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1 /* $Id: render.c,v 1.25 2006-03-05 12:19:42 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Rendering Stuff
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdlib.h>
26 #include <stdio.h>
27 #include <string.h>
28
29 #include "inferno.h"
30 #include "segment.h"
31 #include "error.h"
32 #include "bm.h"
33 #include "texmap.h"
34 #include "mono.h"
35 #include "render.h"
36 #include "game.h"
37 #include "object.h"
38 #include "laser.h"
39 #include "textures.h"
40 #include "screens.h"
41 #include "segpoint.h"
42 #include "wall.h"
43 #include "texmerge.h"
44 #include "physics.h"
45 #include "3d.h"
46 #include "gameseg.h"
47 #include "vclip.h"
48 #include "lighting.h"
49 #include "cntrlcen.h"
50 #include "newdemo.h"
51 #include "automap.h"
52 #include "endlevel.h"
53 #include "key.h"
54 #include "newmenu.h"
55 #include "u_mem.h"
56 #include "piggy.h"
57
58 #ifdef OGL
59 #include "ogl_init.h"
60 #endif
61
62 #define INITIAL_LOCAL_LIGHT (F1_0/4)    // local light value in segment of occurence (of light emission)
63
64 #ifdef EDITOR
65 #include "editor/editor.h"
66 #endif
67
68 //used for checking if points have been rotated
69 int     Clear_window_color=-1;
70 int     Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
71
72 int RL_framecount=-1;
73 short Rotated_last[MAX_VERTICES];
74
75 // When any render function needs to know what's looking at it, it should 
76 // access Viewer members.
77 object * Viewer = NULL;
78
79 vms_vector Viewer_eye;  //valid during render
80
81 int     N_render_segs;
82
83 #ifndef MACINTOSH
84 fix Render_zoom = 0x9000;                                       //the player's zoom factor
85 #else
86 fix Render_zoom = 0xB000;
87 #endif
88
89 #ifndef NDEBUG
90 ubyte object_rendered[MAX_OBJECTS];
91 #endif
92
93 #define DEFAULT_RENDER_DEPTH 16
94 int Render_depth=DEFAULT_RENDER_DEPTH;          //how many segments deep to render
95
96 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
97
98 #ifdef EDITOR
99 int     Render_only_bottom=0;
100 int     Bottom_bitmap_num = 9;
101 #endif
102
103 fix     Face_reflectivity = (F1_0/2);
104
105 #if 0           //this stuff could probably just be deleted
106
107 int inc_render_depth(void)
108 {
109         return ++Render_depth;
110 }
111
112 int dec_render_depth(void)
113 {
114         return Render_depth==1?Render_depth:--Render_depth;
115 }
116
117 int reset_render_depth(void)
118 {
119         return Render_depth = DEFAULT_RENDER_DEPTH;
120 }
121
122 #endif
123
124 #ifdef EDITOR
125 int _search_mode = 0;                   //true if looking for curseg,side,face
126 short _search_x,_search_y;      //pixel we're looking at
127 int found_seg,found_side,found_face,found_poly;
128 #else
129 #define _search_mode 0
130 #endif
131
132 #ifdef NDEBUG           //if no debug code, set these vars to constants
133
134 #define Outline_mode 0
135 #define Show_only_curside 0
136
137 #else
138
139 int Outline_mode=0,Show_only_curside=0;
140
141 int toggle_outline_mode(void)
142 {
143         return Outline_mode = !Outline_mode;
144 }
145
146 int toggle_show_only_curside(void)
147 {
148         return Show_only_curside = !Show_only_curside;
149 }
150
151 void draw_outline(int nverts,g3s_point **pointlist)
152 {
153         int i;
154
155         gr_setcolor(BM_XRGB(63,63,63));
156
157         for (i=0;i<nverts-1;i++)
158                 g3_draw_line(pointlist[i],pointlist[i+1]);
159
160         g3_draw_line(pointlist[i],pointlist[0]);
161
162 }
163 #endif
164
165 grs_canvas * reticle_canvas = NULL;
166
167 void free_reticle_canvas()
168 {
169         if (reticle_canvas)     {
170                 d_free( reticle_canvas->cv_bitmap.bm_data );
171                 d_free( reticle_canvas );
172                 reticle_canvas  = NULL;
173         }
174 }
175
176 extern void show_reticle(int force_big);
177
178 // Draw the reticle in 3D for head tracking
179 void draw_3d_reticle(fix eye_offset)
180 {
181         g3s_point       reticle_points[4];
182         g3s_uvl         uvl[4];
183         g3s_point       *pointlist[4];
184         int                     i;
185         vms_vector v1, v2;
186         grs_canvas *saved_canvas;
187         int saved_interp_method;
188
189 //      if (!Use_player_head_angles) return;
190         
191         for (i=0; i<4; i++ )    {
192                 pointlist[i] = &reticle_points[i];
193                 uvl[i].l = MAX_LIGHT;
194         }
195         uvl[0].u = 0; uvl[0].v = 0;
196         uvl[1].u = F1_0; uvl[1].v = 0;
197         uvl[2].u = F1_0; uvl[2].v = F1_0;
198         uvl[3].u = 0; uvl[3].v = F1_0;
199
200         vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
201         vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
202
203         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
204         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
205         g3_rotate_point(&reticle_points[0],&v2);
206
207         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
208         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
209         g3_rotate_point(&reticle_points[1],&v2);
210
211         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
212         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
213         g3_rotate_point(&reticle_points[2],&v2);
214
215         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
216         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
217         g3_rotate_point(&reticle_points[3],&v2);
218
219         if ( reticle_canvas == NULL )   {
220                 reticle_canvas = gr_create_canvas(64,64);
221                 if ( !reticle_canvas )
222                         Error( "Couldn't malloc reticle_canvas" );
223                 atexit( free_reticle_canvas );
224                 reticle_canvas->cv_bitmap.bm_handle = 0;
225                 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
226         }
227
228         saved_canvas = grd_curcanv;
229         gr_set_current_canvas(reticle_canvas);
230         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
231         show_reticle(1);
232         gr_set_current_canvas(saved_canvas);
233         
234         saved_interp_method=Interpolation_method;
235         Interpolation_method    = 3;            // The best, albiet slowest.
236         g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
237         Interpolation_method    = saved_interp_method;
238 }
239
240
241 extern fix Seismic_tremor_magnitude;
242
243 fix flash_scale;
244
245 #define FLASH_CYCLE_RATE f1_0
246
247 fix Flash_rate = FLASH_CYCLE_RATE;
248
249 //cycle the flashing light for when mine destroyed
250 void flash_frame()
251 {
252         static fixang flash_ang=0;
253
254         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
255                 return;
256
257         if (Endlevel_sequence)
258                 return;
259
260         if (PaletteBlueAdd > 10 )               //whiting out
261                 return;
262
263 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
264         if (Seismic_tremor_magnitude) {
265                 fix     added_flash;
266
267                 added_flash = abs(Seismic_tremor_magnitude);
268                 if (added_flash < F1_0)
269                         added_flash *= 16;
270
271                 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
272                 fix_fastsincos(flash_ang,&flash_scale,NULL);
273                 flash_scale = (flash_scale + F1_0*3)/4; //      gets in range 0.5 to 1.0
274         } else {
275                 flash_ang += fixmul(Flash_rate,FrameTime);
276                 fix_fastsincos(flash_ang,&flash_scale,NULL);
277                 flash_scale = (flash_scale + f1_0)/2;
278                 if (Difficulty_level == 0)
279                         flash_scale = (flash_scale+F1_0*3)/4;
280         }
281
282
283 }
284
285 // ----------------------------------------------------------------------------
286 //      Render a face.
287 //      It would be nice to not have to pass in segnum and sidenum, but
288 //      they are used for our hideously hacked in headlight system.
289 //      vp is a pointer to vertex ids.
290 //      tmap1, tmap2 are texture map ids.  tmap2 is the pasty one.
291 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
292 {
293         // -- Using new headlight system...fix                  face_light;
294         grs_bitmap  *bm;
295 #ifdef OGL
296         grs_bitmap  *bm2 = NULL;
297 #endif
298
299         fix                     reflect;
300         uvl                     uvl_copy[8];
301         int                     i;
302         g3s_point       *pointlist[8];
303
304         Assert(nv <= 8);
305
306         for (i=0; i<nv; i++) {
307                 uvl_copy[i] = uvlp[i];
308                 pointlist[i] = &Segment_points[vp[i]];
309         }
310
311         //handle cloaked walls
312         if (wid_flags & WID_CLOAKED_FLAG) {
313                 int wall_num = Segments[segnum].sides[sidenum].wall_num;
314                 Assert(wall_num != -1);
315                 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
316                 gr_setcolor(BM_XRGB(0, 0, 0));  // set to black (matters for s3)
317
318                 g3_draw_poly(nv, pointlist);    // draw as flat poly
319
320                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
321
322                 return;
323         }
324
325         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
326
327         if (tmap1 >= NumTextures) {
328                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
329
330         #ifndef RELEASE
331                 Int3();
332         #endif
333
334                 Segments[segnum].sides[sidenum].tmap_num = 0;
335         }
336
337 #ifdef OGL
338         if (ogl_alttexmerge){
339                 PIGGY_PAGE_IN(Textures[tmap1]);
340                 bm = &GameBitmaps[Textures[tmap1].index];
341                 if (tmap2){
342                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
343                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
344                 }
345                 if (!OGL_SUPER_TRANSPARENT_OK && bm2 && (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
346                 {
347                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
348                         bm2 = NULL;
349                 }
350         } else
351 #endif
352
353                 // New code for overlapping textures...
354                 if (tmap2 != 0) {
355                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
356                 } else {
357                         bm = &GameBitmaps[Textures[tmap1].index];
358                         PIGGY_PAGE_IN(Textures[tmap1]);
359                 }
360
361         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
362
363         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
364         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
365
366         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
367
368         //set light values for each vertex & build pointlist
369         {
370                 int i;
371
372                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
373
374                 for (i=0;i<nv;i++) {
375
376                         //the uvl struct has static light already in it
377
378                         //scale static light for destruction effect
379                         if (Control_center_destroyed || Seismic_tremor_magnitude)       //make lights flash
380                                 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
381
382                         //add in dynamic light (from explosions, etc.)
383                         uvl_copy[i].l += Dynamic_light[vp[i]];
384
385                         //add in light from player's headlight
386                         // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
387
388                         //saturate at max value
389                         if (uvl_copy[i].l > MAX_LIGHT)
390                                 uvl_copy[i].l = MAX_LIGHT;
391
392                 }
393         }
394
395 #ifdef EDITOR
396         if ((Render_only_bottom) && (sidenum == WBOTTOM))
397                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
398         else
399 #endif
400
401 #ifdef OGL
402                 if (bm2){
403                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
404                 }else
405 #endif
406                         g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
407
408 #ifndef NDEBUG
409         if (Outline_mode) draw_outline(nv, pointlist);
410 #endif
411 }
412
413 #ifdef EDITOR
414 // ----------------------------------------------------------------------------
415 //      Only called if editor active.
416 //      Used to determine which face was clicked on.
417 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
418 {
419         int     i;
420
421         if (_search_mode) {
422                 int save_lighting;
423                 grs_bitmap *bm;
424                 uvl uvl_copy[8];
425                 g3s_point *pointlist[4];
426
427                 if (tmap2 > 0 )
428                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
429                 else
430                         bm = &GameBitmaps[Textures[tmap1].index];
431
432                 for (i=0; i<nv; i++) {
433                         uvl_copy[i] = uvlp[i];
434                         pointlist[i] = &Segment_points[vp[i]];
435                 }
436
437                 gr_setcolor(0);
438                 gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
439                 gr_setcolor(1);                                 //and render in color one
440  save_lighting = Lighting_on;
441  Lighting_on = 2;
442                 //g3_draw_poly(nv,vp);
443                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
444  Lighting_on = save_lighting;
445
446                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
447                         found_seg = segnum;
448                         found_side = sidenum;
449                         found_face = facenum;
450                 }
451         }
452 }
453 #endif
454
455 fix     Tulate_min_dot = (F1_0/4);
456 //--unused-- fix        Tulate_min_ratio = (2*F1_0);
457 fix     Min_n0_n1_dot   = (F1_0*15/16);
458
459 extern int contains_flare(segment *segp, int sidenum);
460 extern fix      Obj_light_xlate[16];
461
462 // -----------------------------------------------------------------------------------
463 //      Render a side.
464 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
465 void render_side(segment *segp, int sidenum)
466 {
467         short                   vertnum_list[4];
468         side                    *sidep = &segp->sides[sidenum];
469         vms_vector      tvec;
470         fix                     v_dot_n0, v_dot_n1;
471         uvl                     temp_uvls[3];
472         fix                     min_dot, max_dot;
473         vms_vector  normals[2];
474         int                     wid_flags;
475
476
477         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
478
479         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
480                 return;
481
482 #ifdef COMPACT_SEGS
483         get_side_normals(segp, sidenum, &normals[0], &normals[1] );
484 #else
485         normals[0] = segp->sides[sidenum].normals[0];
486         normals[1] = segp->sides[sidenum].normals[1];
487 #endif
488
489         //      ========== Mark: Here is the change...beginning here: ==========
490
491         if (sidep->type == SIDE_IS_QUAD) {
492
493                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
494
495                 // -- Old, slow way --  //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
496                 // -- Old, slow way --  //      deal with it, get the dot product.
497                 // -- Old, slow way --  if (sidep->type == SIDE_IS_TRI_13)
498                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
499                 // -- Old, slow way --  else
500                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
501
502                 get_side_verts(vertnum_list,segp-Segments,sidenum);
503                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
504
505 // -- flare creates point -- {
506 // -- flare creates point --    int     flare_index;
507 // -- flare creates point -- 
508 // -- flare creates point --    flare_index = contains_flare(segp, sidenum);
509 // -- flare creates point -- 
510 // -- flare creates point --    if (flare_index != -1) {
511 // -- flare creates point --            int                     tri;
512 // -- flare creates point --            fix                     u, v, l;
513 // -- flare creates point --            vms_vector      *hit_point;
514 // -- flare creates point --            short                   vertnum_list[4];
515 // -- flare creates point -- 
516 // -- flare creates point --            hit_point = &Objects[flare_index].pos;
517 // -- flare creates point -- 
518 // -- flare creates point --            find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0);     //      last parm means always use face 0.
519 // -- flare creates point -- 
520 // -- flare creates point --            get_side_verts(vertnum_list, segp-Segments, sidenum);
521 // -- flare creates point -- 
522 // -- flare creates point --            g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
523 // -- flare creates point -- 
524 // -- flare creates point --            for (tri=0; tri<4; tri++) {
525 // -- flare creates point --                    short   tri_verts[3];
526 // -- flare creates point --                    uvl     tri_uvls[3];
527 // -- flare creates point -- 
528 // -- flare creates point --                    tri_verts[0] = vertnum_list[tri];
529 // -- flare creates point --                    tri_verts[1] = vertnum_list[(tri+1) % 4];
530 // -- flare creates point --                    tri_verts[2] = MAX_VERTICES-1;
531 // -- flare creates point -- 
532 // -- flare creates point --                    tri_uvls[0] = sidep->uvls[tri];
533 // -- flare creates point --                    tri_uvls[1] = sidep->uvls[(tri+1)%4];
534 // -- flare creates point --                    tri_uvls[2].u = u;
535 // -- flare creates point --                    tri_uvls[2].v = v;
536 // -- flare creates point --                    tri_uvls[2].l = F1_0;
537 // -- flare creates point -- 
538 // -- flare creates point --                    render_face(segp-Segments, sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
539 // -- flare creates point --            }
540 // -- flare creates point -- 
541 // -- flare creates point --    return;
542 // -- flare creates point --    }
543 // -- flare creates point -- }
544
545                 if (v_dot_n0 >= 0) {
546                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
547                         #ifdef EDITOR
548                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
549                         #endif
550                 }
551         } else {
552                 //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
553                 //      deal with it, get the dot product.
554                 if (sidep->type == SIDE_IS_TRI_13)
555                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
556                 else
557                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
558
559                 get_side_verts(vertnum_list,segp-Segments,sidenum);
560
561                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
562
563                 //      ========== Mark: The change ends here. ==========
564
565                 //      Although this side has been triangulated, because it is not planar, see if it is acceptable
566                 //      to render it as a single quadrilateral.  This is a function of how far away the viewer is, how non-planar
567                 //      the face is, how normal to the surfaces the view is.
568                 //      Now, if both dot products are close to 1.0, then render two triangles as a single quad.
569                 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
570
571                 if (v_dot_n0 < v_dot_n1) {
572                         min_dot = v_dot_n0;
573                         max_dot = v_dot_n1;
574                 } else {
575                         min_dot = v_dot_n1;
576                         max_dot = v_dot_n0;
577                 }
578
579                 //      Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
580                 if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != segp-Segments) &&  (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
581                         fix     n0_dot_n1;
582
583                         //      The other detriangulation code doesn't deal well with badly non-planar sides.
584                         n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
585                         if (n0_dot_n1 < Min_n0_n1_dot)
586                                 goto im_so_ashamed;
587
588                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
589                         #ifdef EDITOR
590                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
591                         #endif
592                 } else {
593 im_so_ashamed: ;
594                         if (sidep->type == SIDE_IS_TRI_02) {
595                                 if (v_dot_n0 >= 0) {
596                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
597                                         #ifdef EDITOR
598                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
599                                         #endif
600                                 }
601
602                                 if (v_dot_n1 >= 0) {
603                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[2];          temp_uvls[2] = sidep->uvls[3];
604                                         vertnum_list[1] = vertnum_list[2];      vertnum_list[2] = vertnum_list[3];      // want to render from vertices 0, 2, 3 on side
605                                         render_face(segp-Segments, sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
606                                         #ifdef EDITOR
607                                         check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
608                                         #endif
609                                 }
610                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
611                                 if (v_dot_n1 >= 0) {
612                                         render_face(segp-Segments, sidenum, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, &sidep->uvls[1], wid_flags);        // rendering 1,2,3, so just skip 0
613                                         #ifdef EDITOR
614                                         check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
615                                         #endif
616                                 }
617
618                                 if (v_dot_n0 >= 0) {
619                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[1];          temp_uvls[2] = sidep->uvls[3];
620                                         vertnum_list[2] = vertnum_list[3];              // want to render from vertices 0,1,3
621                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
622                                         #ifdef EDITOR
623                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
624                                         #endif
625                                 }
626
627                         } else
628                                 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
629                 }
630         }
631
632 }
633
634 #ifdef EDITOR
635 void render_object_search(object *obj)
636 {
637         int changed=0;
638
639         //note that we draw each pixel object twice, since we cannot control
640         //what color the object draws in, so we try color 0, then color 1,
641         //in case the object itself is rendering color 0
642
643         gr_setcolor(0);
644         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
645         render_object(obj);
646         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
647                 changed=1;
648
649         gr_setcolor(1);
650         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
651         render_object(obj);
652         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
653                 changed=1;
654
655         if (changed) {
656                 if (obj->segnum != -1)
657                         Cursegp = &Segments[obj->segnum];
658                 found_seg = -(OBJECT_NUMBER(obj)+1);
659         }
660 }
661 #endif
662
663 extern ubyte DemoDoingRight,DemoDoingLeft;
664
665 void do_render_object(int objnum, int window_num)
666 {
667         #ifdef EDITOR
668         int save_3d_outline=0;
669         #endif
670         object *obj = &Objects[objnum];
671         int count = 0;
672         int n;
673
674         Assert(objnum < MAX_OBJECTS);
675
676         #ifndef NDEBUG
677         if (object_rendered[objnum]) {          //already rendered this...
678                 Int3();         //get Matt!!!
679                 return;
680         }
681
682         object_rendered[objnum] = 1;
683         #endif
684
685    if (Newdemo_state==ND_STATE_PLAYBACK)  
686          {
687           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
688                 {
689                         // A nice fat hack: keeps the player ship from showing up in the
690                         // small extra view when guiding a missile in the big window
691                         
692                         mprintf ((0,"Returning from render_object prematurely...\n"));
693                         return; 
694                 }
695          }
696
697         //      Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
698         //      that the guided missile system will know what objects to look at.
699         //      I didn't know we had guided missiles before the release of D1. --MK
700         if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
701                 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
702                 //      This peculiar piece of code makes us keep track of the most recently rendered objects, which
703                 //      are probably the higher priority objects, without overflowing the buffer
704                 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
705                         Int3();
706                         Window_rendered_data[window_num].num_objects /= 2;
707                 }
708                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
709         }
710
711         if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
712                 Int3();                                 // infinite loop detected
713                 obj->next = -1;         // won't this clean things up?
714                 return;                                 // get out of this infinite loop!
715         }
716
717                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
718
719         //check for editor object
720
721         #ifdef EDITOR
722         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
723                 save_3d_outline = g3d_interp_outline;
724                 g3d_interp_outline=1;
725         }
726         #endif
727
728         #ifdef EDITOR
729         if (_search_mode)
730                 render_object_search(obj);
731         else
732         #endif
733                 //NOTE LINK TO ABOVE
734                 render_object(obj);
735
736         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
737
738                 Assert(Objects[n].type == OBJ_FIREBALL);
739                 Assert(Objects[n].control_type == CT_EXPLOSION);
740                 Assert(Objects[n].flags & OF_ATTACHED);
741
742                 render_object(&Objects[n]);
743         }
744
745
746         #ifdef EDITOR
747         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
748                 g3d_interp_outline = save_3d_outline;
749         #endif
750
751
752         //DEBUG mprintf( (0, "%d ", objnum ));
753
754 }
755
756 #ifndef NDEBUG
757 int     draw_boxes=0;
758 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
759 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
760 int check_window_check=0;
761 #else
762 #define draw_boxes                      0
763 #define window_check                    1
764 #define draw_edges                      0
765 #define new_seg_sorting         1
766 #define pre_draw_segs           0
767 #define no_migrate_segs         1
768 #define migrate_objects         1
769 #define behind_check                    1
770 #define check_window_check      0
771 #endif
772
773 //increment counter for checking if points rotated
774 //This must be called at the start of the frame if rotate_list() will be used
775 void render_start_frame()
776 {
777         RL_framecount++;
778
779         if (RL_framecount==0) {         //wrap!
780
781                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
782                 RL_framecount=1;                                                                                        //and set this frame to 1
783         }
784 }
785
786 //Given a lit of point numbers, rotate any that haven't been rotated this frame
787 g3s_codes rotate_list(int nv,short *pointnumlist)
788 {
789         int i,pnum;
790         g3s_point *pnt;
791         g3s_codes cc;
792
793         cc.and = 0xff;  cc.or = 0;
794
795         for (i=0;i<nv;i++) {
796
797                 pnum = pointnumlist[i];
798
799                 pnt = &Segment_points[pnum];
800
801                 if (Rotated_last[pnum] != RL_framecount) {
802
803                         g3_rotate_point(pnt,&Vertices[pnum]);
804
805                         Rotated_last[pnum] = RL_framecount;
806                 }
807
808                 cc.and &= pnt->p3_codes;
809                 cc.or  |= pnt->p3_codes;
810         }
811
812         return cc;
813
814 }
815
816 //Given a lit of point numbers, project any that haven't been projected
817 void project_list(int nv,short *pointnumlist)
818 {
819         int i,pnum;
820
821         for (i=0;i<nv;i++) {
822
823                 pnum = pointnumlist[i];
824
825                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
826
827                         g3_project_point(&Segment_points[pnum]);
828
829         }
830 }
831
832
833 // -----------------------------------------------------------------------------------
834 void render_segment(int segnum, int window_num)
835 {
836         segment         *seg = &Segments[segnum];
837         g3s_codes       cc;
838         int                     sn;
839
840         Assert(segnum!=-1 && segnum<=Highest_segment_index);
841
842         cc=rotate_list(8,seg->verts);
843
844         if (! cc.and) {         //all off screen?
845
846 //mprintf( (0, "!"));
847                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
848
849                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
850
851       if (Viewer->type!=OBJ_ROBOT)
852                 Automap_visited[segnum]=1;
853
854                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
855                         render_side(seg, sn);
856         }
857
858         //draw any objects that happen to be in this segment
859
860         //sort objects!
861         //object_sort_segment_objects( seg );
862                 
863         #ifndef NDEBUG
864         if (!migrate_objects) {
865                 int objnum;
866                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
867                         do_render_object(objnum, window_num);
868         }
869         #endif
870
871         //DEBUG mprintf( (0, "]\n", segnum ));
872
873 }
874
875 // ----- This used to be called when Show_only_curside was set.
876 // ----- It is wholly and superiorly replaced by render_side.
877 // -- //render one side of one segment
878 // -- void render_seg_side(segment *seg,int _side)
879 // -- {
880 // --   g3s_codes cc;
881 // --   short vertnum_list[4];
882 // -- 
883 // --   cc=g3_rotate_list(8,&seg->verts);
884 // -- 
885 // --   if (! cc.and) {         //all off screen?
886 // --           int fn,pn,i;
887 // --           side *s;
888 // --           face *f;
889 // --           poly *p;
890 // -- 
891 // --           s=&seg->sides[_side];
892 // -- 
893 // --           for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
894 // --                   for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
895 // --                           grs_bitmap *tmap;
896 // --   
897 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
898 // --   
899 // --                           if (p->tmap_num >= NumTextures) {
900 // --                                   Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
901 // --                                   p->tmap_num = 0;                //change it permanantly
902 // --                           }
903 // --   
904 // --                           tmap = Textures[p->tmap_num];
905 // --   
906 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
907 // --   
908 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
909 // --                   }
910 // --           }
911 // -- 
912 // -- }
913
914 #define CROSS_WIDTH  i2f(8)
915 #define CROSS_HEIGHT i2f(8)
916
917 #ifndef NDEBUG
918
919 //draw outline for curside
920 void outline_seg_side(segment *seg,int _side,int edge,int vert)
921 {
922         g3s_codes cc;
923
924         cc=rotate_list(8,seg->verts);
925
926         if (! cc.and) {         //all off screen?
927                 side *s;
928                 g3s_point *pnt;
929
930                 s=&seg->sides[_side];
931
932                 //render curedge of curside of curseg in green
933
934                 gr_setcolor(BM_XRGB(0,63,0));
935                 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
936
937                 //draw a little cross at the current vert
938
939                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
940
941                 g3_project_point(pnt);          //make sure projected
942
943 //              gr_setcolor(BM_XRGB(0,0,63));
944 //              gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
945 //              gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
946
947                 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
948                 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
949                 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
950                 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
951         }
952 }
953
954 #endif
955
956 #if 0           //this stuff could probably just be deleted
957
958 #define DEFAULT_PERSPECTIVE_DEPTH 6
959
960 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
961
962 int inc_perspective_depth(void)
963 {
964         return ++Perspective_depth;
965
966 }
967
968 int dec_perspective_depth(void)
969 {
970         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
971
972 }
973
974 int reset_perspective_depth(void)
975 {
976         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
977
978 }
979 #endif
980
981 typedef struct window {
982         short left,top,right,bot;
983 } window;
984
985 ubyte code_window_point(fix x,fix y,window *w)
986 {
987         ubyte code=0;
988
989         if (x <= w->left)  code |= 1;
990         if (x >= w->right) code |= 2;
991
992         if (y <= w->top) code |= 4;
993         if (y >= w->bot) code |= 8;
994
995         return code;
996 }
997
998 #ifndef NDEBUG
999 void draw_window_box(int color,short left,short top,short right,short bot)
1000 {
1001         short l,t,r,b;
1002
1003         gr_setcolor(color);
1004
1005         l=left; t=top; r=right; b=bot;
1006
1007         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))
1008                 return;
1009
1010         if (l<0) l=0;
1011         if (t<0) t=0;
1012         if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
1013         if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
1014
1015         gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
1016         gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
1017         gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
1018         gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
1019
1020 }
1021 #endif
1022
1023 int matt_find_connect_side(int seg0,int seg1);
1024
1025 #ifndef NDEBUG
1026 char visited2[MAX_SEGMENTS];
1027 #endif
1028
1029 unsigned char visited[MAX_SEGMENTS];
1030 short Render_list[MAX_RENDER_SEGS];
1031 short Seg_depth[MAX_RENDER_SEGS];               //depth for each seg in Render_list
1032 ubyte processed[MAX_RENDER_SEGS];               //whether each entry has been processed
1033 int     lcnt_save,scnt_save;
1034 //@@short *persp_ptr;
1035 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1036 //ubyte no_render_flag[MAX_RENDER_SEGS];
1037 window render_windows[MAX_RENDER_SEGS];
1038
1039 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1040
1041 //for objects
1042
1043
1044
1045 #define RED   BM_XRGB(63,0,0)
1046 #define WHITE BM_XRGB(63,63,63)
1047
1048 //Given two sides of segment, tell the two verts which form the 
1049 //edge between them
1050 short Two_sides_to_edge[6][6][2] = {
1051         { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1052         { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1053         { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1054         { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1055         { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1056         { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1057 };
1058
1059 //given an edge specified by two verts, give the two sides on that edge
1060 int Edge_to_sides[8][8][2] = {
1061         { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1062         { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1063         { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1064         { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1065         { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1066         { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1067         { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1068         { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1069 };
1070
1071 //@@//perform simple check on tables
1072 //@@check_check()
1073 //@@{
1074 //@@    int i,j;
1075 //@@
1076 //@@    for (i=0;i<8;i++)
1077 //@@            for (j=0;j<8;j++)
1078 //@@                    Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] && 
1079 //@@                                    Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1080 //@@
1081 //@@    for (i=0;i<6;i++)
1082 //@@            for (j=0;j<6;j++)
1083 //@@                    Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] && 
1084 //@@                                    Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1085 //@@
1086 //@@
1087 //@@}
1088
1089
1090 //given an edge, tell what side is on that edge
1091 int find_seg_side(segment *seg,short *verts,int notside)
1092 {
1093         int i;
1094         int vv0=-1,vv1=-1;
1095         int side0,side1;
1096         int *eptr;
1097         int     v0,v1;
1098         short   *vp;
1099
1100 //@@    check_check();
1101
1102         v0 = verts[0];
1103         v1 = verts[1];
1104         vp = seg->verts;
1105
1106         for (i=0; i<8; i++) {
1107                 int svv = *vp++;        // seg->verts[i];
1108
1109                 if (vv0==-1 && svv == v0) {
1110                         vv0 = i;
1111                         if (vv1 != -1)
1112                                 break;
1113                 }
1114
1115                 if (vv1==-1 && svv == v1) {
1116                         vv1 = i;
1117                         if (vv0 != -1)
1118                                 break;
1119                 }
1120         }
1121
1122         Assert(vv0!=-1 && vv1!=-1);
1123
1124         eptr = Edge_to_sides[vv0][vv1];
1125
1126         side0 = eptr[0];
1127         side1 = eptr[1];
1128
1129         Assert(side0!=-1 && side1!=-1);
1130
1131         if (side0 != notside) {
1132                 Assert(side1==notside);
1133                 return side0;
1134         }
1135         else {
1136                 Assert(side0==notside);
1137                 return side1;
1138         }
1139
1140 }
1141
1142 //find the two segments that join a given seg though two sides, and
1143 //the sides of those segments the abut. 
1144 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)
1145 {
1146         segment *seg0,*seg1;
1147         short edge_verts[2];
1148         int notside0,notside1;
1149         int edgeside0,edgeside1;
1150
1151         Assert(s0!=-1 && s1!=-1);
1152
1153         seg0 = &Segments[seg->children[s0]];
1154         seg1 = &Segments[seg->children[s1]];
1155
1156         edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1157         edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1158
1159         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1160
1161         notside0 = find_connect_side(seg,seg0);
1162         Assert(notside0 != -1);
1163         notside1 = find_connect_side(seg,seg1);
1164         Assert(notside1 != -1);
1165
1166         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1167         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1168
1169         //deal with the case where an edge is shared by more than two segments
1170
1171 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1172 //@@            segment *seg00;
1173 //@@            int notside00;
1174 //@@
1175 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1176 //@@
1177 //@@            if (seg00 != seg1) {
1178 //@@
1179 //@@                    notside00 = find_connect_side(seg0,seg00);
1180 //@@                    Assert(notside00 != -1);
1181 //@@
1182 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1183 //@@                    seg0 = seg00;
1184 //@@            }
1185 //@@
1186 //@@    }
1187 //@@
1188 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1189 //@@            segment *seg11;
1190 //@@            int notside11;
1191 //@@
1192 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1193 //@@
1194 //@@            if (seg11 != seg0) {
1195 //@@                    notside11 = find_connect_side(seg1,seg11);
1196 //@@                    Assert(notside11 != -1);
1197 //@@
1198 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1199 //@@                    seg1 = seg11;
1200 //@@            }
1201 //@@    }
1202
1203 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1204 //                IS_CHILD(seg1->children[edgeside1])) 
1205 //              return 0;
1206
1207         #ifdef COMPACT_SEGS
1208                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1209                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1210         #else 
1211                 *norm0_0 = seg0->sides[edgeside0].normals[0];
1212                 *norm0_1 = seg0->sides[edgeside0].normals[1];
1213                 *norm1_0 = seg1->sides[edgeside1].normals[0];
1214                 *norm1_1 = seg1->sides[edgeside1].normals[1];
1215         #endif
1216
1217         *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1218         *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1219
1220         return 1;
1221 }
1222
1223 //see if the order matters for these two children.
1224 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1225 int compare_children(segment *seg,short c0,short c1)
1226 {
1227         vms_vector norm0_0,norm0_1,*pnt0,temp;
1228         vms_vector norm1_0,norm1_1,*pnt1;
1229         fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1230 int t;
1231
1232         if (Side_opposite[c0] == c1) return 0;
1233
1234         Assert(c0!=-1 && c1!=-1);
1235
1236         //find normals of adjoining sides
1237
1238         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1239
1240 //if (!t)
1241 // return 0;
1242
1243         vm_vec_sub(&temp,&Viewer_eye,pnt0);
1244         d0_0 = vm_vec_dot(&norm0_0,&temp);
1245         d0_1 = vm_vec_dot(&norm0_1,&temp);
1246
1247         vm_vec_sub(&temp,&Viewer_eye,pnt1);
1248         d1_0 = vm_vec_dot(&norm1_0,&temp);
1249         d1_1 = vm_vec_dot(&norm1_1,&temp);
1250
1251         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1252         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1253
1254         if (d0 < 0 && d1 < 0)
1255                 return 0;
1256
1257         if (d0 < 0)
1258                 return 1;
1259         else if (d1 < 0)
1260                 return -1;
1261         else
1262                 return 0;
1263
1264 }
1265
1266 int ssc_total=0,ssc_swaps=0;
1267
1268 //short the children of segment to render in the correct order
1269 //returns non-zero if swaps were made
1270 int sort_seg_children(segment *seg,int n_children,short *child_list)
1271 {
1272         int i,j;
1273         int r;
1274         int made_swaps,count;
1275
1276         if (n_children == 0) return 0;
1277
1278  ssc_total++;
1279
1280         //for each child,  compare with other children and see if order matters
1281         //if order matters, fix if wrong
1282
1283         count = 0;
1284
1285         do {
1286                 made_swaps = 0;
1287
1288                 for (i=0;i<n_children-1;i++)
1289                         for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1290                                 if (child_list[j]!=-1) {
1291                                         r = compare_children(seg,child_list[i],child_list[j]);
1292
1293                                         if (r == 1) {
1294                                                 int temp = child_list[i];
1295                                                 child_list[i] = child_list[j];
1296                                                 child_list[j] = temp;
1297                                                 made_swaps=1;
1298                                         }
1299                                 }
1300
1301         } while (made_swaps && ++count<n_children);
1302
1303  if (count)
1304   ssc_swaps++;
1305
1306         return count;
1307 }
1308
1309 void add_obj_to_seglist(int objnum,int listnum)
1310 {
1311         int i,checkn,marker;
1312
1313         checkn = listnum;
1314
1315         //first, find a slot
1316
1317 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1318
1319         do {
1320
1321                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1322         
1323                 Assert(i < OBJS_PER_SEG);
1324         
1325                 marker = render_obj_list[checkn][i];
1326
1327                 if (marker != -1) {
1328                         checkn = -marker;
1329                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1330                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1331                                 Int3();
1332                                 return;
1333                         }
1334                 }
1335
1336         } while (marker != -1);
1337
1338 //mprintf((0,"  slot %d,%d",checkn,i));
1339
1340
1341         //now we have found a slot.  put object in it
1342
1343         if (i != OBJS_PER_SEG-1) {
1344
1345                 render_obj_list[checkn][i] = objnum;
1346                 render_obj_list[checkn][i+1] = -1;
1347         }
1348         else {                          //chain to additional list
1349                 int lookn;
1350
1351                 //find an available sublist
1352
1353                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1354
1355                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1356                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1357                         Int3();
1358                         return;
1359                 }
1360
1361                 render_obj_list[checkn][i] = -lookn;
1362                 render_obj_list[lookn][0] = objnum;
1363                 render_obj_list[lookn][1] = -1;
1364
1365         }
1366
1367 //mprintf((0,"  added!\n"));
1368
1369 }
1370 #ifdef __sun__
1371 // the following is a drop-in replacement for the broken libc qsort on solaris
1372 // taken from http://www.snippets.org/snippets/portable/RG_QSORT+C.php3
1373
1374 #define qsort qsort_dropin
1375
1376 /******************************************************************/
1377 /* qsort.c  --  Non-Recursive ANSI Quicksort function             */
1378 /* Public domain by Raymond Gardner, Englewood CO  February 1991  */
1379 /******************************************************************/
1380 #define  COMP(a, b)  ((*comp)((void *)(a), (void *)(b)))
1381 #define  T 7 // subfiles of <= T elements will be insertion sorteded (T >= 3)
1382 #define  SWAP(a, b)  (swap_bytes((char *)(a), (char *)(b), size))
1383
1384 static void swap_bytes(char *a, char *b, size_t nbytes)
1385 {
1386    char tmp;
1387    do {
1388       tmp = *a; *a++ = *b; *b++ = tmp;
1389    } while ( --nbytes );
1390 }
1391
1392 void qsort(void *basep, size_t nelems, size_t size,
1393                             int (*comp)(const void *, const void *))
1394 {
1395    char *stack[40], **sp;       /* stack and stack pointer        */
1396    char *i, *j, *limit;         /* scan and limit pointers        */
1397    size_t thresh;               /* size of T elements in bytes    */
1398    char *base;                  /* base pointer as char *         */
1399    base = (char *)basep;        /* set up char * base pointer     */
1400    thresh = T * size;           /* init threshold                 */
1401    sp = stack;                  /* init stack pointer             */
1402    limit = base + nelems * size;/* pointer past end of array      */
1403    for ( ;; ) {                 /* repeat until break...          */
1404       if ( limit - base > thresh ) {  /* if more than T elements  */
1405                                       /*   swap base with middle  */
1406          SWAP((((limit-base)/size)/2)*size+base, base);
1407          i = base + size;             /* i scans left to right    */
1408          j = limit - size;            /* j scans right to left    */
1409          if ( COMP(i, j) > 0 )        /* Sedgewick's              */
1410             SWAP(i, j);               /*    three-element sort    */
1411          if ( COMP(base, j) > 0 )     /*        sets things up    */
1412             SWAP(base, j);            /*            so that       */
1413          if ( COMP(i, base) > 0 )     /*      *i <= *base <= *j   */
1414             SWAP(i, base);            /* *base is pivot element   */
1415          for ( ;; ) {                 /* loop until break         */
1416             do                        /* move i right             */
1417                i += size;             /*        until *i >= pivot */
1418             while ( COMP(i, base) < 0 );
1419             do                        /* move j left              */
1420                j -= size;             /*        until *j <= pivot */
1421             while ( COMP(j, base) > 0 );
1422             if ( i > j )              /* if pointers crossed      */
1423                break;                 /*     break loop           */
1424             SWAP(i, j);       /* else swap elements, keep scanning*/
1425          }
1426          SWAP(base, j);         /* move pivot into correct place  */
1427          if ( j - base > limit - i ) {  /* if left subfile larger */
1428             sp[0] = base;             /* stack left subfile base  */
1429             sp[1] = j;                /*    and limit             */
1430             base = i;                 /* sort the right subfile   */
1431          } else {                     /* else right subfile larger*/
1432             sp[0] = i;                /* stack right subfile base */
1433             sp[1] = limit;            /*    and limit             */
1434             limit = j;                /* sort the left subfile    */
1435          }
1436          sp += 2;                     /* increment stack pointer  */
1437       } else {      /* else subfile is small, use insertion sort  */
1438          for ( j = base, i = j+size; i < limit; j = i, i += size )
1439             for ( ; COMP(j, j+size) > 0; j -= size ) {
1440                SWAP(j, j+size);
1441                if ( j == base )
1442                   break;
1443             }
1444          if ( sp != stack ) {         /* if any entries on stack  */
1445             sp -= 2;                  /* pop the base and limit   */
1446             base = sp[0];
1447             limit = sp[1];
1448          } else                       /* else stack empty, done   */
1449             break;
1450       }
1451    }
1452 }
1453 #endif // __sun__ qsort drop-in replacement
1454
1455 #define SORT_LIST_SIZE 100
1456
1457 typedef struct sort_item {
1458         int objnum;
1459         fix dist;
1460 } sort_item;
1461
1462 sort_item sort_list[SORT_LIST_SIZE];
1463 int n_sort_items;
1464
1465 //compare function for object sort. 
1466 int sort_func(const sort_item *a,const sort_item *b)
1467 {
1468         fix delta_dist;
1469         object *obj_a,*obj_b;
1470
1471         delta_dist = a->dist - b->dist;
1472
1473         obj_a = &Objects[a->objnum];
1474         obj_b = &Objects[b->objnum];
1475
1476         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1477
1478                 //these two objects are in the same position.  see if one is a fireball
1479                 //or laser or something that should plot on top.  Don't do this for
1480                 //the afterburner blobs, though.
1481
1482                 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1483                         if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1484                                 return -1;      //a is weapon, b is not, so say a is closer
1485                         else;                           //both are weapons 
1486                 else
1487                         if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1488                                 return 1;       //b is weapon, a is not, so say a is farther
1489
1490                 //no special case, fall through to normal return
1491         }
1492
1493         return delta_dist;      //return distance
1494 }
1495
1496 void build_object_lists(int n_segs)
1497 {
1498         int nn;
1499
1500 //mprintf((0,"build n_segs=%d",n_segs));
1501
1502         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1503                 render_obj_list[nn][0] = -1;
1504
1505         for (nn=0;nn<n_segs;nn++) {
1506                 int segnum;
1507
1508                 segnum = Render_list[nn];
1509
1510 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1511
1512                 if (segnum != -1) {
1513                         int objnum;
1514                         object *obj;
1515
1516                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1517                                 int new_segnum,did_migrate,list_pos;
1518
1519                                 obj = &Objects[objnum];
1520
1521                                 Assert( obj->segnum == segnum );
1522
1523                                 if (obj->flags & OF_ATTACHED)
1524                                         continue;               //ignore this object
1525
1526                                 new_segnum = segnum;
1527                                 list_pos = nn;
1528
1529 //mprintf((0,"objnum=%d ",objnum));
1530                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1531                                 do {
1532                                         segmasks m;
1533
1534                                         did_migrate = 0;
1535         
1536                                         m = get_seg_masks(&obj->pos, new_segnum, obj->size, __FILE__, __LINE__);
1537         
1538                                         if (m.sidemask) {
1539                                                 int sn,sf;
1540
1541                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1542                                                         if (m.sidemask & sf) {
1543                                                                 segment *seg = &Segments[new_segnum];
1544                 
1545                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1546                                                                         int child = seg->children[sn];
1547                                                                         int checknp;
1548                 
1549                                                                         for (checknp=list_pos;checknp--;)
1550                                                                                 if (Render_list[checknp] == child) {
1551 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1552                                                                                         new_segnum = child;
1553                                                                                         list_pos = checknp;
1554                                                                                         did_migrate = 1;
1555                                                                                 }
1556                                                                 }
1557                                                         }
1558                                         }
1559         
1560                                 } while (0);    //while (did_migrate);
1561
1562                                 add_obj_to_seglist(objnum,list_pos);
1563         
1564                         }
1565
1566                 }
1567         }
1568
1569 //mprintf((0,"done build "));
1570
1571         //now that there's a list for each segment, sort the items in those lists
1572         for (nn=0;nn<n_segs;nn++) {
1573                 int segnum;
1574
1575                 segnum = Render_list[nn];
1576
1577 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1578
1579                 if (segnum != -1) {
1580                         int t,lookn,i,n;
1581
1582                         //first count the number of objects & copy into sort list
1583
1584                         lookn = nn;
1585                         i = n_sort_items = 0;
1586                         while ((t=render_obj_list[lookn][i++])!=-1)
1587                                 if (t<0)
1588                                         {lookn = -t; i=0;}
1589                                 else
1590                                         if (n_sort_items < SORT_LIST_SIZE-1) {          //add if room
1591                                                 sort_list[n_sort_items].objnum = t;
1592                                                 //NOTE: maybe use depth, not dist - quicker computation
1593                                                 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1594                                                 n_sort_items++;
1595                                         }
1596                                         else {                  //no room for object
1597                                                 int ii;
1598
1599                                                 #ifndef NDEBUG
1600                                                 FILE *tfile=fopen("sortlist.out","wt");
1601
1602                                                 //I find this strange, so I'm going to write out
1603                                                 //some information to look at later
1604                                                 if (tfile) {
1605                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1606                                                                 int objnum = sort_list[ii].objnum;
1607
1608                                                                 fprintf(tfile,"Obj %3d  Type = %2d  Id = %2d  Dist = %08x  Segnum = %3d\n",
1609                                                                         objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1610                                                         }
1611                                                         fclose(tfile);
1612                                                 }
1613                                                 #endif
1614
1615                                                 Int3(); //Get Matt!!!
1616
1617                                                 //Now try to find a place for this object by getting rid
1618                                                 //of an object we don't care about
1619
1620                                                 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1621                                                         int objnum = sort_list[ii].objnum;
1622                                                         object *obj = &Objects[objnum];
1623                                                         int type = obj->type;
1624
1625                                                         //replace debris & fireballs
1626                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1627                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1628
1629                                                                 //don't replace same kind of object unless new 
1630                                                                 //one is closer
1631
1632                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1633                                                                         sort_list[ii].objnum = t;
1634                                                                         sort_list[ii].dist = dist;
1635                                                                         break;
1636                                                                 }
1637                                                         }
1638                                                 }
1639
1640                                                 Int3(); //still couldn't find a slot
1641                                         }
1642
1643
1644                         //now call qsort
1645                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1646                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1647                                    sort_func);
1648                 #else
1649                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1650                                         (int (*)(const void*,const void*))sort_func);
1651                 #endif  
1652
1653                         //now copy back into list
1654
1655                         lookn = nn;
1656                         i = 0;
1657                         n = n_sort_items;
1658                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1659                                 if (t<0)
1660                                         {lookn = -t; i=0;}
1661                                 else
1662                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1663                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1664                 }
1665         }
1666 }
1667
1668 int Use_player_head_angles = 0;
1669 vms_angvec Player_head_angles;
1670
1671 extern int Num_tmaps_drawn;
1672 extern int Total_pixels;
1673 //--unused-- int Total_num_tmaps_drawn=0;
1674
1675 int Rear_view=0;
1676 extern ubyte RenderingType;
1677
1678 void start_lighting_frame(object *viewer);
1679
1680 #ifdef JOHN_ZOOM
1681 fix Zoom_factor=F1_0;
1682 #endif
1683 //renders onto current canvas
1684 void render_frame(fix eye_offset, int window_num)
1685 {
1686         int start_seg_num;
1687
1688 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1689 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1690 //      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));
1691 //Num_tmaps_drawn = 0;
1692
1693         if (Endlevel_sequence) {
1694                 render_endlevel_frame(eye_offset);
1695                 FrameCount++;
1696                 return;
1697         }
1698
1699 #ifdef NEWDEMO
1700         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1701      
1702           //mprintf((0, "Objnum=%d objtype=%d objid=%d\n", OBJECT_NUMBER(Viewer), Viewer->type, Viewer->id));
1703                 
1704       if (RenderingType==0)
1705                 newdemo_record_start_frame(FrameCount, FrameTime );
1706       if (RenderingType!=255)
1707                 newdemo_record_viewer_object(Viewer);
1708         }
1709 #endif
1710   
1711    //Here:
1712
1713         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1714   
1715         g3_start_frame();
1716
1717         Viewer_eye = Viewer->pos;
1718
1719 //      if (Viewer->type == OBJ_PLAYER && (Cockpit_mode!=CM_REAR_VIEW))
1720 //              vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1721
1722         if (eye_offset) {
1723                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1724         }
1725
1726         #ifdef EDITOR
1727         if (Function_mode==FMODE_EDITOR)
1728                 Viewer_eye = Viewer->pos;
1729         #endif
1730
1731         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1732
1733         if (start_seg_num==-1)
1734                 start_seg_num = Viewer->segnum;
1735
1736         if (Viewer==ConsoleObject && Use_player_head_angles) {
1737                 vms_matrix headm,viewm;
1738                 vm_angles_2_matrix(&headm,&Player_head_angles);
1739                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1740                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1741         //@@} else if ((Cockpit_mode==CM_REAR_VIEW) && (Viewer==ConsoleObject)) {
1742         } else if (Rear_view && (Viewer==ConsoleObject)) {
1743                 vms_matrix headm,viewm;
1744                 Player_head_angles.p = Player_head_angles.b = 0;
1745                 Player_head_angles.h = 0x7fff;
1746                 vm_angles_2_matrix(&headm,&Player_head_angles);
1747                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1748                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1749         } else  {
1750 #ifdef JOHN_ZOOM
1751                 if (keyd_pressed[KEY_RSHIFT] )  {
1752                         Zoom_factor += FrameTime*4;
1753                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1754                 } else {
1755                         Zoom_factor -= FrameTime*4;
1756                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1757                 }
1758                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1759 #else
1760                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1761 #endif
1762         }
1763
1764         if (Clear_window == 1) {
1765                 if (Clear_window_color == -1)
1766                         Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
1767                 gr_clear_canvas(Clear_window_color);
1768         }
1769         #ifndef NDEBUG
1770         if (Show_only_curside)
1771                 gr_clear_canvas(Clear_window_color);
1772         #endif
1773
1774         render_mine(start_seg_num, eye_offset, window_num);
1775
1776         if (Use_player_head_angles ) 
1777                 draw_3d_reticle(eye_offset);
1778
1779         g3_end_frame();
1780
1781    //RenderingType=0;
1782
1783         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1784 }
1785
1786 int first_terminal_seg;
1787
1788 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1789 {
1790         Assert(window_num < MAX_RENDERED_WINDOWS);
1791         Window_rendered_data[window_num].frame = FrameCount;
1792         Window_rendered_data[window_num].viewer = viewer;
1793         Window_rendered_data[window_num].rear_view = rear_view_flag;
1794         Window_rendered_data[window_num].user = user;
1795 }
1796
1797 //build a list of segments to be rendered
1798 //fills in Render_list & N_render_segs
1799 void build_segment_list(int start_seg_num, int window_num)
1800 {
1801         int     lcnt,scnt,ecnt;
1802         int     l,c;
1803         int     ch;
1804
1805         memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1806         memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1807         //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1808         memset(processed, 0, sizeof(processed));
1809
1810         #ifndef NDEBUG
1811         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1812         #endif
1813
1814         lcnt = scnt = 0;
1815
1816         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1817         Seg_depth[lcnt] = 0;
1818         lcnt++;
1819         ecnt = lcnt;
1820         render_pos[start_seg_num] = 0;
1821
1822         #ifndef NDEBUG
1823         if (pre_draw_segs)
1824                 render_segment(start_seg_num, window_num);
1825         #endif
1826
1827         render_windows[0].left=render_windows[0].top=0;
1828         render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1829         render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1830
1831         //breadth-first renderer
1832
1833         //build list
1834
1835         for (l=0;l<Render_depth;l++) {
1836
1837                 //while (scnt < ecnt) {
1838                 for (scnt=0;scnt < ecnt;scnt++) {
1839                         int rotated,segnum;
1840                         window *check_w;
1841                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1842                         int n_children;                                                                         //how many sides in child_list
1843                         segment *seg;
1844
1845                         if (processed[scnt])
1846                                 continue;
1847
1848                         processed[scnt]=1;
1849
1850                         segnum = Render_list[scnt];
1851                         check_w = &render_windows[scnt];
1852
1853                         #ifndef NDEBUG
1854                         if (draw_boxes)
1855                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1856                         #endif
1857
1858                         if (segnum == -1) continue;
1859
1860                         seg = &Segments[segnum];
1861                         rotated=0;
1862
1863                         //look at all sides of this segment.
1864                         //tricky code to look at sides in correct order follows
1865
1866                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1867                                 int wid;
1868
1869                                 wid = WALL_IS_DOORWAY(seg, c);
1870
1871                                 ch=seg->children[c];
1872
1873                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1874                                         if (behind_check) {
1875                                                 sbyte *sv = Side_to_verts[c];
1876                                                 ubyte codes_and=0xff;
1877                                                 int i;
1878
1879                                                 rotate_list(8,seg->verts);
1880                                                 rotated=1;
1881
1882                                                 for (i=0;i<4;i++)
1883                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1884
1885                                                 if (codes_and & CC_BEHIND) continue;
1886
1887                                         }
1888                                         child_list[n_children++] = c;
1889                                 }
1890                         }
1891
1892                         //now order the sides in some magical way
1893
1894                         if (new_seg_sorting)
1895                                 sort_seg_children(seg,n_children,child_list);
1896
1897                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1898                         //      ch=seg->children[c];
1899
1900                         for (c=0;c<n_children;c++) {
1901                                 int siden;
1902
1903                                 siden = child_list[c];
1904                                 ch=seg->children[siden];
1905                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1906                                 {
1907                                         if (window_check) {
1908                                                 int i;
1909                                                 ubyte codes_and_3d,codes_and_2d;
1910                                                 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1911                                                 int no_proj_flag=0;     //a point wasn't projected
1912
1913                                                 if (rotated<2) {
1914                                                         if (!rotated)
1915                                                                 rotate_list(8,seg->verts);
1916                                                         project_list(8,seg->verts);
1917                                                         rotated=2;
1918                                                 }
1919
1920                                                 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1921                                                         int p = seg->verts[Side_to_verts[siden][i]];
1922                                                         g3s_point *pnt = &Segment_points[p];
1923
1924                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1925
1926                                                         _x = f2i(pnt->p3_sx);
1927                                                         _y = f2i(pnt->p3_sy);
1928
1929                                                         codes_and_3d &= pnt->p3_codes;
1930                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1931
1932                                                         #ifndef NDEBUG
1933                                                         if (draw_edges) {
1934                                                                 gr_setcolor(BM_XRGB(31,0,31));
1935                                                                 gr_line(pnt->p3_sx,pnt->p3_sy,
1936                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1937                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1938                                                         }
1939                                                         #endif
1940
1941                                                         if (_x < min_x) min_x = _x;
1942                                                         if (_x > max_x) max_x = _x;
1943
1944                                                         if (_y < min_y) min_y = _y;
1945                                                         if (_y > max_y) max_y = _y;
1946
1947                                                 }
1948
1949                                                 #ifndef NDEBUG
1950                                                 if (draw_boxes)
1951                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1952                                                 #endif
1953
1954                                                 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1955                                                         int rp = render_pos[ch];
1956                                                         window *new_w = &render_windows[lcnt];
1957
1958                                                         if (no_proj_flag) *new_w = *check_w;
1959                                                         else {
1960                                                                 new_w->left  = max(check_w->left,min_x);
1961                                                                 new_w->right = min(check_w->right,max_x);
1962                                                                 new_w->top   = max(check_w->top,min_y);
1963                                                                 new_w->bot   = min(check_w->bot,max_y);
1964                                                         }
1965
1966                                                         //see if this seg already visited, and if so, does current window
1967                                                         //expand the old window?
1968                                                         if (rp != -1) {
1969                                                                 if (new_w->left < render_windows[rp].left ||
1970                                                                                  new_w->top < render_windows[rp].top ||
1971                                                                                  new_w->right > render_windows[rp].right ||
1972                                                                                  new_w->bot > render_windows[rp].bot) {
1973
1974                                                                         new_w->left  = min(new_w->left,render_windows[rp].left);
1975                                                                         new_w->right = max(new_w->right,render_windows[rp].right);
1976                                                                         new_w->top   = min(new_w->top,render_windows[rp].top);
1977                                                                         new_w->bot   = max(new_w->bot,render_windows[rp].bot);
1978
1979                                                                         if (no_migrate_segs) {
1980                                                                                 //no_render_flag[lcnt] = 1;
1981                                                                                 Render_list[lcnt] = -1;
1982                                                                                 render_windows[rp] = *new_w;            //get updated window
1983                                                                                 processed[rp] = 0;              //force reprocess
1984                                                                                 goto no_add;
1985                                                                         }
1986                                                                         else
1987                                                                                 Render_list[rp]=-1;
1988                                                                 }
1989                                                                 else goto no_add;
1990                                                         }
1991
1992                                                         #ifndef NDEBUG
1993                                                         if (draw_boxes)
1994                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1995                                                         #endif
1996
1997                                                         render_pos[ch] = lcnt;
1998                                                         Render_list[lcnt] = ch;
1999                                                         Seg_depth[lcnt] = l;
2000                                                         lcnt++;
2001                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
2002                                                         visited[ch] = 1;
2003
2004                                                         #ifndef NDEBUG
2005                                                         if (pre_draw_segs)
2006                                                                 render_segment(ch, window_num);
2007                                                         #endif
2008 no_add:
2009         ;
2010
2011                                                 }
2012                                         }
2013                                         else {
2014                                                 Render_list[lcnt] = ch;
2015                                                 Seg_depth[lcnt] = l;
2016                                                 lcnt++;
2017                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
2018                                                 visited[ch] = 1;
2019                                         }
2020                                 }
2021                         }
2022                 }
2023
2024                 scnt = ecnt;
2025                 ecnt = lcnt;
2026
2027         }
2028 done_list:
2029
2030         lcnt_save = lcnt;
2031         scnt_save = scnt;
2032
2033         first_terminal_seg = scnt;
2034         N_render_segs = lcnt;
2035
2036 }
2037
2038 //renders onto current canvas
2039 void render_mine(int start_seg_num,fix eye_offset, int window_num)
2040 {
2041 #ifndef NDEBUG
2042         int             i;
2043 #endif
2044         int             nn;
2045
2046         //      Initialize number of objects (actually, robots!) rendered this frame.
2047         Window_rendered_data[window_num].num_objects = 0;
2048
2049 #ifdef LASER_HACK
2050         Hack_nlasers = 0;
2051 #endif
2052
2053         #ifndef NDEBUG
2054         for (i=0;i<=Highest_object_index;i++)
2055                 object_rendered[i] = 0;
2056         #endif
2057
2058         //set up for rendering
2059
2060         render_start_frame();
2061
2062
2063         #if defined(EDITOR)
2064         if (Show_only_curside) {
2065                 rotate_list(8,Cursegp->verts);
2066                 render_side(Cursegp,Curside);
2067                 goto done_rendering;
2068         }
2069         #endif
2070
2071
2072         #ifdef EDITOR
2073         if (_search_mode)       {
2074                 //lcnt = lcnt_save;
2075                 //scnt = scnt_save;
2076         }
2077         else
2078         #endif
2079                 //NOTE LINK TO ABOVE!!
2080                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2081
2082         //render away
2083
2084         #ifndef NDEBUG
2085         if (!window_check) {
2086                 Window_clip_left  = Window_clip_top = 0;
2087                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2088                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2089         }
2090         #endif
2091
2092         #ifndef NDEBUG
2093         if (!(_search_mode)) {
2094                 int i;
2095
2096                 for (i=0;i<N_render_segs;i++) {
2097                         int segnum;
2098
2099                         segnum = Render_list[i];
2100
2101                         if (segnum != -1)
2102                         {
2103                                 if (visited2[segnum])
2104                                         Int3();         //get Matt
2105                                 else
2106                                         visited2[segnum] = 1;
2107                         }
2108                 }
2109         }
2110         #endif
2111
2112         if (!(_search_mode))
2113                 build_object_lists(N_render_segs);
2114
2115         if (eye_offset<=0)              // Do for left eye or zero.
2116                 set_dynamic_light();
2117
2118         if (!_search_mode && Clear_window == 2) {
2119                 if (first_terminal_seg < N_render_segs) {
2120                         int i;
2121
2122                         if (Clear_window_color == -1)
2123                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2124         
2125                         gr_setcolor(Clear_window_color);
2126         
2127                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2128                                 if (Render_list[i] != -1) {
2129                                         #ifndef NDEBUG
2130                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2131                                                 Int3();
2132                                         else
2133                                         #endif
2134                                                 //NOTE LINK TO ABOVE!
2135                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2136                                 }
2137                         }
2138                 }
2139         }
2140
2141         for (nn=N_render_segs;nn--;) {
2142                 int segnum;
2143                 int objnp;
2144
2145                 // Interpolation_method = 0;
2146                 segnum = Render_list[nn];
2147                 Current_seg_depth = Seg_depth[nn];
2148
2149                 //if (!no_render_flag[nn])
2150                 if (segnum!=-1 && (_search_mode || visited[segnum]!=255)) {
2151                         //set global render window vars
2152
2153                         if (window_check) {
2154                                 Window_clip_left  = render_windows[nn].left;
2155                                 Window_clip_top   = render_windows[nn].top;
2156                                 Window_clip_right = render_windows[nn].right;
2157                                 Window_clip_bot   = render_windows[nn].bot;
2158                         }
2159
2160                         //mprintf((0," %d",segnum));
2161
2162                         render_segment(segnum, window_num);
2163                         visited[segnum]=255;
2164
2165                         if (window_check) {             //reset for objects
2166                                 Window_clip_left  = Window_clip_top = 0;
2167                                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2168                                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2169                         }
2170
2171                         if (migrate_objects) {
2172                                 //int n_expl_objs=0,expl_objs[5],i;
2173                                 int listnum;
2174                                 int save_linear_depth = Max_linear_depth;
2175
2176                                 Max_linear_depth = Max_linear_depth_objects;
2177
2178                                 listnum = nn;
2179
2180                                 //mprintf((0,"render objs seg %d",segnum));
2181
2182                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2183                                         int ObjNumber = render_obj_list[listnum][objnp];
2184
2185                                         if (ObjNumber >= 0) {
2186
2187                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2188         
2189                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2190                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2191                                                 //} else
2192                                                 #ifdef LASER_HACK
2193                                                 if (    (Objects[ObjNumber].type==OBJ_WEAPON) &&                                                                //if its a weapon
2194                                                                 (Objects[ObjNumber].lifeleft==Laser_max_time ) &&       //  and its in it's first frame
2195                                                                 (Hack_nlasers< MAX_HACKED_LASERS) &&                                                                    //  and we have space for it
2196                                                                 (Objects[ObjNumber].laser_info.parent_num>-1) &&                                        //  and it has a parent
2197                                                                 (OBJECT_NUMBER(Viewer) == Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
2198                                                    )            {
2199                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2200                                                         //mprintf( (0, "O%d ", ObjNumber ));
2201                                                 } else  
2202                                                 #endif
2203                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2204
2205                                                 objnp++;
2206                                         }
2207                                         else {
2208
2209                                                 listnum = -ObjNumber;
2210                                                 objnp = 0;
2211
2212                                         }
2213
2214                                 }
2215
2216                                 //for (i=0;i<n_expl_objs;i++)
2217                                 //      do_render_object(expl_objs[i], window_num);
2218
2219                                 //mprintf((0,"done seg %d\n",segnum));
2220
2221                                 Max_linear_depth = save_linear_depth;
2222
2223                         }
2224
2225                 }
2226         }
2227
2228         //mprintf((0,"\n"));
2229
2230                                                                 
2231 #ifdef LASER_HACK                                                               
2232         // Draw the hacked lasers last
2233         for (i=0; i < Hack_nlasers; i++ )       {
2234                 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2235                 do_render_object(Hack_laser_list[i], window_num);
2236         }
2237 #endif
2238
2239         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2240
2241 #ifdef EDITOR
2242         #ifndef NDEBUG
2243         //draw curedge stuff
2244         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2245         #endif
2246
2247 done_rendering:
2248         ;
2249
2250 #endif
2251
2252 }
2253 #ifdef EDITOR
2254
2255 extern int render_3d_in_big_window;
2256
2257 //finds what segment is at a given x&y -  seg,side,face are filled in
2258 //works on last frame rendered. returns true if found
2259 //if seg<0, then an object was found, and the object number is -seg-1
2260 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2261 {
2262         _search_mode = -1;
2263
2264         _search_x = x; _search_y = y;
2265
2266         found_seg = -1;
2267
2268         if (render_3d_in_big_window) {
2269                 grs_canvas temp_canvas;
2270
2271                 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2272                         LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2273
2274                 gr_set_current_canvas(&temp_canvas);
2275
2276                 render_frame(0, 0);
2277         }
2278         else {
2279                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2280                 render_frame(0, 0);
2281         }
2282
2283         _search_mode = 0;
2284
2285         *seg = found_seg;
2286         *side = found_side;
2287         *face = found_face;
2288         *poly = found_poly;
2289
2290 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2291
2292         return (found_seg!=-1);
2293
2294 }
2295
2296 #endif