/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include #include "freespace.h" #include "cmdline/cmdline.h" #include "debugconsole/console.h" #include "graphics/matrix.h" #include "graphics/paths/PathRenderer.h" #include "hud/hud.h" #include "hud/hudtarget.h" #include "io/timer.h" #include "lighting/lighting.h" #include "math/vecmat.h" #include "mission/missionparse.h" #include "model/modelrender.h" #include "nebula/neb.h" #include "options/Option.h" #include "parse/parselo.h" #include "render/3d.h" #include "starfield/nebula.h" #include "starfield/starfield.h" #include "starfield/supernova.h" #include "tracing/tracing.h" #define MAX_DEBRIS_VCLIPS 4 #define DEBRIS_ROT_MIN 10000 #define DEBRIS_ROT_RANGE 8 #define DEBRIS_ROT_RANGE_SCALER 10000 #define RND_MAX_MASK 0x3fff #define HALF_RND_MAX 0x2000 typedef struct { vec3d pos; vec3d last_pos; int active; int vclip; float size; } old_debris; const int MAX_DEBRIS = 200; const int MAX_STARS = 2000; const float MAX_DIST = 50.0f; const float MAX_DIST_RANGE = 60.0f; const float MIN_DIST_RANGE = 14.0f; const float BASE_SIZE = 0.12f; float BASE_SIZE_NEB = 0.5f; static int Subspace_model_inner = -1; static int Subspace_model_outer = -1; static int Rendering_to_env = 0; int Num_stars = 500; fix starfield_timestamp = 0; #define MAX_FLARE_COUNT 10 #define MAX_FLARE_BMP 6 typedef struct flare_info { float pos; float scale; int tex_num; } flare_info; typedef struct flare_bitmap { char filename[MAX_FILENAME_LEN]; int bitmap_id; } flare_bitmap; // global info (not individual instances) typedef struct starfield_bitmap { char filename[MAX_FILENAME_LEN]; // bitmap filename char glow_filename[MAX_FILENAME_LEN]; // only for suns int bitmap_id; // bitmap handle int n_frames; int fps; int glow_bitmap; // only for suns int glow_n_frames; int glow_fps; int xparent; float r, g, b, i, spec_r, spec_g, spec_b; // only for suns int glare; // only for suns int flare; // Is there a lens-flare for this sun? flare_info flare_infos[MAX_FLARE_COUNT]; // each flare can use a texture in flare_bmp, with different scale flare_bitmap flare_bitmaps[MAX_FLARE_BMP]; // bitmaps for different lens flares (can be re-used) int n_flares; // number of flares actually used int n_flare_bitmaps; // number of flare bitmaps available int used_this_level; int preload; } starfield_bitmap; // starfield bitmap instance typedef struct starfield_bitmap_instance { float scale_x, scale_y; // x and y scale int div_x, div_y; // # of x and y divisions angles ang; // angles from FRED int star_bitmap_index; // index into starfield_bitmap array int n_verts; vertex *verts; starfield_bitmap_instance() : scale_x(1.0f), scale_y(1.0f), div_x(1), div_y(1), star_bitmap_index(0), n_verts(0), verts(NULL) { ang.p = 0.0f; ang.b = 0.0f; ang.h = 0.0f; } } starfield_bitmap_instance; // for drawing cool stuff on the background - comes from a table static SCP_vector Starfield_bitmaps; static SCP_vector Starfield_bitmap_instances; // sun bitmaps and sun glow bitmaps static SCP_vector Sun_bitmaps; static SCP_vector Suns; // Goober5000 int Cur_background = -1; SCP_vector Backgrounds; SCP_vector Preload_background_indexes; void stars_preload_background(int background_idx); int last_stars_filled = 0; color star_colors[8]; color star_aacolors[8]; typedef struct star { vec3d pos; vec3d last_star_pos; color col; } star; typedef struct vDist { int x; int y; } vDist; star Stars[MAX_STARS]; old_debris odebris[MAX_DEBRIS]; typedef struct debris_vclip { int bm; int nframes; char name[MAX_FILENAME_LEN]; } debris_vclip; extern debris_vclip Debris_vclips_normal[]; extern debris_vclip Debris_vclips_nebula[]; extern debris_vclip *Debris_vclips; //XSTR:OFF debris_vclip Debris_vclips_normal[MAX_DEBRIS_VCLIPS] = { { -1, -1, "debris01" }, { -1, -1, "debris02" }, { -1, -1, "debris03" }, { -1, -1, "debris04" } }; debris_vclip Debris_vclips_nebula[MAX_DEBRIS_VCLIPS] = { { -1, -1, "nebdeb01" }, { -1, -1, "nebdeb02" }, { -1, -1, "nebdeb03" }, { -1, -1, "nebdeb04" } }; debris_vclip *Debris_vclips = Debris_vclips_normal; //XSTR:ON int stars_debris_loaded = 0; // 0 = not loaded, 1 = normal vclips, 2 = nebula vclips // background data int Stars_background_inited = 0; // if we're inited int Nmodel_num = -1; // model num int Nmodel_instance_num = -1; // model instance num matrix Nmodel_orient = IDENTITY_MATRIX; // model orientation int Nmodel_flags = DEFAULT_NMODEL_FLAGS; // model flags int Nmodel_bitmap = -1; // model texture int Num_debris_normal = 0; int Num_debris_nebula = 0; bool Dynamic_environment = false; bool Motion_debris_override = false; bool Motion_debris_enabled = true; auto MotionDebrisOption = options::OptionBuilder("Graphics.MotionDebris", "Motion Debris", "Controls whether motion debris are shown or not") .category("Graphics") .bind_to_once(&Motion_debris_enabled) .default_val(true) .level(options::ExpertLevel::Advanced) .importance(67) .finish(); static int Default_env_map = -1; static int Mission_env_map = -1; static bool Env_cubemap_drawn = false; void stars_release_debris_vclips(debris_vclip *vclips) { int i; if (vclips == NULL) return; for (i = 0; i < MAX_DEBRIS_VCLIPS; i++) { if ( (vclips[i].bm >= 0) && bm_release(vclips[i].bm) ) { vclips[i].bm = -1; vclips[i].nframes = -1; } } } void stars_load_debris_vclips(debris_vclip *vclips) { int i; if (vclips == NULL) { Int3(); return; } for (i = 0; i < MAX_DEBRIS_VCLIPS; i++) { vclips[i].bm = bm_load_animation( vclips[i].name, &vclips[i].nframes, nullptr, nullptr, nullptr, true ); if ( vclips[i].bm < 0 ) { // try loading it as a single bitmap vclips[i].bm = bm_load(Debris_vclips[i].name); vclips[i].nframes = 1; if (vclips[i].bm <= 0) { Error( LOCATION, "Couldn't load animation/bitmap '%s'\n", vclips[i].name ); } } } } void stars_load_debris(int fullneb) { if (!Motion_debris_enabled) { return; } // if we're in nebula mode if ( fullneb && (stars_debris_loaded != 2) ) { stars_release_debris_vclips(Debris_vclips); stars_load_debris_vclips(Debris_vclips_nebula); Debris_vclips = Debris_vclips_nebula; stars_debris_loaded = 2; } else if (stars_debris_loaded != 1) { stars_release_debris_vclips(Debris_vclips); stars_load_debris_vclips(Debris_vclips_normal); Debris_vclips = Debris_vclips_normal; stars_debris_loaded = 1; } } const int MAX_PERSPECTIVE_DIVISIONS = 5; const float p_phi = 10.0f, p_theta = 10.0f; extern void stars_project_2d_onto_sphere( vec3d *pnt, float rho, float phi, float theta ); static void starfield_create_bitmap_buffer(const int si_idx) { vec3d s_points[MAX_PERSPECTIVE_DIVISIONS+1][MAX_PERSPECTIVE_DIVISIONS+1]; vec3d t_points[MAX_PERSPECTIVE_DIVISIONS+1][MAX_PERSPECTIVE_DIVISIONS+1]; vertex v[4]; matrix m, m_bank; int idx, s_idx; float ui, vi; angles bank_first; starfield_bitmap_instance *sbi = &Starfield_bitmap_instances[si_idx]; angles *a = &sbi->ang; float scale_x = sbi->scale_x; float scale_y = sbi->scale_y; int div_x = sbi->div_x; int div_y = sbi->div_y; // cap division values // div_x = div_x > MAX_PERSPECTIVE_DIVISIONS ? MAX_PERSPECTIVE_DIVISIONS : div_x; div_x = 1; div_y = div_y > MAX_PERSPECTIVE_DIVISIONS ? MAX_PERSPECTIVE_DIVISIONS : div_y; if (sbi->verts != NULL) { delete [] sbi->verts; } sbi->verts = new(std::nothrow) vertex[div_x * div_y * 6]; if (sbi->verts == NULL) { sbi->star_bitmap_index = -1; return; } sbi->n_verts = div_x * div_y * 6; // texture increment values ui = 1.0f / (float)div_x; vi = 1.0f / (float)div_y; // adjust for aspect ratio //scale_x *= (gr_screen.clip_aspect + 0.55f); // fudge factor //scale_x *= (gr_screen.clip_aspect + (0.7333333f/gr_screen.clip_aspect)); // fudge factor scale_x *= 1.883333f; //fudge factor float s_phi = 0.5f + (((p_phi * scale_x) / 360.0f) / 2.0f); float s_theta = (((p_theta * scale_y) / 360.0f) / 2.0f); float d_phi = -(((p_phi * scale_x) / 360.0f) / (float)(div_x)); float d_theta = -(((p_theta * scale_y) / 360.0f) / (float)(div_y)); // bank matrix bank_first.p = 0.0f; bank_first.b = a->b; bank_first.h = 0.0f; vm_angles_2_matrix(&m_bank, &bank_first); // convert angles to matrix angles a_temp = *a; a_temp.b = 0.0f; vm_angles_2_matrix(&m, &a_temp); // generate the bitmap points for(idx=0; idx<=div_x; idx++) { for(s_idx=0; s_idx<=div_y; s_idx++) { // get world spherical coords stars_project_2d_onto_sphere(&s_points[idx][s_idx], 1000.0f, s_phi + ((float)idx*d_phi), s_theta + ((float)s_idx*d_theta)); // bank the bitmap first vm_vec_rotate(&t_points[idx][s_idx], &s_points[idx][s_idx], &m_bank); // rotate on the sphere vm_vec_rotate(&s_points[idx][s_idx], &t_points[idx][s_idx], &m); } } memset(v, 0, sizeof(vertex) * 4); int j = 0; vertex *verts = sbi->verts; for (idx = 0; idx < div_x; idx++) { for (s_idx = 0; s_idx < div_y; s_idx++) { // stuff texture coords v[0].texture_position.u = ui * float(idx); v[0].texture_position.v = vi * float(s_idx); v[1].texture_position.u = ui * float(idx+1); v[1].texture_position.v = vi * float(s_idx); v[2].texture_position.u = ui * float(idx+1); v[2].texture_position.v = vi * float(s_idx+1); v[3].texture_position.u = ui * float(idx); v[3].texture_position.v = vi * float(s_idx+1); g3_transfer_vertex(&v[0], &s_points[idx][s_idx]); g3_transfer_vertex(&v[1], &s_points[idx+1][s_idx]); g3_transfer_vertex(&v[2], &s_points[idx+1][s_idx+1]); g3_transfer_vertex(&v[3], &s_points[idx][s_idx+1]); // poly 1 verts[j++] = v[0]; verts[j++] = v[1]; verts[j++] = v[2]; // poly 2 verts[j++] = v[0]; verts[j++] = v[2]; verts[j++] = v[3]; } } Assert( j == sbi->n_verts ); } // take the Starfield_bitmap_instances[] and make all the vertex buffers that you'll need to draw it static void starfield_generate_bitmap_buffers() { int idx; int sb_instances = (int)Starfield_bitmap_instances.size(); for (idx = 0; idx < sb_instances; idx++) { if (Starfield_bitmap_instances[idx].star_bitmap_index < 0) { continue; } starfield_create_bitmap_buffer(idx); } } static void starfield_bitmap_entry_init(starfield_bitmap *sbm) { int i; Assert( sbm != NULL ); memset( sbm, 0, sizeof(starfield_bitmap) ); sbm->bitmap_id = -1; sbm->glow_bitmap = -1; sbm->glow_n_frames = 1; for (i = 0; i < MAX_FLARE_BMP; i++) { sbm->flare_bitmaps[i].bitmap_id = -1; } for (i = 0; i < MAX_FLARE_COUNT; i++) { sbm->flare_infos[i].tex_num = -1; } } #define CHECK_END() { \ if (in_check) { \ required_string("#end"); \ in_check = false; \ run_count = 0; \ } \ } void parse_startbl(const char *filename) { char name[MAX_FILENAME_LEN], tempf[16]; starfield_bitmap sbm; int idx; bool in_check = false; int rc = -1; int run_count = 0; try { read_file_text(filename, CF_TYPE_TABLES); reset_parse(); // freaky! ;) while (!check_for_eof()) { while ((rc = optional_string_either("$Bitmap:", "$BitmapX:")) != -1) { in_check = true; starfield_bitmap_entry_init(&sbm); stuff_string(sbm.filename, F_NAME, MAX_FILENAME_LEN); sbm.xparent = rc; // 0 == intensity alpha bitmap, 1 == green xparency bitmap if ((idx = stars_find_bitmap(sbm.filename)) >= 0) { if (sbm.xparent == Starfield_bitmaps[idx].xparent) { if (!Parsing_modular_table) Warning(LOCATION, "Starfield bitmap '%s' listed more than once!! Only using the first entry!", sbm.filename); } else { Warning(LOCATION, "Starfield bitmap '%s' already listed as a %s bitmap!! Only using the xparent version!", sbm.filename, (rc) ? "xparent" : "non-xparent"); } } else { Starfield_bitmaps.push_back(sbm); } } CHECK_END(); while (optional_string("$Sun:")) { in_check = true; starfield_bitmap_entry_init(&sbm); stuff_string(sbm.filename, F_NAME, MAX_FILENAME_LEN); // associated glow required_string("$Sunglow:"); stuff_string(sbm.glow_filename, F_NAME, MAX_FILENAME_LEN); // associated lighting values required_string("$SunRGBI:"); stuff_float(&sbm.r); stuff_float(&sbm.g); stuff_float(&sbm.b); stuff_float(&sbm.i); if (optional_string("$SunSpecularRGB:")) { stuff_float(&sbm.spec_r); stuff_float(&sbm.spec_g); stuff_float(&sbm.spec_b); } else { sbm.spec_r = sbm.r; sbm.spec_g = sbm.g; sbm.spec_b = sbm.b; } // lens flare stuff if (optional_string("$Flare:")) { sbm.flare = 1; required_string("+FlareCount:"); stuff_int(&sbm.n_flares); // if there's a flare, it has to have at least one texture required_string("$FlareTexture1:"); stuff_string(sbm.flare_bitmaps[0].filename, F_NAME, MAX_FILENAME_LEN); sbm.n_flare_bitmaps = 1; for (idx = 1; idx < MAX_FLARE_BMP; idx++) { // allow 9999 textures (theoretically speaking, that is) sprintf(tempf, "$FlareTexture%d:", idx + 1); if (optional_string(tempf)) { sbm.n_flare_bitmaps++; stuff_string(sbm.flare_bitmaps[idx].filename, F_NAME, MAX_FILENAME_LEN); } // else break; //don't allow flaretexture1 and then 3, etc. } required_string("$FlareGlow1:"); required_string("+FlareTexture:"); stuff_int(&sbm.flare_infos[0].tex_num); required_string("+FlarePos:"); stuff_float(&sbm.flare_infos[0].pos); required_string("+FlareScale:"); stuff_float(&sbm.flare_infos[0].scale); sbm.n_flares = 1; for (idx = 1; idx < MAX_FLARE_COUNT; idx++) { // allow a lot of glows sprintf(tempf, "$FlareGlow%d:", idx + 1); if (optional_string(tempf)) { sbm.n_flares++; required_string("+FlareTexture:"); stuff_int(&sbm.flare_infos[idx].tex_num); required_string("+FlarePos:"); stuff_float(&sbm.flare_infos[idx].pos); required_string("+FlareScale:"); stuff_float(&sbm.flare_infos[idx].scale); } // else break; //don't allow "flare 1" and then "flare 3" } } sbm.glare = !optional_string("$NoGlare:"); sbm.xparent = 1; if ((idx = stars_find_sun(sbm.filename)) >= 0) { if (Parsing_modular_table) Sun_bitmaps[idx] = sbm; else Warning(LOCATION, "Sun bitmap '%s' listed more than once!! Only using the first entry!", sbm.filename); } else { Sun_bitmaps.push_back(sbm); } } CHECK_END(); // normal debris pieces while (optional_string("$Debris:")) { in_check = true; stuff_string(name, F_NAME, MAX_FILENAME_LEN); if (Num_debris_normal < MAX_DEBRIS_VCLIPS) { strcpy_s(Debris_vclips_normal[Num_debris_normal++].name, name); } else { Warning(LOCATION, "Could not load normal motion debris '%s'; maximum of %d exceeded.", name, MAX_DEBRIS_VCLIPS); } } CHECK_END(); // nebula debris pieces while (optional_string("$DebrisNeb:")) { in_check = true; stuff_string(name, F_NAME, MAX_FILENAME_LEN); if (Num_debris_nebula < MAX_DEBRIS_VCLIPS) { strcpy_s(Debris_vclips_nebula[Num_debris_nebula++].name, name); } else { Warning(LOCATION, "Could not load nebula motion debris '%s'; maximum of %d exceeded.", name, MAX_DEBRIS_VCLIPS); } } CHECK_END(); // since it's possible for some idiot to have a tbl screwed up enough // that this ends up in an endless loop, give an opportunity to advance // through the file no matter what, because even the retail tbl has an // extra "#end" line in it. if (optional_string("#end") || (run_count++ > 5)) { run_count = 0; advance_to_eoln(NULL); } } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what())); return; } } void stars_load_all_bitmaps() { int idx, i; starfield_bitmap *sb = NULL; static int Star_bitmaps_loaded = 0; if (Star_bitmaps_loaded) return; // pre-load all starfield bitmaps. ONLY SHOULD DO THIS FOR FRED!! // this can get nasty when a lot of bitmaps are in use so spare it for // the normal game and only do this in FRED int mprintf_count = 0; for (idx = 0; idx < (int)Starfield_bitmaps.size(); idx++) { sb = &Starfield_bitmaps[idx]; if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { mprintf(("Unable to load starfield bitmap: '%s'!\n", sb->filename)); mprintf_count++; } } } } if (mprintf_count > 0) { Warning(LOCATION, "Unable to load %d starfield bitmap(s)!\n", mprintf_count); } for (idx = 0; idx < (int)Sun_bitmaps.size(); idx++) { sb = &Sun_bitmaps[idx]; // normal bitmap if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { Warning(LOCATION, "Unable to load sun bitmap: '%s'!\n", sb->filename); } } } // glow bitmap if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load(sb->glow_filename); // maybe didn't load a static image so try for an animated one if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load_animation(sb->glow_filename, &sb->glow_n_frames, &sb->glow_fps, nullptr, nullptr, true); if (sb->glow_bitmap < 0) { Warning(LOCATION, "Unable to load sun glow bitmap: '%s'!\n", sb->glow_filename); } } } if (sb->flare) { for (i = 0; i < MAX_FLARE_BMP; i++) { if ( !strlen(sb->flare_bitmaps[i].filename) ) continue; if (sb->flare_bitmaps[i].bitmap_id < 0) { sb->flare_bitmaps[i].bitmap_id = bm_load(sb->flare_bitmaps[i].filename); if (sb->flare_bitmaps[i].bitmap_id < 0) { Warning(LOCATION, "Unable to load sun flare bitmap: '%s'!\n", sb->flare_bitmaps[i].filename); continue; } } } } } Star_bitmaps_loaded = 1; } void stars_clear_instances() { for (uint i = 0; i < Starfield_bitmap_instances.size(); i++) { delete [] Starfield_bitmap_instances[i].verts; Starfield_bitmap_instances[i].verts = NULL; } Starfield_bitmap_instances.clear(); Suns.clear(); } // call on game startup void stars_init() { // starfield bitmaps Num_debris_normal = 0; Num_debris_nebula = 0; // parse stars.tbl parse_startbl("stars.tbl"); parse_modular_table("*-str.tbm", parse_startbl); if (Cmdline_env) { ENVMAP = Default_env_map = bm_load("cubemap"); } } // call only from game_shutdown()!! void stars_close() { stars_clear_instances(); // any other code goes here } // called before mission parse so we can clear out all of the old stuff void stars_pre_level_init(bool clear_backgrounds) { uint idx, i; starfield_bitmap *sb = NULL; // we used to clear all the array entries, but now we can just wipe the vector if (clear_backgrounds) Backgrounds.clear(); stars_clear_instances(); stars_set_background_model(NULL, NULL); stars_set_background_orientation(); // mark all starfield and sun bitmaps as unused for this mission and release any current bitmaps // NOTE: that because of how we have to load the bitmaps it's important to release all of // them first thing rather than after we have marked and loaded only what's needed // NOTE2: there is a reason that we don't check for release before setting the handle to -1 so // be aware that this is NOT a bug. also, bmpman should NEVER return 0 as a valid handle! if ( !Fred_running ) { for (idx = 0; idx < Starfield_bitmaps.size(); idx++) { sb = &Starfield_bitmaps[idx]; if (sb->bitmap_id > 0) { bm_release(sb->bitmap_id); sb->bitmap_id = -1; } sb->used_this_level = 0; sb->preload = 0; } for (idx = 0; idx < Sun_bitmaps.size(); idx++) { sb = &Sun_bitmaps[idx]; if (sb->bitmap_id > 0) { bm_release(sb->bitmap_id); sb->bitmap_id = -1; } if (sb->glow_bitmap > 0) { bm_release(sb->glow_bitmap); sb->glow_bitmap = -1; } for (i = 0; i < MAX_FLARE_BMP; i++) { if (sb->flare_bitmaps[i].bitmap_id > 0) { bm_release(sb->flare_bitmaps[i].bitmap_id); sb->flare_bitmaps[i].bitmap_id = -1; } } sb->used_this_level = 0; sb->preload = 0; } } // also clear the preload indexes Preload_background_indexes.clear(); Dynamic_environment = false; Motion_debris_override = false; Env_cubemap_drawn = false; } // setup the render target ready for this mission's environment map static void environment_map_gen() { const int size = 512; int gen_flags = (BMP_FLAG_RENDER_TARGET_STATIC | BMP_FLAG_CUBEMAP | BMP_FLAG_RENDER_TARGET_MIPMAP); if ( !Cmdline_env ) { return; } if (gr_screen.envmap_render_target >= 0) { if ( !bm_release(gr_screen.envmap_render_target, 1) ) { Warning(LOCATION, "Unable to release environment map render target."); } gr_screen.envmap_render_target = -1; } if ( Dynamic_environment || (The_mission.flags[Mission::Mission_Flags::Subspace]) ) { Dynamic_environment = true; gen_flags &= ~BMP_FLAG_RENDER_TARGET_STATIC; gen_flags |= BMP_FLAG_RENDER_TARGET_DYNAMIC; } // bail if we are going to be static, and have an envmap specified already else if ( strlen(The_mission.envmap_name) ) { // Load the mission map so we can use it later Mission_env_map = bm_load(The_mission.envmap_name); return; } gr_screen.envmap_render_target = bm_make_render_target(size, size, gen_flags); } // call this in game_post_level_init() so we know whether we're running in full nebula mode or not void stars_post_level_init() { int i; vec3d v; float dist, dist_max; ubyte red,green,blue,alpha; // in FRED, make sure we always have at least one background if (Fred_running) { if (Backgrounds.empty()) Backgrounds.emplace_back(); } // in FSO, see if we have any backgrounds to preload // (since the backgrounds aren't parsed at the time we parse the sexps) else { for (int idx : Preload_background_indexes) stars_preload_background(idx); } stars_set_background_model(The_mission.skybox_model, NULL, The_mission.skybox_flags); stars_set_background_orientation(&The_mission.skybox_orientation); stars_load_debris( ((The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used) ); // following code randomly distributes star points within a sphere volume, which // avoids there being denser areas along the edges and in corners that we had in the // old rectangular distribution scheme. dist_max = (float) (HALF_RND_MAX * HALF_RND_MAX); for (i=0; i= dist_max) { v.xyz.x = (float) ((myrand() & RND_MAX_MASK) - HALF_RND_MAX); v.xyz.y = (float) ((myrand() & RND_MAX_MASK) - HALF_RND_MAX); v.xyz.z = (float) ((myrand() & RND_MAX_MASK) - HALF_RND_MAX); dist = v.xyz.x * v.xyz.x + v.xyz.y * v.xyz.y + v.xyz.z * v.xyz.z; } vm_vec_copy_normalize(&Stars[i].pos, &v); { red= (ubyte)(myrand() % 63 +192); //192-255 green= (ubyte)(myrand() % 63 +192); //192-255 blue= (ubyte)(myrand() % 63 +192); //192-255 alpha = (ubyte)(myrand () % 192 + 24); //24-216 gr_init_alphacolor(&Stars[i].col, red, green, blue, alpha, AC_TYPE_BLEND); } } memset( &odebris, 0, sizeof(old_debris) * MAX_DEBRIS ); for (i=0; i<8; i++ ) { ubyte intensity = (ubyte)((i + 1) * 24); gr_init_alphacolor(&star_aacolors[i], 255, 255, 255, intensity, AC_TYPE_BLEND ); gr_init_color(&star_colors[i], intensity, intensity, intensity ); } last_stars_filled = 0; // if we have no sun instances, create one if ( !Suns.size() ) { if ( !strlen(Sun_bitmaps[0].filename) ) { mprintf(("Trying to add default sun but no default exists!!\n")); } else { mprintf(("Adding default sun.\n")); starfield_bitmap_instance def_sun; // stuff some values def_sun.ang.h = fl_radians(60.0f); Suns.push_back(def_sun); } } // FRED doesn't do normal page_in stuff so we need to load up the bitmaps here instead if (Fred_running) { stars_load_all_bitmaps(); } starfield_generate_bitmap_buffers(); environment_map_gen(); } void stars_level_close() { if (gr_screen.envmap_render_target >= 0) { if ( bm_release(gr_screen.envmap_render_target, 1) ) { gr_screen.envmap_render_target = -1; } } if (Mission_env_map >= 0) { bm_release(Mission_env_map); Mission_env_map = -1; } ENVMAP = Default_env_map; } extern object * Player_obj; #define STAR_AMOUNT_DEFAULT 0.75f #define STAR_DIM_DEFAULT 7800.0f #define STAR_CAP_DEFAULT 75.0f #define STAR_MAX_LENGTH_DEFAULT 0.04f // 312 float Star_amount = STAR_AMOUNT_DEFAULT; float Star_dim = STAR_DIM_DEFAULT; float Star_cap = STAR_CAP_DEFAULT; float Star_max_length = STAR_MAX_LENGTH_DEFAULT; #define STAR_FLAG_TAIL (1<<0) // Draw a tail when moving #define STAR_FLAG_DIM (1<<1) // Dim as you move #define STAR_FLAG_ANTIALIAS (1<<2) // Draw the star using antialiased lines #define STAR_FLAG_DEFAULT (STAR_FLAG_TAIL | STAR_FLAG_DIM) uint Star_flags = STAR_FLAG_DEFAULT; //XSTR:OFF DCF(stars,"Set parameters for starfield") { SCP_string arg; float val_f; int val_i; if (dc_optional_string_either("help", "--help")) { dc_printf( "Usage: stars keyword\nWhere keyword can be in the following forms:\n" ); dc_printf( "stars default Resets stars to all default values\n" ); dc_printf( "stars num X Sets number of stars to X. Between 0 and %d.\n", MAX_STARS ); dc_printf( "stars tail X Where X is the percent of 'tail' between 0 and 1.0\n" ); dc_printf( "stars dim X Where X is the amount stars dim between 0 and 255.0\n" ); dc_printf( "stars cap X Where X is the cap of dimming between 0 and 255.\n" ); dc_printf( "stars len X Where X is the cap of length.\n" ); dc_printf( "stars m0 Macro0. Old 'pixel type' crappy stars. flags=none\n" ); dc_printf( "stars m1 Macro1. (default) tail=.75, dim=20.0, cap=75.0, flags=dim,tail\n" ); dc_printf( "stars m2 Macro2. tail=.75, dim=20.0, cap=75.0, flags=dim,tail,aa\n" ); dc_printf( "stars flag X Toggles flag X, where X is tail or dim or aa (aa=antialias)\n" ); dc_printf( "\nHINT: set cap to 0 to get dim rate and tail down, then use\n" ); dc_printf( "cap to keep the lines from going away when moving too fast.\n" ); dc_printf( "\nUse '? stars' to see current values.\n" ); return; // don't print status if help is printed. Too messy. } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf( "Num_stars: %d\n", Num_stars ); dc_printf( "Tail: %.2f\n", Star_amount ); dc_printf( "Dim : %.2f\n", Star_dim ); dc_printf( "Cap : %.2f\n", Star_cap ); dc_printf( "Max length: %.2f\n", Star_max_length ); dc_printf( "Flags:\n" ); dc_printf( " Tail : %s\n", (Star_flags&STAR_FLAG_TAIL?"On":"Off") ); dc_printf( " Dim : %s\n", (Star_flags&STAR_FLAG_DIM?"On":"Off") ); dc_printf( " Antialias: %s\n", (Star_flags&STAR_FLAG_ANTIALIAS?"On":"Off") ); dc_printf( "\nTHESE AREN'T SAVED TO DISK, SO IF YOU TWEAK\n" ); dc_printf( "THESE AND LIKE THEM, WRITE THEM DOWN!!\n" ); return; } dc_stuff_string_white(arg); // "stars default" is handled by "stars m1" if (arg == "num") { dc_stuff_int(&val_i); CLAMP(val_i, 0, MAX_STARS); Num_stars = val_i; dc_printf("Num_stars set to %i\n", Num_stars); } else if (arg == "tail") { dc_stuff_float(&val_f); CLAMP(val_f, 0.0, 1.0); Star_amount = val_f; dc_printf("Star_amount set to %f\n", Star_amount); } else if (arg == "dim") { dc_stuff_float(&val_f); if (val_f > 0.0f ) { Star_dim = val_f; dc_printf("Star_dim set to %f\n", Star_dim); } else { dc_printf("Error: Star_dim value must be non-negative\n"); } } else if (arg == "cap") { dc_stuff_float(&val_f); CLAMP(val_f, 0.0, 255); Star_cap = val_f; dc_printf("Star_cap set to %f\n", Star_cap); } else if (arg == "len") { dc_stuff_float(&Star_max_length); dc_printf("Star_max_length set to %f\n", Star_max_length); } else if (arg == "m0") { Star_amount = 0.0f; Star_dim = 0.0f; Star_cap = 0.0f; Star_flags = 0; Star_max_length = STAR_MAX_LENGTH_DEFAULT; dc_printf("Starfield set: Old 'pixel type' crappy stars. flags=none\n"); } else if ((arg == "m1") || (arg == "default")) { Star_amount = STAR_AMOUNT_DEFAULT; Star_dim = STAR_DIM_DEFAULT; Star_cap = STAR_CAP_DEFAULT; Star_flags = STAR_FLAG_DEFAULT; Star_max_length = STAR_MAX_LENGTH_DEFAULT; dc_printf("Starfield set: (default) tail=.75, dim=20.0, cap=75.0, flags=dim,tail\n"); } else if (arg == "m2") { Star_amount = 0.75f; Star_dim = 20.0f; Star_cap = 75.0f; Star_flags = STAR_FLAG_TAIL|STAR_FLAG_DIM|STAR_FLAG_ANTIALIAS; Star_max_length = STAR_MAX_LENGTH_DEFAULT; dc_printf("Starfield set: tail=.75, dim=20.0, cap=75.0, flags=dim,tail,aa\n"); } else if (arg == "flag") { dc_stuff_string_white(arg); if (arg == "tail") { Star_flags ^= STAR_FLAG_TAIL; } else if (arg == "dim" ) { Star_flags ^= STAR_FLAG_DIM; } else if (arg == "aa" ) { Star_flags ^= STAR_FLAG_ANTIALIAS; } else { dc_printf("Error: unknown flag argument '%s'\n", arg.c_str()); } } else { dc_printf("Error: Unknown argument '%s'", arg.c_str()); } } //XSTR:ON int reload_old_debris = 1; // If set to one, then reload all the last_pos of the debris // Call this if camera "cuts" or moves long distances // so blur effect doesn't draw lines all over the screen. void stars_camera_cut() { last_stars_filled = 0; reload_old_debris = 1; } //#define TIME_STAR_CODE // enable to time star code extern int Sun_drew; // get the world coords of the sun pos on the unit sphere. void stars_get_sun_pos(int sun_n, vec3d *pos) { vec3d temp; matrix rot; // sanity Assert( sun_n < (int)Suns.size() ); if ( (sun_n >= (int)Suns.size()) || (sun_n < 0) ) { return; } // rotate the sun properly temp = vmd_zero_vector; temp.xyz.z = 1.0f; // rotation matrix vm_angles_2_matrix(&rot, &Suns[sun_n].ang); vm_vec_rotate(pos, &temp, &rot); } // draw sun void stars_draw_sun(int show_sun) { GR_DEBUG_SCOPE("Draw Suns"); TRACE_SCOPE(tracing::DrawSuns); int idx; vec3d sun_pos; vec3d sun_dir; vertex sun_vex; starfield_bitmap *bm; float local_scale; // should we even be here? if (!show_sun) return; // no suns drew yet Sun_drew = 0; // draw all suns int num_suns = (int)Suns.size(); for (idx = 0; idx < num_suns; idx++) { // get the instance if (Suns[idx].star_bitmap_index < 0) return; bm = &Sun_bitmaps[Suns[idx].star_bitmap_index]; // if no bitmap then bail... if (bm->bitmap_id < 0) continue; memset( &sun_vex, 0, sizeof(vertex) ); // get sun pos sun_pos = vmd_zero_vector; sun_pos.xyz.y = 1.0f; stars_get_sun_pos(idx, &sun_pos); // get the direction sun_dir = sun_pos; vm_vec_normalize(&sun_dir); // add the light source corresponding to the sun, except when rendering to an envmap if ( !Rendering_to_env ) light_add_directional(&sun_dir, bm->i, bm->r, bm->g, bm->b, bm->spec_r, bm->spec_g, bm->spec_b, true); // if supernova if ( supernova_active() && (idx == 0) ) local_scale = 1.0f + (SUPERNOVA_SUN_SCALE * supernova_pct_complete()); else local_scale = 1.0f; // draw the sun itself, keep track of how many we drew int bitmap_id = -1; if (bm->fps) { //gr_set_bitmap(bm->bitmap_id + ((timestamp() / (int)(bm->fps)) % bm->n_frames), GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.999f); bitmap_id = bm->bitmap_id + ((timestamp() / (int)(bm->fps)) % bm->n_frames); } else { //gr_set_bitmap(bm->bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.999f); bitmap_id = bm->bitmap_id; } g3_rotate_faraway_vertex(&sun_vex, &sun_pos); if ( sun_vex.codes & (CC_BEHIND|CC_OFF_USER) ) { continue; } if ( !(sun_vex.flags & PF_PROJECTED) ) { g3_project_vertex(&sun_vex); } if ( sun_vex.flags & PF_OVERFLOW ) { continue; } material mat_params; material_set_unlit(&mat_params, bitmap_id, 0.999f, true, false); g3_render_rect_screen_aligned_2d(&mat_params, &sun_vex, 0, 0.05f * Suns[idx].scale_x * local_scale); Sun_drew++; // if ( !g3_draw_bitmap(&sun_vex, 0, 0.05f * Suns[idx].scale_x * local_scale, TMAP_FLAG_TEXTURED) ) // Sun_drew++; } } // draw a star's lens-flare void stars_draw_lens_flare(vertex *sun_vex, int sun_n) { starfield_bitmap *bm; int i,j; float dx,dy; vertex flare_vex = *sun_vex; //copy over to flare_vex to get all sorts of properties Assert( sun_n < (int)Suns.size() ); if ( (sun_n >= (int)Suns.size()) || (sun_n < 0) ) { return; } // get the instance if (Suns[sun_n].star_bitmap_index < 0) { return; } else { bm = &Sun_bitmaps[Suns[sun_n].star_bitmap_index]; } if (!bm->flare) return; /* (dx,dy) is a 2d vector equal to two times the vector from the sun's position to the center fo the screen meaning it is the vector to the opposite position on the screen. */ dx = 2.0f*(i2fl(gr_screen.clip_right-gr_screen.clip_left)*0.5f - sun_vex->screen.xyw.x); dy = 2.0f*(i2fl(gr_screen.clip_bottom-gr_screen.clip_top)*0.5f - sun_vex->screen.xyw.y); for (j = 0; j < bm->n_flare_bitmaps; j++) { // if no bitmap then bail... if (bm->flare_bitmaps[j].bitmap_id < 0) continue; //gr_set_bitmap(bm->flare_bitmaps[j].bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.999f); for (i = 0; i < bm->n_flares; i++) { // draw sorted by texture, to minimize texture changes. not the most efficient way, but better than non-sorted if (bm->flare_infos[i].tex_num == j) { flare_vex.screen.xyw.x = sun_vex->screen.xyw.x + dx * bm->flare_infos[i].pos; flare_vex.screen.xyw.y = sun_vex->screen.xyw.y + dy * bm->flare_infos[i].pos; //g3_draw_bitmap(&flare_vex, 0, 0.05f * bm->flare_infos[i].scale, TMAP_FLAG_TEXTURED); material mat_params; material_set_unlit(&mat_params, bm->flare_bitmaps[j].bitmap_id, 0.999f, true, false); g3_render_rect_screen_aligned_2d(&mat_params, &flare_vex, 0, 0.05f * bm->flare_infos[i].scale); } } } } // draw the corresponding glow for sun_n void stars_draw_sun_glow(int sun_n) { starfield_bitmap *bm; vec3d sun_pos, sun_dir; vertex sun_vex; float local_scale; // sanity //WMC - Dunno why this is getting hit... //Assert( sun_n < (int)Suns.size() ); if ( (sun_n >= (int)Suns.size()) || (sun_n < 0) ) { return; } // get the instance if (Suns[sun_n].star_bitmap_index < 0) return; bm = &Sun_bitmaps[Suns[sun_n].star_bitmap_index]; // if no bitmap then bail... if (bm->glow_bitmap < 0) return; memset( &sun_vex, 0, sizeof(vertex) ); // get sun pos sun_pos = vmd_zero_vector; sun_pos.xyz.y = 1.0f; stars_get_sun_pos(sun_n, &sun_pos); // get the direction sun_dir = sun_pos; vm_vec_normalize(&sun_dir); // if supernova if ( supernova_active() && (sun_n == 0) ) local_scale = 1.0f + (SUPERNOVA_SUN_SCALE * supernova_pct_complete()); else local_scale = 1.0f; // draw the sun itself, keep track of how many we drew int bitmap_id = -1; if (bm->glow_fps) { //gr_set_bitmap(bm->glow_bitmap + ((timestamp() / (int)(bm->glow_fps)) % bm->glow_n_frames), GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.5f); bitmap_id = bm->glow_bitmap + ((timestamp() / (int)(bm->glow_fps)) % bm->glow_n_frames); } else { //gr_set_bitmap(bm->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.5f); bitmap_id = bm->glow_bitmap; } g3_rotate_faraway_vertex(&sun_vex, &sun_pos); //int zbuff = gr_zbuffer_set(GR_ZBUFF_NONE); //g3_draw_bitmap(&sun_vex, 0, 0.10f * Suns[sun_n].scale_x * local_scale, TMAP_FLAG_TEXTURED); material mat_params; material_set_unlit(&mat_params, bitmap_id, 0.5f, true, false); g3_render_rect_screen_aligned_2d(&mat_params, &sun_vex, 0, 0.10f * Suns[sun_n].scale_x * local_scale); if (bm->flare) { vec3d light_dir; vec3d local_light_dir; light_get_global_dir(&light_dir, sun_n); vm_vec_rotate(&local_light_dir, &light_dir, &Eye_matrix); float dot=vm_vec_dot( &light_dir, &Eye_matrix.vec.fvec ); if (dot > 0.7f) // Only render the flares if the sun is reasonably near the center of the screen stars_draw_lens_flare(&sun_vex, sun_n); } //gr_zbuffer_set(zbuff); } void stars_draw_bitmaps(int show_bitmaps) { GR_DEBUG_SCOPE("Draw Bitmaps"); TRACE_SCOPE(tracing::DrawBitmaps); int idx; int star_index; // should we even be here? if ( !show_bitmaps ) return; // if we're in the nebula, don't render any backgrounds if (The_mission.flags[Mission::Mission_Flags::Fullneb]) return; // detail settings if ( !Detail.planets_suns ) return; gr_start_instance_matrix(&Eye_position, &vmd_identity_matrix); int sb_instances = (int)Starfield_bitmap_instances.size(); for (idx = 0; idx < sb_instances; idx++) { // lookup the info index star_index = Starfield_bitmap_instances[idx].star_bitmap_index; if (star_index < 0) { continue; } // if no bitmap then bail... if (Starfield_bitmaps[star_index].bitmap_id < 0) { continue; } int bitmap_id; bool blending = false; float alpha = 1.0f; if (Starfield_bitmaps[star_index].xparent) { if (Starfield_bitmaps[star_index].fps) { bitmap_id = Starfield_bitmaps[star_index].bitmap_id + ((timestamp() / (int)(Starfield_bitmaps[star_index].fps)) % Starfield_bitmaps[star_index].n_frames); } else { bitmap_id = Starfield_bitmaps[star_index].bitmap_id; } } else { if (Starfield_bitmaps[star_index].fps) { bitmap_id = Starfield_bitmaps[star_index].bitmap_id + ((timestamp() / (int)(Starfield_bitmaps[star_index].fps)) % Starfield_bitmaps[star_index].n_frames); blending = true; alpha = 0.9999f; } else { bitmap_id = Starfield_bitmaps[star_index].bitmap_id; blending = true; alpha = 0.9999f; } } material material_params; material_set_unlit(&material_params, bitmap_id, alpha, blending, false); g3_render_primitives_textured(&material_params, Starfield_bitmap_instances[idx].verts, Starfield_bitmap_instances[idx].n_verts, PRIM_TYPE_TRIS, false); } gr_end_instance_matrix(); } extern int Interp_subspace; extern float Interp_subspace_offset_u; extern float Interp_subspace_offset_u; extern float Interp_subspace_offset_v; float subspace_offset_u = 0.0f; float subspace_offset_u_inner = 0.0f; float subspace_offset_v = 0.0f; float subspace_u_speed = 0.07f; // how fast u changes float subspace_v_speed = 0.05f; // how fast v changes int Subspace_glow_bitmap = -1; float Subspace_glow_frame = 0.0f; float Subspace_glow_rate = 1.0f; //XSTR:OFF DCF(subspace_set,"Set parameters for subspace effect") { SCP_string arg; float value; if (dc_optional_string_either("help", "--help")) { dc_printf( "Usage: subspace [--status] \n"); dc_printf("[--status] -- Displays the current speeds for both axes\n"); dc_printf(" -- May be either 'u' or 'v', and corresponds to the texture axis\n"); dc_printf(" -- is the speed along the axis that the texture is moved\n"); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf( "u: %.2f\n", subspace_u_speed ); dc_printf( "v: %.2f\n", subspace_v_speed ); return; } dc_stuff_string_white(arg); if (arg == "u") { dc_stuff_float(&value); if ( value < 0.0f ) { dc_printf("Error: speed must be non-negative"); return; } subspace_u_speed = value; } else if (arg == "v") { dc_stuff_float(&value); if (value < 0.0f) { dc_printf("Error: speed must be non-negative"); return; } subspace_v_speed = value; } else { dc_printf("Error: Unknown axis '%s'", arg.c_str()); } } //XSTR:ON void subspace_render() { int framenum = 0; if ( Subspace_model_inner == -1 ) { Subspace_model_inner = model_load( "subspace_small.pof", 0, NULL ); Assert(Subspace_model_inner >= 0); } if ( Subspace_model_outer == -1 ) { Subspace_model_outer = model_load( "subspace_big.pof", 0, NULL ); Assert(Subspace_model_outer >= 0); } if ( Subspace_glow_bitmap == -1 ) { Subspace_glow_bitmap = bm_load( NOX("SunGlow01")); Assert(Subspace_glow_bitmap >= 0); } if ( !Rendering_to_env ) { Subspace_glow_frame += flFrametime * 1.0f; float total_time = i2fl(NOISE_NUM_FRAMES) / 15.0f; // Sanity checks if ( Subspace_glow_frame < 0.0f ) Subspace_glow_frame = 0.0f; if ( Subspace_glow_frame > 100.0f ) Subspace_glow_frame = 0.0f; while ( Subspace_glow_frame > total_time ) { Subspace_glow_frame -= total_time; } framenum = fl2i( (Subspace_glow_frame*NOISE_NUM_FRAMES) / total_time ); if ( framenum < 0 ) framenum = 0; if ( framenum >= NOISE_NUM_FRAMES ) framenum = NOISE_NUM_FRAMES-1; subspace_offset_u += flFrametime*subspace_u_speed; if (subspace_offset_u > 1.0f ) { subspace_offset_u -= 1.0f; } subspace_offset_u_inner += flFrametime*subspace_u_speed*3.0f; if (subspace_offset_u > 1.0f ) { subspace_offset_u -= 1.0f; } subspace_offset_v += flFrametime*subspace_v_speed; if (subspace_offset_v > 1.0f ) { subspace_offset_v -= 1.0f; } } matrix tmp; angles angs = vmd_zero_angles; angs.b = subspace_offset_v * PI2; vm_angles_2_matrix(&tmp,&angs); int saved_gr_zbuffering = gr_zbuffer_get(); gr_zbuffer_set(GR_ZBUFF_NONE); int render_flags = MR_NO_LIGHTING | MR_ALL_XPARENT; Interp_subspace = 1; Interp_subspace_offset_u = 1.0f - subspace_offset_u; Interp_subspace_offset_v = 0.0f; model_render_params render_info; render_info.set_alpha(1.0f); render_info.set_flags(render_flags); gr_set_texture_panning(Interp_subspace_offset_v, Interp_subspace_offset_u, true); model_render_immediate( &render_info, Subspace_model_outer, &tmp, &Eye_position); //MR_NO_CORRECT|MR_SHOW_OUTLINE gr_set_texture_panning(0, 0, false); Interp_subspace = 1; Interp_subspace_offset_u = 1.0f - subspace_offset_u_inner; Interp_subspace_offset_v = 0.0f; angs.b = -subspace_offset_v * PI2; vm_angles_2_matrix(&tmp,&angs); render_info.set_color(255, 255, 255); render_info.set_alpha(1.0f); render_info.set_flags(render_flags); gr_set_texture_panning(Interp_subspace_offset_v, Interp_subspace_offset_u, true); model_render_immediate( &render_info, Subspace_model_inner, &tmp, &Eye_position ); //MR_NO_CORRECT|MR_SHOW_OUTLINE gr_set_texture_panning(0, 0, false); //Render subspace glows here and not as thrusters - Valathil vec3d glow_pos; vertex glow_vex; glow_pos.xyz.x = 0.0f; glow_pos.xyz.y = 0.0f; glow_pos.xyz.z = 100.0f; //gr_set_bitmap(Subspace_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); material mat_params; material_set_unlit(&mat_params, Subspace_glow_bitmap, 1.0f, true, false); g3_rotate_faraway_vertex(&glow_vex, &glow_pos); //g3_draw_bitmap(&glow_vex, 0, 17.0f + 0.5f * Noise[framenum], TMAP_FLAG_TEXTURED); g3_render_rect_screen_aligned_2d(&mat_params, &glow_vex, 0, 17.0f + 0.5f * Noise[framenum]); glow_pos.xyz.z = -100.0f; g3_rotate_faraway_vertex(&glow_vex, &glow_pos); //g3_draw_bitmap(&glow_vex, 0, 17.0f + 0.5f * Noise[framenum], TMAP_FLAG_TEXTURED); g3_render_rect_screen_aligned_2d(&mat_params, &glow_vex, 0, 17.0f + 0.5f * Noise[framenum]); Interp_subspace = 0; gr_zbuffer_set(saved_gr_zbuffering); } void stars_draw_stars() { GR_DEBUG_SCOPE("Draw Starfield"); TRACE_SCOPE(tracing::DrawStarfield); int i; star *sp; float dist = 0.0f; float ratio; vDist vDst; vertex p1, p2; int can_draw = 1; if ( !last_stars_filled ) { for (i = 0; i < Num_stars; i++) { g3_rotate_faraway_vertex(&p2, &Stars[i].pos); Stars[i].last_star_pos = p2.world; } } int tmp_num_stars = 0; tmp_num_stars = (Detail.num_stars * Num_stars) / MAX_DETAIL_LEVEL; CLAMP(tmp_num_stars, 0, Num_stars); auto path = graphics::paths::PathRenderer::instance(); path->saveState(); path->resetState(); path->beginFrame(); for (i = 0; i < tmp_num_stars; i++) { sp = &Stars[i]; can_draw = 1; memset(&p1, 0, sizeof(vertex)); memset(&p2, 0, sizeof(vertex)); // This makes a star look "proper" by not translating the // point around the viewer's eye before rotation. In other // words, when the ship translates, the stars do not change. g3_rotate_faraway_vertex(&p2, &sp->pos); if ( p2.codes ) { can_draw = 0; } else { g3_project_vertex(&p2); if ( p2.flags & PF_OVERFLOW ) { can_draw = 0; } } if ( can_draw && (Star_flags & (STAR_FLAG_TAIL|STAR_FLAG_DIM)) ) { dist = vm_vec_dist_quick( &sp->last_star_pos, &p2.world ); if ( dist > Star_max_length ) { ratio = Star_max_length / dist; dist = Star_max_length; } else { ratio = 1.0f; } ratio *= Star_amount; vm_vec_sub(&p1.world, &sp->last_star_pos, &p2.world); vm_vec_scale(&p1.world, ratio); vm_vec_add2(&p1.world, &p2.world); p1.flags = 0; // not projected g3_code_vertex( &p1 ); if ( p1.codes ) { can_draw = 0; } else { g3_project_vertex(&p1); if ( p1.flags & PF_OVERFLOW ) { can_draw = 0; } } } sp->last_star_pos = p2.world; if ( !can_draw ) continue; vDst.x = fl2i(p1.screen.xyw.x) - fl2i(p2.screen.xyw.x); vDst.y = fl2i(p1.screen.xyw.y) - fl2i(p2.screen.xyw.y); if ( ((vDst.x * vDst.x) + (vDst.y * vDst.y)) <= 4 ) { p1.screen.xyw.x = p2.screen.xyw.x + 1.0f; p1.screen.xyw.y = p2.screen.xyw.y; } path->beginPath(); path->moveTo(p1.screen.xyw.x, p1.screen.xyw.y); path->lineTo(p2.screen.xyw.x, p2.screen.xyw.y); path->setStrokeColor(&sp->col); path->stroke(); } path->endFrame(); path->restoreState(); } void stars_draw_debris() { GR_DEBUG_SCOPE("Draw motion debris"); TRACE_SCOPE(tracing::DrawMotionDebris); int i; float vdist; vec3d tmp; vertex p; if (Motion_debris_override) return; if (!Motion_debris_enabled) { return; } gr_set_color( 0, 0, 0 ); old_debris * d = odebris; for (i=0; iactive) { d->pos.xyz.x = f2fl(myrand() - RAND_MAX_2); d->pos.xyz.y = f2fl(myrand() - RAND_MAX_2); d->pos.xyz.z = f2fl(myrand() - RAND_MAX_2); vm_vec_normalize(&d->pos); vm_vec_scale(&d->pos, MAX_DIST); vm_vec_add2(&d->pos, &Eye_position ); d->active = 1; d->vclip = i % MAX_DEBRIS_VCLIPS; //rand() // if we're in full neb mode if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE)) { d->size = i2fl(myrand() % 4)*BASE_SIZE_NEB; } else { d->size = i2fl(myrand() % 4)*BASE_SIZE; } vm_vec_sub( &d->last_pos, &d->pos, &Eye_position ); } if ( reload_old_debris ) { vm_vec_sub( &d->last_pos, &d->pos, &Eye_position ); } g3_rotate_vertex(&p, &d->pos); if (p.codes == 0) { int frame = Missiontime / (DEBRIS_ROT_MIN + (i % DEBRIS_ROT_RANGE) * DEBRIS_ROT_RANGE_SCALER); frame %= Debris_vclips[d->vclip].nframes; float alpha; if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) ) { alpha = 0.3f; } else { alpha = 1.0f; } vm_vec_add( &tmp, &d->last_pos, &Eye_position ); //g3_draw_laser( &d->pos,d->size,&tmp,d->size, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f ); material mat_params; material_set_unlit(&mat_params, Debris_vclips[d->vclip].bm + frame, alpha, true, true); g3_render_laser_2d(&mat_params, &d->pos, d->size, &tmp, d->size, 25.0f); } vm_vec_sub( &d->last_pos, &d->pos, &Eye_position ); vdist = vm_vec_mag_quick(&d->last_pos); if ( (vdist < MIN_DIST_RANGE) || (vdist > MAX_DIST_RANGE) ) d->active = 0; } reload_old_debris = 0; } void stars_draw(int show_stars, int show_suns, int /*show_nebulas*/, int show_subspace, int env, bool in_mission) { GR_DEBUG_SCOPE("Draw Stars"); TRACE_SCOPE(tracing::DrawStars); int gr_zbuffering_save = gr_zbuffer_get(); gr_zbuffer_set(GR_ZBUFF_NONE); Rendering_to_env = env; if (show_subspace) subspace_render(); if (Num_stars >= MAX_STARS) Num_stars = MAX_STARS; #ifdef TIME_STAR_CODE fix xt1, xt2; xt1 = timer_get_fixed_seconds(); #endif // draw background stuff if ( show_stars ) { // semi-hack, do we don't fog the background int neb_save = Neb2_render_mode; Neb2_render_mode = NEB2_RENDER_NONE; stars_draw_background(); Neb2_render_mode = neb_save; } else if ( !show_subspace ) // don't render the background pof when rendering subspace { stars_draw_background(); } if ( !env && show_stars && (Nmodel_num < 0) && (Game_detail_flags & DETAIL_FLAG_STARS) && !(The_mission.flags[Mission::Mission_Flags::Fullneb]) && (supernova_active() < 3) ) { stars_draw_stars(); } last_stars_filled = 1; #ifdef TIME_STAR_CODE xt2 = timer_get_fixed_seconds(); mprintf(( "Stars: %d\n", xt2-xt1 )); #endif if ( !Rendering_to_env && (Game_detail_flags & DETAIL_FLAG_MOTION) && (!Fred_running) && (supernova_active() < 3) && in_mission) { stars_draw_debris(); } //if we're not drawing them, quit here if (show_suns) { stars_draw_sun( show_suns ); stars_draw_bitmaps( show_suns ); } gr_zbuffer_set( gr_zbuffering_save ); Rendering_to_env = 0; } void stars_preload_background(const char *token) { if (!token) return; // we can only preload raw numbers, but that's probably sufficient if (!can_construe_as_integer(token)) return; int background_idx = atoi(token); // human/computer offset background_idx--; // store it for now Preload_background_indexes.push_back(background_idx); } void stars_preload_background(int background_idx) { // range check if (background_idx < 0 || background_idx >= (int)Backgrounds.size()) return; // preload all the stuff for this background for (auto &bgsun : Backgrounds[background_idx].suns) stars_preload_sun_bitmap(bgsun.filename); for (auto &bitmap : Backgrounds[background_idx].bitmaps) stars_preload_background_bitmap(bitmap.filename); } void stars_preload_sun_bitmap(const char *fname) { int idx; if (fname == NULL) return; idx = stars_find_sun(fname); if (idx == -1) { return; } Sun_bitmaps[idx].preload = 1; } void stars_preload_background_bitmap(const char *fname) { int idx; if (fname == NULL) return; idx = stars_find_bitmap(fname); if (idx == -1) { return; } Starfield_bitmaps[idx].preload = 1; } void stars_page_in() { int idx, i; starfield_bitmap_instance *sbi; starfield_bitmap *sb; // Initialize the subspace stuff if ( Game_subspace_effect ) { Subspace_model_inner = model_load( "subspace_small.pof", 0, NULL ); Assert(Subspace_model_inner >= 0); Subspace_model_outer = model_load( "subspace_big.pof", 0, NULL ); Assert(Subspace_model_outer >= 0); polymodel *pm; pm = model_get(Subspace_model_inner); nprintf(( "Paging", "Paging in textures for subspace effect.\n" )); for (idx = 0; idx < pm->n_textures; idx++) { pm->maps[idx].PageIn(); } pm = model_get(Subspace_model_outer); nprintf(( "Paging", "Paging in textures for subspace effect.\n" )); for (idx = 0; idx < pm->n_textures; idx++) { pm->maps[idx].PageIn(); } if (Subspace_glow_bitmap < 0) { Subspace_glow_bitmap = bm_load( NOX("SunGlow01")); } bm_page_in_xparent_texture(Subspace_glow_bitmap); } else { Subspace_model_inner = -1; Subspace_model_outer = -1; if (Subspace_glow_bitmap > 0) { bm_release(Subspace_glow_bitmap); Subspace_glow_bitmap = -1; } } // extra SEXP related checks to preload anything that might get used from there for (idx = 0; idx < (int)Starfield_bitmaps.size(); idx++) { sb = &Starfield_bitmaps[idx]; if (sb->used_this_level) continue; if (sb->preload) { if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { Warning(LOCATION, "Unable to load starfield bitmap: '%s'!\n", sb->filename); } } } // this happens whether it loaded properly or not, no harm should come from it if (sb->xparent) { bm_page_in_xparent_texture(sb->bitmap_id); } else { bm_page_in_texture(sb->bitmap_id); } sb->used_this_level++; } } for (idx = 0; idx < (int)Sun_bitmaps.size(); idx++) { sb = &Sun_bitmaps[idx]; if (sb->used_this_level) continue; if (sb->preload) { // normal bitmap if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { Warning(LOCATION, "Unable to load sun bitmap: '%s'!\n", sb->filename); } } } // glow bitmap if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load(sb->glow_filename); // maybe didn't load a static image so try for an animated one if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load_animation(sb->glow_filename, &sb->glow_n_frames, &sb->glow_fps, nullptr, nullptr, true); if (sb->glow_bitmap < 0) { Warning(LOCATION, "Unable to load sun glow bitmap: '%s'!\n", sb->glow_filename); } } } if (sb->flare) { for (i = 0; i < MAX_FLARE_BMP; i++) { if ( !strlen(sb->flare_bitmaps[i].filename) ) continue; if (sb->flare_bitmaps[i].bitmap_id < 0) { sb->flare_bitmaps[i].bitmap_id = bm_load(sb->flare_bitmaps[i].filename); if (sb->flare_bitmaps[i].bitmap_id < 0) { Warning(LOCATION, "Unable to load sun flare bitmap: '%s'!\n", sb->flare_bitmaps[i].filename); continue; } } bm_page_in_texture(sb->flare_bitmaps[i].bitmap_id); } } bm_page_in_texture(sb->bitmap_id); bm_page_in_texture(sb->glow_bitmap); sb->used_this_level++; } } // load and page in needed starfield bitmaps for (idx = 0; idx < (int)Starfield_bitmap_instances.size(); idx++) { sbi = &Starfield_bitmap_instances[idx]; if (sbi->star_bitmap_index < 0) continue; sb = &Starfield_bitmaps[sbi->star_bitmap_index]; if (sb->used_this_level) continue; if (sb->bitmap_id < 0 ) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { Warning(LOCATION, "Unable to load starfield bitmap: '%s'!\n", sb->filename); } } } // this happens whether it loaded properly or not, no harm should come from it if (sb->xparent) { bm_page_in_xparent_texture(sb->bitmap_id); } else { bm_page_in_texture(sb->bitmap_id); } sb->used_this_level++; } // now for sun bitmaps and glows for (idx = 0; idx < (int)Suns.size(); idx++) { sbi = &Suns[idx]; if (sbi->star_bitmap_index < 0) continue; sb = &Sun_bitmaps[sbi->star_bitmap_index]; if (sb->used_this_level) continue; // normal bitmap if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load(sb->filename); // maybe didn't load a static image so try for an animated one if (sb->bitmap_id < 0) { sb->bitmap_id = bm_load_animation(sb->filename, &sb->n_frames, &sb->fps, nullptr, nullptr, true); if (sb->bitmap_id < 0) { Warning(LOCATION, "Unable to load sun bitmap: '%s'!\n", sb->filename); } } } // glow bitmap if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load(sb->glow_filename); // maybe didn't load a static image so try for an animated one if (sb->glow_bitmap < 0) { sb->glow_bitmap = bm_load_animation(sb->glow_filename, &sb->glow_n_frames, &sb->glow_fps, nullptr, nullptr, true); if (sb->glow_bitmap < 0) { Warning(LOCATION, "Unable to load sun glow bitmap: '%s'!\n", sb->glow_filename); } } } if (sb->flare) { for (i = 0; i < MAX_FLARE_BMP; i++) { if ( !strlen(sb->flare_bitmaps[i].filename) ) continue; if (sb->flare_bitmaps[i].bitmap_id < 0) { sb->flare_bitmaps[i].bitmap_id = bm_load(sb->flare_bitmaps[i].filename); if (sb->flare_bitmaps[i].bitmap_id < 0) { Warning(LOCATION, "Unable to load sun flare bitmap: '%s'!\n", sb->flare_bitmaps[i].filename); continue; } } bm_page_in_texture(sb->flare_bitmaps[i].bitmap_id); } } bm_page_in_texture(sb->bitmap_id); bm_page_in_texture(sb->glow_bitmap); sb->used_this_level++; } if (!Motion_debris_enabled) return; for (idx = 0; idx < MAX_DEBRIS_VCLIPS; idx++) { bm_page_in_xparent_texture(Debris_vclips[idx].bm, Debris_vclips[idx].nframes); } } // background nebula models and planets void stars_draw_background() { GR_DEBUG_SCOPE("Draw Background"); TRACE_SCOPE(tracing::DrawBackground); if (Nmodel_num < 0) return; model_render_params render_info; if (Nmodel_bitmap >= 0) { render_info.set_forced_bitmap(Nmodel_bitmap); } // draw the model at the player's eye with no z-buffering render_info.set_alpha(1.0f); render_info.set_flags(Nmodel_flags | MR_SKYBOX); model_render_immediate(&render_info, Nmodel_num, &Nmodel_orient, &Eye_position, MODEL_RENDER_ALL, false); } // call this to set a specific model as the background model void stars_set_background_model(const char *model_name, const char *texture_name, int flags) { if (Nmodel_bitmap >= 0) { bm_unload(Nmodel_bitmap); Nmodel_bitmap = -1; } if (Nmodel_num >= 0) { model_unload(Nmodel_num); Nmodel_num = -1; } if (Nmodel_instance_num >= 0) { model_delete_instance(Nmodel_instance_num); Nmodel_instance_num = -1; } Nmodel_flags = flags; if ( (model_name == NULL) || (*model_name == '\0') ) return; Nmodel_num = model_load(model_name, 0, NULL, -1); Nmodel_bitmap = bm_load(texture_name); if (Nmodel_num >= 0) { model_page_in_textures(Nmodel_num); if (model_get(Nmodel_num)->flags & PM_FLAG_HAS_INTRINSIC_ROTATE) { Nmodel_instance_num = model_create_instance(false, Nmodel_num); } } // Since we have a new skybox we need to rerender the environment map stars_invalidate_environment_map(); } // call this to set a specific orientation for the background void stars_set_background_orientation(const matrix *orient) { if (orient == NULL) { vm_set_identity(&Nmodel_orient); } else { Nmodel_orient = *orient; } } // lookup a starfield bitmap, return index or -1 on fail int stars_find_bitmap(const char *name) { int idx; if (name == NULL) return -1; // lookup for (idx = 0; idx < (int)Starfield_bitmaps.size(); idx++) { if ( !stricmp(name, Starfield_bitmaps[idx].filename) ) { return idx; } } // not found return -1; } // lookup a sun by bitmap filename, return index or -1 on fail int stars_find_sun(const char *name) { int idx; if (name == NULL) return -1; // lookup for (idx = 0; idx < (int)Sun_bitmaps.size(); idx++) { if ( !stricmp(name, Sun_bitmaps[idx].filename) ) { return idx; } } // not found return -1; } // add an instance for a sun (something actually used in a mission) // NOTE that we assume a duplicate is ok here int stars_add_sun_entry(starfield_list_entry *sun_ptr) { int idx, i; starfield_bitmap_instance sbi; Assert(sun_ptr != NULL); // copy information sbi.ang.p = sun_ptr->ang.p; sbi.ang.b = sun_ptr->ang.b; sbi.ang.h = sun_ptr->ang.h; sbi.scale_x = sun_ptr->scale_x; sbi.scale_y = sun_ptr->scale_y; sbi.div_x = sun_ptr->div_x; sbi.div_y = sun_ptr->div_y; idx = stars_find_sun(sun_ptr->filename); if (idx == -1) { Warning(LOCATION, "Trying to add a sun '%s' that does not exist in stars.tbl!", sun_ptr->filename); return -1; } sbi.star_bitmap_index = idx; // make sure any needed bitmaps are loaded if (Sun_bitmaps[idx].bitmap_id < 0) { // normal bitmap Sun_bitmaps[idx].bitmap_id = bm_load(Sun_bitmaps[idx].filename); // maybe didn't load a static image so try for an animated one if (Sun_bitmaps[idx].bitmap_id < 0) { Sun_bitmaps[idx].bitmap_id = bm_load_animation(Sun_bitmaps[idx].filename, &Sun_bitmaps[idx].n_frames, &Sun_bitmaps[idx].fps, nullptr, nullptr, true); if (Sun_bitmaps[idx].bitmap_id < 0) { // failed return -1; } } // glow bitmap if (Sun_bitmaps[idx].glow_bitmap < 0) { Sun_bitmaps[idx].glow_bitmap = bm_load(Sun_bitmaps[idx].glow_filename); // maybe didn't load a static image so try for an animated one if (Sun_bitmaps[idx].glow_bitmap < 0) { Sun_bitmaps[idx].glow_bitmap = bm_load_animation(Sun_bitmaps[idx].glow_filename, &Sun_bitmaps[idx].glow_n_frames, &Sun_bitmaps[idx].glow_fps, nullptr, nullptr, true); if (Sun_bitmaps[idx].glow_bitmap < 0) { Warning(LOCATION, "Unable to load sun glow bitmap: '%s'!\n", Sun_bitmaps[idx].glow_filename); } } } if (Sun_bitmaps[idx].flare) { for (i = 0; i < MAX_FLARE_BMP; i++) { flare_bitmap* fbp = &Sun_bitmaps[idx].flare_bitmaps[i]; if ( !strlen(fbp->filename) ) continue; if (fbp->bitmap_id < 0) { fbp->bitmap_id = bm_load(fbp->filename); if (fbp->bitmap_id < 0) { Warning(LOCATION, "Unable to load sun flare bitmap: '%s'!\n", Sun_bitmaps[idx].flare_bitmaps[i].filename); continue; } } } } } // The background changed so we need to invalidate the environment map stars_invalidate_environment_map(); // now check if we can make use of a previously discarded instance entry // this should never happen with FRED if ( !Fred_running ) { for (i = 0; i < (int)Suns.size(); i++) { if ( Suns[i].star_bitmap_index < 0 ) { Suns[i] = sbi; return i; } } } // ... or add a new one Suns.push_back(sbi); return (int)(Suns.size() - 1); } // add an instance for a starfield bitmap (something actually used in a mission) // NOTE that we assume a duplicate is ok here int stars_add_bitmap_entry(starfield_list_entry *sle) { int idx; starfield_bitmap_instance sbi; Assert(sle != NULL); // copy information sbi.ang.p = sle->ang.p; sbi.ang.b = sle->ang.b; sbi.ang.h = sle->ang.h; sbi.scale_x = sle->scale_x; sbi.scale_y = sle->scale_y; sbi.div_x = sle->div_x; sbi.div_y = sle->div_y; idx = stars_find_bitmap(sle->filename); if (idx == -1) { Warning(LOCATION, "Trying to add a bitmap '%s' that does not exist in stars.tbl!", sle->filename); return -1; } sbi.star_bitmap_index = idx; // make sure any needed bitmaps are loaded if (Starfield_bitmaps[idx].bitmap_id < 0) { Starfield_bitmaps[idx].bitmap_id = bm_load(Starfield_bitmaps[idx].filename); // maybe didn't load a static image so try for an animated one if (Starfield_bitmaps[idx].bitmap_id < 0) { Starfield_bitmaps[idx].bitmap_id = bm_load_animation(Starfield_bitmaps[idx].filename, &Starfield_bitmaps[idx].n_frames, &Starfield_bitmaps[idx].fps, nullptr, nullptr, true); if (Starfield_bitmaps[idx].bitmap_id < 0) { // failed return -1; } } } // The background changed so we need to invalidate the environment map stars_invalidate_environment_map(); // now check if we can make use of a previously discarded instance entry for (int i = 0; i < (int)Starfield_bitmap_instances.size(); i++) { if ( Starfield_bitmap_instances[i].star_bitmap_index < 0 ) { // starfield_update_index_buffers(i, 0); Starfield_bitmap_instances[i] = sbi; starfield_create_bitmap_buffer(i); return i; } } // ... or add a new one Starfield_bitmap_instances.push_back(sbi); starfield_create_bitmap_buffer((int)(Starfield_bitmap_instances.size() - 1)); return (int)(Starfield_bitmap_instances.size() - 1); } // get the number of entries that each vector contains // "is_a_sun" will get sun instance counts, otherwise it gets normal starfield bitmap instance counts // "bitmap_count" will get number of starfield_bitmap entries rather than starfield_bitmap_instance entries int stars_get_num_entries(bool is_a_sun, bool bitmap_count) { // try for instance counts first if (!bitmap_count) { if (is_a_sun) { return (int)Suns.size(); } else { return (int)Starfield_bitmap_instances.size(); } } // looks like we want bitmap counts (probably only FRED uses this) else { if (is_a_sun) { return (int)Sun_bitmaps.size(); } else { return (int)Starfield_bitmaps.size(); } } } // get a starfield_bitmap entry providing only an instance starfield_bitmap *stars_get_bitmap_entry(int index, bool is_a_sun) { int max_index = (is_a_sun) ? (int)Suns.size() : (int)Starfield_bitmap_instances.size(); //WMC - Commented out because it keeps happening, and I don't know what this means. //Assert( (index >= 0) && (index < max_index) ); if ( (index < 0) || (index >= max_index) ) return NULL; if (is_a_sun && (Suns[index].star_bitmap_index >= 0)) { return &Sun_bitmaps[Suns[index].star_bitmap_index]; } else if (!is_a_sun && (Starfield_bitmap_instances[index].star_bitmap_index >= 0)) { return &Starfield_bitmaps[Starfield_bitmap_instances[index].star_bitmap_index]; } return NULL; } bool stars_sun_has_glare(int index) { starfield_bitmap *sb = stars_get_bitmap_entry(index, true); return (sb && sb->glare); } // set an instace to not render void stars_mark_instance_unused(int index, bool is_a_sun) { int max_index = (is_a_sun) ? (int)Suns.size() : (int)Starfield_bitmap_instances.size(); Assert( (index >= 0) && (index < max_index) ); if ( (index < 0) || (index >= max_index) ) return; if (is_a_sun) { Suns[index].star_bitmap_index = -1; } else { Starfield_bitmap_instances[index].star_bitmap_index = -1; } if ( !is_a_sun ) { delete [] Starfield_bitmap_instances[index].verts; Starfield_bitmap_instances[index].verts = NULL; } // The background changed so we need to invalidate the environment map stars_invalidate_environment_map(); } // retrieves the name from starfield_bitmap for the instance index // NOTE: it's unsafe to return NULL here so use for invalid entries const char *stars_get_name_from_instance(int index, bool is_a_sun) { int max_index = (is_a_sun) ? (int)Suns.size() : (int)Starfield_bitmap_instances.size(); Assert( (index >= 0) && (index < max_index) ); if ( (index < 0) || (index >= max_index) ) return NOX(""); if (is_a_sun && (Suns[index].star_bitmap_index >= 0)) { return Sun_bitmaps[Suns[index].star_bitmap_index].filename; } else if (!is_a_sun && (Starfield_bitmap_instances[index].star_bitmap_index >= 0)) { return Starfield_bitmaps[Starfield_bitmap_instances[index].star_bitmap_index].filename; } return NOX(""); } // WMC/Goober5000 void stars_set_nebula(bool activate) { The_mission.flags.set(Mission::Mission_Flags::Fullneb, activate); if (activate) { Toggle_text_alpha = TOGGLE_TEXT_NEBULA_ALPHA; HUD_contrast = 1; if(Fred_running) { Neb2_render_mode = NEB2_RENDER_POF; stars_set_background_model(BACKGROUND_MODEL_FILENAME, Neb2_texture_name); stars_set_background_orientation(); } else { Neb2_render_mode = NEB2_RENDER_HTL; } neb2_eye_changed(); } else { Toggle_text_alpha = TOGGLE_TEXT_NORMAL_ALPHA; Neb2_render_mode = NEB2_RENDER_NONE; HUD_contrast = 0; } // (DahBlount) // This needs to be done regardless of whether we're in nebula or not // Should ensure that we're actually loading the needed anims into BMPMan stars_load_debris(static_cast(activate)); // We need to reload the environment map now stars_invalidate_environment_map(); } // retrieves the name from starfield_bitmap, really only used by FRED2 // NOTE: it is unsafe to return NULL here, but because that's bad anyway it really shouldn't happen, so we do return NULL. const char *stars_get_name_FRED(int index, bool is_a_sun) { if (!Fred_running) return NULL; int max_index = (is_a_sun) ? (int)Sun_bitmaps.size() : (int)Starfield_bitmaps.size(); Assert( (index >= 0) && (index < max_index) ); if ( (index < 0) || (index >= max_index) ) return NULL; if (is_a_sun) { return Sun_bitmaps[index].filename; } else { return Starfield_bitmaps[index].filename; } } // modify an existing starfield bitmap instance, or add a new one if needed void stars_modify_entry_FRED(int index, const char *name, starfield_list_entry *sbi_new, bool is_a_sun) { if (!Fred_running) return; starfield_bitmap_instance sbi; int idx; int add_new = index > ((is_a_sun) ? (int)Sun_bitmaps.size() : (int)Starfield_bitmaps.size()); Assert( index >= 0 ); Assert( sbi_new != NULL ); // copy information sbi.ang.p = sbi_new->ang.p; sbi.ang.b = sbi_new->ang.b; sbi.ang.h = sbi_new->ang.h; sbi.scale_x = sbi_new->scale_x; sbi.scale_y = sbi_new->scale_y; sbi.div_x = sbi_new->div_x; sbi.div_y = sbi_new->div_y; if (is_a_sun) { idx = stars_find_sun((char*)name); } else { idx = stars_find_bitmap((char*)name); } // this shouldn't ever happen from FRED since you select the name from a list of those available if (idx == -1) return; sbi.star_bitmap_index = idx; if (add_new) { if (is_a_sun) { Suns.push_back( sbi ); } else { Starfield_bitmap_instances.push_back( sbi ); } } else { if (is_a_sun) { Suns[index] = sbi; } else { Starfield_bitmap_instances[index] = sbi; } } if ( !is_a_sun ) { starfield_create_bitmap_buffer(index); } } // erase an instance, note that this is very slow so it should only be done in FRED void stars_delete_entry_FRED(int index, bool is_a_sun) { if (!Fred_running) return; int max_index = (is_a_sun) ? (int)Suns.size() : (int)Starfield_bitmap_instances.size(); Assert( (index >= 0) && (index < max_index) ); if ( (index < 0) || (index >= max_index) ) return; if (is_a_sun) { Suns.erase( Suns.begin() + index ); } else { Starfield_bitmap_instances.erase( Starfield_bitmap_instances.begin() + index ); } } // Goober5000 void stars_load_first_valid_background() { int background_idx = stars_get_first_valid_background(); stars_load_background(background_idx); } // Goober5000 int stars_get_first_valid_background() { uint i, j; if (Backgrounds.empty()) return -1; // scan every background except the last and return the first one that has all its suns and bitmaps present for (i = 0; i < Backgrounds.size() - 1; i++) { bool valid = true; background_t *background = &Backgrounds[i]; for (j = 0; j < background->suns.size(); j++) { if (stars_find_sun(background->suns[j].filename) < 0) { mprintf(("Failed to load sun %s for background %d, falling back to background %d\n", background->suns[j].filename, i + 1, i + 2)); valid = false; break; } } if (valid) { for (j = 0; j < background->bitmaps.size(); j++) { if (stars_find_bitmap(background->bitmaps[j].filename) < 0) { mprintf(("Failed to load bitmap %s for background %d, falling back to background %d\n", background->suns[j].filename, i + 1, i + 2)); valid = false; break; } } } if (valid) return i; } // didn't find a valid background yet, so return the last one return (int)Backgrounds.size() - 1; } // Goober5000 void stars_load_background(int background_idx) { uint j; stars_clear_instances(); Cur_background = background_idx; if (Cur_background >= 0) { background_t *background = &Backgrounds[Cur_background]; int failed_suns = 0; for (j = 0; j < background->suns.size(); j++) { if ((stars_add_sun_entry(&background->suns[j]) < 0) && !Fred_running) { nprintf(("General", "Failed to add sun '%s' to the mission!", background->suns[j].filename)); failed_suns++; } } if (failed_suns > 0) Warning(LOCATION, "Failed to add %d sun bitmaps to the mission!", failed_suns); int failed_stars = 0; for (j = 0; j < background->bitmaps.size(); j++) { if ((stars_add_bitmap_entry(&background->bitmaps[j]) < 0) && !Fred_running) { nprintf(("General", "Failed to add starfield bitmap '%s' to the mission!", background->bitmaps[j].filename)); failed_stars++; } } if (failed_stars > 0) Warning(LOCATION, "Failed to add %d starfield bitmaps to the mission!", failed_stars); } } // Goober5000 void stars_copy_background(background_t *dest, background_t *src) { dest->suns.assign(src->suns.begin(), src->suns.end()); dest->bitmaps.assign(src->bitmaps.begin(), src->bitmaps.end()); } // Goober5000 void stars_swap_backgrounds(int idx1, int idx2) { background_t temp; stars_copy_background(&temp, &Backgrounds[idx1]); stars_copy_background(&Backgrounds[idx1], &Backgrounds[idx2]); stars_copy_background(&Backgrounds[idx2], &temp); } // Goober5000 bool stars_background_empty(const background_t &bg) { return (bg.suns.empty() && bg.bitmaps.empty()); } // Goober5000 void stars_pack_backgrounds() { // remove all empty backgrounds Backgrounds.erase( std::remove_if(Backgrounds.begin(), Backgrounds.end(), stars_background_empty), Backgrounds.end()); } static void render_environment(int i, vec3d *eye_pos, matrix *new_orient, float new_zoom) { bm_set_render_target(gr_screen.envmap_render_target, i); gr_clear(); g3_set_view_matrix( eye_pos, new_orient, new_zoom ); gr_set_proj_matrix( PI_2 * new_zoom, 1.0f, Min_draw_distance, Max_draw_distance); gr_set_view_matrix( &Eye_position, &Eye_matrix ); if ( Game_subspace_effect ) { stars_draw(0, 0, 0, 1, 1); } else { stars_draw(0, 1, 1, 0, 1); } gr_end_view_matrix(); gr_end_proj_matrix(); } void stars_setup_environment_mapping(camid cid) { matrix new_orient = IDENTITY_MATRIX; extern float View_zoom; float old_zoom = View_zoom, new_zoom = 1.0f;//0.925f; int i = 0; if(!cid.isValid()) return; vec3d cam_pos; matrix cam_orient; cid.getCamera()->get_info(&cam_pos, &cam_orient); // prefer the mission specified envmap over the static-generated envmap, but // the dynamic envmap should always get preference if in a subspace mission if ( !Dynamic_environment && Mission_env_map >= 0 ) { ENVMAP = Mission_env_map; return; } if (gr_screen.envmap_render_target < 0) { if (ENVMAP >= 0) return; if (Mission_env_map >= 0) { ENVMAP = Mission_env_map; } else { ENVMAP = Default_env_map; } return; } if (Env_cubemap_drawn) { // Nothing to do here anymore return; } GR_DEBUG_SCOPE("Environment Mapping"); TRACE_SCOPE(tracing::EnvironmentMapping); ENVMAP = gr_screen.envmap_render_target; /* * Envmap matrix setup -- left-handed * ------------------------------------------------- * Face -- Forward Up Right * px +X +Y -Z * nx -X +Y +Z * py +Y -Z +X * ny -Y +Z +X * pz +Z +Y +X * nz -Z +Y -X */ // NOTE: OpenGL needs up/down reversed // Save the previous render target so we can reset it once we are done here auto previous_target = gr_screen.rendering_to_texture; // face 1 (px / right) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.x = 1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.z = -1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 2 (nx / left) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.x = -1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.z = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 3 (py / up) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.y = 1.0f; new_orient.vec.uvec.xyz.z = -1.0f; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 4 (ny / down) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.y = -1.0f; new_orient.vec.uvec.xyz.z = 1.0f ; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 5 (pz / forward) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.z = 1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 6 (nz / back) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.z = -1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.x = -1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); // we're done, so now reset bm_set_render_target(previous_target); g3_set_view_matrix( &cam_pos, &cam_orient, old_zoom ); if ( !Dynamic_environment ) { Env_cubemap_drawn = true; } } void stars_set_dynamic_environment(bool dynamic) { Dynamic_environment = dynamic; stars_invalidate_environment_map(); } void stars_invalidate_environment_map() { // This will cause a redraw in the next frame Env_cubemap_drawn = false; }