/* * 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 "object/object.h" #include "render/3d.h" #include "mission/missionparse.h" #include "nebula/neb.h" #include "ship/ship.h" typedef struct sorted_obj { object *obj; // a pointer to the original object float z, min_z, max_z; // The object's z values relative to viewer } sorted_obj; int Num_sorted_objects = 0; sorted_obj Sorted_objects[MAX_OBJECTS]; int Object_sort_order[MAX_OBJECTS]; // 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; // Use this to hack out player for testing. // if ( objp == Player_obj ) return 0; // OLD INCORRECT CODE!!! // g3_rotate_vector(&tmp,&objp->pos); // codes=g3_code_vector_radius(&tmp, objp->radius); // if ( !codes ) { // return 1; // center is in, so return 1 // } // return 0; // This I commented out because it will quickly out for // objects in the center, but cause one more rotation // for objects outside the center. So I figured it // would be best to slow down objects inside by a bit // and not penalize the offscreen ones, which require // 8 rotatations to throw out. // g3_rotate_vector(&tmp,&objp->pos); // codes=g3_code_vector(&tmp); // if ( !codes ) { // //mprintf(( "Center is in, so render it\n" )); // return 1; // center is in, so return 1 // } // 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 ); g3_rotate_vector(&tmp,&pt); codes=g3_code_vector(&tmp); 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; } // Sorts all the objects by Z and renders them extern int Fred_active; extern int Cmdline_nohtl; void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_last ) { object *objp; int i, j, incr; float fog_near, fog_far; #ifdef DYN_CLIP_DIST float closest_obj = Max_draw_distance; float farthest_obj = Min_draw_distance; #endif objp = Objects; Num_sorted_objects = 0; for (i=0;i<=Highest_object_index;i++,objp++) { if ( (objp->type != OBJ_NONE) && (objp->flags&OF_RENDERS) ) { objp->flags &= ~OF_WAS_RENDERED; if ( obj_in_view_cone(objp) ) { sorted_obj * osp = &Sorted_objects[Num_sorted_objects]; Object_sort_order[Num_sorted_objects] = Num_sorted_objects; Num_sorted_objects++; 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; #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(!Num_sorted_objects) return; #ifdef DYN_CLIP_DIST if (!Cmdline_nohtl) { 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 // Sort them by their maximum z value if ( Num_sorted_objects > 1 ) { incr = Num_sorted_objects / 2; while( incr > 0 ) { for (i=incr; i=0 ) { // compare element j and j+incr if ( (Sorted_objects[Object_sort_order[j]].max_z < Sorted_objects[Object_sort_order[j+incr]].max_z) ) { // If not in correct order, them swap 'em int tmp; tmp = Object_sort_order[j]; Object_sort_order[j] = Object_sort_order[j+incr]; Object_sort_order[j+incr] = tmp; j -= incr; } else { break; } } } incr = incr / 2; } } gr_zbuffer_set( GR_ZBUFF_FULL ); // now draw them for (i=0; iobj->flags |= OF_WAS_RENDERED; //This is for ship cockpits. Bobb, feel free to optimize this any way you see fit if(os->obj == Viewer_obj && os->obj->type == OBJ_SHIP && (!Viewer_mode || (Viewer_mode & VM_PADLOCK_ANY) || (Viewer_mode & VM_OTHER_SHIP) || (Viewer_mode & VM_TRACK)) && (Ship_info[Ships[os->obj->instance].ship_info_index].flags2 & SIF2_SHOW_SHIP_MODEL)) { (*draw_viewer_last) = true; continue; } // if we're fullneb, fire up the fog - this also generates a fog table if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running){ // get the fog values neb2_get_fog_values(&fog_near, &fog_far, os->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(os->obj, os->z)){ continue; } } (*render_function)(os->obj); } //WMC - draw maneuvering thrusters extern void batch_render_man_thrusters(); batch_render_man_thrusters(); // if we're fullneb, switch off the fog effet if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){ gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } // if(!Cmdline_nohtl)gr_set_lighting(false,false); // lasers have to be drawn without fog! - taylor batch_render_lasers(); /* Show spheres where wingmen should be flying { extern void render_wing_phantoms_all(); render_wing_phantoms_all(); } */ }