                                                                  new_w->bot > render_windows[rp].bot) {
1952
1953                                                                         new_w->left  = min(new_w->left,render_windows[rp].left);
1954                                                                         new_w->right = max(new_w->right,render_windows[rp].right);
1955                                                                         new_w->top   = min(new_w->top,render_windows[rp].top);
1956                                                                         new_w->bot   = max(new_w->bot,render_windows[rp].bot);
1957
1958                                                                         if (no_migrate_segs) {
1959                                                                                 //no_render_flag[lcnt] = 1;
1960                                                                                 Render_list[lcnt] = -1;
1961                                                                                 render_windows[rp] = *new_w;            //get updated window
1962                                                                                 processed[rp] = 0;              //force reprocess
1963                                                                                 goto no_add;
1964                                                                         }
1965                                                                         else
1966                                                                                 Render_list[rp]=-1;
1967                                                                 }
1968                                                                 else goto no_add;
1969                                                         }
1970
1971                                                         #ifndef NDEBUG
1972                                                         if (draw_boxes)
1973                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1974                                                         #endif
1975
1976                                                         render_pos[ch] = lcnt;
1977                                                         Render_list[lcnt] = ch;
1978                                                         Seg_depth[lcnt] = l;
1979                                                         lcnt++;
1980                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1981                                                         visited[ch] = 1;
1982
1983                                                         #ifndef NDEBUG
1984                                                         if (pre_draw_segs)
1985                                                                 render_segment(ch, window_num);
1986                                                         #endif
1987 no_add:
1988         ;
1989
1990                                                 }
1991                                         }
1992                                         else {
1993                                                 Render_list[lcnt] = ch;
1994                                                 Seg_depth[lcnt] = l;
1995                                                 lcnt++;
1996                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1997                                                 visited[ch] = 1;
1998                                         }
1999                                 }
2000                         }
2001                 }
2002
2003                 scnt = ecnt;
2004                 ecnt = lcnt;
2005
2006         }
2007 done_list:
2008
2009         lcnt_save = lcnt;
2010         scnt_save = scnt;
2011
2012         first_terminal_seg = scnt;
2013         N_render_segs = lcnt;
2014
2015 }
2016
2017 //renders onto current canvas
2018 void render_mine(int start_seg_num,fix eye_offset, int window_num)
2019 {
2020 #ifndef NDEBUG
2021         int             i;
2022 #endif
2023         int             nn;
2024
2025         //      Initialize number of objects (actually, robots!) rendered this frame.
2026         Window_rendered_data[window_num].num_objects = 0;
2027
2028 #ifdef LASER_HACK
2029         Hack_nlasers = 0;
2030 #endif
2031
2032         #ifndef NDEBUG
2033         for (i=0;i<=Highest_object_index;i++)
2034                 object_rendered[i] = 0;
2035         #endif
2036
2037         //set up for rendering
2038
2039         render_start_frame();
2040
2041
2042         #if defined(EDITOR)
2043         if (Show_only_curside) {
2044                 rotate_list(8,Cursegp->verts);
2045                 render_side(Cursegp,Curside);
2046                 goto done_rendering;
2047         }
2048         #endif
2049
2050
2051         #ifdef EDITOR
2052         if (_search_mode)       {
2053                 //lcnt = lcnt_save;
2054                 //scnt = scnt_save;
2055         }
2056         else
2057         #endif
2058                 //NOTE LINK TO ABOVE!!
2059                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2060
2061         //render away
2062
2063         #ifndef NDEBUG
2064         if (!window_check) {
2065                 Window_clip_left  = Window_clip_top = 0;
2066                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2067                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2068         }
2069         #endif
2070
2071         #ifndef NDEBUG
2072         if (!(_search_mode)) {
2073                 int i;
2074
2075                 for (i=0;i<N_render_segs;i++) {
2076                         int segnum;
2077
2078                         segnum = Render_list[i];
2079
2080                         if (segnum != -1)
2081                         {
2082                                 if (visited2[segnum])
2083                                         Int3();         //get Matt
2084                                 else
2085                                         visited2[segnum] = 1;
2086                         }
2087                 }
2088         }
2089         #endif
2090
2091         if (!(_search_mode))
2092                 build_object_lists(N_render_segs);
2093
2094         if (eye_offset<=0)              // Do for left eye or zero.
2095                 set_dynamic_light();
2096
2097         if (!_search_mode && Clear_window == 2) {
2098                 if (first_terminal_seg < N_render_segs) {
2099                         int i;
2100
2101                         if (Clear_window_color == -1)
2102                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2103         
2104                         gr_setcolor(Clear_window_color);
2105         
2106                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2107                                 if (Render_list[i] != -1) {
2108                                         #ifndef NDEBUG
2109                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2110                                                 Int3();
2111                                         else
2112                                         #endif
2113                                                 //NOTE LINK TO ABOVE!
2114                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2115                                 }
2116                         }
2117                 }
2118         }
2119
2120         for (nn=N_render_segs;nn--;) {
2121                 int segnum;
2122                 int objnp;
2123
2124                 // Interpolation_method = 0;
2125                 segnum = Render_list[nn];
2126                 Current_seg_depth = Seg_depth[nn];
2127
2128                 //if (!no_render_flag[nn])
2129                 if (segnum!=-1 && (_search_mode || visited[segnum]!=255)) {
2130                         //set global render window vars
2131
2132                         if (window_check) {
2133                                 Window_clip_left  = render_windows[nn].left;
2134                                 Window_clip_top   = render_windows[nn].top;
2135                                 Window_clip_right = render_windows[nn].right;
2136                                 Window_clip_bot   = render_windows[nn].bot;
2137                         }
2138
2139                         //mprintf((0," %d",segnum));
2140
2141                         render_segment(segnum, window_num);
2142                         visited[segnum]=255;
2143
2144                         if (window_check) {             //reset for objects
2145                                 Window_clip_left  = Window_clip_top = 0;
2146                                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2147                                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2148                         }
2149
2150                         if (migrate_objects) {
2151                                 //int n_expl_objs=0,expl_objs[5],i;
2152                                 int listnum;
2153                                 int save_linear_depth = Max_linear_depth;
2154
2155                                 Max_linear_depth = Max_linear_depth_objects;
2156
2157                                 listnum = nn;
2158
2159                                 //mprintf((0,"render objs seg %d",segnum));
2160
2161                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2162                                         int ObjNumber = render_obj_list[listnum][objnp];
2163
2164                                         if (ObjNumber >= 0) {
2165
2166                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2167         
2168                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2169                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2170                                                 //} else
2171                                                 #ifdef LASER_HACK
2172                                                 if (    (Objects[ObjNumber].type==OBJ_WEAPON) &&                                                                //if its a weapon
2173                                                                 (Objects[ObjNumber].lifeleft==Laser_max_time ) &&       //  and its in it's first frame
2174                                                                 (Hack_nlasers< MAX_HACKED_LASERS) &&                                                                    //  and we have space for it
2175                                                                 (Objects[ObjNumber].laser_info.parent_num>-1) &&                                        //  and it has a parent
2176                                                                 (OBJECT_NUMBER(Viewer) == Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
2177                                                    )            {
2178                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2179                                                         //mprintf( (0, "O%d ", ObjNumber ));
2180                                                 } else  
2181                                                 #endif
2182                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2183
2184                                                 objnp++;
2185                                         }
2186                                         else {
2187
2188                                                 listnum = -ObjNumber;
2189                                                 objnp = 0;
2190
2191                                         }
2192
2193                                 }
2194
2195                                 //for (i=0;i<n_expl_objs;i++)
2196                                 //      do_render_object(expl_objs[i], window_num);
2197
2198                                 //mprintf((0,"done seg %d\n",segnum));
2199
2200                                 Max_linear_depth = save_linear_depth;
2201
2202                         }
2203
2204                 }
2205         }
2206
2207         //mprintf((0,"\n"));
2208
2209                                                                 
2210 #ifdef LASER_HACK                                                               
2211         // Draw the hacked lasers last
2212         for (i=0; i < Hack_nlasers; i++ )       {
2213                 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2214                 do_render_object(Hack_laser_list[i], window_num);
2215         }
2216 #endif
2217
2218         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2219
2220 #ifdef EDITOR
2221         #ifndef NDEBUG
2222         //draw curedge stuff
2223         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2224         #endif
2225
2226 done_rendering:
2227         ;
2228
2229 #endif
2230
2231 }
2232 #ifdef EDITOR
2233
2234 extern int render_3d_in_big_window;
2235
2236 //finds what segment is at a given x&y -  seg,side,face are filled in
2237 //works on last frame rendered. returns true if found
2238 //if seg<0, then an object was found, and the object number is -seg-1
2239 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2240 {
2241         _search_mode = -1;
2242
2243         _search_x = x; _search_y = y;
2244
2245         found_seg = -1;
2246
2247         if (render_3d_in_big_window) {
2248                 grs_canvas temp_canvas;
2249
2250                 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2251                         LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2252
2253                 gr_set_current_canvas(&temp_canvas);
2254
2255                 render_frame(0, 0);
2256         }
2257         else {
2258                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2259                 render_frame(0, 0);
2260         }
2261
2262         _search_mode = 0;
2263
2264         *seg = found_seg;
2265         *side = found_side;
2266         *face = found_face;
2267         *poly = found_poly;
2268
2269 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2270
2271         return (found_seg!=-1);
2272
2273 }
2274
2275 #endif