/* * 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 #include #include "asteroid/asteroid.h" #include "cmdline/cmdline.h" #include "debris/debris.h" #include "graphics/opengl/gropengldraw.h" #include "jumpnode/jumpnode.h" #include "mission/missionparse.h" #include "model/modelrender.h" #include "nebula/neb.h" #include "object/object.h" #include "scripting/scripting.h" #include "render/3d.h" #include "render/batching.h" #include "ship/ship.h" #include "tracing/tracing.h" #include "weapon/weapon.h" class sorted_obj { public: object *obj; // a pointer to the original object float z, min_z, max_z; // The object's z values relative to viewer sorted_obj() : obj(NULL), z(0.0f), min_z(0.0f), max_z(1.0f) { } bool operator < (const sorted_obj &other) const; }; inline bool sorted_obj::operator < (const sorted_obj &other) const { int model_num_a = -1; int model_num_b = -1; if ( obj->type == OBJ_SHIP ) { ship_info *sip = &Ship_info[Ships[obj->instance].ship_info_index]; model_num_a = sip->model_num; } else if ( obj->type == OBJ_WEAPON ){ weapon_info *wip; wip = &Weapon_info[Weapons[obj->instance].weapon_info_index]; if ( wip->render_type == WRT_POF ) { model_num_a = wip->model_num; } } else if ( obj->type == OBJ_DEBRIS ) { debris *db; db = &Debris[obj->instance]; model_num_a = db->model_num; } else if ( obj->type == OBJ_ASTEROID ) { asteroid *asp; asp = &Asteroids[obj->instance]; model_num_a = Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype]; } if ( other.obj->type == OBJ_SHIP ) { ship_info *sip = &Ship_info[Ships[other.obj->instance].ship_info_index]; model_num_b = sip->model_num; } else if ( other.obj->type == OBJ_WEAPON ){ weapon_info *wip; wip = &Weapon_info[Weapons[other.obj->instance].weapon_info_index]; if ( wip->render_type == WRT_POF ) { model_num_b = wip->model_num; } } else if ( other.obj->type == OBJ_DEBRIS ) { debris *db; db = &Debris[other.obj->instance]; model_num_b = db->model_num; } else if ( other.obj->type == OBJ_ASTEROID ) { asteroid *asp; asp = &Asteroids[other.obj->instance]; model_num_b = Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype]; } if ( model_num_a == model_num_b ) { return (max_z > other.max_z); } return model_num_a < model_num_b; } SCP_vector Sorted_objects; SCP_vector effect_ships; SCP_vector transparent_objects; bool object_had_transparency = false; // Used to (fairly) quicky find the 8 extreme // points around an object. vec3d check_offsets[8] = { { { { -1.0f, -1.0f, -1.0f } } }, { { { -1.0f, -1.0f, 1.0f } } }, { { { -1.0f, 1.0f, -1.0f } } }, { { { -1.0f, 1.0f, 1.0f } } }, { { { 1.0f, -1.0f, -1.0f } } }, { { { 1.0f, -1.0f, 1.0f } } }, { { { 1.0f, 1.0f, -1.0f } } }, { { { 1.0f, 1.0f, 1.0f } } } }; // See if an object is in the view cone. // Returns: // 0 if object isn't in the view cone // 1 if object is in cone // This routine could possibly be optimized. Right now, for an // offscreen object, it has to rotate 8 points to determine it's // offscreen. Not the best considering we're looking at a sphere. int obj_in_view_cone( object * objp ) { int i; vec3d tmp,pt; ubyte codes; // Center isn't in... are other points? ubyte and_codes = 0xff; for (i=0; i<8; i++ ) { vm_vec_scale_add( &pt, &objp->pos, &check_offsets[i], objp->radius ); codes=g3_rotate_vector(&tmp,&pt); if ( !codes ) { //mprintf(( "A point is inside, so render it.\n" )); return 1; // this point is in, so return 1 } and_codes &= codes; } if (and_codes) { //mprintf(( "All points offscreen, so don't render it.\n" )); return 0; //all points off screen } //mprintf(( "All points inside, so render it, but doesn't need clipping.\n" )); return 1; } inline bool obj_render_is_model(object *obj) { return obj->type == OBJ_SHIP || (obj->type == OBJ_WEAPON && Weapon_info[Weapons[obj->instance].weapon_info_index].render_type == WRT_POF) || obj->type == OBJ_ASTEROID || obj->type == OBJ_DEBRIS || obj->type == OBJ_JUMP_NODE; } // Sorts all the objects by Z and renders them void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_last ) { object *objp; int i; float fog_near, fog_far; #ifdef DYN_CLIP_DIST float closest_obj = Max_draw_distance; float farthest_obj = Min_draw_distance; #endif objp = Objects; for (i=0;i<=Highest_object_index;i++,objp++) { if ( (objp->type != OBJ_NONE) && (objp->flags[Object::Object_Flags::Renders]) ) { objp->flags.remove(Object::Object_Flags::Was_rendered); if ( obj_in_view_cone(objp) ) { sorted_obj osp; osp.obj = objp; vec3d to_obj; vm_vec_sub( &to_obj, &objp->pos, &Eye_position ); osp.z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj ); /* if ( objp->type == OBJ_SHOCKWAVE ) osp.z -= 2*objp->radius; */ // Make warp in effect draw after any ship in it if ( objp->type == OBJ_FIREBALL ) { //if ( fireball_is_warp(objp) ) { osp.z -= 2*objp->radius; //} } osp.min_z = osp.z - objp->radius; osp.max_z = osp.z + objp->radius; Sorted_objects.push_back(osp); #ifdef DYN_CLIP_DIST if(objp != Viewer_obj) { if(osp->min_z < closest_obj) closest_obj = osp->min_z; if(osp->max_z > farthest_obj) farthest_obj = osp->max_z; } #endif } } } if ( Sorted_objects.empty() ) return; std::sort(Sorted_objects.begin(), Sorted_objects.end()); #ifdef DYN_CLIP_DIST if(closest_obj < Min_draw_distance) closest_obj = Min_draw_distance; if(farthest_obj > Max_draw_distance) farthest_obj = Max_draw_distance; gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, closest_obj, farthest_obj); gr_set_view_matrix(&Eye_position, &Eye_matrix); #endif gr_zbuffer_set( GR_ZBUFF_FULL ); bool full_neb = ((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running); bool c_viewer = (!Viewer_mode || (Viewer_mode & VM_PADLOCK_ANY) || (Viewer_mode & VM_OTHER_SHIP) || (Viewer_mode & VM_TRACK)); // now draw them // only render models in this loop in order to minimize state changes SCP_vector::iterator os; for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) { object *obj = os->obj; obj->flags.set(Object::Object_Flags::Was_rendered); //This is for ship cockpits. Bobb, feel free to optimize this any way you see fit if ( (obj == Viewer_obj) && (obj->type == OBJ_SHIP) && c_viewer && (Ship_info[Ships[obj->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model]) ) { (*draw_viewer_last) = true; continue; } // if we're fullneb, fire up the fog - this also generates a fog table if (full_neb) { // get the fog values neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj); // only reset fog if the fog mode has changed - since regenerating a fog table takes // a bit of time if((fog_near != gr_screen.fog_near) || (fog_far != gr_screen.fog_far)){ gr_fog_set(GR_FOGMODE_FOG, gr_screen.current_fog_color.red, gr_screen.current_fog_color.green, gr_screen.current_fog_color.blue, fog_near, fog_far); } // maybe skip rendering an object because its obscured by the nebula if(neb2_skip_render(obj, os->z)){ continue; } } if ( obj_render_is_model(obj) ) { if( ((obj->type == OBJ_SHIP) && Ships[obj->instance].shader_effect_active) || (obj->type == OBJ_FIREBALL) ) effect_ships.push_back(obj); else (*render_function)(obj); } if(object_had_transparency) { object_had_transparency = false; transparent_objects.push_back(obj); } } gr_deferred_lighting_end(); // we're done rendering models so flush render states gr_clear_states(); // render everything else that isn't a model for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) { object *obj = os->obj; obj->flags.set(Object::Object_Flags::Was_rendered); if ( obj_render_is_model(obj) ) continue; // if we're fullneb, fire up the fog - this also generates a fog table if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running){ // get the fog values neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj); // only reset fog if the fog mode has changed - since regenerating a fog table takes // a bit of time if((GR_FOGMODE_FOG != gr_screen.current_fog_mode) || (fog_near != gr_screen.fog_near) || (fog_far != gr_screen.fog_far)) { gr_fog_set(GR_FOGMODE_FOG, gr_screen.current_fog_color.red, gr_screen.current_fog_color.green, gr_screen.current_fog_color.blue, fog_near, fog_far); } // maybe skip rendering an object because its obscured by the nebula if(neb2_skip_render(obj, os->z)){ continue; } } (*render_function)(obj); } Sorted_objects.clear(); batching_render_all(); batching_render_all(true); // if we're fullneb, switch off the fog effet if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE)){ gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } } void obj_render_queue_all() { GR_DEBUG_SCOPE("Render all objects"); TRACE_SCOPE(tracing::RenderScene); object *objp; int i; model_draw_list scene; objp = Objects; gr_deferred_lighting_begin(); scene.init(); for ( i = 0; i <= Highest_object_index; i++,objp++ ) { if ( (objp->type != OBJ_NONE) && ( objp->flags [Object::Object_Flags::Renders] ) ) { objp->flags.remove(Object::Object_Flags::Was_rendered); if ( !obj_in_view_cone(objp) ) { continue; } if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running ) { vec3d to_obj; vm_vec_sub( &to_obj, &objp->pos, &Eye_position ); float z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj ); if ( neb2_skip_render(objp, z) ){ continue; } } if ( obj_render_is_model(objp) ) { if( (objp->type == OBJ_SHIP) && Ships[objp->instance].shader_effect_active ) { effect_ships.push_back(objp); continue; } } objp->flags.set(Object::Object_Flags::Was_rendered); obj_queue_render(objp, &scene); } } scene.init_render(); scene.render_all(ZBUFFER_TYPE_FULL); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_zbias(0); gr_set_cull(0); gr_clear_states(); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_deferred_lighting_end(); gr_deferred_lighting_finish(); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_reset_lighting(); gr_set_lighting(false, false); // now render transparent meshes scene.render_all(ZBUFFER_TYPE_READ); scene.render_all(ZBUFFER_TYPE_NONE); // render electricity effects and insignias scene.render_outlines(); scene.render_insignias(); scene.render_arcs(); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_zbias(0); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_clear_states(); gr_reset_lighting(); gr_set_lighting(false, false); // if we're fullneb, switch off the fog effet if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE)){ gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } batching_render_all(); gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_clear_states(); gr_reset_lighting(); gr_set_lighting(false, false); }