dxx-rebirth/main/render.c

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2006-03-20 16:43:15 +00:00
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/render.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:41:54 $
*
* Sample setup for RCS header
*
* $Log: render.c,v $
* Revision 1.1.1.1 2006/03/17 19:41:54 zicodxx
* initial import
*
* Revision 1.5 2000/06/25 08:34:29 sekmu
* file-line for segfault info
*
* Revision 1.4 1999/10/07 21:09:47 donut
* OGL alternate texmerge
*
* Revision 1.3 1999/09/03 22:43:06 sekmu
* more warning fixes
*
* Revision 1.2 1999/09/02 13:20:28 sekmu
* remove warning in editor compile
*
* Revision 1.1.1.1 1999/06/14 22:11:28 donut
* Import of d1x 1.37 source.
*
* Revision 2.5 1995/12/19 15:31:36 john
* Made stereo mode only record 1 eye in demo.
*
* Revision 2.4 1995/03/20 18:15:53 john
* Added code to not store the normals in the segment structure.
*
* Revision 2.3 1995/03/13 16:11:05 john
* Maybe fixed bug that lighting didn't work with vr helmets.
*
* Revision 2.2 1995/03/09 15:33:49 john
* Fixed bug with iglasses timeout too long, and objects
* disappearing from left eye.
*
* Revision 2.1 1995/03/06 15:23:59 john
* New screen techniques.
*
* Revision 2.0 1995/02/27 11:31:01 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.252 1995/02/22 13:49:38 allender
* remove anonymous unions from object structure
*
* Revision 1.251 1995/02/11 15:07:26 matt
* Took out code which was mostly intended as part of a larger renderer
* change which never happened. This new code was causing problems with
* the level 4 control center.
*
* Revision 1.250 1995/02/07 16:28:53 matt
* Fixed problem with new code
*
* Revision 1.249 1995/02/06 14:38:58 matt
* Took out some code that didn't compile when editor in
*
* Revision 1.248 1995/02/06 13:45:25 matt
* Structural changes, plus small sorting improvements
*
* Revision 1.247 1995/02/02 15:59:26 matt
* Changed assert to int3.
*
* Revision 1.246 1995/02/01 21:02:27 matt
* Added partial fix for rendering bugs
* Ripped out laser hack system
*
* Revision 1.245 1995/01/20 15:14:30 matt
* Added parens to fix precedence bug
*
* Revision 1.244 1995/01/14 19:16:59 john
* First version of new bitmap paging code.
*
* Revision 1.243 1995/01/03 20:19:25 john
* Pretty good working version of game save.
*
* Revision 1.242 1994/12/29 13:51:05 john
* Made the floating reticle draw in the spot
* regardless of the eye offset.
*
* Revision 1.241 1994/12/23 15:02:55 john
* Tweaked floating reticle.
*
* Revision 1.240 1994/12/23 14:27:45 john
* Changed offset of floating reticle to line up with
* lasers a bit better.
*
* Revision 1.239 1994/12/23 14:22:50 john
* Added floating reticle for VR helments.
*
* Revision 1.238 1994/12/13 14:07:50 matt
* Fixed tmap_num2 bug in search mode
*
* Revision 1.237 1994/12/11 00:45:53 matt
* Fixed problem when object sort buffer got full
*
* Revision 1.236 1994/12/09 18:46:06 matt
* Added a little debugging
*
* Revision 1.235 1994/12/09 14:59:16 matt
* Added system to attach a fireball to another object for rendering purposes,
* so the fireball always renders on top of (after) the object.
*
* Revision 1.234 1994/12/08 15:46:54 matt
* Fixed buffer overflow that caused seg depth screwup
*
* Revision 1.233 1994/12/08 11:51:53 matt
* Took out some unused stuff
*
* Revision 1.232 1994/12/06 16:31:48 mike
* fix detriangulation problems.
*
* Revision 1.231 1994/12/05 15:32:51 matt
* Changed an assert to an int3 & return
*
* Revision 1.230 1994/12/04 17:28:04 matt
* Got rid of unused no_render_flag array, and took out box clear when searching
*
* Revision 1.229 1994/12/04 15:51:14 matt
* Fixed linear tmap transition for objects
*
* Revision 1.228 1994/12/03 20:16:50 matt
* Turn off window clip for objects
*
* Revision 1.227 1994/12/03 14:48:00 matt
* Restored some default settings
*
* Revision 1.226 1994/12/03 14:44:32 matt
* Fixed another difficult bug in the window clip system
*
* Revision 1.225 1994/12/02 13:19:56 matt
* Fixed rect clears at terminus of rendering
* Made a bunch of debug code compile out
*
* Revision 1.224 1994/12/02 11:58:21 matt
* Fixed window clip bug
*
* Revision 1.223 1994/11/28 21:50:42 mike
* optimizations.
*
* Revision 1.222 1994/11/28 01:32:15 mike
* turn off window clearing.
*
* Revision 1.221 1994/11/27 23:11:52 matt
* Made changes for new mprintf calling convention
*
* Revision 1.220 1994/11/20 15:58:55 matt
* Don't migrate the control center, since it doesn't move out of its segment
*
* Revision 1.219 1994/11/19 23:54:36 mike
* change window colors.
*
* Revision 1.218 1994/11/19 15:20:25 mike
* rip out unused code and data
*
* Revision 1.217 1994/11/18 13:21:24 mike
* Clear only view portals into rest of world based on value of Clear_window.
*
* Revision 1.216 1994/11/15 17:02:10 matt
* Re-added accidentally deleted variable
*
* Revision 1.215 1994/11/15 16:51:50 matt
* Made rear view only switch to rear cockpit if cockpit on in front view
*
* Revision 1.214 1994/11/14 20:47:57 john
* Attempted to strip out all the code in the game
* directory that uses any ui code.
*
* Revision 1.213 1994/11/11 15:37:07 mike
* write orange for background to show render bugs.
*
* Revision 1.212 1994/11/09 22:57:18 matt
* Keep tract of depth of segments rendered, for detail level optimization
*
* Revision 1.211 1994/11/01 23:40:14 matt
* Elegantly handler buffer getting full
*
* Revision 1.210 1994/10/31 22:28:13 mike
* Fix detriangulation bug.
*
* Revision 1.209 1994/10/31 11:48:56 mike
* Optimize detriangulation, speedup of about 4% in many cases, 0% in many.
*
* Revision 1.208 1994/10/30 20:08:34 matt
* For endlevel: added big explosion at tunnel exit; made lights in tunnel
* go out; made more explosions on walls.
*
* Revision 1.207 1994/10/27 14:14:35 matt
* Don't do light flash during endlevel sequence
*
* Revision 1.206 1994/10/11 12:05:42 mike
* Improve detriangulation.
*
* Revision 1.205 1994/10/07 15:27:00 john
* Commented out the code that moves your eye
* forward.
*
* Revision 1.204 1994/10/05 16:07:38 mike
* Don't detriangulate sides if in player's segment. Prevents player going behind a wall,
* though there are cases in which it would be ok to detriangulate these.
*
* Revision 1.203 1994/10/03 12:44:05 matt
* Took out unreferenced code
*
* Revision 1.202 1994/09/28 14:08:45 john
* Added Zoom stuff back in, but ifdef'd it out.
*
* Revision 1.201 1994/09/25 23:41:49 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
* Revision 1.200 1994/09/25 15:50:10 mike
* Integrate my debug changes which shows how many textures were rendered
* this frame.
*
* Revision 1.199 1994/09/25 15:45:22 matt
* Added OBJ_LIGHT, a type of object that casts light
* Added generalized lifeleft, and moved it to local_object
*
* Revision 1.198 1994/09/15 21:23:32 matt
* Changed system to keep track of whether & what cockpit is up
*
* Revision 1.197 1994/09/15 16:30:12 mike
* Comment out call to object_render_targets, which did nothing.
*
* Revision 1.196 1994/09/07 22:25:51 matt
* Don't migrate through semi-transparent walls
*
* Revision 1.195 1994/09/07 19:16:21 mike
* Homing missile.
*
* Revision 1.194 1994/08/31 20:54:17 matt
* Don't do flash effect while whiting out
*
* Revision 1.193 1994/08/23 17:20:12 john
* Added rear-view cockpit.
*
* Revision 1.192 1994/08/22 14:36:35 john
* Made R key make a "reverse" view render.
*
* Revision 1.191 1994/08/19 20:09:26 matt
* Added end-of-level cut scene with external scene
*
* Revision 1.190 1994/08/10 19:56:17 john
* Changed font stuff; Took out old menu; messed up lots of
* other stuff like game sequencing messages, etc.
*
* Revision 1.189 1994/08/10 14:45:05 john
* *** empty log message ***
*
* Revision 1.188 1994/08/09 16:04:06 john
* Added network players to editor.
*
* Revision 1.187 1994/08/05 17:07:05 john
* Made lasers be two objects, one drawing after the other
* all the time.
*
* Revision 1.186 1994/08/05 10:07:57 matt
* Disable window check checking (i.e., always use window check)
*
* Revision 1.185 1994/08/04 19:11:30 matt
* Changed a bunch of vecmat calls to use multiple-function routines, and to
* allow the use of C macros for some functions
*
* Revision 1.184 1994/08/04 00:21:14 matt
* Cleaned up fvi & physics error handling; put in code to make sure objects
* are in correct segment; simplified segment finding for objects and points
*
* Revision 1.183 1994/08/02 19:04:28 matt
* Cleaned up vertex list functions
*
* Revision 1.182 1994/07/29 15:13:33 matt
* When window check turned off, cut render depth in half
*
* Revision 1.181 1994/07/29 11:03:50 matt
* Use highest_segment_index instead of num_segments so render works from
* the editor
*
* Revision 1.180 1994/07/29 10:04:34 mike
* Update Cursegp when an object is selected.
*
* Revision 1.179 1994/07/25 00:02:50 matt
* Various changes to accomodate new 3d, which no longer takes point numbers
* as parms, and now only takes pointers to points.
*
* Revision 1.178 1994/07/24 14:37:49 matt
* Added angles for player head
*
* Revision 1.177 1994/07/20 19:08:07 matt
* If in editor, don't move eye from center of viewer object
*
*
*/
#ifdef RCS
static char rcsid[] = "$Id: render.c,v 1.1.1.1 2006/03/17 19:41:54 zicodxx Exp $";
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "inferno.h"
#include "segment.h"
#include "error.h"
#include "bm.h"
#include "texmap.h"
#include "mono.h"
#include "render.h"
#include "game.h"
#include "object.h"
#include "laser.h"
#include "textures.h"
#include "screens.h"
#include "segpoint.h"
#include "wall.h"
#include "texmerge.h"
#include "physics.h"
#include "3d.h"
#include "gameseg.h"
#include "vclip.h"
#include "lighting.h"
#include "fuelcen.h"
#include "newdemo.h"
#include "automap.h"
#include "endlevel.h"
#include "key.h"
#include "newmenu.h"
#include "u_mem.h"
#include "piggy.h"
#include "d_io.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#define INITIAL_LOCAL_LIGHT (F1_0/4) // local light value in segment of occurence (of light emission)
#ifndef NDEBUG
/* adb: printf */
#include <stdio.h>
#endif
#ifdef EDITOR
#include "editor/editor.h"
#endif
void render_mine(int start_seg_num,fix eye_offset);
//used for checking if points have been rotated
int Clear_window_color=-1;
int Clear_window=2; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
int RL_framecount=-1;
short Rotated_last[MAX_VERTICES];
// When any render function needs to know what's looking at it, it should
// access Viewer members.
object * Viewer = NULL;
vms_vector Viewer_eye; //valid during render
int N_render_segs;
fix Render_zoom = 0x9000; //the player's zoom factor
#ifndef NDEBUG
ubyte object_rendered[MAX_OBJECTS];
#endif
#define DEFAULT_RENDER_DEPTH 16
int Render_depth=DEFAULT_RENDER_DEPTH; //how many segments deep to render
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#ifdef OGL
int Detriangulation_on = 0; // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
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#else
int Detriangulation_on = 1;
#endif
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#ifdef EDITOR
int Render_only_bottom=0;
int Bottom_bitmap_num = 9;
#endif
fix Face_reflectivity = (F1_0/2);
#if 0 //this stuff could probably just be deleted
int inc_render_depth(void)
{
return ++Render_depth;
}
int dec_render_depth(void)
{
return Render_depth==1?Render_depth:--Render_depth;
}
int reset_render_depth(void)
{
return Render_depth = DEFAULT_RENDER_DEPTH;
}
#endif
#ifdef EDITOR
int _search_mode = 0; //true if looking for curseg,side,face
short _search_x,_search_y; //pixel we're looking at
int found_seg,found_side,found_face,found_poly;
#else
#define _search_mode 0
#endif
#if defined(NDEBUG) && !defined(EDITOR) //if no debug code, set these vars to constants
#define Outline_mode 0
#define Show_only_curside 0
#else
int Outline_mode=0,Show_only_curside=0;
int toggle_outline_mode(void)
{
return Outline_mode = !Outline_mode;
}
int toggle_show_only_curside(void)
{
return Show_only_curside = !Show_only_curside;
}
void draw_outline(int nverts,g3s_point **pointlist)
{
int i;
gr_setcolor(BM_XRGB(63,63,63));
for (i=0;i<nverts-1;i++)
g3_draw_line(pointlist[i],pointlist[i+1]);
g3_draw_line(pointlist[i],pointlist[0]);
}
#endif
grs_canvas * reticle_canvas = NULL;
void free_reticle_canvas()
{
gr_free_canvas (reticle_canvas);
reticle_canvas = NULL;
}
extern void show_reticle(int force_big);
// Draw the reticle in 3D for head tracking
void draw_3d_reticle(fix eye_offset)
{
g3s_point reticle_points[4];
g3s_uvl uvl[4];
g3s_point *pointlist[4];
int i;
vms_vector v1, v2;
grs_canvas *saved_canvas;
int saved_interp_method;
// if (!Use_player_head_angles) return;
for (i=0; i<4; i++ ) {
pointlist[i] = &reticle_points[i];
uvl[i].l = MAX_LIGHT;
}
uvl[0].u = 0; uvl[0].v = 0;
uvl[1].u = F1_0; uvl[1].v = 0;
uvl[2].u = F1_0; uvl[2].v = F1_0;
uvl[3].u = 0; uvl[3].v = F1_0;
vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
g3_rotate_point(&reticle_points[0],&v2);
vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
g3_rotate_point(&reticle_points[1],&v2);
vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
g3_rotate_point(&reticle_points[2],&v2);
vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
g3_rotate_point(&reticle_points[3],&v2);
if ( reticle_canvas == NULL ) {
reticle_canvas = gr_create_canvas(64,64);
if ( !reticle_canvas )
Error( "Couldn't malloc reticle_canvas" );
atexit( free_reticle_canvas );
#ifdef BITMAP_SELECTOR
reticle_canvas->cv_bitmap.bm_selector = 0;
#endif
gr_set_transparent (&reticle_canvas->cv_bitmap, 1);
}
saved_canvas = grd_curcanv;
gr_set_current_canvas(reticle_canvas);
gr_clear_canvas( 255 ); // Clear to Xparent
show_reticle(1);
gr_set_current_canvas(saved_canvas);
saved_interp_method=Interpolation_method;
Interpolation_method = 3; // The best, albiet slowest.
g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
Interpolation_method = saved_interp_method;
}
fix flash_scale;
#define FLASH_CYCLE_RATE f1_0
fix flash_rate = FLASH_CYCLE_RATE;
//cycle the flashing light for when mine destroyed
void flash_frame()
{
static fixang flash_ang=0;
if (!Fuelcen_control_center_destroyed)
return;
if (Endlevel_sequence)
return;
if (PaletteBlueAdd > 10 ) //whiting out
return;
// flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
flash_ang += fixmul(flash_rate,FrameTime);
fix_fastsincos(flash_ang,&flash_scale,NULL);
flash_scale = (flash_scale + f1_0)/2;
}
#ifdef OGL
extern int Current_level_num;
#endif
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// -----------------------------------------------------------------------------------
// Render a face.
// It would be nice to not have to pass in segnum and sidenum, but they are used for our
// hideously hacked in headlight system.
// vp is a pointer to vertex ids.
// tmap1, tmap2 are texture map ids. tmap2 is the pasty one.
void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, vms_vector *norm)
{
fix face_light;
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grs_bitmap *bm;
#ifdef OGL
grs_bitmap *bm2=NULL;
#endif
fix reflect;
uvl uvl_copy[8];
int i;
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g3s_point *pointlist[8];
Assert(nv <= 8);
for (i=0; i<nv; i++) {
uvl_copy[i] = uvlp[i];
pointlist[i] = &Segment_points[vp[i]];
}
face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
if (tmap1 >= NumTextures) {
mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
Int3();
Segments[segnum].sides[sidenum].tmap_num = 0;
}
#ifdef OGL
if (ogl_alttexmerge){
PIGGY_PAGE_IN(Textures[tmap1]);
bm = &GameBitmaps[Textures[tmap1].index];
if (tmap2){
PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
}
if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
bm2 = NULL;
}
}else
#endif
// New code for overlapping textures...
if (tmap2 != 0){
bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
}else{
bm = &GameBitmaps[Textures[tmap1].index];
PIGGY_PAGE_IN(Textures[tmap1]);
}
Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
//reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
//reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
reflect = Face_reflectivity; // f1_0; //until we figure this stuff out...
//set light values for each vertex & build pointlist
{
int i;
face_light = fixmul(face_light,reflect);
for (i=0;i<nv;i++) {
//the uvl struct has static light already in it
//scale static light for destruction effect
if (Fuelcen_control_center_destroyed) //make lights flash
uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
//add in dynamic light (from explosions, etc.)
uvl_copy[i].l += Dynamic_light[vp[i]];
//add in light from player's headlight
uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
//saturate at max value
if (uvl_copy[i].l > MAX_LIGHT)
uvl_copy[i].l = MAX_LIGHT;
}
}
#ifdef OGL
/* ZICO - experimental HACK
Level 19 has an unwanted 4D room. Let's use this stupid hack to disguise it. */
if (Current_level_num==19 && segnum >= 512 && segnum <=528)
glDepthFunc(GL_ALWAYS);
#endif
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#ifdef EDITOR
if ((Render_only_bottom) && (sidenum == WBOTTOM))
g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
else
#endif
#ifdef OGL
if (bm2){
g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
}else
#endif
g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
#ifndef NDEBUG
if (Outline_mode) draw_outline(nv, pointlist);
#endif
}
#ifdef EDITOR
// -----------------------------------------------------------------------------------
// Only called if editor active.
// Used to determine which face was clicked on.
void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
{
int i;
if (_search_mode) {
int save_lighting;
grs_bitmap *bm;
uvl uvl_copy[8];
g3s_point *pointlist[4];
if (tmap2 > 0 )
bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
else
bm = &GameBitmaps[Textures[tmap1].index];
for (i=0; i<nv; i++) {
uvl_copy[i] = uvlp[i];
pointlist[i] = &Segment_points[vp[i]];
}
gr_setcolor(0);
gr_pixel(_search_x,_search_y); //set our search pixel to color zero
gr_setcolor(1); //and render in color one
save_lighting = Lighting_on;
Lighting_on = 2;
//g3_draw_poly(nv,vp);
g3_draw_tmap(nv,&pointlist[0], (g3s_uvl *)&uvl_copy[0], bm);
Lighting_on = save_lighting;
if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
found_seg = segnum;
found_side = sidenum;
found_face = facenum;
}
}
}
#endif
fix Tulate_min_dot = (F1_0/4);
//--unused-- fix Tulate_min_ratio = (2*F1_0);
fix Min_n0_n1_dot = (F1_0*15/16);
// -----------------------------------------------------------------------------------
// Render a side.
// Check for normal facing. If so, render faces on side dictated by sidep->type.
void render_side(segment *segp, int sidenum)
{
short vertnum_list[4];
side *sidep = &segp->sides[sidenum];
vms_vector tvec;
fix v_dot_n0, v_dot_n1;
uvl temp_uvls[3];
fix min_dot, max_dot;
vms_vector normals[2];
if (!(WALL_IS_DOORWAY(segp,sidenum) & WID_RENDER_FLAG)) //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
return;
#ifdef COMPACT_SEGS
get_side_normals(segp, sidenum, &normals[0], &normals[1] );
#else
normals[0] = segp->sides[sidenum].normals[0];
normals[1] = segp->sides[sidenum].normals[1];
#endif
// Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
// deal with it, get the dot product.
if (sidep->type == SIDE_IS_TRI_13) {
2006-03-20 16:43:15 +00:00
vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
} else {
2006-03-20 16:43:15 +00:00
vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
}
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get_side_verts(vertnum_list,segp-Segments,sidenum);
v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
if (sidep->type == SIDE_IS_QUAD) {
if (v_dot_n0 >= 0) {
render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, &normals[0]);
#ifdef EDITOR
check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
}
} else {
// Although this side has been triangulated, because it is not planar, see if it is acceptable
// to render it as a single quadrilateral. This is a function of how far away the viewer is, how non-planar
// the face is, how normal to the surfaces the view is.
// Now, if both dot products are close to 1.0, then render two triangles as a single quad.
v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
if (v_dot_n0 < v_dot_n1) {
min_dot = v_dot_n0;
max_dot = v_dot_n1;
} else {
min_dot = v_dot_n1;
max_dot = v_dot_n0;
}
// Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != segp-Segments) && (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
fix n0_dot_n1;
// The other detriangulation code doesn't deal well with badly non-planar sides.
2006-03-20 16:43:15 +00:00
n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
if (n0_dot_n1 < Min_n0_n1_dot) {
2006-03-20 16:43:15 +00:00
goto im_so_ashamed;
}
2006-03-20 16:43:15 +00:00
render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, &normals[0]);
#ifdef EDITOR
check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
} else {
im_so_ashamed: ;
if (sidep->type == SIDE_IS_TRI_02) {
if (v_dot_n0 >= 0) {
render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, &normals[0]);
#ifdef EDITOR
check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
}
2006-03-20 16:43:15 +00:00
if (v_dot_n1 >= 0) {
temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[2]; temp_uvls[2] = sidep->uvls[3];
vertnum_list[1] = vertnum_list[2]; vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0, 2, 3 on side
render_face(segp-Segments, sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, &normals[1]);
#ifdef EDITOR
check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
}
} else if (sidep->type == SIDE_IS_TRI_13) {
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if (v_dot_n1 >= 0) {
render_face(segp-Segments, sidenum, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, &sidep->uvls[1], &normals[1]); // rendering 1,2,3, so just skip 0
#ifdef EDITOR
check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
}
if (v_dot_n0 >= 0) {
temp_uvls[0] = sidep->uvls[0]; temp_uvls[1] = sidep->uvls[1]; temp_uvls[2] = sidep->uvls[3];
vertnum_list[2] = vertnum_list[3]; // want to render from vertices 0,1,3
render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, &normals[0]);
#ifdef EDITOR
check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
#endif
}
} else
Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type,(int)(segp-Segments), sidenum);
}
}
}
#ifdef EDITOR
void render_object_search(object *obj)
{
int changed=0;
//note that we draw each pixel object twice, since we cannot control
//what color the object draws in, so we try color 0, then color 1,
//in case the object itself is rendering color 0
gr_setcolor(0);
gr_pixel(_search_x,_search_y); //set our search pixel to color zero
render_object(obj);
if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
changed=1;
gr_setcolor(1);
gr_pixel(_search_x,_search_y); //set our search pixel to color zero
render_object(obj);
if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
changed=1;
if (changed) {
if (obj->segnum != -1)
Cursegp = &Segments[obj->segnum];
found_seg = -(obj-Objects+1);
}
}
#endif
void do_render_object(int objnum)
{
#ifdef EDITOR
int save_3d_outline=0;
#endif
object *obj = &Objects[objnum];
int count = 0;
int n;
Assert(objnum < MAX_OBJECTS);
#ifndef NDEBUG
if (object_rendered[objnum]) { //already rendered this...
/* Int3(); */ //get Matt!!!
printf("already rendered %d!!!\n", objnum);
return;
}
object_rendered[objnum] = 1;
#endif
// Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
// that the guided missile system will know what objects to look at.
if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
//Assert(Num_rendered_objects < MAX_RENDERED_OBJECTS);
// This peculiar piece of code makes us keep track of the most recently rendered objects, which
// are probably the higher priority objects, without overflowing the buffer
if (Num_rendered_objects >= MAX_RENDERED_OBJECTS) {
Int3();
Num_rendered_objects /= 2;
}
Ordered_rendered_object_list[Num_rendered_objects++] = objnum;
}
if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
Int3(); // infinite loop detected
obj->next = -1; // won't this clean things up?
return; // get out of this infinite loop!
}
//g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
//check for editor object
#ifdef EDITOR
if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
save_3d_outline = g3d_interp_outline;
g3d_interp_outline=1;
}
#endif
#ifdef EDITOR
if (_search_mode)
render_object_search(obj);
else
#endif
//NOTE LINK TO ABOVE
render_object(obj);
for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
Assert(Objects[n].type == OBJ_FIREBALL);
Assert(Objects[n].control_type == CT_EXPLOSION);
Assert(Objects[n].flags & OF_ATTACHED);
render_object(&Objects[n]);
}
#ifdef EDITOR
if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
g3d_interp_outline = save_3d_outline;
#endif
//DEBUG mprintf( (0, "%d ", objnum ));
}
#ifndef NDEBUG
int draw_boxes=0;
int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
int no_migrate_segs=1,migrate_objects=1,behind_check=1;
int check_window_check=0;
#else
#define draw_boxes 0
#define window_check 1
#define draw_edges 0
#define new_seg_sorting 1
#define pre_draw_segs 0
#define no_migrate_segs 1
#define migrate_objects 1
#define behind_check 1
#define check_window_check 0
#endif
//increment counter for checking if points rotated
//This must be called at the start of the frame if rotate_list() will be used
void render_start_frame()
{
RL_framecount++;
if (RL_framecount==0) { //wrap!
memset(Rotated_last,0,sizeof(Rotated_last)); //clear all to zero
RL_framecount=1; //and set this frame to 1
}
}
//Given a lit of point numbers, rotate any that haven't been rotated this frame
g3s_codes rotate_list(int nv,short *pointnumlist)
{
int i,pnum;
g3s_point *pnt;
g3s_codes cc;
cc.and = 0xff; cc.or = 0;
for (i=0;i<nv;i++) {
pnum = pointnumlist[i];
pnt = &Segment_points[pnum];
if (Rotated_last[pnum] != RL_framecount) {
g3_rotate_point(pnt,&Vertices[pnum]);
Rotated_last[pnum] = RL_framecount;
}
cc.and &= pnt->p3_codes;
cc.or |= pnt->p3_codes;
}
return cc;
}
//Given a lit of point numbers, project any that haven't been projected
void project_list(int nv,short *pointnumlist)
{
int i,pnum;
for (i=0;i<nv;i++) {
pnum = pointnumlist[i];
if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
g3_project_point(&Segment_points[pnum]);
}
}
// -----------------------------------------------------------------------------------
void render_segment(int segnum)
{
segment *seg = &Segments[segnum];
g3s_codes cc;
int sn;
Assert(segnum!=-1 && segnum<=Highest_segment_index);
cc=rotate_list(8,seg->verts);
if (! cc.and) { //all off screen?
//mprintf( (0, "!"));
//DEBUG mprintf( (0, "[Segment %d: ", segnum ));
// set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
Automap_visited[segnum]=1;
for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
render_side(seg, sn);
}
//draw any objects that happen to be in this segment
//sort objects!
//object_sort_segment_objects( seg );
#ifndef NDEBUG
if (!migrate_objects) {
int objnum;
for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
do_render_object(objnum);
}
#endif
//DEBUG mprintf( (0, "]\n", segnum ));
}
// ----- This used to be called when Show_only_curside was set.
// ----- It is wholly and superiorly replaced by render_side.
// -- //render one side of one segment
// -- void render_seg_side(segment *seg,int _side)
// -- {
// -- g3s_codes cc;
// -- short vertnum_list[4];
// --
// -- cc=g3_rotate_list(8,&seg->verts);
// --
// -- if (! cc.and) { //all off screen?
// -- int fn,pn,i;
// -- side *s;
// -- face *f;
// -- poly *p;
// --
// -- s=&seg->sides[_side];
// --
// -- for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
// -- for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
// -- grs_bitmap *tmap;
// --
// -- for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
// --
// -- if (p->tmap_num >= NumTextures) {
// -- Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
// -- p->tmap_num = 0; //change it permanantly
// -- }
// --
// -- tmap = Textures[p->tmap_num];
// --
// -- g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
// --
// -- if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
// -- }
// -- }
// --
// -- }
#define CROSS_WIDTH i2f(8)
#define CROSS_HEIGHT i2f(8)
#if !defined(NDEBUG) || defined(EDITOR)
//draw outline for curside
void outline_seg_side(segment *seg,int _side,int edge,int vert)
{
g3s_codes cc;
cc=rotate_list(8,seg->verts);
if (! cc.and) { //all off screen?
side *s;
g3s_point *pnt;
s=&seg->sides[_side];
//render curedge of curside of curseg in green
gr_setcolor(BM_XRGB(0,63,0));
g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
//draw a little cross at the current vert
pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
g3_project_point(pnt); //make sure projected
// gr_setcolor(BM_XRGB(0,0,63));
// gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
// gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
}
}
#endif
#if 0 //this stuff could probably just be deleted
#define DEFAULT_PERSPECTIVE_DEPTH 6
int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH; //how many levels deep to render in perspective
int inc_perspective_depth(void)
{
return ++Perspective_depth;
}
int dec_perspective_depth(void)
{
return Perspective_depth==1?Perspective_depth:--Perspective_depth;
}
int reset_perspective_depth(void)
{
return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
}
#endif
typedef struct window {
short left,top,right,bot;
} window;
ubyte code_window_point(fix x,fix y,window *w)
{
ubyte code=0;
if (x <= w->left) code |= 1;
if (x >= w->right) code |= 2;
if (y <= w->top) code |= 4;
if (y >= w->bot) code |= 8;
return code;
}
#ifndef NDEBUG
void draw_window_box(int color,short left,short top,short right,short bot)
{
short l,t,r,b;
gr_setcolor(color);
l=left; t=top; r=right; b=bot;
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))
return;
if (l<0) l=0;
if (t<0) t=0;
if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
}
#endif
int matt_find_connect_side(int seg0,int seg1);
#ifndef NDEBUG
char visited2[MAX_SEGMENTS];
#endif
char visited[MAX_SEGMENTS];
short Render_list[MAX_RENDER_SEGS];
short Seg_depth[MAX_RENDER_SEGS]; //depth for each seg in Render_list
ubyte processed[MAX_RENDER_SEGS]; //whether each entry has been processed
int lcnt_save,scnt_save;
//@@short *persp_ptr;
short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
//ubyte no_render_flag[MAX_RENDER_SEGS];
window render_windows[MAX_RENDER_SEGS];
short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
//for objects
#define RED BM_XRGB(63,0,0)
#define WHITE BM_XRGB(63,63,63)
//Global vars for window clip test
int Window_clip_left,Window_clip_top,Window_clip_right,Window_clip_bot;
//Given two sides of segment, tell the two verts which form the
//edge between them
int Two_sides_to_edge[6][6][2] = {
{ {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
{ {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
{ {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
{ {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
{ {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
{ {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
};
//given an edge specified by two verts, give the two sides on that edge
int Edge_to_sides[8][8][2] = {
{ {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
{ {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
{ {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
{ {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
{ {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
{ {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
{ {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
{ {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
};
//@@//perform simple check on tables
//@@check_check()
//@@{
//@@ int i,j;
//@@
//@@ for (i=0;i<8;i++)
//@@ for (j=0;j<8;j++)
//@@ Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] &&
//@@ Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
//@@
//@@ for (i=0;i<6;i++)
//@@ for (j=0;j<6;j++)
//@@ Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] &&
//@@ Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
//@@
//@@
//@@}
//given an edge, tell what side is on that edge
int find_seg_side(segment *seg,short *verts,int notside)
{
int i;
int vv0=-1,vv1=-1;
int side0,side1;
int *eptr;
int v0,v1;
short *vp;
//@@ check_check();
v0 = verts[0];
v1 = verts[1];
vp = seg->verts;
for (i=0; i<8; i++) {
int svv = *vp++; // seg->verts[i];
if (vv0==-1 && svv == v0) {
vv0 = i;
if (vv1 != -1)
break;
}
if (vv1==-1 && svv == v1) {
vv1 = i;
if (vv0 != -1)
break;
}
}
// Assert(vv0!=-1 && vv1!=-1); // ZICO - disabled. will fail sometimes in some 4D levels.
2006-03-20 16:43:15 +00:00
eptr = Edge_to_sides[vv0][vv1];
side0 = eptr[0];
side1 = eptr[1];
Assert(side0!=-1 && side1!=-1);
if (side0 != notside) {
Assert(side1==notside);
return side0;
}
else {
Assert(side0==notside);
return side1;
}
}
//find the two segments that join a given seg though two sides, and
//the sides of those segments the abut.
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)
{
segment *seg0,*seg1;
short edge_verts[2];
int notside0,notside1;
int edgeside0,edgeside1;
Assert(s0!=-1 && s1!=-1);
seg0 = &Segments[seg->children[s0]];
seg1 = &Segments[seg->children[s1]];
edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
notside0 = find_connect_side(seg,seg0);
Assert(notside0 != -1);
notside1 = find_connect_side(seg,seg1);
Assert(notside1 != -1);
edgeside0 = find_seg_side(seg0,edge_verts,notside0);
edgeside1 = find_seg_side(seg1,edge_verts,notside1);
//deal with the case where an edge is shared by more than two segments
//@@ if (IS_CHILD(seg0->children[edgeside0])) {
//@@ segment *seg00;
//@@ int notside00;
//@@
//@@ seg00 = &Segments[seg0->children[edgeside0]];
//@@
//@@ if (seg00 != seg1) {
//@@
//@@ notside00 = find_connect_side(seg0,seg00);
//@@ Assert(notside00 != -1);
//@@
//@@ edgeside0 = find_seg_side(seg00,edge_verts,notside00);
//@@ seg0 = seg00;
//@@ }
//@@
//@@ }
//@@
//@@ if (IS_CHILD(seg1->children[edgeside1])) {
//@@ segment *seg11;
//@@ int notside11;
//@@
//@@ seg11 = &Segments[seg1->children[edgeside1]];
//@@
//@@ if (seg11 != seg0) {
//@@ notside11 = find_connect_side(seg1,seg11);
//@@ Assert(notside11 != -1);
//@@
//@@ edgeside1 = find_seg_side(seg11,edge_verts,notside11);
//@@ seg1 = seg11;
//@@ }
//@@ }
// if ( IS_CHILD(seg0->children[edgeside0]) ||
// IS_CHILD(seg1->children[edgeside1]))
// return 0;
#ifdef COMPACT_SEGS
get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
#else
*norm0_0 = seg0->sides[edgeside0].normals[0];
*norm0_1 = seg0->sides[edgeside0].normals[1];
*norm1_0 = seg1->sides[edgeside1].normals[0];
*norm1_1 = seg1->sides[edgeside1].normals[1];
#endif
*pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
*pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
return 1;
}
//see if the order matters for these two children.
//returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
int compare_children(segment *seg,short c0,short c1)
{
vms_vector norm0_0,norm0_1,*pnt0,temp;
vms_vector norm1_0,norm1_1,*pnt1;
fix d0_0,d0_1,d1_0,d1_1,d0,d1;
int t;
2006-03-20 16:43:15 +00:00
if (Side_opposite[c0] == c1) return 0;
Assert(c0!=-1 && c1!=-1);
//find normals of adjoining sides
t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
//if (!t)
// return 0;
vm_vec_sub(&temp,&Viewer_eye,pnt0);
d0_0 = vm_vec_dot(&norm0_0,&temp);
d0_1 = vm_vec_dot(&norm0_1,&temp);
vm_vec_sub(&temp,&Viewer_eye,pnt1);
d1_0 = vm_vec_dot(&norm1_0,&temp);
d1_1 = vm_vec_dot(&norm1_1,&temp);
d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
if (d0 < 0 && d1 < 0)
return 0;
if (d0 < 0)
return 1;
else if (d1 < 0)
return -1;
else
return 0;
}
int ssc_total=0,ssc_swaps=0;
//short the children of segment to render in the correct order
//returns non-zero if swaps were made
int sort_seg_children(segment *seg,int n_children,short *child_list)
{
int i,j;
int r;
int made_swaps,count;
if (n_children == 0) return 0;
ssc_total++;
//for each child, compare with other children and see if order matters
//if order matters, fix if wrong
count = 0;
do {
made_swaps = 0;
for (i=0;i<n_children-1;i++)
for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
if (child_list[j]!=-1) {
r = compare_children(seg,child_list[i],child_list[j]);
if (r == 1) {
int temp = child_list[i];
child_list[i] = child_list[j];
child_list[j] = temp;
made_swaps=1;
}
}
} while (made_swaps && ++count<n_children);
if (count)
ssc_swaps++;
return count;
}
void add_obj_to_seglist(int objnum,int listnum)
{
int i,checkn,marker;
checkn = listnum;
//first, find a slot
//mprintf((0,"adding obj %d to %d",objnum,listnum));
do {
for (i=0;render_obj_list[checkn][i] >= 0;i++);
Assert(i < OBJS_PER_SEG);
marker = render_obj_list[checkn][i];
if (marker != -1) {
checkn = -marker;
//Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
Int3();
return;
}
}
} while (marker != -1);
//mprintf((0," slot %d,%d",checkn,i));
//now we have found a slot. put object in it
if (i != OBJS_PER_SEG-1) {
render_obj_list[checkn][i] = objnum;
render_obj_list[checkn][i+1] = -1;
}
else { //chain to additional list
int lookn;
//find an available sublist
for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
//Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
Int3();
return;
}
render_obj_list[checkn][i] = -lookn;
render_obj_list[lookn][0] = objnum;
render_obj_list[lookn][1] = -1;
}
//mprintf((0," added!\n"));
}
#define SORT_LIST_SIZE 50
typedef struct sort_item {
int objnum;
fix dist;
} sort_item;
sort_item sort_list[SORT_LIST_SIZE];
int n_sort_items;
//compare function for object sort.
int sort_func(sort_item *a,sort_item *b)
{
fix delta_dist;
// object *obj_a,*obj_b;
delta_dist = a->dist - b->dist;
#if 0
if (!(a->objnum<MAX_OBJECTS)) {
int i, j;
printf("qsort bug: %d items\n", n_sort_items);
if (a<sort_list && n_sort_items<10) {
for (i=0; i<n_sort_items; i++) {
printf("%02d. %7d ", i, sort_list[i].dist);
for (j=0; j<n_sort_items; j++)
printf("%7d ",sort_func(sort_list+i,sort_list+j));
printf("\n");
}
}
Error("a->objnum<MAX_OBJECTS failed, a=%p list=%p a-list=%d, n_si=%d", a, sort_list, a-sort_list, n_sort_items);
}
if (!(b->objnum<MAX_OBJECTS)) {
Error("b->objnum<MAX_OBJECTS failed, b=%d, n_si=%d", b-sort_list, n_sort_items);
}
#endif
#if 0 /* adb: qsort doesn't like this :-( */
obj_a = &Objects[a->objnum];
obj_b = &Objects[b->objnum];
if (abs(delta_dist) < (obj_a->size + obj_b->size)) { //same position
//these two objects are in the same position. see if one is a fireball
//or laser or something that should plot on top
if (obj_a->type == OBJ_WEAPON || obj_a->type == OBJ_FIREBALL)
if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
return -1; //a is weapon, b is not, so say a is closer
else; //both are weapons
else
if (obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL)
return 1; //b is weapon, a is not, so say a is farther
//no special case, fall through to normal return
}
#endif
return delta_dist; //return distance
}
void build_object_lists(int n_segs)
{
int nn;
//mprintf((0,"build n_segs=%d",n_segs));
for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
render_obj_list[nn][0] = -1;
for (nn=0;nn<n_segs;nn++) {
int segnum;
segnum = Render_list[nn];
//mprintf((0,"nn=%d seg=%d ",nn,segnum));
if (segnum != -1) {
int objnum;
object *obj;
for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
int new_segnum,did_migrate,list_pos;
obj = &Objects[objnum];
Assert( obj->segnum == segnum );
if (obj->flags & OF_ATTACHED)
continue; //ignore this object
new_segnum = segnum;
list_pos = nn;
//mprintf((0,"objnum=%d ",objnum));
if (obj->type != OBJ_CNTRLCEN) //don't migrate controlcen
do {
segmasks m;
did_migrate = 0;
m = get_seg_masks(&obj->pos,new_segnum,obj->size,__FILE__,__LINE__);
if (m.sidemask) {
int sn,sf;
for (sn=0,sf=1;sn<6;sn++,sf<<=1)
if (m.sidemask & sf) {
segment *seg = &Segments[obj->segnum];
if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) { //can explosion migrate through
int child = seg->children[sn];
int checknp;
for (checknp=list_pos;checknp--;)
if (Render_list[checknp] == child) {
//mprintf((0,"mig from %d to %d ",new_segnum,child));
new_segnum = child;
list_pos = checknp;
did_migrate = 1;
}
}
}
}
} while (did_migrate);
add_obj_to_seglist(objnum,list_pos);
}
}
}
//mprintf((0,"done build "));
//now that there's a list for each segment, sort the items in those lists
for (nn=0;nn<n_segs;nn++) {
int segnum;
segnum = Render_list[nn];
//mprintf((0,"nn=%d seg=%d ",nn,segnum));
if (segnum != -1) {
int t,lookn,i,n;
//first count the number of objects & copy into sort list
lookn = nn;
i = n_sort_items = 0;
while ((t=render_obj_list[lookn][i++])!=-1)
if (t<0)
{lookn = -t; i=0;}
else
if (n_sort_items < SORT_LIST_SIZE-1) { //add if room
sort_list[n_sort_items].objnum = t;
//NOTE: maybe use depth, not dist - quicker computation
sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
n_sort_items++;
}
//now call qsort
qsort(sort_list,n_sort_items,sizeof(*sort_list),(int (*)(const void *, const void *))sort_func);
//now copy back into list
lookn = nn;
i = 0;
n = n_sort_items;
while ((t=render_obj_list[lookn][i])!=-1 && n>0)
if (t<0)
{lookn = -t; i=0;}
else
render_obj_list[lookn][i++] = sort_list[--n].objnum;
render_obj_list[lookn][i] = -1; //mark (possibly new) end
}
}
}
int Use_player_head_angles = 0;
vms_angvec Player_head_angles;
extern int Num_tmaps_drawn;
extern int Total_pixels;
//--unused-- int Total_num_tmaps_drawn=0;
int Rear_view=0;
#ifdef JOHN_ZOOM
fix Zoom_factor=F1_0;
#endif
//renders onto current canvas
void render_frame(fix eye_offset)
{
int start_seg_num;
//Total_num_tmaps_drawn += Num_tmaps_drawn;
//if ((FrameCount > 0) && (Total_num_tmaps_drawn))
// 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));
//Num_tmaps_drawn = 0;
if (Endlevel_sequence) {
render_endlevel_frame(eye_offset);
FrameCount++;
return;
}
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING ) {
if (eye_offset >= 0 ) {
//added 8/21/98 by Victor Rachels to prevent freeze if run out of HD while recording
if( d_getdiskfree() > 100000) {
newdemo_record_start_frame(FrameCount, FrameTime );
newdemo_record_viewer_object(Viewer);
} else
newdemo_stop_recording();
//end additions - Victor Rachels
}
}
#endif
g3_start_frame();
Viewer_eye = Viewer->pos;
// if (Viewer->type == OBJ_PLAYER && (Cockpit_mode!=CM_REAR_VIEW))
// vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
if (eye_offset) {
vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
}
#ifdef EDITOR
if (Function_mode==FMODE_EDITOR)
Viewer_eye = Viewer->pos;
#endif
start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
if (start_seg_num==-1)
start_seg_num = Viewer->segnum;
if (Viewer==ConsoleObject && Use_player_head_angles) {
vms_matrix headm,viewm;
vm_angles_2_matrix(&headm,&Player_head_angles);
vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
//@@} else if ((Cockpit_mode==CM_REAR_VIEW) && (Viewer==ConsoleObject)) {
} else if (Rear_view && (Viewer==ConsoleObject)) {
vms_matrix headm,viewm;
Player_head_angles.p = Player_head_angles.b = 0;
Player_head_angles.h = 0x7fff;
vm_angles_2_matrix(&headm,&Player_head_angles);
vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
} else {
#ifdef JOHN_ZOOM
if (keyd_pressed[KEY_RSHIFT] ) {
Zoom_factor += FrameTime*4;
if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
} else {
Zoom_factor -= FrameTime*4;
if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
}
g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
#else
g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
#endif
}
if (Clear_window == 1) {
if (Clear_window_color == -1)
Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
gr_clear_canvas(Clear_window_color);
}
render_mine(start_seg_num,eye_offset);
if (Use_player_head_angles )
draw_3d_reticle(eye_offset);
g3_end_frame();
FrameCount++; //we have rendered a frame
}
int first_terminal_seg;
//build a list of segments to be rendered
//fills in Render_list & N_render_segs
void build_segment_list(int start_seg_num)
{
int lcnt,scnt,ecnt;
int l,c;
int ch;
memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
//memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
memset(processed, 0, sizeof(processed));
#ifndef NDEBUG
memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
#endif
lcnt = scnt = 0;
Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
Seg_depth[lcnt] = 0;
lcnt++;
ecnt = lcnt;
render_pos[start_seg_num] = 0;
#ifndef NDEBUG
if (pre_draw_segs)
render_segment(start_seg_num);
#endif
render_windows[0].left=render_windows[0].top=0;
render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
//breadth-first renderer
//build list
for (l=0;l<Render_depth;l++) {
//while (scnt < ecnt) {
for (scnt=0;scnt < ecnt;scnt++) {
int rotated,segnum;
window *check_w;
short child_list[MAX_SIDES_PER_SEGMENT]; //list of ordered sides to process
int n_children; //how many sides in child_list
segment *seg;
if (processed[scnt])
continue;
processed[scnt]=1;
segnum = Render_list[scnt];
check_w = &render_windows[scnt];
#ifndef NDEBUG
if (draw_boxes)
draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
#endif
if (segnum == -1) continue;
seg = &Segments[segnum];
rotated=0;
//look at all sides of this segment.
//tricky code to look at sides in correct order follows
for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) { //build list of sides
int wid;
wid = WALL_IS_DOORWAY(seg, c);
ch=seg->children[c];
if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
if (behind_check) {
2006-10-06 14:41:31 +00:00
sbyte *sv = Side_to_verts[c];
2006-03-20 16:43:15 +00:00
ubyte codes_and=0xff;
int i;
rotate_list(8,seg->verts);
rotated=1;
for (i=0;i<4;i++)
codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
if (codes_and & CC_BEHIND) continue;
}
child_list[n_children++] = c;
}
}
//now order the sides in some magical way
if (new_seg_sorting)
sort_seg_children(seg,n_children,child_list);
//for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
// ch=seg->children[c];
for (c=0;c<n_children;c++) {
int siden;
siden = child_list[c];
ch=seg->children[siden];
//if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
{
if (window_check) {
int i;
ubyte codes_and_3d,codes_and_2d;
short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
int no_proj_flag=0; //a point wasn't projected
if (rotated<2) {
if (!rotated)
rotate_list(8,seg->verts);
project_list(8,seg->verts);
rotated=2;
}
for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
int p = seg->verts[Side_to_verts[siden][i]];
g3s_point *pnt = &Segment_points[p];
if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
_x = f2i(pnt->p3_sx);
_y = f2i(pnt->p3_sy);
codes_and_3d &= pnt->p3_codes;
codes_and_2d &= code_window_point(_x,_y,check_w);
#ifndef NDEBUG
if (draw_edges) {
gr_setcolor(BM_XRGB(31,0,31));
gr_line(pnt->p3_sx,pnt->p3_sy,
Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
}
#endif
if (_x < min_x) min_x = _x;
if (_x > max_x) max_x = _x;
if (_y < min_y) min_y = _y;
if (_y > max_y) max_y = _y;
}
#ifndef NDEBUG
if (draw_boxes)
draw_window_box(WHITE,min_x,min_y,max_x,max_y);
#endif
if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
int rp = render_pos[ch];
window *new_w = &render_windows[lcnt];
if (no_proj_flag) *new_w = *check_w;
else {
new_w->left = max(check_w->left,min_x);
new_w->right = min(check_w->right,max_x);
new_w->top = max(check_w->top,min_y);
new_w->bot = min(check_w->bot,max_y);
}
//see if this seg already visited, and if so, does current window
//expand the old window?
if (rp != -1) {
if (new_w->left < render_windows[rp].left ||
new_w->top < render_windows[rp].top ||
new_w->right > render_windows[rp].right ||
new_w->bot > render_windows[rp].bot) {
new_w->left = min(new_w->left,render_windows[rp].left);
new_w->right = max(new_w->right,render_windows[rp].right);
new_w->top = min(new_w->top,render_windows[rp].top);
new_w->bot = max(new_w->bot,render_windows[rp].bot);
if (no_migrate_segs) {
//no_render_flag[lcnt] = 1;
Render_list[lcnt] = -1;
render_windows[rp] = *new_w; //get updated window
processed[rp] = 0; //force reprocess
goto no_add;
}
else
Render_list[rp]=-1;
}
else goto no_add;
}
#ifndef NDEBUG
if (draw_boxes)
draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
#endif
render_pos[ch] = lcnt;
Render_list[lcnt] = ch;
Seg_depth[lcnt] = l;
lcnt++;
if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
visited[ch] = 1;
#ifndef NDEBUG
if (pre_draw_segs)
render_segment(ch);
#endif
no_add:
;
}
}
else {
Render_list[lcnt] = ch;
Seg_depth[lcnt] = l;
lcnt++;
if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
visited[ch] = 1;
}
}
}
}
scnt = ecnt;
ecnt = lcnt;
}
done_list:
lcnt_save = lcnt;
scnt_save = scnt;
first_terminal_seg = scnt;
N_render_segs = lcnt;
}
//renders onto current canvas
void render_mine(int start_seg_num,fix eye_offset)
{
int nn;
//moved 9/2/98 by Victor Rachels to remove warning/unused var
#ifndef NDEBUG
int i;
for (i=0;i<=Highest_object_index;i++)
object_rendered[i] = 0;
#endif
//end move - Victor Rachels
// Initialize number of objects (actually, robots!) rendered this frame.
Num_rendered_objects = 0;
#ifdef LASER_HACK
Hack_nlasers = 0;
#endif
//set up for rendering
render_start_frame();
#if defined(EDITOR) && !defined(NDEUBG)
if (Show_only_curside) {
rotate_list(8,Cursegp->verts);
render_side(Cursegp,Curside);
goto done_rendering;
}
#endif
#ifdef EDITOR
if (_search_mode || eye_offset>0) {
//lcnt = lcnt_save;
//scnt = scnt_save;
}
else
#endif
//NOTE LINK TO ABOVE!!
build_segment_list(start_seg_num); //fills in Render_list & N_render_segs
//render away
#ifndef NDEBUG
if (!window_check) {
Window_clip_left = Window_clip_top = 0;
Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
}
#endif
#ifndef NDEBUG
if (!(_search_mode || eye_offset>0)) {
int i;
for (i=0;i<N_render_segs;i++) {
int segnum;
segnum = Render_list[i];
if (segnum != -1)
{
if (visited2[segnum]) {
Int3(); //get Matt
} else
visited2[segnum] = 1;
}
}
}
#endif
// if (!(_search_mode || eye_offset>0) && migrate_objects)
if (!(_search_mode))
build_object_lists(N_render_segs);
if (eye_offset<=0) // Do for left eye or zero.
set_dynamic_light();
if (!_search_mode && Clear_window == 2) {
if (first_terminal_seg < N_render_segs) {
int i;
if (Clear_window_color == -1)
Clear_window_color = BM_XRGB(0, 0, 0); //BM_XRGB(31, 15, 7);
gr_setcolor(Clear_window_color);
for (i=first_terminal_seg; i<N_render_segs; i++) {
if (Render_list[i] != -1) {
#ifndef NDEBUG
if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1)) {
Int3();
} else
#endif
//NOTE LINK TO ABOVE!
gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
}
}
}
}
for (nn=N_render_segs;nn--;) {
int segnum;
int objnp;
// Interpolation_method = 0;
segnum = Render_list[nn];
Current_seg_depth = Seg_depth[nn];
//if (!no_render_flag[nn])
if (segnum!=-1 && (_search_mode || eye_offset>0 || (unsigned char)visited[segnum]!=255)) {
//set global render window vars
if (window_check) {
Window_clip_left = render_windows[nn].left;
Window_clip_top = render_windows[nn].top;
Window_clip_right = render_windows[nn].right;
Window_clip_bot = render_windows[nn].bot;
}
//mprintf((0," %d",segnum));
render_segment(segnum);
visited[segnum]=255;
if (window_check) { //reset for objects
Window_clip_left = Window_clip_top = 0;
Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
Window_clip_bot = grd_curcanv->cv_bitmap.bm_h-1;
}
if (migrate_objects) {
//int n_expl_objs=0,expl_objs[5],i;
int listnum;
int save_linear_depth = Max_linear_depth;
Max_linear_depth = Max_linear_depth_objects;
listnum = nn;
//mprintf((0,"render objs seg %d",segnum));
for (objnp=0;render_obj_list[listnum][objnp]!=-1;) {
int ObjNumber = render_obj_list[listnum][objnp];
if (ObjNumber >= 0) {
//mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
//if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
// expl_objs[n_expl_objs++] = ObjNumber;
//} else
#ifdef LASER_HACK
if ( (Objects[ObjNumber].type==OBJ_WEAPON) && //if its a weapon
(Objects[ObjNumber].lifeleft==Laser_max_time ) && // and its in it's first frame
(Hack_nlasers< MAX_HACKED_LASERS) && // and we have space for it
(Objects[ObjNumber].laser_info.parent_num>-1) && // and it has a parent
((Viewer-Objects)==Objects[ObjNumber].laser_info.parent_num) // and it's parent is the viewer
) {
Hack_laser_list[Hack_nlasers++] = ObjNumber; //then make it draw after everything else.
//mprintf( (0, "O%d ", ObjNumber ));
} else
#endif
do_render_object(ObjNumber); // note link to above else
objnp++;
}
else {
listnum = -ObjNumber;
objnp = 0;
}
}
//for (i=0;i<n_expl_objs;i++)
// do_render_object(expl_objs[i]);
//mprintf((0,"done seg %d\n",segnum));
Max_linear_depth = save_linear_depth;
}
}
}
//mprintf((0,"\n"));
#ifdef LASER_HACK
// Draw the hacked lasers last
for (i=0; i < Hack_nlasers; i++ ) {
//mprintf( (0, "D%d ", Hack_laser_list[i] ));
do_render_object(Hack_laser_list[i]);
}
#endif
// -- commented out by mk on 09/14/94...did i do a good thing?? object_render_targets();
#ifdef EDITOR
#ifndef NDEUBG
//draw curedge stuff
if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
#endif
done_rendering:
;
#endif
}
#ifdef EDITOR
extern int render_3d_in_big_window;
//finds what segment is at a given x&y - seg,side,face are filled in
//works on last frame rendered. returns true if found
//if seg<0, then an object was found, and the object number is -seg-1
int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
{
_search_mode = -1;
_search_x = x; _search_y = y;
found_seg = -1;
if (render_3d_in_big_window) {
grs_canvas temp_canvas;
gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
gr_set_current_canvas(&temp_canvas);
render_frame(0);
}
else {
gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
render_frame(0);
}
_search_mode = 0;
*seg = found_seg;
*side = found_side;
*face = found_face;
*poly = found_poly;
// mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
return (found_seg!=-1);
}
#endif