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move remaining playsave variables to config cvars.
[btb/d2x.git] / main / render.c
1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
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 "segment.h"
30 #include "error.h"
31 #include "bm.h"
32 #include "texmap.h"
33 #include "mono.h"
34 #include "render.h"
35 #include "game.h"
36 #include "object.h"
37 #include "laser.h"
38 #include "textures.h"
39 #include "screens.h"
40 #include "segpoint.h"
41 #include "wall.h"
42 #include "texmerge.h"
43 #include "physics.h"
44 #include "3d.h"
45 #include "gameseg.h"
46 #include "vclip.h"
47 #include "lighting.h"
48 #include "cntrlcen.h"
49 #include "newdemo.h"
50 #include "automap.h"
51 #include "endlevel.h"
52 #include "key.h"
53 #include "newmenu.h"
54 #include "u_mem.h"
55 #include "piggy.h"
56
57 #ifdef OGL
58 #include "ogl_init.h"
59 #endif
60
61 #define INITIAL_LOCAL_LIGHT (F1_0/4)    // local light value in segment of occurence (of light emission)
62
63 #ifdef EDITOR
64 #include "editor/editor.h"
65 #endif
66
67 //used for checking if points have been rotated
68 int     Clear_window_color=-1;
69 int     Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
70
71 int RL_framecount=-1;
72 short Rotated_last[MAX_VERTICES];
73
74 // When any render function needs to know what's looking at it, it should 
75 // access Viewer members.
76 object * Viewer = NULL;
77
78 vms_vector Viewer_eye;  //valid during render
79
80 int     N_render_segs;
81
82 #ifndef MACINTOSH
83 fix Render_zoom = 0x9000;                                       //the player's zoom factor
84 #else
85 fix Render_zoom = 0xB000;
86 #endif
87
88 #ifndef NDEBUG
89 ubyte object_rendered[MAX_OBJECTS];
90 #endif
91
92 #define DEFAULT_RENDER_DEPTH 16
93 int Render_depth=DEFAULT_RENDER_DEPTH;          //how many segments deep to render
94
95 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
96
97 #ifdef EDITOR
98 int     Render_only_bottom=0;
99 int     Bottom_bitmap_num = 9;
100 #endif
101
102 fix     Face_reflectivity = (F1_0/2);
103
104 #if 0           //this stuff could probably just be deleted
105
106 int inc_render_depth(void)
107 {
108         return ++Render_depth;
109 }
110
111 int dec_render_depth(void)
112 {
113         return Render_depth==1?Render_depth:--Render_depth;
114 }
115
116 int reset_render_depth(void)
117 {
118         return Render_depth = DEFAULT_RENDER_DEPTH;
119 }
120
121 #endif
122
123 #ifdef EDITOR
124 int _search_mode = 0;                   //true if looking for curseg,side,face
125 short _search_x,_search_y;      //pixel we're looking at
126 int found_seg,found_side,found_face,found_poly;
127 #else
128 #define _search_mode 0
129 #endif
130
131 #ifdef NDEBUG           //if no debug code, set these vars to constants
132
133 #define Outline_mode 0
134 #define Show_only_curside 0
135
136 #else
137
138 int Outline_mode=0,Show_only_curside=0;
139
140 int toggle_outline_mode(void)
141 {
142         return Outline_mode = !Outline_mode;
143 }
144
145 int toggle_show_only_curside(void)
146 {
147         return Show_only_curside = !Show_only_curside;
148 }
149
150 void draw_outline(int nverts,g3s_point **pointlist)
151 {
152         int i;
153
154         gr_setcolor(BM_XRGB(63,63,63));
155
156         for (i=0;i<nverts-1;i++)
157                 g3_draw_line(pointlist[i],pointlist[i+1]);
158
159         g3_draw_line(pointlist[i],pointlist[0]);
160
161 }
162 #endif
163
164 grs_canvas * reticle_canvas = NULL;
165
166 void free_reticle_canvas()
167 {
168         if (reticle_canvas)     {
169                 d_free( reticle_canvas->cv_bitmap.bm_data );
170                 d_free( reticle_canvas );
171                 reticle_canvas  = NULL;
172         }
173 }
174
175 extern void show_reticle(int force_big);
176
177 // Draw the reticle in 3D for head tracking
178 void draw_3d_reticle(fix eye_offset)
179 {
180         g3s_point       reticle_points[4];
181         g3s_uvl         uvl[4];
182         g3s_point       *pointlist[4];
183         int                     i;
184         vms_vector v1, v2;
185         grs_canvas *saved_canvas;
186         int saved_interp_method;
187
188 //      if (!Use_player_head_angles) return;
189         
190         for (i=0; i<4; i++ )    {
191                 pointlist[i] = &reticle_points[i];
192                 uvl[i].l = MAX_LIGHT;
193         }
194         uvl[0].u = 0; uvl[0].v = 0;
195         uvl[1].u = F1_0; uvl[1].v = 0;
196         uvl[2].u = F1_0; uvl[2].v = F1_0;
197         uvl[3].u = 0; uvl[3].v = F1_0;
198
199         vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
200         vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
201
202         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
203         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
204         g3_rotate_point(&reticle_points[0],&v2);
205
206         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
207         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
208         g3_rotate_point(&reticle_points[1],&v2);
209
210         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
211         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
212         g3_rotate_point(&reticle_points[2],&v2);
213
214         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
215         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
216         g3_rotate_point(&reticle_points[3],&v2);
217
218         if ( reticle_canvas == NULL )   {
219                 reticle_canvas = gr_create_canvas(64,64);
220                 if ( !reticle_canvas )
221                         Error( "Couldn't malloc reticle_canvas" );
222                 atexit( free_reticle_canvas );
223                 reticle_canvas->cv_bitmap.bm_handle = 0;
224                 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
225         }
226
227         saved_canvas = grd_curcanv;
228         gr_set_current_canvas(reticle_canvas);
229         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
230         show_reticle(1);
231         gr_set_current_canvas(saved_canvas);
232         
233         saved_interp_method=Interpolation_method;
234         Interpolation_method    = 3;            // The best, albiet slowest.
235         g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
236         Interpolation_method    = saved_interp_method;
237 }
238
239
240 extern fix Seismic_tremor_magnitude;
241
242 fix flash_scale;
243
244 #define FLASH_CYCLE_RATE f1_0
245
246 fix Flash_rate = FLASH_CYCLE_RATE;
247
248 //cycle the flashing light for when mine destroyed
249 void flash_frame()
250 {
251         static fixang flash_ang=0;
252
253         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
254                 return;
255
256         if (Endlevel_sequence)
257                 return;
258
259         if (PaletteBlueAdd > 10 )               //whiting out
260                 return;
261
262 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
263         if (Seismic_tremor_magnitude) {
264                 fix     added_flash;
265
266                 added_flash = abs(Seismic_tremor_magnitude);
267                 if (added_flash < F1_0)
268                         added_flash *= 16;
269
270                 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
271                 fix_fastsincos(flash_ang,&flash_scale,NULL);
272                 flash_scale = (flash_scale + F1_0*3)/4; //      gets in range 0.5 to 1.0
273         } else {
274                 flash_ang += fixmul(Flash_rate,FrameTime);
275                 fix_fastsincos(flash_ang,&flash_scale,NULL);
276                 flash_scale = (flash_scale + f1_0)/2;
277                 if (Difficulty_level == 0)
278                         flash_scale = (flash_scale+F1_0*3)/4;
279         }
280
281
282 }
283
284 // ----------------------------------------------------------------------------
285 //      Render a face.
286 //      It would be nice to not have to pass in segnum and sidenum, but
287 //      they are used for our hideously hacked in headlight system.
288 //      vp is a pointer to vertex ids.
289 //      tmap1, tmap2 are texture map ids.  tmap2 is the pasty one.
290 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
291 {
292         // -- Using new headlight system...fix                  face_light;
293         grs_bitmap  *bm;
294 #ifdef OGL
295         grs_bitmap  *bm2 = NULL;
296 #endif
297
298         fix                     reflect;
299         uvl                     uvl_copy[8];
300         int                     i;
301         g3s_point       *pointlist[8];
302
303         Assert(nv <= 8);
304
305         for (i=0; i<nv; i++) {
306                 uvl_copy[i] = uvlp[i];
307                 pointlist[i] = &Segment_points[vp[i]];
308         }
309
310         //handle cloaked walls
311         if (wid_flags & WID_CLOAKED_FLAG) {
312                 int wall_num = Segments[segnum].sides[sidenum].wall_num;
313                 Assert(wall_num != -1);
314                 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
315                 gr_setcolor(BM_XRGB(0, 0, 0));  // set to black (matters for s3)
316
317                 g3_draw_poly(nv, pointlist);    // draw as flat poly
318
319                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
320
321                 return;
322         }
323
324         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
325
326         if (tmap1 >= NumTextures) {
327                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
328
329         #ifndef RELEASE
330                 Int3();
331         #endif
332
333                 Segments[segnum].sides[sidenum].tmap_num = 0;
334         }
335
336 #ifdef OGL
337         if (ogl_alttexmerge){
338                 PIGGY_PAGE_IN(Textures[tmap1]);
339                 bm = &GameBitmaps[Textures[tmap1].index];
340                 if (tmap2){
341                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
342                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
343                 }
344                 if (!OGL_SUPER_TRANSPARENT_OK && bm2 && (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
345                 {
346                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
347                         bm2 = NULL;
348                 }
349         } else
350 #endif
351
352                 // New code for overlapping textures...
353                 if (tmap2 != 0) {
354                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
355                 } else {
356                         bm = &GameBitmaps[Textures[tmap1].index];
357                         PIGGY_PAGE_IN(Textures[tmap1]);
358                 }
359
360         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
361
362         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
363         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
364
365         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
366
367         //set light values for each vertex & build pointlist
368         {
369                 int i;
370
371                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
372
373                 for (i=0;i<nv;i++) {
374
375                         //the uvl struct has static light already in it
376
377                         //scale static light for destruction effect
378                         if (Control_center_destroyed || Seismic_tremor_magnitude)       //make lights flash
379                                 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
380
381                         //add in dynamic light (from explosions, etc.)
382                         uvl_copy[i].l += Dynamic_light[vp[i]];
383
384                         //add in light from player's headlight
385                         // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
386
387                         //saturate at max value
388                         if (uvl_copy[i].l > MAX_LIGHT)
389                                 uvl_copy[i].l = MAX_LIGHT;
390
391                 }
392         }
393
394 #ifdef EDITOR
395         if ((Render_only_bottom) && (sidenum == WBOTTOM))
396                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
397         else
398 #endif
399
400 #ifdef OGL
401                 if (bm2){
402                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
403                 }else
404 #endif
405                         g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
406
407 #ifndef NDEBUG
408         if (Outline_mode) draw_outline(nv, pointlist);
409 #endif
410 }
411
412 #ifdef EDITOR
413 // ----------------------------------------------------------------------------
414 //      Only called if editor active.
415 //      Used to determine which face was clicked on.
416 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
417 {
418         int     i;
419
420         if (_search_mode) {
421                 int save_lighting;
422                 grs_bitmap *bm;
423                 uvl uvl_copy[8];
424                 g3s_point *pointlist[4];
425
426                 if (tmap2 > 0 )
427                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
428                 else
429                         bm = &GameBitmaps[Textures[tmap1].index];
430
431                 for (i=0; i<nv; i++) {
432                         uvl_copy[i] = uvlp[i];
433                         pointlist[i] = &Segment_points[vp[i]];
434                 }
435
436                 gr_setcolor(0);
437                 gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
438                 gr_setcolor(1);                                 //and render in color one
439  save_lighting = Lighting_on;
440  Lighting_on = 2;
441                 //g3_draw_poly(nv,vp);
442                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
443  Lighting_on = save_lighting;
444
445                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
446                         found_seg = segnum;
447                         found_side = sidenum;
448                         found_face = facenum;
449                 }
450         }
451 }
452 #endif
453
454 fix     Tulate_min_dot = (F1_0/4);
455 //--unused-- fix        Tulate_min_ratio = (2*F1_0);
456 fix     Min_n0_n1_dot   = (F1_0*15/16);
457
458 extern int contains_flare(segment *segp, int sidenum);
459 extern fix      Obj_light_xlate[16];
460
461 // -----------------------------------------------------------------------------------
462 //      Render a side.
463 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
464 void render_side(segment *segp, int sidenum)
465 {
466         short                   vertnum_list[4];
467         side                    *sidep = &segp->sides[sidenum];
468         vms_vector      tvec;
469         fix                     v_dot_n0, v_dot_n1;
470         uvl                     temp_uvls[3];
471         fix                     min_dot, max_dot;
472         vms_vector  normals[2];
473         int                     wid_flags;
474
475
476         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
477
478         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
479                 return;
480
481 #ifdef COMPACT_SEGS
482         get_side_normals(segp, sidenum, &normals[0], &normals[1] );
483 #else
484         normals[0] = segp->sides[sidenum].normals[0];
485         normals[1] = segp->sides[sidenum].normals[1];
486 #endif
487
488         //      ========== Mark: Here is the change...beginning here: ==========
489
490         if (sidep->type == SIDE_IS_QUAD) {
491
492                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
493
494                 // -- Old, slow way --  //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
495                 // -- Old, slow way --  //      deal with it, get the dot product.
496                 // -- Old, slow way --  if (sidep->type == SIDE_IS_TRI_13)
497                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
498                 // -- Old, slow way --  else
499                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
500
501                 get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
502                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
503
504 // -- flare creates point -- {
505 // -- flare creates point --    int     flare_index;
506 // -- flare creates point -- 
507 // -- flare creates point --    flare_index = contains_flare(segp, sidenum);
508 // -- flare creates point -- 
509 // -- flare creates point --    if (flare_index != -1) {
510 // -- flare creates point --            int                     tri;
511 // -- flare creates point --            fix                     u, v, l;
512 // -- flare creates point --            vms_vector      *hit_point;
513 // -- flare creates point --            short                   vertnum_list[4];
514 // -- flare creates point -- 
515 // -- flare creates point --            hit_point = &Objects[flare_index].pos;
516 // -- flare creates point -- 
517 // -- flare creates point --            find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0);     //      last parm means always use face 0.
518 // -- flare creates point -- 
519 // -- flare creates point --            get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
520 // -- flare creates point -- 
521 // -- flare creates point --            g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
522 // -- flare creates point -- 
523 // -- flare creates point --            for (tri=0; tri<4; tri++) {
524 // -- flare creates point --                    short   tri_verts[3];
525 // -- flare creates point --                    uvl     tri_uvls[3];
526 // -- flare creates point -- 
527 // -- flare creates point --                    tri_verts[0] = vertnum_list[tri];
528 // -- flare creates point --                    tri_verts[1] = vertnum_list[(tri+1) % 4];
529 // -- flare creates point --                    tri_verts[2] = MAX_VERTICES-1;
530 // -- flare creates point -- 
531 // -- flare creates point --                    tri_uvls[0] = sidep->uvls[tri];
532 // -- flare creates point --                    tri_uvls[1] = sidep->uvls[(tri+1)%4];
533 // -- flare creates point --                    tri_uvls[2].u = u;
534 // -- flare creates point --                    tri_uvls[2].v = v;
535 // -- flare creates point --                    tri_uvls[2].l = F1_0;
536 // -- flare creates point -- 
537 // -- flare creates point --                    render_face(SEGMENT_NUMBER(segp), sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
538 // -- flare creates point --            }
539 // -- flare creates point -- 
540 // -- flare creates point --    return;
541 // -- flare creates point --    }
542 // -- flare creates point -- }
543
544                 if (v_dot_n0 >= 0) {
545                         render_face(SEGMENT_NUMBER(segp), sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
546                         #ifdef EDITOR
547                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
548                         #endif
549                 }
550         } else {
551                 //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
552                 //      deal with it, get the dot product.
553                 if (sidep->type == SIDE_IS_TRI_13)
554                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
555                 else
556                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
557
558                 get_side_verts(vertnum_list, SEGMENT_NUMBER(segp), sidenum);
559
560                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
561
562                 //      ========== Mark: The change ends here. ==========
563
564                 //      Although this side has been triangulated, because it is not planar, see if it is acceptable
565                 //      to render it as a single quadrilateral.  This is a function of how far away the viewer is, how non-planar
566                 //      the face is, how normal to the surfaces the view is.
567                 //      Now, if both dot products are close to 1.0, then render two triangles as a single quad.
568                 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
569
570                 if (v_dot_n0 < v_dot_n1) {
571                         min_dot = v_dot_n0;
572                         max_dot = v_dot_n1;
573                 } else {
574                         min_dot = v_dot_n1;
575                         max_dot = v_dot_n0;
576                 }
577
578                 //      Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
579                 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)))) {
580                         fix     n0_dot_n1;
581
582                         //      The other detriangulation code doesn't deal well with badly non-planar sides.
583                         n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
584                         if (n0_dot_n1 < Min_n0_n1_dot)
585                                 goto im_so_ashamed;
586
587                         render_face(SEGMENT_NUMBER(segp), sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
588                         #ifdef EDITOR
589                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
590                         #endif
591                 } else {
592 im_so_ashamed: ;
593                         if (sidep->type == SIDE_IS_TRI_02) {
594                                 if (v_dot_n0 >= 0) {
595                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
596                                         #ifdef EDITOR
597                                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
598                                         #endif
599                                 }
600
601                                 if (v_dot_n1 >= 0) {
602                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[2];          temp_uvls[2] = sidep->uvls[3];
603                                         vertnum_list[1] = vertnum_list[2];      vertnum_list[2] = vertnum_list[3];      // want to render from vertices 0, 2, 3 on side
604                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
605                                         #ifdef EDITOR
606                                         check_face(SEGMENT_NUMBER(segp), sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
607                                         #endif
608                                 }
609                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
610                                 if (v_dot_n1 >= 0) {
611                                         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
612                                         #ifdef EDITOR
613                                         check_face(SEGMENT_NUMBER(segp), sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
614                                         #endif
615                                 }
616
617                                 if (v_dot_n0 >= 0) {
618                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[1];          temp_uvls[2] = sidep->uvls[3];
619                                         vertnum_list[2] = vertnum_list[3];              // want to render from vertices 0,1,3
620                                         render_face(SEGMENT_NUMBER(segp), sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
621                                         #ifdef EDITOR
622                                         check_face(SEGMENT_NUMBER(segp), sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
623                                         #endif
624                                 }
625
626                         } else
627                                 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, SEGMENT_NUMBER(segp), sidenum);
628                 }
629         }
630
631 }
632
633 #ifdef EDITOR
634 void render_object_search(object *obj)
635 {
636         int changed=0;
637
638         //note that we draw each pixel object twice, since we cannot control
639         //what color the object draws in, so we try color 0, then color 1,
640         //in case the object itself is rendering color 0
641
642         gr_setcolor(0);
643         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
644         render_object(obj);
645         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
646                 changed=1;
647
648         gr_setcolor(1);
649         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
650         render_object(obj);
651         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
652                 changed=1;
653
654         if (changed) {
655                 if (obj->segnum != -1)
656                         Cursegp = &Segments[obj->segnum];
657                 found_seg = -(OBJECT_NUMBER(obj)+1);
658         }
659 }
660 #endif
661
662 extern ubyte DemoDoingRight,DemoDoingLeft;
663
664 void do_render_object(int objnum, int window_num)
665 {
666         #ifdef EDITOR
667         int save_3d_outline=0;
668         #endif
669         object *obj = &Objects[objnum];
670         int count = 0;
671         int n;
672
673         Assert(objnum < MAX_OBJECTS);
674
675         #ifndef NDEBUG
676         if (object_rendered[objnum]) {          //already rendered this...
677                 Int3();         //get Matt!!!
678                 return;
679         }
680
681         object_rendered[objnum] = 1;
682         #endif
683
684    if (Newdemo_state==ND_STATE_PLAYBACK)  
685          {
686           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
687                 {
688                         // A nice fat hack: keeps the player ship from showing up in the
689                         // small extra view when guiding a missile in the big window
690                         
691                         mprintf ((0,"Returning from render_object prematurely...\n"));
692                         return; 
693                 }
694          }
695
696         //      Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
697         //      that the guided missile system will know what objects to look at.
698         //      I didn't know we had guided missiles before the release of D1. --MK
699         if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
700                 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
701                 //      This peculiar piece of code makes us keep track of the most recently rendered objects, which
702                 //      are probably the higher priority objects, without overflowing the buffer
703                 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
704                         Int3();
705                         Window_rendered_data[window_num].num_objects /= 2;
706                 }
707                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
708         }
709
710         if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
711                 Int3();                                 // infinite loop detected
712                 obj->next = -1;         // won't this clean things up?
713                 return;                                 // get out of this infinite loop!
714         }
715
716                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
717
718         //check for editor object
719
720         #ifdef EDITOR
721         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
722                 save_3d_outline = g3d_interp_outline;
723                 g3d_interp_outline=1;
724         }
725         #endif
726
727         #ifdef EDITOR
728         if (_search_mode)
729                 render_object_search(obj);
730         else
731         #endif
732                 //NOTE LINK TO ABOVE
733                 render_object(obj);
734
735         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
736
737                 Assert(Objects[n].type == OBJ_FIREBALL);
738                 Assert(Objects[n].control_type == CT_EXPLOSION);
739                 Assert(Objects[n].flags & OF_ATTACHED);
740
741                 render_object(&Objects[n]);
742         }
743
744
745         #ifdef EDITOR
746         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
747                 g3d_interp_outline = save_3d_outline;
748         #endif
749
750
751         //DEBUG mprintf( (0, "%d ", objnum ));
752
753 }
754
755 #ifndef NDEBUG
756 int     draw_boxes=0;
757 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
758 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
759 int check_window_check=0;
760 #else
761 #define draw_boxes                      0
762 #define window_check                    1
763 #define draw_edges                      0
764 #define new_seg_sorting         1
765 #define pre_draw_segs           0
766 #define no_migrate_segs         1
767 #define migrate_objects         1
768 #define behind_check                    1
769 #define check_window_check      0
770 #endif
771
772 //increment counter for checking if points rotated
773 //This must be called at the start of the frame if rotate_list() will be used
774 void render_start_frame()
775 {
776         RL_framecount++;
777
778         if (RL_framecount==0) {         //wrap!
779
780                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
781                 RL_framecount=1;                                                                                        //and set this frame to 1
782         }
783 }
784
785 //Given a lit of point numbers, rotate any that haven't been rotated this frame
786 g3s_codes rotate_list(int nv,short *pointnumlist)
787 {
788         int i,pnum;
789         g3s_point *pnt;
790         g3s_codes cc;
791
792         cc.and = 0xff;  cc.or = 0;
793
794         for (i=0;i<nv;i++) {
795
796                 pnum = pointnumlist[i];
797
798                 pnt = &Segment_points[pnum];
799
800                 if (Rotated_last[pnum] != RL_framecount) {
801
802                         g3_rotate_point(pnt,&Vertices[pnum]);
803
804                         Rotated_last[pnum] = RL_framecount;
805                 }
806
807                 cc.and &= pnt->p3_codes;
808                 cc.or  |= pnt->p3_codes;
809         }
810
811         return cc;
812
813 }
814
815 //Given a lit of point numbers, project any that haven't been projected
816 void project_list(int nv,short *pointnumlist)
817 {
818         int i,pnum;
819
820         for (i=0;i<nv;i++) {
821
822                 pnum = pointnumlist[i];
823
824                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
825
826                         g3_project_point(&Segment_points[pnum]);
827
828         }
829 }
830
831
832 // -----------------------------------------------------------------------------------
833 void render_segment(int segnum, int window_num)
834 {
835         segment         *seg = &Segments[segnum];
836         g3s_codes       cc;
837         int                     sn;
838
839         Assert(segnum!=-1 && segnum<=Highest_segment_index);
840
841         cc=rotate_list(8,seg->verts);
842
843         if (! cc.and) {         //all off screen?
844
845 //mprintf( (0, "!"));
846                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
847
848                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
849
850       if (Viewer->type!=OBJ_ROBOT)
851                 Automap_visited[segnum]=1;
852
853                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
854                         render_side(seg, sn);
855         }
856
857         //draw any objects that happen to be in this segment
858
859         //sort objects!
860         //object_sort_segment_objects( seg );
861                 
862         #ifndef NDEBUG
863         if (!migrate_objects) {
864                 int objnum;
865                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
866                         do_render_object(objnum, window_num);
867         }
868         #endif
869
870         //DEBUG mprintf( (0, "]\n", segnum ));
871
872 }
873
874 // ----- This used to be called when Show_only_curside was set.
875 // ----- It is wholly and superiorly replaced by render_side.
876 // -- //render one side of one segment
877 // -- void render_seg_side(segment *seg,int _side)
878 // -- {
879 // --   g3s_codes cc;
880 // --   short vertnum_list[4];
881 // -- 
882 // --   cc=g3_rotate_list(8,&seg->verts);
883 // -- 
884 // --   if (! cc.and) {         //all off screen?
885 // --           int fn,pn,i;
886 // --           side *s;
887 // --           face *f;
888 // --           poly *p;
889 // -- 
890 // --           s=&seg->sides[_side];
891 // -- 
892 // --           for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
893 // --                   for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
894 // --                           grs_bitmap *tmap;
895 // --   
896 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
897 // --   
898 // --                           if (p->tmap_num >= NumTextures) {
899 // --                                   Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
900 // --                                   p->tmap_num = 0;                //change it permanantly
901 // --                           }
902 // --   
903 // --                           tmap = Textures[p->tmap_num];
904 // --   
905 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
906 // --   
907 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
908 // --                   }
909 // --           }
910 // -- 
911 // -- }
912
913 #define CROSS_WIDTH  i2f(8)
914 #define CROSS_HEIGHT i2f(8)
915
916 #ifndef NDEBUG
917
918 //draw outline for curside
919 void outline_seg_side(segment *seg,int _side,int edge,int vert)
920 {
921         g3s_codes cc;
922
923         cc=rotate_list(8,seg->verts);
924
925         if (! cc.and) {         //all off screen?
926                 side *s;
927                 g3s_point *pnt;
928
929                 s=&seg->sides[_side];
930
931                 //render curedge of curside of curseg in green
932
933                 gr_setcolor(BM_XRGB(0,63,0));
934                 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
935
936                 //draw a little cross at the current vert
937
938                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
939
940                 g3_project_point(pnt);          //make sure projected
941
942 //              gr_setcolor(BM_XRGB(0,0,63));
943 //              gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
944 //              gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
945
946                 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
947                 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
948                 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
949                 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
950         }
951 }
952
953 #endif
954
955 #if 0           //this stuff could probably just be deleted
956
957 #define DEFAULT_PERSPECTIVE_DEPTH 6
958
959 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
960
961 int inc_perspective_depth(void)
962 {
963         return ++Perspective_depth;
964
965 }
966
967 int dec_perspective_depth(void)
968 {
969         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
970
971 }
972
973 int reset_perspective_depth(void)
974 {
975         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
976
977 }
978 #endif
979
980 typedef struct window {
981         short left,top,right,bot;
982 } window;
983
984 ubyte code_window_point(fix x,fix y,window *w)
985 {
986         ubyte code=0;
987
988         if (x <= w->left)  code |= 1;
989         if (x >= w->right) code |= 2;
990
991         if (y <= w->top) code |= 4;
992         if (y >= w->bot) code |= 8;
993
994         return code;
995 }
996
997 #ifndef NDEBUG
998 void draw_window_box(int color,short left,short top,short right,short bot)
999 {
1000         short l,t,r,b;
1001
1002         gr_setcolor(color);
1003
1004         l=left; t=top; r=right; b=bot;
1005
1006         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))
1007                 return;
1008
1009         if (l<0) l=0;
1010         if (t<0) t=0;
1011         if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
1012         if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
1013
1014         gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
1015         gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
1016         gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
1017         gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
1018
1019 }
1020 #endif
1021
1022 int matt_find_connect_side(int seg0,int seg1);
1023
1024 #ifndef NDEBUG
1025 char visited2[MAX_SEGMENTS];
1026 #endif
1027
1028 unsigned char visited[MAX_SEGMENTS];
1029 short Render_list[MAX_RENDER_SEGS];
1030 short Seg_depth[MAX_RENDER_SEGS];               //depth for each seg in Render_list
1031 ubyte processed[MAX_RENDER_SEGS];               //whether each entry has been processed
1032 int     lcnt_save,scnt_save;
1033 //@@short *persp_ptr;
1034 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1035 //ubyte no_render_flag[MAX_RENDER_SEGS];
1036 window render_windows[MAX_RENDER_SEGS];
1037
1038 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1039
1040 //for objects
1041
1042
1043
1044 #define RED   BM_XRGB(63,0,0)
1045 #define WHITE BM_XRGB(63,63,63)
1046
1047 //Given two sides of segment, tell the two verts which form the 
1048 //edge between them
1049 short Two_sides_to_edge[6][6][2] = {
1050         { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1051         { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1052         { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1053         { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1054         { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1055         { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1056 };
1057
1058 //given an edge specified by two verts, give the two sides on that edge
1059 int Edge_to_sides[8][8][2] = {
1060         { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1061         { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1062         { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1063         { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1064         { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1065         { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1066         { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1067         { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1068 };
1069
1070 //@@//perform simple check on tables
1071 //@@check_check()
1072 //@@{
1073 //@@    int i,j;
1074 //@@
1075 //@@    for (i=0;i<8;i++)
1076 //@@            for (j=0;j<8;j++)
1077 //@@                    Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] && 
1078 //@@                                    Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1079 //@@
1080 //@@    for (i=0;i<6;i++)
1081 //@@            for (j=0;j<6;j++)
1082 //@@                    Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] && 
1083 //@@                                    Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1084 //@@
1085 //@@
1086 //@@}
1087
1088
1089 //given an edge, tell what side is on that edge
1090 int find_seg_side(segment *seg,short *verts,int notside)
1091 {
1092         int i;
1093         int vv0=-1,vv1=-1;
1094         int side0,side1;
1095         int *eptr;
1096         int     v0,v1;
1097         short   *vp;
1098
1099 //@@    check_check();
1100
1101         v0 = verts[0];
1102         v1 = verts[1];
1103         vp = seg->verts;
1104
1105         for (i=0; i<8; i++) {
1106                 int svv = *vp++;        // seg->verts[i];
1107
1108                 if (vv0==-1 && svv == v0) {
1109                         vv0 = i;
1110                         if (vv1 != -1)
1111                                 break;
1112                 }
1113
1114                 if (vv1==-1 && svv == v1) {
1115                         vv1 = i;
1116                         if (vv0 != -1)
1117                                 break;
1118                 }
1119         }
1120
1121         Assert(vv0!=-1 && vv1!=-1);
1122
1123         eptr = Edge_to_sides[vv0][vv1];
1124
1125         side0 = eptr[0];
1126         side1 = eptr[1];
1127
1128         Assert(side0!=-1 && side1!=-1);
1129
1130         if (side0 != notside) {
1131                 Assert(side1==notside);
1132                 return side0;
1133         }
1134         else {
1135                 Assert(side0==notside);
1136                 return side1;
1137         }
1138
1139 }
1140
1141 //find the two segments that join a given seg though two sides, and
1142 //the sides of those segments the abut. 
1143 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)
1144 {
1145         segment *seg0,*seg1;
1146         short edge_verts[2];
1147         int notside0,notside1;
1148         int edgeside0,edgeside1;
1149
1150         Assert(s0!=-1 && s1!=-1);
1151
1152         seg0 = &Segments[seg->children[s0]];
1153         seg1 = &Segments[seg->children[s1]];
1154
1155         edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1156         edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1157
1158         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1159
1160         notside0 = find_connect_side(seg,seg0);
1161         Assert(notside0 != -1);
1162         notside1 = find_connect_side(seg,seg1);
1163         Assert(notside1 != -1);
1164
1165         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1166         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1167
1168         //deal with the case where an edge is shared by more than two segments
1169
1170 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1171 //@@            segment *seg00;
1172 //@@            int notside00;
1173 //@@
1174 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1175 //@@
1176 //@@            if (seg00 != seg1) {
1177 //@@
1178 //@@                    notside00 = find_connect_side(seg0,seg00);
1179 //@@                    Assert(notside00 != -1);
1180 //@@
1181 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1182 //@@                    seg0 = seg00;
1183 //@@            }
1184 //@@
1185 //@@    }
1186 //@@
1187 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1188 //@@            segment *seg11;
1189 //@@            int notside11;
1190 //@@
1191 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1192 //@@
1193 //@@            if (seg11 != seg0) {
1194 //@@                    notside11 = find_connect_side(seg1,seg11);
1195 //@@                    Assert(notside11 != -1);
1196 //@@
1197 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1198 //@@                    seg1 = seg11;
1199 //@@            }
1200 //@@    }
1201
1202 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1203 //                IS_CHILD(seg1->children[edgeside1])) 
1204 //              return 0;
1205
1206         #ifdef COMPACT_SEGS
1207                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1208                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1209         #else 
1210                 *norm0_0 = seg0->sides[edgeside0].normals[0];
1211                 *norm0_1 = seg0->sides[edgeside0].normals[1];
1212                 *norm1_0 = seg1->sides[edgeside1].normals[0];
1213                 *norm1_1 = seg1->sides[edgeside1].normals[1];
1214         #endif
1215
1216         *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1217         *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1218
1219         return 1;
1220 }
1221
1222 //see if the order matters for these two children.
1223 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1224 int compare_children(segment *seg,short c0,short c1)
1225 {
1226         vms_vector norm0_0,norm0_1,*pnt0,temp;
1227         vms_vector norm1_0,norm1_1,*pnt1;
1228         fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1229 int t;
1230
1231         if (Side_opposite[c0] == c1) return 0;
1232
1233         Assert(c0!=-1 && c1!=-1);
1234
1235         //find normals of adjoining sides
1236
1237         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1238
1239 //if (!t)
1240 // return 0;
1241
1242         vm_vec_sub(&temp,&Viewer_eye,pnt0);
1243         d0_0 = vm_vec_dot(&norm0_0,&temp);
1244         d0_1 = vm_vec_dot(&norm0_1,&temp);
1245
1246         vm_vec_sub(&temp,&Viewer_eye,pnt1);
1247         d1_0 = vm_vec_dot(&norm1_0,&temp);
1248         d1_1 = vm_vec_dot(&norm1_1,&temp);
1249
1250         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1251         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1252
1253         if (d0 < 0 && d1 < 0)
1254                 return 0;
1255
1256         if (d0 < 0)
1257                 return 1;
1258         else if (d1 < 0)
1259                 return -1;
1260         else
1261                 return 0;
1262
1263 }
1264
1265 int ssc_total=0,ssc_swaps=0;
1266
1267 //short the children of segment to render in the correct order
1268 //returns non-zero if swaps were made
1269 int sort_seg_children(segment *seg,int n_children,short *child_list)
1270 {
1271         int i,j;
1272         int r;
1273         int made_swaps,count;
1274
1275         if (n_children == 0) return 0;
1276
1277  ssc_total++;
1278
1279         //for each child,  compare with other children and see if order matters
1280         //if order matters, fix if wrong
1281
1282         count = 0;
1283
1284         do {
1285                 made_swaps = 0;
1286
1287                 for (i=0;i<n_children-1;i++)
1288                         for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1289                                 if (child_list[j]!=-1) {
1290                                         r = compare_children(seg,child_list[i],child_list[j]);
1291
1292                                         if (r == 1) {
1293                                                 int temp = child_list[i];
1294                                                 child_list[i] = child_list[j];
1295                                                 child_list[j] = temp;
1296                                                 made_swaps=1;
1297                                         }
1298                                 }
1299
1300         } while (made_swaps && ++count<n_children);
1301
1302  if (count)
1303   ssc_swaps++;
1304
1305         return count;
1306 }
1307
1308 void add_obj_to_seglist(int objnum,int listnum)
1309 {
1310         int i,checkn,marker;
1311
1312         checkn = listnum;
1313
1314         //first, find a slot
1315
1316 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1317
1318         do {
1319
1320                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1321         
1322                 Assert(i < OBJS_PER_SEG);
1323         
1324                 marker = render_obj_list[checkn][i];
1325
1326                 if (marker != -1) {
1327                         checkn = -marker;
1328                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1329                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1330                                 Int3();
1331                                 return;
1332                         }
1333                 }
1334
1335         } while (marker != -1);
1336
1337 //mprintf((0,"  slot %d,%d",checkn,i));
1338
1339
1340         //now we have found a slot.  put object in it
1341
1342         if (i != OBJS_PER_SEG-1) {
1343
1344                 render_obj_list[checkn][i] = objnum;
1345                 render_obj_list[checkn][i+1] = -1;
1346         }
1347         else {                          //chain to additional list
1348                 int lookn;
1349
1350                 //find an available sublist
1351
1352                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1353
1354                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1355                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1356                         Int3();
1357                         return;
1358                 }
1359
1360                 render_obj_list[checkn][i] = -lookn;
1361                 render_obj_list[lookn][0] = objnum;
1362                 render_obj_list[lookn][1] = -1;
1363
1364         }
1365
1366 //mprintf((0,"  added!\n"));
1367
1368 }
1369 #ifdef __sun__
1370 // the following is a drop-in replacement for the broken libc qsort on solaris
1371 // taken from http://www.snippets.org/snippets/portable/RG_QSORT+C.php3
1372
1373 #define qsort qsort_dropin
1374
1375 /******************************************************************/
1376 /* qsort.c  --  Non-Recursive ANSI Quicksort function             */
1377 /* Public domain by Raymond Gardner, Englewood CO  February 1991  */
1378 /******************************************************************/
1379 #define  COMP(a, b)  ((*comp)((void *)(a), (void *)(b)))
1380 #define  T 7 // subfiles of <= T elements will be insertion sorteded (T >= 3)
1381 #define  SWAP(a, b)  (swap_bytes((char *)(a), (char *)(b), size))
1382
1383 static void swap_bytes(char *a, char *b, size_t nbytes)
1384 {
1385    char tmp;
1386    do {
1387       tmp = *a; *a++ = *b; *b++ = tmp;
1388    } while ( --nbytes );
1389 }
1390
1391 void qsort(void *basep, size_t nelems, size_t size,
1392                             int (*comp)(const void *, const void *))
1393 {
1394    char *stack[40], **sp;       /* stack and stack pointer        */
1395    char *i, *j, *limit;         /* scan and limit pointers        */
1396    size_t thresh;               /* size of T elements in bytes    */
1397    char *base;                  /* base pointer as char *         */
1398    base = (char *)basep;        /* set up char * base pointer     */
1399    thresh = T * size;           /* init threshold                 */
1400    sp = stack;                  /* init stack pointer             */
1401    limit = base + nelems * size;/* pointer past end of array      */
1402    for ( ;; ) {                 /* repeat until break...          */
1403       if ( limit - base > thresh ) {  /* if more than T elements  */
1404                                       /*   swap base with middle  */
1405          SWAP((((limit-base)/size)/2)*size+base, base);
1406          i = base + size;             /* i scans left to right    */
1407          j = limit - size;            /* j scans right to left    */
1408          if ( COMP(i, j) > 0 )        /* Sedgewick's              */
1409             SWAP(i, j);               /*    three-element sort    */
1410          if ( COMP(base, j) > 0 )     /*        sets things up    */
1411             SWAP(base, j);            /*            so that       */
1412          if ( COMP(i, base) > 0 )     /*      *i <= *base <= *j   */
1413             SWAP(i, base);            /* *base is pivot element   */
1414          for ( ;; ) {                 /* loop until break         */
1415             do                        /* move i right             */
1416                i += size;             /*        until *i >= pivot */
1417             while ( COMP(i, base) < 0 );
1418             do                        /* move j left              */
1419                j -= size;             /*        until *j <= pivot */
1420             while ( COMP(j, base) > 0 );
1421             if ( i > j )              /* if pointers crossed      */
1422                break;                 /*     break loop           */
1423             SWAP(i, j);       /* else swap elements, keep scanning*/
1424          }
1425          SWAP(base, j);         /* move pivot into correct place  */
1426          if ( j - base > limit - i ) {  /* if left subfile larger */
1427             sp[0] = base;             /* stack left subfile base  */
1428             sp[1] = j;                /*    and limit             */
1429             base = i;                 /* sort the right subfile   */
1430          } else {                     /* else right subfile larger*/
1431             sp[0] = i;                /* stack right subfile base */
1432             sp[1] = limit;            /*    and limit             */
1433             limit = j;                /* sort the left subfile    */
1434          }
1435          sp += 2;                     /* increment stack pointer  */
1436       } else {      /* else subfile is small, use insertion sort  */
1437          for ( j = base, i = j+size; i < limit; j = i, i += size )
1438             for ( ; COMP(j, j+size) > 0; j -= size ) {
1439                SWAP(j, j+size);
1440                if ( j == base )
1441                   break;
1442             }
1443          if ( sp != stack ) {         /* if any entries on stack  */
1444             sp -= 2;                  /* pop the base and limit   */
1445             base = sp[0];
1446             limit = sp[1];
1447          } else                       /* else stack empty, done   */
1448             break;
1449       }
1450    }
1451 }
1452 #endif // __sun__ qsort drop-in replacement
1453
1454 #define SORT_LIST_SIZE 100
1455
1456 typedef struct sort_item {
1457         int objnum;
1458         fix dist;
1459 } sort_item;
1460
1461 sort_item sort_list[SORT_LIST_SIZE];
1462 int n_sort_items;
1463
1464 //compare function for object sort. 
1465 int sort_func(const sort_item *a,const sort_item *b)
1466 {
1467         fix delta_dist;
1468         object *obj_a,*obj_b;
1469
1470         delta_dist = a->dist - b->dist;
1471
1472         obj_a = &Objects[a->objnum];
1473         obj_b = &Objects[b->objnum];
1474
1475         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1476
1477                 //these two objects are in the same position.  see if one is a fireball
1478                 //or laser or something that should plot on top.  Don't do this for
1479                 //the afterburner blobs, though.
1480
1481                 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1482                         if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1483                                 return -1;      //a is weapon, b is not, so say a is closer
1484                         else;                           //both are weapons 
1485                 else
1486                         if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1487                                 return 1;       //b is weapon, a is not, so say a is farther
1488
1489                 //no special case, fall through to normal return
1490         }
1491
1492         return delta_dist;      //return distance
1493 }
1494
1495 void build_object_lists(int n_segs)
1496 {
1497         int nn;
1498
1499 //mprintf((0,"build n_segs=%d",n_segs));
1500
1501         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1502                 render_obj_list[nn][0] = -1;
1503
1504         for (nn=0;nn<n_segs;nn++) {
1505                 int segnum;
1506
1507                 segnum = Render_list[nn];
1508
1509 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1510
1511                 if (segnum != -1) {
1512                         int objnum;
1513                         object *obj;
1514
1515                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1516                                 int new_segnum,did_migrate,list_pos;
1517
1518                                 obj = &Objects[objnum];
1519
1520                                 Assert( obj->segnum == segnum );
1521
1522                                 if (obj->flags & OF_ATTACHED)
1523                                         continue;               //ignore this object
1524
1525                                 new_segnum = segnum;
1526                                 list_pos = nn;
1527
1528 //mprintf((0,"objnum=%d ",objnum));
1529                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1530                                 do {
1531                                         segmasks m;
1532
1533                                         did_migrate = 0;
1534         
1535                                         m = get_seg_masks(&obj->pos, new_segnum, obj->size, __FILE__, __LINE__);
1536         
1537                                         if (m.sidemask) {
1538                                                 int sn,sf;
1539
1540                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1541                                                         if (m.sidemask & sf) {
1542                                                                 segment *seg = &Segments[new_segnum];
1543                 
1544                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1545                                                                         int child = seg->children[sn];
1546                                                                         int checknp;
1547                 
1548                                                                         for (checknp=list_pos;checknp--;)
1549                                                                                 if (Render_list[checknp] == child) {
1550 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1551                                                                                         new_segnum = child;
1552                                                                                         list_pos = checknp;
1553                                                                                         did_migrate = 1;
1554                                                                                 }
1555                                                                 }
1556                                                         }
1557                                         }
1558         
1559                                 } while (0);    //while (did_migrate);
1560
1561                                 add_obj_to_seglist(objnum,list_pos);
1562         
1563                         }
1564
1565                 }
1566         }
1567
1568 //mprintf((0,"done build "));
1569
1570         //now that there's a list for each segment, sort the items in those lists
1571         for (nn=0;nn<n_segs;nn++) {
1572                 int segnum;
1573
1574                 segnum = Render_list[nn];
1575
1576 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1577
1578                 if (segnum != -1) {
1579                         int t,lookn,i,n;
1580
1581                         //first count the number of objects & copy into sort list
1582
1583                         lookn = nn;
1584                         i = n_sort_items = 0;
1585                         while ((t=render_obj_list[lookn][i++])!=-1)
1586                                 if (t<0)
1587                                         {lookn = -t; i=0;}
1588                                 else
1589                                         if (n_sort_items < SORT_LIST_SIZE-1) {          //add if room
1590                                                 sort_list[n_sort_items].objnum = t;
1591                                                 //NOTE: maybe use depth, not dist - quicker computation
1592                                                 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1593                                                 n_sort_items++;
1594                                         }
1595                                         else {                  //no room for object
1596                                                 int ii;
1597
1598                                                 #ifndef NDEBUG
1599                                                 FILE *tfile=fopen("sortlist.out","wt");
1600
1601                                                 //I find this strange, so I'm going to write out
1602                                                 //some information to look at later
1603                                                 if (tfile) {
1604                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1605                                                                 int objnum = sort_list[ii].objnum;
1606
1607                                                                 fprintf(tfile,"Obj %3d  Type = %2d  Id = %2d  Dist = %08x  Segnum = %3d\n",
1608                                                                         objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1609                                                         }
1610                                                         fclose(tfile);
1611                                                 }
1612                                                 #endif
1613
1614                                                 Int3(); //Get Matt!!!
1615
1616                                                 //Now try to find a place for this object by getting rid
1617                                                 //of an object we don't care about
1618
1619                                                 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1620                                                         int objnum = sort_list[ii].objnum;
1621                                                         object *obj = &Objects[objnum];
1622                                                         int type = obj->type;
1623
1624                                                         //replace debris & fireballs
1625                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1626                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1627
1628                                                                 //don't replace same kind of object unless new 
1629                                                                 //one is closer
1630
1631                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1632                                                                         sort_list[ii].objnum = t;
1633                                                                         sort_list[ii].dist = dist;
1634                                                                         break;
1635                                                                 }
1636                                                         }
1637                                                 }
1638
1639                                                 Int3(); //still couldn't find a slot
1640                                         }
1641
1642
1643                         //now call qsort
1644                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1645                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1646                                    sort_func);
1647                 #else
1648                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1649                                         (int (*)(const void*,const void*))sort_func);
1650                 #endif  
1651
1652                         //now copy back into list
1653
1654                         lookn = nn;
1655                         i = 0;
1656                         n = n_sort_items;
1657                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1658                                 if (t<0)
1659                                         {lookn = -t; i=0;}
1660                                 else
1661                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1662                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1663                 }
1664         }
1665 }
1666
1667 int Use_player_head_angles = 0;
1668 vms_angvec Player_head_angles;
1669
1670 extern int Num_tmaps_drawn;
1671 extern int Total_pixels;
1672 //--unused-- int Total_num_tmaps_drawn=0;
1673
1674 int Rear_view=0;
1675 extern ubyte RenderingType;
1676
1677 void start_lighting_frame(object *viewer);
1678
1679 #ifdef JOHN_ZOOM
1680 fix Zoom_factor=F1_0;
1681 #endif
1682 //renders onto current canvas
1683 void render_frame(fix eye_offset, int window_num)
1684 {
1685         int start_seg_num;
1686
1687 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1688 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1689 //      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));
1690 //Num_tmaps_drawn = 0;
1691
1692         if (Endlevel_sequence) {
1693                 render_endlevel_frame(eye_offset);
1694                 FrameCount++;
1695                 return;
1696         }
1697
1698 #ifdef NEWDEMO
1699         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1700      
1701           //mprintf((0, "Objnum=%d objtype=%d objid=%d\n", OBJECT_NUMBER(Viewer), Viewer->type, Viewer->id));
1702                 
1703       if (RenderingType==0)
1704                 newdemo_record_start_frame(FrameCount, FrameTime );
1705       if (RenderingType!=255)
1706                 newdemo_record_viewer_object(Viewer);
1707         }
1708 #endif
1709   
1710    //Here:
1711
1712         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1713   
1714         g3_start_frame();
1715
1716         Viewer_eye = Viewer->pos;
1717
1718 //      if (Viewer->type == OBJ_PLAYER && (Cockpit_mode.intval != CM_REAR_VIEW))
1719 //              vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1720
1721         if (eye_offset) {
1722                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1723         }
1724
1725         #ifdef EDITOR
1726         if (Function_mode==FMODE_EDITOR)
1727                 Viewer_eye = Viewer->pos;
1728         #endif
1729
1730         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1731
1732         if (start_seg_num==-1)
1733                 start_seg_num = Viewer->segnum;
1734
1735         if (Viewer==ConsoleObject && Use_player_head_angles) {
1736                 vms_matrix headm,viewm;
1737                 vm_angles_2_matrix(&headm,&Player_head_angles);
1738                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1739                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1740         //@@} else if ((Cockpit_mode.intval == CM_REAR_VIEW) && (Viewer == ConsoleObject)) {
1741         } else if (Rear_view && (Viewer==ConsoleObject)) {
1742                 vms_matrix headm,viewm;
1743                 Player_head_angles.p = Player_head_angles.b = 0;
1744                 Player_head_angles.h = 0x7fff;
1745                 vm_angles_2_matrix(&headm,&Player_head_angles);
1746                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1747                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1748         } else  {
1749 #ifdef JOHN_ZOOM
1750                 if (keyd_pressed[KEY_RSHIFT] )  {
1751                         Zoom_factor += FrameTime*4;
1752                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1753                 } else {
1754                         Zoom_factor -= FrameTime*4;
1755                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1756                 }
1757                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1758 #else
1759                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1760 #endif
1761         }
1762
1763         if (Clear_window == 1) {
1764                 if (Clear_window_color == -1)
1765                         Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
1766                 gr_clear_canvas(Clear_window_color);
1767         }
1768         #ifndef NDEBUG
1769         if (Show_only_curside)
1770                 gr_clear_canvas(Clear_window_color);
1771         #endif
1772
1773         render_mine(start_seg_num, eye_offset, window_num);
1774
1775         if (Use_player_head_angles ) 
1776                 draw_3d_reticle(eye_offset);
1777
1778         g3_end_frame();
1779
1780    //RenderingType=0;
1781
1782         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1783 }
1784
1785 int first_terminal_seg;
1786
1787 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1788 {
1789         Assert(window_num < MAX_RENDERED_WINDOWS);
1790         Window_rendered_data[window_num].frame = FrameCount;
1791         Window_rendered_data[window_num].viewer = viewer;
1792         Window_rendered_data[window_num].rear_view = rear_view_flag;
1793         Window_rendered_data[window_num].user = user;
1794 }
1795
1796 //build a list of segments to be rendered
1797 //fills in Render_list & N_render_segs
1798 void build_segment_list(int start_seg_num, int window_num)
1799 {
1800         int     lcnt,scnt,ecnt;
1801         int     l,c;
1802         int     ch;
1803
1804         memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1805         memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1806         //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1807         memset(processed, 0, sizeof(processed));
1808
1809         #ifndef NDEBUG
1810         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1811         #endif
1812
1813         lcnt = scnt = 0;
1814
1815         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1816         Seg_depth[lcnt] = 0;
1817         lcnt++;
1818         ecnt = lcnt;
1819         render_pos[start_seg_num] = 0;
1820
1821         #ifndef NDEBUG
1822         if (pre_draw_segs)
1823                 render_segment(start_seg_num, window_num);
1824         #endif
1825
1826         render_windows[0].left=render_windows[0].top=0;
1827         render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1828         render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1829
1830         //breadth-first renderer
1831
1832         //build list
1833
1834         for (l=0;l<Render_depth;l++) {
1835
1836                 //while (scnt < ecnt) {
1837                 for (scnt=0;scnt < ecnt;scnt++) {
1838                         int rotated,segnum;
1839                         window *check_w;
1840                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1841                         int n_children;                                                                         //how many sides in child_list
1842                         segment *seg;
1843
1844                         if (processed[scnt])
1845                                 continue;
1846
1847                         processed[scnt]=1;
1848
1849                         segnum = Render_list[scnt];
1850                         check_w = &render_windows[scnt];
1851
1852                         #ifndef NDEBUG
1853                         if (draw_boxes)
1854                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1855                         #endif
1856
1857                         if (segnum == -1) continue;
1858
1859                         seg = &Segments[segnum];
1860                         rotated=0;
1861
1862                         //look at all sides of this segment.
1863                         //tricky code to look at sides in correct order follows
1864
1865                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1866                                 int wid;
1867
1868                                 wid = WALL_IS_DOORWAY(seg, c);
1869
1870                                 ch=seg->children[c];
1871
1872                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1873                                         if (behind_check) {
1874                                                 sbyte *sv = Side_to_verts[c];
1875                                                 ubyte codes_and=0xff;
1876                                                 int i;
1877
1878                                                 rotate_list(8,seg->verts);
1879                                                 rotated=1;
1880
1881                                                 for (i=0;i<4;i++)
1882                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1883
1884                                                 if (codes_and & CC_BEHIND) continue;
1885
1886                                         }
1887                                         child_list[n_children++] = c;
1888                                 }
1889                         }
1890
1891                         //now order the sides in some magical way
1892
1893                         if (new_seg_sorting)
1894                                 sort_seg_children(seg,n_children,child_list);
1895
1896                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1897                         //      ch=seg->children[c];
1898
1899                         for (c=0;c<n_children;c++) {
1900                                 int siden;
1901
1902                                 siden = child_list[c];
1903                                 ch=seg->children[siden];
1904                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1905                                 {
1906                                         if (window_check) {
1907                                                 int i;
1908                                                 ubyte codes_and_3d,codes_and_2d;
1909                                                 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1910                                                 int no_proj_flag=0;     //a point wasn't projected
1911
1912                                                 if (rotated<2) {
1913                                                         if (!rotated)
1914                                                                 rotate_list(8,seg->verts);
1915                                                         project_list(8,seg->verts);
1916                                                         rotated=2;
1917                                                 }
1918
1919                                                 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1920                                                         int p = seg->verts[Side_to_verts[siden][i]];
1921                                                         g3s_point *pnt = &Segment_points[p];
1922
1923                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1924
1925                                                         _x = f2i(pnt->p3_sx);
1926                                                         _y = f2i(pnt->p3_sy);
1927
1928                                                         codes_and_3d &= pnt->p3_codes;
1929                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1930
1931                                                         #ifndef NDEBUG
1932                                                         if (draw_edges) {
1933                                                                 gr_setcolor(BM_XRGB(31,0,31));
1934                                                                 gr_line(pnt->p3_sx,pnt->p3_sy,
1935                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1936                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1937                                                         }
1938                                                         #endif
1939
1940                                                         if (_x < min_x) min_x = _x;
1941                                                         if (_x > max_x) max_x = _x;
1942
1943                                                         if (_y < min_y) min_y = _y;
1944                                                         if (_y > max_y) max_y = _y;
1945
1946                                                 }
1947
1948                                                 #ifndef NDEBUG
1949                                                 if (draw_boxes)
1950                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1951                                                 #endif
1952
1953                                                 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1954                                                         int rp = render_pos[ch];
1955                                                         window *new_w = &render_windows[lcnt];
1956
1957                                                         if (no_proj_flag) *new_w = *check_w;
1958                                                         else {
1959                                                                 new_w->left  = max(check_w->left,min_x);
1960                                                                 new_w->right = min(check_w->right,max_x);
1961                                                                 new_w->top   = max(check_w->top,min_y);
1962                                                                 new_w->bot   = min(check_w->bot,max_y);
1963                                                         }
1964
1965                                                         //see if this seg already visited, and if so, does current window
1966                                                         //expand the old window?
1967                                                         if (rp != -1) {
1968                                                                 if (new_w->left < render_windows[rp].left ||
1969                                                                                  new_w->top < render_windows[rp].top ||
1970                                                                                  new_w->right > render_windows[rp].right ||
1971                                                                                  new_w->bot > render_windows[rp].bot) {
1972
1973                                                                         new_w->left  = min(new_w->left,render_windows[rp].left);
1974                                                                         new_w->right = max(new_w->right,render_windows[rp].right);
1975                                                                         new_w->top   = min(new_w->top,render_windows[rp].top);
1976                                                                         new_w->bot   = max(new_w->bot,render_windows[rp].bot);
1977
1978                                                                         if (no_migrate_segs) {
1979                                                                                 //no_render_flag[lcnt] = 1;
1980                                                                                 Render_list[lcnt] = -1;
1981                                                                                 render_windows[rp] = *new_w;            //get updated window
1982                                                                                 processed[rp] = 0;              //force reprocess
1983                                                                                 goto no_add;
1984                                                                         }
1985                                                                         else
1986                                                                                 Render_list[rp]=-1;
1987                                                                 }
1988                                                                 else goto no_add;
1989                                                         }
1990
1991                                                         #ifndef NDEBUG
1992                                                         if (draw_boxes)
1993                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1994                                                         #endif
1995
1996                                                         render_pos[ch] = lcnt;
1997                                                         Render_list[lcnt] = ch;
1998                                                         Seg_depth[lcnt] = l;
1999                                                         lcnt++;
2000                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
2001                                                         visited[ch] = 1;
2002
2003                                                         #ifndef NDEBUG
2004                                                         if (pre_draw_segs)
2005                                                                 render_segment(ch, window_num);
2006                                                         #endif
2007 no_add:
2008         ;
2009
2010                                                 }
2011                                         }
2012                                         else {
2013                                                 Render_list[lcnt] = ch;
2014                                                 Seg_depth[lcnt] = l;
2015                                                 lcnt++;
2016                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
2017                                                 visited[ch] = 1;
2018                                         }
2019                                 }
2020                         }
2021                 }
2022
2023                 scnt = ecnt;
2024                 ecnt = lcnt;
2025
2026         }
2027 done_list:
2028
2029         lcnt_save = lcnt;
2030         scnt_save = scnt;
2031
2032         first_terminal_seg = scnt;
2033         N_render_segs = lcnt;
2034
2035 }
2036
2037 //renders onto current canvas
2038 void render_mine(int start_seg_num,fix eye_offset, int window_num)
2039 {
2040 #ifndef NDEBUG
2041         int             i;
2042 #endif
2043         int             nn;
2044
2045         //      Initialize number of objects (actually, robots!) rendered this frame.
2046         Window_rendered_data[window_num].num_objects = 0;
2047
2048 #ifdef LASER_HACK
2049         Hack_nlasers = 0;
2050 #endif
2051
2052         #ifndef NDEBUG
2053         for (i=0;i<=Highest_object_index;i++)
2054                 object_rendered[i] = 0;
2055         #endif
2056
2057         //set up for rendering
2058
2059         render_start_frame();
2060
2061
2062         #if defined(EDITOR)
2063         if (Show_only_curside) {
2064                 rotate_list(8,Cursegp->verts);
2065                 render_side(Cursegp,Curside);
2066                 goto done_rendering;
2067         }
2068         #endif
2069
2070
2071         #ifdef EDITOR
2072         if (_search_mode)       {
2073                 //lcnt = lcnt_save;
2074                 //scnt = scnt_save;
2075         }
2076         else
2077         #endif
2078                 //NOTE LINK TO ABOVE!!
2079                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2080
2081         //render away
2082
2083         #ifndef NDEBUG
2084         if (!window_check) {
2085                 Window_clip_left  = Window_clip_top = 0;
2086                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2087                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2088         }
2089         #endif
2090
2091         #ifndef NDEBUG
2092         if (!(_search_mode)) {
2093                 int i;
2094
2095                 for (i=0;i<N_render_segs;i++) {
2096                         int segnum;
2097
2098                         segnum = Render_list[i];
2099
2100                         if (segnum != -1)
2101                         {
2102                                 if (visited2[segnum])
2103                                         Int3();         //get Matt
2104                                 else
2105                                         visited2[segnum] = 1;
2106                         }
2107                 }
2108         }
2109         #endif
2110
2111         if (!(_search_mode))
2112                 build_object_lists(N_render_segs);
2113
2114         if (eye_offset<=0)              // Do for left eye or zero.
2115                 set_dynamic_light();
2116
2117         if (!_search_mode && Clear_window == 2) {
2118                 if (first_terminal_seg < N_render_segs) {
2119                         int i;
2120
2121                         if (Clear_window_color == -1)
2122                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2123         
2124                         gr_setcolor(Clear_window_color);
2125         
2126                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2127                                 if (Render_list[i] != -1) {
2128                                         #ifndef NDEBUG
2129                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2130                                                 Int3();
2131                                         else
2132                                         #endif
2133                                                 //NOTE LINK TO ABOVE!
2134                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2135                                 }
2136                         }
2137                 }
2138         }
2139
2140         for (nn=N_render_segs;nn--;) {
2141                 int segnum;
2142                 int objnp;
2143
2144                 // Interpolation_method = 0;
2145                 segnum = Render_list[nn];
2146                 Current_seg_depth = Seg_depth[nn];
2147
2148                 //if (!no_render_flag[nn])
2149                 if (segnum!=-1 && (_search_mode || visited[segnum]!=255)) {
2150                         //set global render window vars
2151
2152                         if (window_check) {
2153                                 Window_clip_left  = render_windows[nn].left;
2154                                 Window_clip_top   = render_windows[nn].top;
2155                                 Window_clip_right = render_windows[nn].right;
2156                                 Window_clip_bot   = render_windows[nn].bot;
2157                         }
2158
2159                         //mprintf((0," %d",segnum));
2160
2161                         render_segment(segnum, window_num);
2162                         visited[segnum]=255;
2163
2164                         if (window_check) {             //reset for objects
2165                                 Window_clip_left  = Window_clip_top = 0;
2166                                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2167                                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2168                         }
2169
2170                         if (migrate_objects) {
2171                                 //int n_expl_objs=0,expl_objs[5],i;
2172                                 int listnum;
2173                                 int save_linear_depth = Max_linear_depth;
2174
2175                                 Max_linear_depth = Max_linear_depth_objects;
2176
2177                                 listnum = nn;
2178
2179                                 //mprintf((0,"render objs seg %d",segnum));
2180
2181                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2182                                         int ObjNumber = render_obj_list[listnum][objnp];
2183
2184                                         if (ObjNumber >= 0) {
2185
2186                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2187         
2188                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2189                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2190                                                 //} else
2191                                                 #ifdef LASER_HACK
2192                                                 if (    (Objects[ObjNumber].type==OBJ_WEAPON) &&                                                                //if its a weapon
2193                                                                 (Objects[ObjNumber].lifeleft==Laser_max_time ) &&       //  and its in it's first frame
2194                                                                 (Hack_nlasers< MAX_HACKED_LASERS) &&                                                                    //  and we have space for it
2195                                                                 (Objects[ObjNumber].laser_info.parent_num>-1) &&                                        //  and it has a parent
2196                                                                 (OBJECT_NUMBER(Viewer) == Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
2197                                                    )            {
2198                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2199                                                         //mprintf( (0, "O%d ", ObjNumber ));
2200                                                 } else  
2201                                                 #endif
2202                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2203
2204                                                 objnp++;
2205                                         }
2206                                         else {
2207
2208                                                 listnum = -ObjNumber;
2209                                                 objnp = 0;
2210
2211                                         }
2212
2213                                 }
2214
2215                                 //for (i=0;i<n_expl_objs;i++)
2216                                 //      do_render_object(expl_objs[i], window_num);
2217
2218                                 //mprintf((0,"done seg %d\n",segnum));
2219
2220                                 Max_linear_depth = save_linear_depth;
2221
2222                         }
2223
2224                 }
2225         }
2226
2227         //mprintf((0,"\n"));
2228
2229                                                                 
2230 #ifdef LASER_HACK                                                               
2231         // Draw the hacked lasers last
2232         for (i=0; i < Hack_nlasers; i++ )       {
2233                 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2234                 do_render_object(Hack_laser_list[i], window_num);
2235         }
2236 #endif
2237
2238         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2239
2240 #ifdef EDITOR
2241         #ifndef NDEBUG
2242         //draw curedge stuff
2243         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2244         #endif
2245
2246 done_rendering:
2247         ;
2248
2249 #endif
2250
2251 }
2252 #ifdef EDITOR
2253
2254 extern int render_3d_in_big_window;
2255
2256 //finds what segment is at a given x&y -  seg,side,face are filled in
2257 //works on last frame rendered. returns true if found
2258 //if seg<0, then an object was found, and the object number is -seg-1
2259 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2260 {
2261         _search_mode = -1;
2262
2263         _search_x = x; _search_y = y;
2264
2265         found_seg = -1;
2266
2267         if (render_3d_in_big_window) {
2268                 grs_canvas temp_canvas;
2269
2270                 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2271                         LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2272
2273                 gr_set_current_canvas(&temp_canvas);
2274
2275                 render_frame(0, 0);
2276         }
2277         else {
2278                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2279                 render_frame(0, 0);
2280         }
2281
2282         _search_mode = 0;
2283
2284         *seg = found_seg;
2285         *side = found_side;
2286         *face = found_face;
2287         *poly = found_poly;
2288
2289 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2290
2291         return (found_seg!=-1);
2292
2293 }
2294
2295 #endif