/* * 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. * */ #define MODEL_LIB #include "model/model.h" #include "model/modelsinc.h" #include "graphics/2d.h" #include "render/3dinternal.h" #include "math/fvi.h" #include "lighting/lighting.h" #include "bmpman/bmpman.h" #include "io/key.h" #include "io/timer.h" #include "mission/missionparse.h" #include "nebula/neb.h" #include "math/staticrand.h" #include "particle/particle.h" #include "ship/ship.h" #include "cmdline/cmdline.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "weapon/shockwave.h" #include "parse/parselo.h" #include "graphics/gropengllight.h" #include "ship/shipfx.h" #include "gamesequence/gamesequence.h" #include "globalincs/alphacolors.h" #include "model/modelrender.h" #include "debugconsole/console.h" #include float model_radius = 0; // Some debug variables used externally for displaying stats #ifndef NDEBUG int modelstats_num_polys = 0; int modelstats_num_polys_drawn = 0; int modelstats_num_verts = 0; int modelstats_num_sortnorms = 0; int modelstats_num_boxes = 0; #endif extern fix game_get_overall_frametime(); // for texture animation typedef struct model_light { ubyte r, g, b; ubyte spec_r, spec_g, spec_b; } model_light; // a lighting object typedef struct model_light_object { model_light *lights; int objnum; int skip; int skip_max; } model_light_object; struct bsp_vertex { vec3d position; vec3d normal; uv_pair tex_coord; ubyte r, g, b, a; }; struct bsp_polygon { uint Start_index; uint Num_verts; int texture; }; class bsp_polygon_data { SCP_vector Vertex_list; SCP_vector Normal_list; SCP_vector Polygon_vertices; SCP_vector Polygons; ubyte* Lights; int Num_polies[MAX_MODEL_TEXTURES]; int Num_verts[MAX_MODEL_TEXTURES]; int Num_flat_polies; int Num_flat_verts; void process_bsp(int offset, ubyte* bsp_data); void process_defpoints(int off, ubyte* bsp_data); void process_sortnorm(int offset, ubyte* bsp_data); void process_tmap(int offset, ubyte* bsp_data); void process_flat(int offset, ubyte* bsp_data); public: bsp_polygon_data(ubyte* bsp_data); int get_num_triangles(int texture); int get_num_lines(int texture); void generate_triangles(int texture, vertex *vert_ptr, vec3d* norm_ptr); void generate_lines(int texture, vertex *vert_ptr); }; // ----------------------- // Local variables // static int Num_interp_verts_allocated = 0; vec3d **Interp_verts = NULL; static vertex *Interp_points = NULL; static vertex *Interp_splode_points = NULL; vec3d *Interp_splode_verts = NULL; static int Interp_num_verts = 0; static vertex **Interp_list = NULL; static int Num_interp_list_verts_allocated = 0; static float Interp_box_scale = 1.0f; // this is used to scale both detail boxes and spheres static vec3d Interp_render_box_min = ZERO_VECTOR; static vec3d Interp_render_box_max = ZERO_VECTOR; static float Interp_render_sphere_radius = 0.0f; static vec3d Interp_render_sphere_offset = ZERO_VECTOR; // ------------------------------------------------------------------- // lighting save stuff // model_light_object Interp_lighting_temp; model_light_object *Interp_lighting = &Interp_lighting_temp; int Interp_use_saved_lighting = 0; int Interp_saved_lighting_full = 0; // // lighting save stuff // ------------------------------------------------------------------- static int Num_interp_norms_allocated = 0; static vec3d **Interp_norms = NULL; static ubyte *Interp_light_applied = NULL; static int Interp_num_norms = 0; static ubyte *Interp_lights; static float Interp_fog_level = 0.0f; // Stuff to control rendering parameters static color Interp_outline_color; static int Interp_detail_level_locked = -1; static uint Interp_flags = 0; static uint Interp_tmap_flags = 0; bool Interp_desaturate = false; // If non-zero, then the subobject gets scaled by Interp_thrust_scale. int Interp_thrust_scale_subobj = 0; float Interp_thrust_scale = 0.1f; static float Interp_thrust_scale_x = 0.0f;//added -bobboau static float Interp_thrust_scale_y = 0.0f;//added -bobboau static int Interp_thrust_bitmap = -1; static int Interp_thrust_glow_bitmap = -1; static float Interp_thrust_glow_noise = 1.0f; static bool Interp_afterburner = false; // Bobboau's thruster stuff static int Interp_secondary_thrust_glow_bitmap = -1; static int Interp_tertiary_thrust_glow_bitmap = -1; static int Interp_distortion_thrust_bitmap = -1; static float Interp_thrust_glow_rad_factor = 1.0f; static float Interp_secondary_thrust_glow_rad_factor = 1.0f; static float Interp_tertiary_thrust_glow_rad_factor = 1.0f; static float Interp_distortion_thrust_rad_factor = 1.0f; static float Interp_distortion_thrust_length_factor = 1.0f; static float Interp_thrust_glow_len_factor = 1.0f; static vec3d Interp_thrust_rotvel = ZERO_VECTOR; static bool Interp_draw_distortion = true; // Bobboau's warp stuff static float Interp_warp_scale_x = 1.0f; static float Interp_warp_scale_y = 1.0f; static float Interp_warp_scale_z = 1.0f; static int Interp_warp_bitmap = -1; static float Interp_warp_alpha = -1.0f; static int Interp_objnum = -1; // if != -1, use this bitmap when rendering ship insignias static int Interp_insignia_bitmap = -1; // replacement - Goober5000 // updated - WMC static int *Interp_new_replacement_textures = NULL; static fix Interp_base_frametime = 0; // if != -1, use this bitmap when rendering with a forced texture static int Interp_forced_bitmap = -1; // for rendering with the MR_ALL_XPARENT FLAG SET static float Interp_xparent_alpha = 1.0f; float Interp_light = 0.0f; int Interp_multitex_cloakmap = -1; int Interp_cloakmap_alpha = 255; // our current level of detail (LOD) int Interp_detail_level = 0; static int FULLCLOAK = -1; // clip planes bool Interp_clip_plane; vec3d Interp_clip_pos; vec3d Interp_clip_normal; // team colors team_color Interp_team_color; bool Interp_team_color_set = false; // animated shader effects int Interp_animated_effect = 0; float Interp_animated_timer = 0.0f; int Interp_no_flush = 0; // forward references int model_interp_sub(void *model_ptr, polymodel * pm, bsp_info *sm, int do_box_check); void model_really_render(int model_num, matrix *orient, vec3d * pos, uint flags, int render, int objnum = -1); void model_interp_sortnorm_b2f(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check); void model_interp_sortnorm_f2b(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check); void (*model_interp_sortnorm)(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check) = model_interp_sortnorm_b2f; int model_should_render_engine_glow(int objnum, int bank_obj); void model_render_buffers_DEPRECATED(polymodel *pm, int mn,int render, bool is_child = false); void model_render_children_buffers_DEPRECATED(polymodel * pm, int mn, int detail_level, int render); int model_interp_get_texture(texture_info *tinfo, fix base_frametime); void model_deallocate_interp_data() { if (Interp_verts != NULL) vm_free(Interp_verts); if (Interp_points != NULL) vm_free(Interp_points); if (Interp_splode_points != NULL) vm_free(Interp_splode_points); if (Interp_splode_verts != NULL) vm_free(Interp_splode_verts); if (Interp_norms != NULL) vm_free(Interp_norms); if (Interp_light_applied != NULL) vm_free(Interp_light_applied); if (Interp_lighting_temp.lights != NULL) vm_free(Interp_lighting_temp.lights); Num_interp_verts_allocated = 0; Num_interp_norms_allocated = 0; } extern void model_collide_allocate_point_list(int n_points); extern void model_collide_free_point_list(); void model_allocate_interp_data(int n_verts = 0, int n_norms = 0, int n_list_verts = 0) { static ubyte dealloc = 0; if (!dealloc) { atexit(model_deallocate_interp_data); atexit(model_collide_free_point_list); dealloc = 1; } Assert( (n_verts >= 0) && (n_norms >= 0) && (n_list_verts >= 0) ); Assert( (n_verts || Num_interp_verts_allocated) && (n_norms || Num_interp_norms_allocated) /*&& (n_list_verts || Num_interp_list_verts_allocated)*/ ); if (n_verts > Num_interp_verts_allocated) { if (Interp_verts != NULL) { vm_free(Interp_verts); Interp_verts = NULL; } // Interp_verts can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over) Interp_verts = (vec3d**) vm_malloc( n_verts * sizeof(vec3d *) ); Interp_points = (vertex*) vm_realloc( Interp_points, n_verts * sizeof(vertex) ); Interp_splode_points = (vertex*) vm_realloc( Interp_splode_points, n_verts * sizeof(vertex) ); Interp_splode_verts = (vec3d*) vm_realloc( Interp_splode_verts, n_verts * sizeof(vec3d) ); Num_interp_verts_allocated = n_verts; // model collide needs a similar size to resize it based on this new value model_collide_allocate_point_list( n_verts ); } if (n_norms > Num_interp_norms_allocated) { if (Interp_norms != NULL) { vm_free(Interp_norms); Interp_norms = NULL; } // Interp_norms can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over) Interp_norms = (vec3d**) vm_malloc( n_norms * sizeof(vec3d *) ); // these next two lighting things aren't values that need to be carried over, but we need to make sure they are 0 by default if (Interp_light_applied != NULL) { vm_free(Interp_light_applied); Interp_light_applied = NULL; } if (Interp_lighting_temp.lights != NULL) { vm_free(Interp_lighting_temp.lights); Interp_lighting_temp.lights = NULL; } Interp_light_applied = (ubyte*) vm_malloc( n_norms * sizeof(ubyte) ); Interp_lighting_temp.lights = (model_light*) vm_malloc( n_norms * sizeof(model_light) ); memset( Interp_light_applied, 0, n_norms * sizeof(ubyte) ); memset( Interp_lighting_temp.lights, 0, n_norms * sizeof(model_light) ); Num_interp_norms_allocated = n_norms; } // we should only get here if we are not in HTL mode if ( n_list_verts > Num_interp_list_verts_allocated ) { if (Interp_list != NULL) { vm_free(Interp_list); Interp_list = NULL; } Interp_list = (vertex**) vm_malloc( n_list_verts * sizeof(vertex) ); Verify( Interp_list != NULL ); Num_interp_list_verts_allocated = n_list_verts; } Interp_num_verts = n_verts; Interp_num_norms = n_norms; // check that everything is still usable (works in release and debug builds) Verify( Interp_points != NULL ); Verify( Interp_splode_points != NULL ); Verify( Interp_verts != NULL ); Verify( Interp_splode_verts != NULL ); Verify( Interp_norms != NULL ); Verify( Interp_light_applied != NULL ); } void model_setup_cloak(vec3d *shift, int full_cloak, int alpha) { FULLCLOAK=full_cloak; int unit; if (full_cloak) { unit=0; Interp_multitex_cloakmap=0; model_set_insignia_bitmap(-1); model_set_forced_texture(CLOAKMAP); gr_set_cull(1); model_interp_sortnorm=model_interp_sortnorm_f2b; } else { unit=2; Interp_multitex_cloakmap=1; } Interp_cloakmap_alpha=alpha; gr_push_texture_matrix(unit); gr_translate_texture_matrix(unit,shift); } void model_finish_cloak(int full_cloak) { int unit; if (full_cloak){ unit=0; gr_set_cull(0);} else unit=2; gr_pop_texture_matrix(unit); Interp_multitex_cloakmap=-1; model_set_forced_texture(-1); FULLCLOAK=-1; } void interp_clear_instance() { Interp_thrust_scale = 0.1f; Interp_thrust_scale_x = 0.0f;//added-Bobboau Interp_thrust_scale_y = 0.0f;//added-Bobboau Interp_thrust_bitmap = -1; Interp_thrust_glow_bitmap = -1; Interp_thrust_glow_noise = 1.0f; Interp_insignia_bitmap = -1; Interp_afterburner = false; // Bobboau's thruster stuff { Interp_thrust_glow_rad_factor = 1.0f; Interp_secondary_thrust_glow_bitmap = -1; Interp_secondary_thrust_glow_rad_factor = 1.0f; Interp_tertiary_thrust_glow_bitmap = -1; Interp_tertiary_thrust_glow_rad_factor = 1.0f; Interp_thrust_glow_len_factor = 1.0f; vm_vec_zero(&Interp_thrust_rotvel); } Interp_box_scale = 1.0f; Interp_render_box_min = vmd_zero_vector; Interp_render_box_max = vmd_zero_vector; Interp_render_sphere_radius = 0.0f; Interp_render_sphere_offset = vmd_zero_vector; Interp_team_color_set = false; Interp_clip_plane = false; Interp_animated_effect = 0; Interp_animated_timer = 0.0f; Interp_detail_level_locked = -1; Interp_forced_bitmap = -1; } /** * Scales the engines thrusters by this much */ void model_set_thrust(int model_num, mst_info *mst) { if (mst == NULL) { Int3(); return; } Interp_thrust_scale = mst->length.xyz.z; Interp_thrust_scale_x = mst->length.xyz.x; Interp_thrust_scale_y = mst->length.xyz.y; CLAMP(Interp_thrust_scale, 0.1f, 1.0f); Interp_thrust_bitmap = mst->primary_bitmap; Interp_thrust_glow_bitmap = mst->primary_glow_bitmap; Interp_secondary_thrust_glow_bitmap = mst->secondary_glow_bitmap; Interp_tertiary_thrust_glow_bitmap = mst->tertiary_glow_bitmap; Interp_distortion_thrust_bitmap = mst->distortion_bitmap; Interp_thrust_glow_noise = mst->glow_noise; Interp_afterburner = mst->use_ab; Interp_thrust_rotvel = mst->rotvel; Interp_thrust_glow_rad_factor = mst->glow_rad_factor; Interp_secondary_thrust_glow_rad_factor = mst->secondary_glow_rad_factor; Interp_tertiary_thrust_glow_rad_factor = mst->tertiary_glow_rad_factor; Interp_thrust_glow_len_factor = mst->glow_length_factor; Interp_distortion_thrust_rad_factor = mst->distortion_rad_factor; Interp_distortion_thrust_length_factor = mst->distortion_length_factor; Interp_draw_distortion = mst->draw_distortion; } bool splodeing = false; int splodeingtexture = -1; float splode_level = 0.0f; float GEOMETRY_NOISE = 0.0f; // Point list // +0 int id // +4 int size // +8 int n_verts // +12 int n_norms // +16 int offset from start of chunk to vertex data // +20 n_verts*char norm_counts // +offset vertex data. Each vertex n is a point followed by norm_counts[n] normals. void model_interp_splode_defpoints(ubyte * p, polymodel *pm, bsp_info *sm, float dist) { if(dist==0.0f)return; if(dist<0.0f)dist*=-1.0f; int n; int nverts = w(p+8); int offset = w(p+16); int nnorms = 0; ubyte * normcount = p+20; vertex *dest = Interp_splode_points; vec3d *src = vp(p+offset); for (n = 0; n < nverts; n++) { nnorms += normcount[n]; } model_allocate_interp_data(nverts, nnorms); vec3d dir; for (n=0; nxyz.z < min_thruster_dist ) { tmp.xyz.x = src->xyz.x * 1.0f; tmp.xyz.y = src->xyz.y * 1.0f; tmp.xyz.z = src->xyz.z * Interp_thrust_scale; } else { tmp = *src; } g3_rotate_vertex(dest,&tmp); src++; // move to normal for (i=0; ixyz.x) * Interp_warp_scale_x; tmp.xyz.y = (src->xyz.y) * Interp_warp_scale_y; tmp.xyz.z = (src->xyz.z) * Interp_warp_scale_z; g3_rotate_vertex(dest,&tmp); src++; // move to normal for (i=0; ixyz.x + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); point.xyz.y = src->xyz.y + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); point.xyz.z = src->xyz.z + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); g3_rotate_vertex(dest, &point); }else{ Interp_verts[n] = src; g3_rotate_vertex(dest, src); } } else { Interp_verts[n] = src; g3_rotate_vertex(dest, src); } src++; // move to normal for (i=0; ir = 191; Interp_list[i]->g = 191; Interp_list[i]->b = 191; } else { int vertnum = verts[i*2+0]; int norm = verts[i*2+1]; if ( Interp_flags & MR_NO_SMOOTHING ) { light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[vertnum], vp(p+8), Interp_light ); } else { // if we're not using saved lighting if ( !Interp_use_saved_lighting && !Interp_light_applied[norm] ) { light_apply_rgb( &Interp_lighting->lights[norm].r, &Interp_lighting->lights[norm].g, &Interp_lighting->lights[norm].b, Interp_verts[vertnum], vp(p+8), Interp_light ); Interp_light_applied[norm] = 1; } Interp_list[i]->r = Interp_lighting->lights[norm].r; Interp_list[i]->g = Interp_lighting->lights[norm].g; Interp_list[i]->b = Interp_lighting->lights[norm].b; } } } // HACK!!! FIX ME!!! I'M SLOW!!!! if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) { gr_set_color( *(p+40), *(p+41), *(p+42) ); } if ( !(Interp_flags & MR_NO_POLYS)) { g3_draw_poly( nv, Interp_list, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB ); } if (Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET)) { int j; if ( Interp_flags & MR_SHOW_OUTLINE ) { gr_set_color_fast( &Interp_outline_color ); } for (i = 0; i < nv; i++) { j = (i + 1) % nv; g3_draw_line(Interp_list[i], Interp_list[j]); } } } void model_interp_edge_alpha( ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pnt, vec3d *norm, float alpha, bool invert = false) { vec3d r; vm_vec_sub(&r, &View_position, pnt); vm_vec_normalize(&r); float d = vm_vec_dot(&r, norm); if (d < 0.0f) d = -d; if (invert) *param_r = *param_g = *param_b = ubyte( fl2i((1.0f - d) * 254.0f * alpha)); else *param_r = *param_g = *param_b = ubyte( fl2i(d * 254.0f * alpha) ); } // Textured Poly // +0 int id // +4 int size // +8 vec3d normal // +20 vec3d center // +32 float radius // +36 int nverts // +40 int tmap_num // +44 nverts*(model_tmap_vert) vertlist (n,u,v) extern int Tmap_show_layers; int Interp_subspace = 0; float Interp_subspace_offset_u = 0.0f; float Interp_subspace_offset_v = 0.0f; ubyte Interp_subspace_r = 255; ubyte Interp_subspace_g = 255; ubyte Interp_subspace_b = 255; void model_interp_tmappoly(ubyte * p,polymodel * pm) { int i; int nv; model_tmap_vert *verts; int cull = 0; // Goober5000 int tmap_num = w(p+40); texture_map *tmap = &pm->maps[tmap_num]; texture_info *tbase = &tmap->textures[TM_BASE_TYPE]; texture_info *tglow = &tmap->textures[TM_GLOW_TYPE]; int rt_begin_index = tmap_num*TM_NUM_TYPES; int is_invisible = 0; if (Interp_warp_bitmap < 0) { if ( (!Interp_thrust_scale_subobj) && (tbase->GetTexture() < 0) ) { // Ignore the following if we're drawing in outline mode. Fixes Mantis #2931. if (!(Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET))) { // Don't draw invisible polygons. if ( !(Interp_flags & MR_SHOW_INVISIBLE_FACES) ) return; else is_invisible = 1; } } } nv = w(p+36); #ifndef NDEBUG modelstats_num_polys++; #endif if ( nv < 0 ) return; verts = (model_tmap_vert *)(p+44); int max_n_verts = 0; int max_n_norms = 0; for (i = 0; i < nv; i++) { max_n_verts = MAX(verts[i].vertnum + 1, max_n_verts); max_n_norms = MAX(verts[i].normnum + 1, max_n_norms); } model_allocate_interp_data(max_n_verts, max_n_norms, nv); if ( !Cmdline_nohtl ) { if (Interp_warp_bitmap < 0) { if (!g3_check_normal_facing(vp(p+20),vp(p+8)) && !(Interp_flags & MR_NO_CULL)){ if(!splodeing) return; } } if(splodeing){ float salpha = 1.0f - splode_level; for (i=0;itexture_position.u = verts[i].u*2; Interp_list[i]->texture_position.v = verts[i].v*2; Interp_list[i]->r = (unsigned char)(255*salpha); Interp_list[i]->g = (unsigned char)(250*salpha); Interp_list[i]->b = (unsigned char)(200*salpha); model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], salpha, false); } cull = gr_set_cull(0); gr_set_bitmap( splodeingtexture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, salpha ); g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED|TMAP_FLAG_GOURAUD); gr_set_cull(cull); return; } } for (i=0;itexture_position.u = verts[i].u; Interp_list[i]->texture_position.v = verts[i].v; if ( Interp_subspace ) { Interp_list[i]->texture_position.v += Interp_subspace_offset_u; Interp_list[i]->texture_position.u += Interp_subspace_offset_v; Interp_list[i]->r = Interp_subspace_r; Interp_list[i]->g = Interp_subspace_g; Interp_list[i]->b = Interp_subspace_b; } else { if ( (Interp_flags & MR_NO_LIGHTING) || (tmap->is_ambient)) { //gets the ambient glow to work Interp_list[i]->r = 191; Interp_list[i]->g = 191; Interp_list[i]->b = 191; Interp_list[i]->spec_r = 0; Interp_list[i]->spec_g = 0; Interp_list[i]->spec_b = 0; if (Interp_flags & MR_EDGE_ALPHA) { model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], Interp_warp_alpha, false); } if (Interp_flags & MR_CENTER_ALPHA) { model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], Interp_warp_alpha, true); } SPECMAP = -1; NORMMAP = -1; HEIGHTMAP = -1; MISCMAP = -1; } else { int vertnum = verts[i].vertnum; int norm = verts[i].normnum; if ( Interp_flags & MR_NO_SMOOTHING ) { light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[vertnum], vp(p+8), Interp_light ); if((Detail.lighting > 2) && (Interp_detail_level < 2) && Cmdline_spec ) light_apply_specular( &Interp_list[i]->spec_r, &Interp_list[i]->spec_g, &Interp_list[i]->spec_b, Interp_verts[vertnum], vp(p+8), &View_position); } else { // if we're applying lighting as normal, and not using saved lighting if ( !Interp_use_saved_lighting && !Interp_light_applied[norm] ) { light_apply_rgb( &Interp_lighting->lights[norm].r, &Interp_lighting->lights[norm].g, &Interp_lighting->lights[norm].b, Interp_verts[vertnum], Interp_norms[norm], Interp_light ); if((Detail.lighting > 2) && (Interp_detail_level < 2) && Cmdline_spec ) light_apply_specular( &Interp_lighting->lights[norm].spec_r, &Interp_lighting->lights[norm].spec_g, &Interp_lighting->lights[norm].spec_b, Interp_verts[vertnum], Interp_norms[norm], &View_position); Interp_light_applied[norm] = 1; } Interp_list[i]->spec_r = Interp_lighting->lights[norm].spec_r; Interp_list[i]->spec_g = Interp_lighting->lights[norm].spec_g; Interp_list[i]->spec_b = Interp_lighting->lights[norm].spec_b; Interp_list[i]->r = Interp_lighting->lights[norm].r; Interp_list[i]->g = Interp_lighting->lights[norm].g; Interp_list[i]->b = Interp_lighting->lights[norm].b; } } } } #ifndef NDEBUG modelstats_num_polys_drawn++; #endif if (!(Interp_flags & MR_NO_POLYS) ) { if ( is_invisible ) { gr_set_color( 0, 255, 0 ); g3_draw_poly( nv, Interp_list, 0 ); } else if (Interp_thrust_scale_subobj) { if ( (Interp_thrust_bitmap >= 0) && (Interp_thrust_scale > 0.0f) ) { gr_set_bitmap( Interp_thrust_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.2f ); g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED ); } else { if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) { gr_set_color( 128, 128, 255 ); } uint tflags = Interp_tmap_flags; tflags &= (~(TMAP_FLAG_TEXTURED|TMAP_FLAG_TILED|TMAP_FLAG_CORRECT)); g3_draw_poly( nv, Interp_list, tflags ); } } else if (Interp_warp_bitmap >= 0) { //warpin effect-Bobboau gr_set_bitmap( Interp_warp_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Interp_warp_alpha ); g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED ); }else{ // all textured polys go through here if ( Interp_tmap_flags & TMAP_FLAG_TEXTURED ) { // subspace special case if (Interp_subspace) { gr_set_bitmap( tbase->GetTexture(), GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.2f ); } // all other textures else { int texture; // if we're rendering a nebula background pof, maybe select a custom texture if(Interp_forced_bitmap >= 0){ texture = Interp_forced_bitmap; }else if((Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0)){ texture_info tt = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE]); texture = model_interp_get_texture(&tt, Interp_base_frametime); } else { // pick the texture, animating it if necessary texture = model_interp_get_texture(tbase, Interp_base_frametime); // doing glow maps? if ( !(Interp_flags & MR_NO_GLOWMAPS) && (tglow->GetTexture() >= 0) ) { // shockwaves are special, their current frame has to come out of the shockwave code to get the timing correct if ( (Interp_objnum >= 0) && (Objects[Interp_objnum].type == OBJ_SHOCKWAVE) && (tglow->GetNumFrames() > 1) ) { GLOWMAP = tglow->GetTexture() + shockwave_get_framenum(Objects[Interp_objnum].instance, tglow->GetNumFrames()); } else { GLOWMAP = model_interp_get_texture(tglow, Interp_base_frametime); } } if((Detail.lighting > 2) && (Interp_detail_level < 2)) { // likewise, etc. SPECMAP = model_interp_get_texture(&tmap->textures[TM_SPECULAR_TYPE], Interp_base_frametime); NORMMAP = model_interp_get_texture(&tmap->textures[TM_NORMAL_TYPE], Interp_base_frametime); HEIGHTMAP = model_interp_get_texture(&tmap->textures[TM_HEIGHT_TYPE], Interp_base_frametime); } MISCMAP = model_interp_get_texture(&tmap->textures[TM_MISC_TYPE], Interp_base_frametime); } //***** //WMC - now do other replacements if(Interp_new_replacement_textures != NULL) { texture_info tinfo; for(int tmn = TM_BASE_TYPE+1; tmn < TM_NUM_TYPES; tmn++) { int tex = Interp_new_replacement_textures[rt_begin_index + tmn]; if(tex < 0) continue; tinfo = texture_info(tex); //Figure out actual texture to use tex = model_interp_get_texture(&tinfo, Interp_base_frametime); switch(tmn) { case TM_GLOW_TYPE: GLOWMAP = tex; break; case TM_SPECULAR_TYPE: SPECMAP = tex; break; case TM_NORMAL_TYPE: NORMMAP = tex; break; case TM_HEIGHT_TYPE: HEIGHTMAP = tex; break; case TM_MISC_TYPE: MISCMAP = tex; default: break; } } } // muzzle flashes draw xparent if(Interp_flags & MR_ALL_XPARENT){ gr_set_bitmap( texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Interp_xparent_alpha ); } else { if(tmap->is_transparent) { //trying to get transperent textures-Bobboau gr_set_bitmap( texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.8f ); }else{ gr_set_bitmap( texture ); } } } } else { if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) { gr_set_color( 128, 128, 128 ); } } if ( Interp_subspace ) { g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED|TMAP_FLAG_TILED|TMAP_FLAG_CORRECT ); } else { if(Interp_flags & MR_ALL_XPARENT){ g3_draw_poly( nv, Interp_list, Interp_tmap_flags ); } else { g3_draw_poly( nv, Interp_list, Interp_tmap_flags ); } } } } GLOWMAP = -1; SPECMAP = -1; NORMMAP = -1; HEIGHTMAP = -1; MISCMAP = -1; if (Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET) ) { if ( Interp_flags & MR_SHOW_OUTLINE ) { gr_set_color_fast( &Interp_outline_color ); } for (i=0; iparent==-1) ) { gr_set_color(0,128,0); g3_draw_sphere_ez( &pm->center_of_mass, 1.0f ); } if ( submodel ) { // Draw a blue center point gr_set_color(0,0,128); g3_draw_sphere_ez( &submodel->geometric_center, 0.9f ); } // Draw the bounding box int i; vertex pts[8]; if ( submodel ) { for (i=0; i<8; i++ ) { g3_rotate_vertex( &pts[i], &submodel->bounding_box[i] ); } gr_set_color(128,128,128); g3_draw_line( &pts[0], &pts[1] ); g3_draw_line( &pts[1], &pts[2] ); g3_draw_line( &pts[2], &pts[3] ); g3_draw_line( &pts[3], &pts[0] ); g3_draw_line( &pts[4], &pts[5] ); g3_draw_line( &pts[5], &pts[6] ); g3_draw_line( &pts[6], &pts[7] ); g3_draw_line( &pts[7], &pts[4] ); g3_draw_line( &pts[0], &pts[4] ); g3_draw_line( &pts[1], &pts[5] ); g3_draw_line( &pts[2], &pts[6] ); g3_draw_line( &pts[3], &pts[7] ); } else { gr_set_color(0,255,0); int j; for (j=0; j<8; j++ ) { vec3d bounding_box[8]; // caclulated fron min/max model_calc_bound_box(bounding_box,&pm->octants[j].min,&pm->octants[j].max); for (i=0; i<8; i++ ) { g3_rotate_vertex( &pts[i], &bounding_box[i] ); } gr_set_color(128,0,0); g3_draw_line( &pts[0], &pts[1] ); g3_draw_line( &pts[1], &pts[2] ); g3_draw_line( &pts[2], &pts[3] ); g3_draw_line( &pts[3], &pts[0] ); g3_draw_line( &pts[4], &pts[5] ); g3_draw_line( &pts[5], &pts[6] ); g3_draw_line( &pts[6], &pts[7] ); g3_draw_line( &pts[7], &pts[4] ); g3_draw_line( &pts[0], &pts[4] ); g3_draw_line( &pts[1], &pts[5] ); g3_draw_line( &pts[2], &pts[6] ); g3_draw_line( &pts[3], &pts[7] ); } } } /** * Debug code to show all the paths of a model */ void model_draw_paths( int model_num, uint flags ) { int i,j; vec3d pnt; polymodel * pm; if ( flags & MR_SHOW_OUTLINE_PRESET ) { return; } pm = model_get(model_num); if (pm->n_paths<1){ return; } for (i=0; in_paths; i++ ) { vertex prev_pnt; for (j=0; jpaths[i].nverts; j++ ) { // Rotate point into world coordinates pnt = pm->paths[i].verts[j].pos; // Pnt is now the x,y,z world coordinates of this vert. // For this example, I am just drawing a sphere at that // point. { vertex tmp; g3_rotate_vertex(&tmp,&pnt); if ( pm->paths[i].verts[j].nturrets > 0 ){ gr_set_color( 0, 0, 255 ); // draw points covered by turrets in blue } else { gr_set_color( 255, 0, 0 ); } g3_draw_sphere( &tmp, 0.5f ); if (j){ g3_draw_line(&prev_pnt, &tmp); } prev_pnt = tmp; } } } } /** * Debug code to show all the paths of a model */ void model_draw_paths_htl( int model_num, uint flags ) { int i,j; vec3d pnt; vec3d prev_pnt; polymodel * pm; if ( flags & MR_SHOW_OUTLINE_PRESET ) { return; } pm = model_get(model_num); if (pm->n_paths<1){ return; } int cull = gr_set_cull(0); for (i=0; in_paths; i++ ) { for (j=0; jpaths[i].nverts; j++ ) { // Rotate point into world coordinates pnt = pm->paths[i].verts[j].pos; // Pnt is now the x,y,z world coordinates of this vert. // For this example, I am just drawing a sphere at that // point. vertex tmp; g3_rotate_vertex(&tmp,&pnt); if ( pm->paths[i].verts[j].nturrets > 0 ){ gr_set_color( 0, 0, 255 ); // draw points covered by turrets in blue } else { gr_set_color( 255, 0, 0 ); } g3_draw_htl_sphere(&pnt, 0.5f); if (j) { g3_draw_htl_line(&prev_pnt, &pnt); } prev_pnt = pnt; } } gr_set_cull(cull); } /** * Docking bay and fighter bay paths */ void model_draw_bay_paths_htl(int model_num) { int idx, s_idx; vec3d v1, v2; polymodel *pm = model_get(model_num); if(pm == NULL){ return; } int cull = gr_set_cull(0); // render docking bay normals gr_set_color(0, 255, 0); for(idx=0; idxn_docks; idx++){ for(s_idx=0; s_idxdocking_bays[idx].num_slots; s_idx++){ v1 = pm->docking_bays[idx].pnt[s_idx]; vm_vec_scale_add(&v2, &v1, &pm->docking_bays[idx].norm[s_idx], 10.0f); // draw the point and normal g3_draw_htl_sphere(&v1, 2.0); g3_draw_htl_line(&v1, &v2); } } // render figher bay paths gr_set_color(0, 255, 255); // iterate through the paths that exist in the polymodel, searching for $bayN pathnames for (idx = 0; idxn_paths; idx++) { if ( !strnicmp(pm->paths[idx].name, NOX("$bay"), 4) ) { for(s_idx=0; s_idxpaths[idx].nverts-1; s_idx++){ v1 = pm->paths[idx].verts[s_idx].pos; v2 = pm->paths[idx].verts[s_idx+1].pos; g3_draw_htl_line(&v1, &v2); } } } gr_set_cull(cull); } /** * Docking bay and fighter bay paths */ void model_draw_bay_paths(int model_num) { int idx, s_idx; vec3d v1, v2; vertex l1, l2; polymodel *pm = model_get(model_num); if(pm == NULL){ return; } // render docking bay normals gr_set_color(0, 255, 0); for(idx=0; idxn_docks; idx++){ for(s_idx=0; s_idxdocking_bays[idx].num_slots; s_idx++){ v1 = pm->docking_bays[idx].pnt[s_idx]; vm_vec_scale_add(&v2, &v1, &pm->docking_bays[idx].norm[s_idx], 10.0f); // rotate the points g3_rotate_vertex(&l1, &v1); g3_rotate_vertex(&l2, &v2); // draw the point and normal g3_draw_sphere(&l1, 2.0); g3_draw_line(&l1, &l2); } } // render figher bay paths gr_set_color(0, 255, 255); // iterate through the paths that exist in the polymodel, searching for $bayN pathnames for (idx = 0; idxn_paths; idx++) { if ( !strnicmp(pm->paths[idx].name, NOX("$bay"), 4) ) { for(s_idx=0; s_idxpaths[idx].nverts-1; s_idx++){ v1 = pm->paths[idx].verts[s_idx].pos; v2 = pm->paths[idx].verts[s_idx+1].pos; // rotate and draw g3_rotate_vertex(&l1, &v1); g3_rotate_vertex(&l2, &v2); g3_draw_line(&l1, &l2); } } } } static const int MAX_ARC_SEGMENT_POINTS = 50; int Num_arc_segment_points = 0; vec3d Arc_segment_points[MAX_ARC_SEGMENT_POINTS]; extern int g3_draw_rod(int num_points, vec3d *vecs, float width, uint tmap_flags); void interp_render_arc_segment( vec3d *v1, vec3d *v2, int depth ) { float d = vm_vec_dist_quick( v1, v2 ); const float scaler = 0.30f; if ( (d < scaler) || (depth > 4) ) { // the real limit appears to be 33, so we should never hit this unless the code changes Assert( Num_arc_segment_points < MAX_ARC_SEGMENT_POINTS ); memcpy( &Arc_segment_points[Num_arc_segment_points++], v2, sizeof(vec3d) ); } else { // divide in half vec3d tmp; vm_vec_avg( &tmp, v1, v2 ); tmp.xyz.x += (frand() - 0.5f) * d * scaler; tmp.xyz.y += (frand() - 0.5f) * d * scaler; tmp.xyz.z += (frand() - 0.5f) * d * scaler; // add additional point interp_render_arc_segment( v1, &tmp, depth+1 ); interp_render_arc_segment( &tmp, v2, depth+1 ); } } void interp_render_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width) { Num_arc_segment_points = 0; // need need to add the first point memcpy( &Arc_segment_points[Num_arc_segment_points++], v1, sizeof(vec3d) ); // this should fill in all of the middle, and the last, points interp_render_arc_segment(v1, v2, 0); int tmap_flags = (TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT | TMAP_FLAG_TRISTRIP); int mode = gr_zbuffer_set(GR_ZBUFF_READ); // use primary color for fist pass Assert( primary ); gr_set_color_fast(primary); g3_draw_rod(Num_arc_segment_points, Arc_segment_points, arc_width, tmap_flags); if (secondary) { // now render again with a secondary center color gr_set_color_fast(secondary); g3_draw_rod(Num_arc_segment_points, Arc_segment_points, arc_width * 0.33f, tmap_flags); } gr_zbuffer_set(mode); } int Interp_lightning = 1; DCF_BOOL( Arcs, Interp_lightning ) const int AR = 64; const int AG = 64; const int AB = 5; const int AR2 = 128; const int AG2 = 128; const int AB2 = 10; void interp_render_lightning( polymodel *pm, bsp_info * sm ) { int i; float width = 0.9f; color primary, secondary; Assert( sm->num_arcs > 0 ); if (Interp_flags & MR_SHOW_OUTLINE_PRESET) { return; } if ( !Interp_lightning ) { return; } // try and scale the size a bit so that it looks equally well on smaller vessels if (pm->rad < 500.0f) { width *= (pm->rad * 0.01f); if (width < 0.2f) width = 0.2f; } for (i=0; inum_arcs; i++ ) { // pick a color based upon arc type switch(sm->arc_type[i]){ // "normal", FreeSpace 1 style arcs case MARC_TYPE_NORMAL: if ( (rand()>>4) & 1 ) { gr_init_color(&primary, 64, 64, 255); } else { gr_init_color(&primary, 128, 128, 255); } gr_init_color(&secondary, 200, 200, 255); break; // "EMP" style arcs case MARC_TYPE_EMP: if ( (rand()>>4) & 1 ) { gr_init_color(&primary, AR, AG, AB); } else { gr_init_color(&primary, AR2, AG2, AB2); } gr_init_color(&secondary, 255, 255, 10); break; default: Int3(); } // render the actual arc segment interp_render_arc( &sm->arc_pts[i][0], &sm->arc_pts[i][1], &primary, &secondary, width ); } } void model_interp_subcall(polymodel * pm, int mn, int detail_level) { int i; int zbuf_mode = gr_zbuffering_mode; if ( (mn < 0) || (mn>=pm->n_models) ) return; Assert( mn >= 0 ); Assert( mn < pm->n_models ); if (pm->submodel[mn].blown_off){ return; } if (pm->submodel[mn].is_thruster ) { if ( !(Interp_flags & MR_SHOW_THRUSTERS) ){ return; } Interp_thrust_scale_subobj=1; } else { Interp_thrust_scale_subobj=0; } // Compute final submodel orientation by using the orientation matrix and the rotation angles. // By using this kind of computation, the rotational angles can always be computed relative // to the submodel itself, instead of relative to the parent - KeldorKatarn matrix rotation_matrix = pm->submodel[mn].orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &pm->submodel[mn].angs); matrix inv_orientation; vm_copy_transpose_matrix(&inv_orientation, &pm->submodel[mn].orientation); matrix submodel_matrix; vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation); g3_start_instance_matrix(&pm->submodel[mn].offset, &submodel_matrix, true); if ( !(Interp_flags & MR_NO_LIGHTING ) ) { light_rotate_all(); } model_interp_sub( pm->submodel[mn].bsp_data, pm, &pm->submodel[mn], 0 ); if (Interp_flags & MR_DEPRECATED_SHOW_PIVOTS ) model_draw_debug_points( pm, &pm->submodel[mn], Interp_flags ); if ( pm->submodel[mn].num_arcs ) { interp_render_lightning( pm, &pm->submodel[mn]); } i = pm->submodel[mn].first_child; while( i >= 0 ) { if (!pm->submodel[i].is_thruster ) { if(Interp_flags & MR_NO_ZBUFFER){ zbuf_mode = GR_ZBUFF_NONE; } else { zbuf_mode = GR_ZBUFF_FULL; // read only } gr_zbuffer_set(zbuf_mode); model_interp_subcall( pm, i, detail_level ); } i = pm->submodel[i].next_sibling; } g3_done_instance(true); } // Returns one of the following #define IBOX_ALL_OFF 0 #define IBOX_ALL_ON 1 #define IBOX_SOME_ON_SOME_OFF 2 int interp_box_offscreen( vec3d *min, vec3d *max ) { if ( keyd_pressed[KEY_LSHIFT] ) { return IBOX_ALL_ON; } vec3d v[8]; v[0].xyz.x = min->xyz.x; v[0].xyz.y = min->xyz.y; v[0].xyz.z = min->xyz.z; v[1].xyz.x = max->xyz.x; v[1].xyz.y = min->xyz.y; v[1].xyz.z = min->xyz.z; v[2].xyz.x = max->xyz.x; v[2].xyz.y = max->xyz.y; v[2].xyz.z = min->xyz.z; v[3].xyz.x = min->xyz.x; v[3].xyz.y = max->xyz.y; v[3].xyz.z = min->xyz.z; v[4].xyz.x = min->xyz.x; v[4].xyz.y = min->xyz.y; v[4].xyz.z = max->xyz.z; v[5].xyz.x = max->xyz.x; v[5].xyz.y = min->xyz.y; v[5].xyz.z = max->xyz.z; v[6].xyz.x = max->xyz.x; v[6].xyz.y = max->xyz.y; v[6].xyz.z = max->xyz.z; v[7].xyz.x = min->xyz.x; v[7].xyz.y = max->xyz.y; v[7].xyz.z = max->xyz.z; ubyte and_codes = 0xff; ubyte or_codes = 0xff; int i; for (i=0; i<8; i++ ) { vertex tmp; ubyte codes=g3_rotate_vertex( &tmp, &v[i] ); or_codes |= codes; and_codes &= codes; } // If and_codes is set this means that all points lie off to the // same side of the screen. if (and_codes) { return IBOX_ALL_OFF; //all points off screen } // If this is set it means at least one of the points is offscreen, // but they aren't all off to the same side. if (or_codes) { return IBOX_SOME_ON_SOME_OFF; } // They are all onscreen. return IBOX_ALL_ON; } /** * Calls the object interpreter to render an object. * @return true if drawn */ int model_interp_sub(void *model_ptr, polymodel * pm, bsp_info *sm, int do_box_check ) { ubyte *p = (ubyte *)model_ptr; int chunk_type, chunk_size; int pushed = 0; chunk_type = w(p); chunk_size = w(p+4); while ( chunk_type != OP_EOF ) { switch (chunk_type) { case OP_DEFPOINTS: model_interp_defpoints(p,pm,sm); break; case OP_FLATPOLY: model_interp_flatpoly(p,pm); break; case OP_TMAPPOLY: model_interp_tmappoly(p,pm); break; case OP_SORTNORM: model_interp_sortnorm(p,pm,sm,do_box_check); break; case OP_BOUNDBOX: if ( do_box_check ) { int retval = interp_box_offscreen( vp(p+8), vp(p+20) ); switch( retval ) { case IBOX_ALL_OFF: goto DoneWithThis; // Don't need to draw any more polys from this box break; case IBOX_ALL_ON: do_box_check = 0; // Don't need to check boxes any more break; case IBOX_SOME_ON_SOME_OFF: // continue like we were break; default: Int3(); } } if (Interp_flags & MR_DEPRECATED_SHOW_PIVOTS ) { #ifndef NDEBUG modelstats_num_boxes++; #endif } if ( !(Interp_flags & MR_NO_LIGHTING ) ) { if ( pushed ) { light_filter_pop(); pushed = 0; } light_filter_push_box( vp(p+8), vp(p+20) ); pushed = 1; } break; default: mprintf(( "Bad chunk type %d, len=%d in model_interp_sub\n", chunk_type, chunk_size )); Int3(); // Bad chunk type! return 0; } p += chunk_size; chunk_type = w(p); chunk_size = w(p+4); } DoneWithThis: if ( !(Interp_flags & MR_NO_LIGHTING ) ) { if ( pushed ) { light_filter_pop(); pushed = 0; } } return 1; } void model_render_shields( polymodel * pm, uint flags ) { int i, j; shield_tri *tri; vertex pnt0, tmp, prev_pnt; if ( flags & MR_SHOW_OUTLINE_PRESET ) { return; } gr_set_color(0, 0, 200 ); // Scan all the triangles in the mesh. for (i=0; ishield.ntris; i++ ) { tri = &pm->shield.tris[i]; if (g3_check_normal_facing(&pm->shield.verts[tri->verts[0]].pos,&tri->norm ) ) { // Process the vertices. // Note this rotates each vertex each time it's needed, very dumb. for (j=0; j<3; j++ ) { g3_rotate_vertex(&tmp, &pm->shield.verts[tri->verts[j]].pos ); if (j) g3_draw_line(&prev_pnt, &tmp); else pnt0 = tmp; prev_pnt = tmp; } g3_draw_line(&pnt0, &prev_pnt); } } } void model_render_insignias(polymodel *pm, int detail_level, int bitmap_num) { // if the model has no insignias, or we don't have a texture, then bail if ( (pm->num_ins <= 0) || (bitmap_num < 0) ) return; int idx, s_idx; vertex vecs[3]; vertex *vlist[3] = { &vecs[0], &vecs[1], &vecs[2] }; vec3d t1, t2, t3; int i1, i2, i3; int tmap_flags = TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT; // set the proper texture gr_set_bitmap(bitmap_num, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 0.65f); // otherwise render them for(idx=0; idxnum_ins; idx++){ // skip insignias not on our detail level if(pm->ins[idx].detail_level != detail_level){ continue; } for(s_idx=0; s_idxins[idx].num_faces; s_idx++){ // get vertex indices i1 = pm->ins[idx].faces[s_idx][0]; i2 = pm->ins[idx].faces[s_idx][1]; i3 = pm->ins[idx].faces[s_idx][2]; // transform vecs and setup vertices vm_vec_add(&t1, &pm->ins[idx].vecs[i1], &pm->ins[idx].offset); vm_vec_add(&t2, &pm->ins[idx].vecs[i2], &pm->ins[idx].offset); vm_vec_add(&t3, &pm->ins[idx].vecs[i3], &pm->ins[idx].offset); if(Cmdline_nohtl){ g3_rotate_vertex(&vecs[0], &t1); g3_rotate_vertex(&vecs[1], &t2); g3_rotate_vertex(&vecs[2], &t3); }else{ g3_transfer_vertex(&vecs[0], &t1); g3_transfer_vertex(&vecs[1], &t2); g3_transfer_vertex(&vecs[2], &t3); } // setup texture coords vecs[0].texture_position.u = pm->ins[idx].u[s_idx][0]; vecs[0].texture_position.v = pm->ins[idx].v[s_idx][0]; vecs[1].texture_position.u = pm->ins[idx].u[s_idx][1]; vecs[1].texture_position.v = pm->ins[idx].v[s_idx][1]; vecs[2].texture_position.u = pm->ins[idx].u[s_idx][2]; vecs[2].texture_position.v = pm->ins[idx].v[s_idx][2]; if (!Cmdline_nohtl) { light_apply_rgb( &vecs[0].r, &vecs[0].g, &vecs[0].b, &pm->ins[idx].vecs[i1], &pm->ins[idx].norm[i1], 1.5f ); light_apply_rgb( &vecs[1].r, &vecs[1].g, &vecs[1].b, &pm->ins[idx].vecs[i2], &pm->ins[idx].norm[i2], 1.5f ); light_apply_rgb( &vecs[2].r, &vecs[2].g, &vecs[2].b, &pm->ins[idx].vecs[i3], &pm->ins[idx].norm[i3], 1.5f ); tmap_flags |= (TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD); } // draw the polygon g3_draw_poly(3, vlist, tmap_flags); } } } int Model_texturing = 1; int Model_polys = 1; DCF_BOOL( model_texturing, Model_texturing ) DCF_BOOL( model_polys, Model_polys ) MONITOR( NumModelsRend ) MONITOR( NumHiModelsRend ) MONITOR( NumMedModelsRend ) MONITOR( NumLowModelsRend ) /** * Draws a bitmap with the specified 3d width & height * @return 1 if off screen, 0 if not */ int model_get_rotated_bitmap_points(vertex *pnt,float angle, float rad, vertex *v) { float sa, ca; int i; Assert( G3_count == 1 ); sa = (float)sin(angle); ca = (float)cos(angle); float width, height; width = height = rad; v[0].world.xyz.x = (-width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[0].world.xyz.y = (-width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[0].world.xyz.z = pnt->world.xyz.z; v[0].screen.xyw.w = 0.0f; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[1].world.xyz.x = (width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[1].world.xyz.y = (width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[1].world.xyz.z = pnt->world.xyz.z; v[1].screen.xyw.w = 0.0f; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[2].world.xyz.x = (width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[2].world.xyz.y = (width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[2].world.xyz.z = pnt->world.xyz.z; v[2].screen.xyw.w = 0.0f; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[3].world.xyz.x = (-width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[3].world.xyz.y = (-width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[3].world.xyz.z = pnt->world.xyz.z; v[3].screen.xyw.w = 0.0f; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; ubyte codes_and=0xff; float sw,z; z = pnt->world.xyz.z - rad / 4.0f; if ( z < 0.0f ) z = 0.0f; sw = 1.0f / z; for (i=0; i<4; i++ ) { //now code the four points codes_and &= g3_code_vertex(&v[i]); v[i].flags = 0; // mark as not yet projected g3_project_vertex(&v[i]); v[i].screen.xyw.w = sw; } if (codes_and) return 1; //1 means off screen return 0; } float Interp_depth_scale = 1500.0f; DCF(model_darkening,"Makes models darker with distance") { if (dc_optional_string_either("help", "--help")) { dc_printf( "Usage: model_darkening \n" ); dc_printf("Sets the distance at which to start blacking out models (namely asteroids).\n"); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf( "model_darkening = %.1f\n", Interp_depth_scale ); return; } dc_stuff_float(&Interp_depth_scale); dc_printf("model_darkening set to %.1f\n", Interp_depth_scale); } void model_render_DEPRECATED(int model_num, matrix *orient, vec3d * pos, uint flags, int objnum, int lighting_skip, int *replacement_textures, int render, const bool is_skybox) { int cull = 0; // replacement textures - Goober5000 model_set_replacement_textures(replacement_textures); polymodel *pm = model_get(model_num); model_do_dumb_rotation(model_num); if (flags & MR_FORCE_CLAMP) gr_set_texture_addressing(TMAP_ADDRESS_CLAMP); int time = timestamp(); glow_point_bank_override *gpo = NULL; bool override_all = false; SCP_hash_map::iterator gpoi; ship_info *sip = NULL; ship *shipp = NULL; if(!Glowpoint_override) { if(objnum>-1) { shipp = &Ships[Objects[objnum].instance]; sip = &Ship_info[shipp->ship_info_index]; SCP_hash_map::iterator gpoi = sip->glowpoint_bank_override_map.find(-1); if(gpoi != sip->glowpoint_bank_override_map.end()) { override_all = true; gpo = (glow_point_bank_override*) sip->glowpoint_bank_override_map[-1]; } } for (int i = 0; i < pm->n_glow_point_banks; i++ ) { //glow point blink code -Bobboau glow_point_bank *bank = &pm->glow_point_banks[i]; if(!override_all && sip) { gpoi = sip->glowpoint_bank_override_map.find(i); if(gpoi != sip->glowpoint_bank_override_map.end()) { gpo = (glow_point_bank_override*) sip->glowpoint_bank_override_map[i]; } else { gpo = NULL; } } if (bank->glow_timestamp == 0) bank->glow_timestamp=time; if(((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time)){ if(bank->is_on){ if( ((gpo && gpo->on_time_override)?gpo->on_time:bank->on_time) > ((time - ((gpo && gpo->disp_time_override)?gpo->disp_time:bank->disp_time)) % (((gpo && gpo->on_time_override)?gpo->on_time:bank->on_time) + ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time))) ){ bank->glow_timestamp=time; bank->is_on=false; } }else{ if( ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time) < ((time - ((gpo && gpo->disp_time_override)?gpo->disp_time:bank->disp_time)) % (((gpo && gpo->on_time_override)?gpo->on_time:bank->on_time) + ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time))) ){ bank->glow_timestamp=time; bank->is_on=true; } } } } } // maybe turn off (hardware) culling if(flags & MR_NO_CULL){ cull = gr_set_cull(0); } // Goober5000 Interp_base_frametime = 0; if (objnum >= 0) { object *objp = &Objects[objnum]; if (objp->type == OBJ_SHIP) { Interp_base_frametime = Ships[objp->instance].base_texture_anim_frametime; } } else if (is_skybox) { Interp_base_frametime = Skybox_timestamp; } if (flags & MR_ATTACHED_MODEL) Interp_objnum = -1; else Interp_objnum = objnum; if ( flags & MR_NO_LIGHTING ) { Interp_light = 1.0f; } else if ( flags & MR_IS_ASTEROID ) { // Dim it based on distance float depth = vm_vec_dist_quick( pos, &Eye_position ); if ( depth > Interp_depth_scale ) { Interp_light = Interp_depth_scale/depth; // If it is too far, exit if ( Interp_light < (1.0f/32.0f) ) { Interp_light = 0.0f; return; } else if ( Interp_light > 1.0f ) { Interp_light = 1.0f; } } else { Interp_light = 1.0f; } } else { Interp_light = 1.0f; } gr_set_light_factor(Interp_light); extern bool Deferred_lighting; if ( !(flags & MR_NO_LIGHTING ) && !Deferred_lighting ) { light_filter_push( objnum, pos, pm->rad ); } model_really_render(model_num, orient, pos, flags, render, objnum); if ( !(flags & MR_NO_LIGHTING ) && !Deferred_lighting ) { light_filter_pop(); } // maybe turn culling back on if(flags & MR_NO_CULL){ gr_set_cull(cull); } // turn off fog after each model renders if(The_mission.flags & MISSION_FLAG_FULLNEB){ gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } if (flags & MR_FORCE_CLAMP) gr_set_texture_addressing(TMAP_ADDRESS_WRAP); } // tmp_detail_level // 0 - Max // 1 // 2 // 3 // 4 - None #if MAX_DETAIL_LEVEL != 4 #error MAX_DETAIL_LEVEL is assumed to be 4 in ModelInterp.cpp #endif /** * Find the distance from p0 to the closest point on a box. * The box's dimensions from 'min' to 'max'. */ float interp_closest_dist_to_box( vec3d *hitpt, vec3d *p0, vec3d *min, vec3d *max ) { float *origin = (float *)&p0->xyz.x; float *minB = (float *)min; float *maxB = (float *)max; float *coord = (float *)&hitpt->xyz.x; int inside = 1; int i; for (i=0; i<3; i++ ) { if ( origin[i] < minB[i] ) { coord[i] = minB[i]; inside = 0; } else if (origin[i] > maxB[i] ) { coord[i] = maxB[i]; inside = 0; } else { coord[i] = origin[i]; } } if ( inside ) { return 0.0f; } return vm_vec_dist(hitpt,p0); } // Finds the closest point on a model to a point in space. Actually only finds a point // on the bounding box of the model. // Given: // model_num Which model // orient Orientation of the model // pos Position of the model // eye_pos Point that you want to find the closest point to // Returns: // distance from eye_pos to closest_point. 0 means eye_pos is // on or inside the bounding box. // Also fills in outpnt with the actual closest point. float model_find_closest_point( vec3d *outpnt, int model_num, int submodel_num, matrix *orient, vec3d * pos, vec3d *eye_pos ) { vec3d closest_pos, tempv, eye_rel_pos; polymodel *pm = model_get(model_num); if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } // Rotate eye pos into object coordinates vm_vec_sub(&tempv,pos,eye_pos ); vm_vec_rotate(&eye_rel_pos,&tempv,orient ); return interp_closest_dist_to_box( &closest_pos, &eye_rel_pos, &pm->submodel[submodel_num].min, &pm->submodel[submodel_num].max ); } int tiling = 1; DCF(tiling, "Toggles rendering of tiled textures (default is on)") { if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Tiled textures are %s", tiling ? "ON" : "OFF"); return; } tiling = !tiling; if(tiling){ dc_printf("Tiled textures\n"); } else { dc_printf("Non-tiled textures\n"); } } void moldel_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add, vec3d *Eyeposition ) { vec3d uvec, rvec; vec3d temp; temp = *pos; vm_vec_sub( &rvec, Eyeposition, &temp ); vm_vec_normalize( &rvec ); vm_vec_crossprod(&uvec,fvec,&rvec); vm_vec_normalize(&uvec); vm_vec_scale_add( top, &temp, &uvec, w/2.0f ); vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f ); } extern bool Scene_framebuffer_in_frame; /** * Maybe draw mode thruster glows */ void model_render_thrusters(polymodel *pm, int objnum, ship *shipp, matrix *orient, vec3d *pos) { int i, j; int n_q = 0; size_t k; vec3d norm, norm2, fvec, pnt, npnt; thruster_bank *bank = NULL; vertex p; bool do_render = false; if ( pm == NULL ) { Int3(); return; } if ( !(Interp_flags & MR_SHOW_THRUSTERS) ) { return; } // get an initial count to figure out how man geo batchers we need allocated for (i = 0; i < pm->n_thrusters; i++ ) { bank = &pm->thrusters[i]; n_q += bank->num_points; } if (n_q <= 0) { return; } // primary_thruster_batcher if (Interp_thrust_glow_bitmap >= 0) { do_render = true; } // secondary_thruster_batcher if (Interp_secondary_thrust_glow_bitmap >= 0) { do_render = true; } // tertiary_thruster_batcher if (Interp_tertiary_thrust_glow_bitmap >= 0) { do_render = true; } if (do_render == false) { return; } // this is used for the secondary thruster glows // it only needs to be calculated once so I'm doing it here -Bobboau norm.xyz.z = -1.0f; norm.xyz.x = 1.0f; norm.xyz.y = -1.0f; norm.xyz.x *= Interp_thrust_rotvel.xyz.y/2; norm.xyz.y *= Interp_thrust_rotvel.xyz.x/2; vm_vec_normalize(&norm); // we need to disable fogging if (The_mission.flags & MISSION_FLAG_FULLNEB) gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); for (i = 0; i < pm->n_thrusters; i++ ) { vec3d submodel_static_offset; // The associated submodel's static offset in the ship's frame of reference bool submodel_rotation = false; bank = &pm->thrusters[i]; // don't draw this thruster if the engine is destroyed or just not on if ( !model_should_render_engine_glow(objnum, bank->obj_num) ) continue; // If bank is attached to a submodel, prepare to account for rotations // // TODO: This won't work in the ship lab, because the lab code doesn't // set the the necessary submodel instance info needed here. The second // condition is thus a hack to disable the feature while in the lab, and // can be removed if the lab is re-structured accordingly. -zookeeper if ( shipp && bank->submodel_num > -1 && pm->submodel[bank->submodel_num].can_move && (gameseq_get_state_idx(GS_STATE_LAB) == -1) ) { model_find_submodel_offset(&submodel_static_offset, Ship_info[shipp->ship_info_index].model_num, bank->submodel_num); submodel_rotation = true; } for (j = 0; j < bank->num_points; j++) { Assert( bank->points != NULL ); float d, D; vec3d tempv; glow_point *gpt = &bank->points[j]; vec3d loc_offset = gpt->pnt; vec3d loc_norm = gpt->norm; vec3d world_pnt; vec3d world_norm; if ( submodel_rotation ) { vm_vec_sub(&loc_offset, &gpt->pnt, &submodel_static_offset); tempv = loc_offset; find_submodel_instance_point_normal(&loc_offset, &loc_norm, &Objects[objnum], bank->submodel_num, &tempv, &loc_norm); } vm_vec_unrotate(&world_pnt, &loc_offset, orient); vm_vec_add2(&world_pnt, pos); if (shipp) { // if ship is warping out, check position of the engine glow to the warp plane if ( (shipp->flags & (SF_ARRIVING) ) && (shipp->warpin_effect) && Ship_info[shipp->ship_info_index].warpin_type != WT_HYPERSPACE) { vec3d warp_pnt, tmp; matrix warp_orient; shipp->warpin_effect->getWarpPosition(&warp_pnt); shipp->warpin_effect->getWarpOrientation(&warp_orient); vm_vec_sub( &tmp, &world_pnt, &warp_pnt ); if ( vm_vec_dot( &tmp, &warp_orient.vec.fvec ) < 0.0f ) { break; } } if ( (shipp->flags & (SF_DEPART_WARP) ) && (shipp->warpout_effect) && Ship_info[shipp->ship_info_index].warpout_type != WT_HYPERSPACE) { vec3d warp_pnt, tmp; matrix warp_orient; shipp->warpout_effect->getWarpPosition(&warp_pnt); shipp->warpout_effect->getWarpOrientation(&warp_orient); vm_vec_sub( &tmp, &world_pnt, &warp_pnt ); if ( vm_vec_dot( &tmp, &warp_orient.vec.fvec ) > 0.0f ) { break; } } } vm_vec_sub(&tempv, &View_position, &world_pnt); vm_vec_normalize(&tempv); vm_vec_unrotate(&world_norm, &loc_norm, orient); D = d = vm_vec_dot(&tempv, &world_norm); // ADAM: Min throttle draws rad*MIN_SCALE, max uses max. #define NOISE_SCALE 0.5f #define MIN_SCALE 3.4f #define MAX_SCALE 4.7f float magnitude; vec3d scale_vec = { { { 1.0f, 0.0f, 0.0f } } }; // normalize banks, in case of incredibly big normals if ( !IS_VEC_NULL_SQ_SAFE(&world_norm) ) vm_vec_copy_normalize(&scale_vec, &world_norm); // adjust for thrust (scale_vec.xyz.x *= Interp_thrust_scale_x) -= 0.1f; (scale_vec.xyz.y *= Interp_thrust_scale_y) -= 0.1f; (scale_vec.xyz.z *= Interp_thrust_scale) -= 0.1f; // get magnitude, which we will use as the scaling reference magnitude = vm_vec_normalize(&scale_vec); // get absolute value if (magnitude < 0.0f) magnitude *= -1.0f; float scale = magnitude * (MAX_SCALE - MIN_SCALE) + MIN_SCALE; if (d > 0.0f){ // Make glow bitmap fade in/out quicker from sides. d *= 3.0f; if (d > 1.0f) d = 1.0f; } float fog_int = 1.0f; // fade them in the nebula as well if (The_mission.flags & MISSION_FLAG_FULLNEB) { vm_vec_unrotate(&npnt, &gpt->pnt, orient); vm_vec_add2(&npnt, pos); fog_int = (1.0f - (neb2_get_fog_intensity(&npnt))); if (fog_int > 1.0f) fog_int = 1.0f; d *= fog_int; if (d > 1.0f) d = 1.0f; } float w = gpt->radius * (scale + Interp_thrust_glow_noise * NOISE_SCALE); // these lines are used by the tertiary glows, thus we will need to project this all of the time if (Cmdline_nohtl) { g3_rotate_vertex( &p, &world_pnt ); } else { g3_transfer_vertex( &p, &world_pnt ); } // start primary thruster glows if ( (Interp_thrust_glow_bitmap >= 0) && (d > 0.0f) ) { p.r = p.g = p.b = p.a = (ubyte)(255.0f * d); batch_add_bitmap( Interp_thrust_glow_bitmap, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD, &p, 0, (w * 0.5f * Interp_thrust_glow_rad_factor), 1.0f, (w * 0.325f) ); } // start tertiary thruster glows if (Interp_tertiary_thrust_glow_bitmap >= 0) { p.screen.xyw.w -= w; p.r = p.g = p.b = p.a = (ubyte)(255.0f * fog_int); batch_add_bitmap_rotated( Interp_tertiary_thrust_glow_bitmap, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD, &p, (magnitude * 4), (w * 0.6f * Interp_tertiary_thrust_glow_rad_factor), 1.0f, (-(D > 0) ? D : -D) ); } // begin secondary glows if (Interp_secondary_thrust_glow_bitmap >= 0) { pnt = world_pnt; scale = magnitude * (MAX_SCALE - (MIN_SCALE / 2)) + (MIN_SCALE / 2); vm_vec_unrotate(&world_norm, &norm, orient); d = vm_vec_dot(&tempv, &world_norm); d += 0.75f; d *= 3.0f; if (d > 1.0f) d = 1.0f; if (d > 0.0f) { vm_vec_add(&norm2, &world_norm, &pnt); vm_vec_sub(&fvec, &norm2, &pnt); vm_vec_normalize(&fvec); float wVal = gpt->radius * scale * 2; vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 2 * Interp_thrust_glow_len_factor); if (The_mission.flags & MISSION_FLAG_FULLNEB) { vm_vec_add(&npnt, &pnt, pos); d *= fog_int; } batch_add_beam(Interp_secondary_thrust_glow_bitmap, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT, &pnt, &norm2, wVal*Interp_secondary_thrust_glow_rad_factor*0.5f, d ); if (Scene_framebuffer_in_frame && Interp_draw_distortion) { vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 2 * Interp_distortion_thrust_length_factor); int dist_bitmap; if (Interp_distortion_thrust_bitmap > 0) { dist_bitmap = Interp_distortion_thrust_bitmap; } else { dist_bitmap = Interp_secondary_thrust_glow_bitmap; } float mag = vm_vec_mag(&gpt->pnt); mag -= (float)((int)mag);//Valathil - Get a fairly random but constant number to offset the distortion texture distortion_add_beam(dist_bitmap, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT | TMAP_FLAG_DISTORTION_THRUSTER | TMAP_FLAG_SOFT_QUAD, &pnt, &norm2, wVal*Interp_distortion_thrust_rad_factor*0.5f, 1.0f, mag ); } } } // begin particles if (shipp) { ship_info *sip = &Ship_info[shipp->ship_info_index]; particle_emitter pe; thruster_particles *tp; size_t num_particles = 0; if (Interp_afterburner) num_particles = sip->afterburner_thruster_particles.size(); else num_particles = sip->normal_thruster_particles.size(); for (k = 0; k < num_particles; k++) { if (Interp_afterburner) tp = &sip->afterburner_thruster_particles[k]; else tp = &sip->normal_thruster_particles[k]; float v = vm_vec_mag_quick(&Objects[shipp->objnum].phys_info.desired_vel); vm_vec_unrotate(&npnt, &gpt->pnt, orient); vm_vec_add2(&npnt, pos); // Where the particles emit from pe.pos = npnt; // Initial velocity of all the particles pe.vel = Objects[shipp->objnum].phys_info.desired_vel; pe.min_vel = v * 0.75f; pe.max_vel = v * 1.25f; // What normal the particle emit around pe.normal = orient->vec.fvec; vm_vec_negate(&pe.normal); // Lowest number of particles to create pe.num_low = tp->n_low; // Highest number of particles to create pe.num_high = tp->n_high; pe.min_rad = gpt->radius * tp->min_rad; pe.max_rad = gpt->radius * tp->max_rad; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree pe.normal_variance = tp->variance; pe.min_life = 0.0; pe.max_life = 1.0; particle_emit( &pe, PARTICLE_BITMAP, tp->thruster_bitmap.first_frame); } } } } // save current zbuffer, and set the correct mode for us int zbuff_save = gr_zbuffering_mode; gr_zbuffer_set(GR_ZBUFF_READ); gr_zbuffer_set(zbuff_save); } void model_render_glow_points_DEPRECATED(polymodel *pm, ship *shipp, matrix *orient, vec3d *pos, bool use_depth_buffer = true) { int i, j; int cull = gr_set_cull(0); glow_point_bank_override *gpo = NULL; bool override_all = false; SCP_hash_map::iterator gpoi; ship_info *sip = NULL; if(shipp) { sip = &Ship_info[shipp->ship_info_index]; SCP_hash_map::iterator gpoi = sip->glowpoint_bank_override_map.find(-1); if(gpoi != sip->glowpoint_bank_override_map.end()) { override_all = true; gpo = (glow_point_bank_override*) sip->glowpoint_bank_override_map[-1]; } } for (i = 0; i < pm->n_glow_point_banks; i++ ) { glow_point_bank *bank = &pm->glow_point_banks[i]; if(!override_all && sip) { gpoi = sip->glowpoint_bank_override_map.find(i); if(gpoi != sip->glowpoint_bank_override_map.end()) { gpo = (glow_point_bank_override*) sip->glowpoint_bank_override_map[i]; } else { gpo = NULL; } } //Only continue if there actually is a glowpoint bitmap available if (bank->glow_bitmap == -1) continue; if (pm->submodel[bank->submodel_parent].blown_off) continue; if ((gpo && gpo->off_time_override && !gpo->off_time)?gpo->is_on:bank->is_on) { if ( (shipp != NULL) && !(shipp->glow_point_bank_active[i]) ) continue; for (j = 0; j < bank->num_points; j++) { Assert( bank->points != NULL ); int flick; if (pm->submodel[pm->detail[0]].num_arcs) { flick = static_rand( timestamp() % 20 ) % (pm->submodel[pm->detail[0]].num_arcs + j); //the more damage, the more arcs, the more likely the lights will fail } else { flick = 1; } if (flick == 1) { glow_point *gpt = &bank->points[j]; vec3d loc_offset = gpt->pnt; vec3d loc_norm = gpt->norm; vec3d world_pnt; vec3d world_norm; vec3d tempv; vec3d submodel_static_offset; // The associated submodel's static offset in the ship's frame of reference bool submodel_rotation = false; if ( bank->submodel_parent > 0 && pm->submodel[bank->submodel_parent].can_move && (gameseq_get_state_idx(GS_STATE_LAB) == -1) && shipp != NULL ) { model_find_submodel_offset(&submodel_static_offset, Ship_info[shipp->ship_info_index].model_num, bank->submodel_parent); submodel_rotation = true; } if ( submodel_rotation ) { vm_vec_sub(&loc_offset, &gpt->pnt, &submodel_static_offset); tempv = loc_offset; find_submodel_instance_point_normal(&loc_offset, &loc_norm, &Objects[shipp->objnum], bank->submodel_parent, &tempv, &loc_norm); } vm_vec_unrotate(&world_pnt, &loc_offset, orient); vm_vec_add2(&world_pnt, pos); vm_vec_unrotate(&world_norm, &loc_norm, orient); if ( shipp != NULL ) { if ( (shipp->flags & (SF_ARRIVING) ) && (shipp->warpin_effect) && Ship_info[shipp->ship_info_index].warpin_type != WT_HYPERSPACE) { vec3d warp_pnt, tmp; matrix warp_orient; shipp->warpin_effect->getWarpPosition(&warp_pnt); shipp->warpin_effect->getWarpOrientation(&warp_orient); vm_vec_sub( &tmp, &world_pnt, &warp_pnt ); if ( vm_vec_dot( &tmp, &warp_orient.vec.fvec ) < 0.0f ) { continue; } } if ( (shipp->flags & (SF_DEPART_WARP) ) && (shipp->warpout_effect) && Ship_info[shipp->ship_info_index].warpout_type != WT_HYPERSPACE) { vec3d warp_pnt, tmp; matrix warp_orient; shipp->warpout_effect->getWarpPosition(&warp_pnt); shipp->warpout_effect->getWarpOrientation(&warp_orient); vm_vec_sub( &tmp, &world_pnt, &warp_pnt ); if ( vm_vec_dot( &tmp, &warp_orient.vec.fvec ) > 0.0f ) { continue; } } } switch ((gpo && gpo->type_override)?gpo->type:bank->type) { case 0: { float d,pulse = 1.0f; if ( IS_VEC_NULL(&world_norm) ) { d = 1.0f; //if given a nul vector then always show it } else { vm_vec_sub(&tempv,&View_position,&world_pnt); vm_vec_normalize(&tempv); d = vm_vec_dot(&tempv,&world_norm); d -= 0.25; } float w = gpt->radius; if (d > 0.0f) { vertex p; d *= 3.0f; if (d > 1.0f) d = 1.0f; // fade them in the nebula as well if (The_mission.flags & MISSION_FLAG_FULLNEB) { //vec3d npnt; //vm_vec_add(&npnt, &loc_offset, pos); d *= (1.0f - neb2_get_fog_intensity(&world_pnt)); w *= 1.5; //make it bigger in a nebula } // disable fogging if (Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG) gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); if (!Cmdline_nohtl) { g3_transfer_vertex(&p, &world_pnt); } else { g3_rotate_vertex(&p, &world_pnt); } p.r = p.g = p.b = p.a = (ubyte)(255.0f * MAX(d,0.0f)); if((gpo && gpo->glow_bitmap_override)?(gpo->glow_bitmap > -1):(bank->glow_bitmap > -1)) { int gpflags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT; if (use_depth_buffer) gpflags |= TMAP_FLAG_SOFT_QUAD; batch_add_bitmap( (gpo && gpo->glow_bitmap_override)?gpo->glow_bitmap:bank->glow_bitmap, gpflags, &p, 0, (w * 0.5f), d * pulse, w ); } } //d>0.0f if(gpo && gpo->pulse_type) { int period; if(gpo->pulse_period_override) { period = gpo->pulse_period; } else { if(gpo->on_time_override) { period = 2 * gpo->on_time; } else { period = 2 * bank->on_time; } } int x = 0; if((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time) { x = (timestamp() - ((gpo && gpo->disp_time_override)?gpo->disp_time:bank->disp_time)) % ( ((gpo && gpo->on_time_override)?gpo->on_time:bank->on_time) + ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time) ) - ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time); } else { x = (timestamp() - ((gpo && gpo->disp_time_override)?gpo->disp_time:bank->disp_time)) % gpo->pulse_period; } switch(gpo->pulse_type) { case PULSE_SIN: pulse = gpo->pulse_bias + gpo->pulse_amplitude * pow(sin( PI2 / period * x),gpo->pulse_exponent); break; case PULSE_COS: pulse = gpo->pulse_bias + gpo->pulse_amplitude * pow(cos( PI2 / period * x),gpo->pulse_exponent); break; case PULSE_SHIFTTRI: x += period / 4; if((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time) { x %= ( ((gpo && gpo->on_time_override)?gpo->on_time:bank->on_time) + ((gpo && gpo->off_time_override)?gpo->off_time:bank->off_time) ); } else { x %= gpo->pulse_period; } case PULSE_TRI: float inv; if( x > period / 2) { inv = -1; } else { inv = 1; } if( x > period / 4) { pulse = gpo->pulse_bias + gpo->pulse_amplitude * inv * pow( 1.0f - ((x - period / 4.0f) * 4 / period) ,gpo->pulse_exponent); } else { pulse = gpo->pulse_bias + gpo->pulse_amplitude * inv * pow( (x * 4.0f / period) ,gpo->pulse_exponent); } break; } } extern bool Deferred_lighting; if(Deferred_lighting && gpo && gpo->is_lightsource) { if(gpo->lightcone) { vec3d cone_dir_rot; vec3d cone_dir_model; vec3d cone_dir_world; vec3d cone_dir_screen; vec3d unused; if(gpo->rotating) { vm_rot_point_around_line(&cone_dir_rot, &gpo->cone_direction, PI * timestamp() * 0.000033333f * gpo->rotation_speed, &vmd_zero_vector, &gpo->rotation_axis); } else { cone_dir_rot = gpo->cone_direction; } find_submodel_instance_point_normal(&unused, &cone_dir_model, &Objects[shipp->objnum], bank->submodel_parent, &unused, &cone_dir_rot); vm_vec_unrotate(&cone_dir_world, &cone_dir_model, orient); vm_vec_rotate(&cone_dir_screen, &cone_dir_world, &Eye_matrix); cone_dir_screen.xyz.z = -cone_dir_screen.xyz.z; light_add_cone(&world_pnt, &cone_dir_screen, gpo->cone_angle, gpo->cone_inner_angle, gpo->dualcone, 1.0f, w * gpo->radius_multi, 1, pulse * gpo->light_color.xyz.x + (1.0f-pulse) * gpo->light_mix_color.xyz.x, pulse * gpo->light_color.xyz.y + (1.0f-pulse) * gpo->light_mix_color.xyz.y, pulse * gpo->light_color.xyz.z + (1.0f-pulse) * gpo->light_mix_color.xyz.z, -1); } else { light_add_point(&world_pnt, 1.0f, w * gpo->radius_multi, 1, pulse * gpo->light_color.xyz.x + (1.0f-pulse) * gpo->light_mix_color.xyz.x, pulse * gpo->light_color.xyz.y + (1.0f-pulse) * gpo->light_mix_color.xyz.y, pulse * gpo->light_color.xyz.z + (1.0f-pulse) * gpo->light_mix_color.xyz.z, -1); } } break; } case 1: { vertex verts[4]; vec3d fvec, top1, bottom1, top2, bottom2, start, end; memset(verts, 0, sizeof(verts)); vm_vec_add2(&loc_norm, &loc_offset); vm_vec_rotate(&start, &loc_offset, orient); vm_vec_rotate(&end, &loc_norm, orient); vm_vec_sub(&fvec, &end, &start); vm_vec_normalize(&fvec); moldel_calc_facing_pts(&top1, &bottom1, &fvec, &loc_offset, gpt->radius, 1.0f, &View_position); moldel_calc_facing_pts(&top2, &bottom2, &fvec, &loc_norm, gpt->radius, 1.0f, &View_position); int idx = 0; if (Cmdline_nohtl) { g3_rotate_vertex(&verts[0], &bottom1); g3_rotate_vertex(&verts[1], &bottom2); g3_rotate_vertex(&verts[2], &top2); g3_rotate_vertex(&verts[3], &top1); for (idx = 0; idx < 4; idx++) { g3_project_vertex(&verts[idx]); } } else { g3_transfer_vertex(&verts[0], &bottom1); g3_transfer_vertex(&verts[1], &bottom2); g3_transfer_vertex(&verts[2], &top2); g3_transfer_vertex(&verts[3], &top1); } verts[0].texture_position.u = 0.0f; verts[0].texture_position.v = 0.0f; verts[1].texture_position.u = 1.0f; verts[1].texture_position.v = 0.0f; verts[2].texture_position.u = 1.0f; verts[2].texture_position.v = 1.0f; verts[3].texture_position.u = 0.0f; verts[3].texture_position.v = 1.0f; vm_vec_sub(&tempv,&View_position,&loc_offset); vm_vec_normalize(&tempv); if (The_mission.flags & MISSION_FLAG_FULLNEB) { gr_set_bitmap(bank->glow_neb_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); } else { gr_set_bitmap(bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); } gr_deferred_lighting_end(); gr_render(4, verts, TMAP_FLAG_TILED | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT); gr_deferred_lighting_begin(); break; } } // switch(bank->type) } // flick } // for slot } // bank is on } // for bank gr_set_cull(cull); } void light_set_all_relevent(); extern int Warp_model; extern bool Rendering_to_shadow_map; void model_really_render(int model_num, matrix *orient, vec3d * pos, uint flags, int render, int objnum ) { int i; int cull = 1; polymodel * pm; uint save_gr_zbuffering_mode; int zbuf_mode; ship *shipp = NULL; object *objp = NULL; bool set_autocen = false; bool draw_thrusters = false; // just to be on the safe side // If we're dealing with an attached model (i.e. an external weapon model) we need the object number // of the ship that the weapon is attached to, but nothing else Assert( (Interp_objnum == objnum) || (flags & MR_DEPRECATED_ATTACHED_MODEL) ); if (objnum >= 0 && !(flags & MR_DEPRECATED_ATTACHED_MODEL)) { objp = &Objects[objnum]; if (objp->type == OBJ_SHIP) { shipp = &Ships[objp->instance]; if (shipp->flags2 & SF2_GLOWMAPS_DISABLED) flags |= MR_DEPRECATED_NO_GLOWMAPS; } } if (FULLCLOAK != 1) model_interp_sortnorm = model_interp_sortnorm_b2f; MONITOR_INC( NumModelsRend, 1 ); Interp_orient = orient; Interp_pos = pos; int tmp_detail_level = Game_detail_level; // Turn off engine effect Interp_thrust_scale_subobj=0; if (!Model_texturing) flags |= MR_DEPRECATED_NO_TEXTURING; if ( !Model_polys ) { flags |= MR_DEPRECATED_NO_POLYS; } Interp_flags = flags; pm = model_get(model_num); // Set the flags we will pass to the tmapper Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB; // if we're in nebula mode, fog everything except for the warp holes and other non-fogged models if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE) && !(flags & MR_DEPRECATED_NO_FOGGING)){ Interp_tmap_flags |= TMAP_FLAG_PIXEL_FOG; } if ( !(Interp_flags & MR_NO_TEXTURING) ) { Interp_tmap_flags |= TMAP_FLAG_TEXTURED; if ( (pm->flags & PM_FLAG_ALLOW_TILING) && tiling) Interp_tmap_flags |= TMAP_FLAG_TILED; if ( !(Interp_flags & MR_DEPRECATED_NO_CORRECT) ) { Interp_tmap_flags |= TMAP_FLAG_CORRECT; } } if ( Interp_flags & MR_DEPRECATED_ANIMATED_SHADER ) Interp_tmap_flags |= TMAP_ANIMATED_SHADER; if ( Interp_desaturate ) { Interp_tmap_flags |= TMAP_FLAG_DESATURATE; } save_gr_zbuffering_mode = gr_zbuffering_mode; zbuf_mode = gr_zbuffering_mode; if (!(Game_detail_flags & DETAIL_FLAG_MODELS) ) { gr_set_color(0,128,0); g3_draw_sphere_ez( pos, pm->rad ); return; } bool is_outlines_only = (flags & MR_DEPRECATED_NO_POLYS) && ((flags & MR_DEPRECATED_SHOW_OUTLINE_PRESET) || (flags & MR_DEPRECATED_SHOW_OUTLINE)); bool is_outlines_only_htl = !Cmdline_nohtl && (flags & MR_DEPRECATED_NO_POLYS) && (flags & MR_DEPRECATED_SHOW_OUTLINE_HTL); bool use_api = !is_outlines_only_htl || (gr_screen.mode == GR_OPENGL); g3_start_instance_matrix(pos, orient, use_api); if ( Interp_flags & MR_DEPRECATED_SHOW_RADIUS ) { if ( !(Interp_flags & MR_DEPRECATED_SHOW_OUTLINE_PRESET) ) { gr_set_color(0,64,0); g3_draw_sphere_ez(&vmd_zero_vector,pm->rad); } } Assert( pm->n_detail_levels < MAX_MODEL_DETAIL_LEVELS ); vec3d closest_pos; float depth = model_find_closest_point( &closest_pos, model_num, -1, orient, pos, &Eye_position ); if ( !(Interp_flags & MR_DEPRECATED_LOCK_DETAIL) ) { #if MAX_DETAIL_LEVEL != 4 #error Code in modelInterp.cpp assumes MAX_DETAIL_LEVEL == 4 #endif switch( Detail.detail_distance ) { case 0: // lowest depth /= The_mission.ai_profile->detail_distance_mult[0]; break; case 1: // lower than normal depth /= The_mission.ai_profile->detail_distance_mult[1]; break; case 2: // default depth /= The_mission.ai_profile->detail_distance_mult[2]; break; case 3: // above normal depth /= The_mission.ai_profile->detail_distance_mult[3]; break; case 4: // even more normal depth /= The_mission.ai_profile->detail_distance_mult[4]; break; } // If we're rendering attached weapon models, check against the ships' tabled Weapon Model Draw Distance (which defaults to 200) if (Interp_flags & MR_DEPRECATED_ATTACHED_MODEL) { if (depth > Ship_info[Ships[Objects[objnum].instance].ship_info_index].weapon_model_draw_distance) { g3_done_instance(use_api); return; } } } if ( pm->n_detail_levels > 1 ) { if ( Interp_flags & MR_DEPRECATED_LOCK_DETAIL ) { i = Interp_detail_level_locked+1; } else { // nebula ? if(The_mission.flags & MISSION_FLAG_FULLNEB){ depth *= neb2_get_lod_scale(Interp_objnum); } for ( i=0; in_detail_levels; i++ ) { if ( depth<=pm->detail_depth[i] ){ break; } } // If no valid detail depths specified, use highest. if ( (i > 1) && (pm->detail_depth[i-1] < 1.0f)) { i = 1; } } Interp_detail_level = i-1-tmp_detail_level; if ( Interp_detail_level < 0 ) Interp_detail_level = 0; else if (Interp_detail_level >= pm->n_detail_levels ) Interp_detail_level = pm->n_detail_levels-1; } else { Interp_detail_level = 0; } #ifndef NDEBUG if ( Interp_detail_level == 0 ) { MONITOR_INC( NumHiModelsRend, 1 ); } else if ( Interp_detail_level == pm->n_detail_levels-1 ) { MONITOR_INC( NumLowModelsRend, 1 ); } else { MONITOR_INC( NumMedModelsRend, 1 ); } #endif // scale the render box settings based on the "Model Detail" slider switch (Detail.detail_distance) { // 1st dot is 20% case 0: Interp_box_scale = 0.2f; break; // 2nd dot is 50% case 1: Interp_box_scale = 0.5f; break; // 3rd dot is 80% case 2: Interp_box_scale = 0.8f; break; // 4th dot is 100% (this is the default setting for "High" and "Very High" settings) case 3: Interp_box_scale = 1.0f; break; // 5th dot (max) is 120% case 4: Interp_box_scale = 1.2f; break; } vec3d auto_back = ZERO_VECTOR; if (Interp_flags & MR_DEPRECATED_AUTOCENTER) { // standard autocenter using data in model if (pm->flags & PM_FLAG_AUTOCEN) { auto_back = pm->autocenter; vm_vec_scale(&auto_back, -1.0f); set_autocen = true; } // fake autocenter if we are a missile and don't already have autocen info else if (Interp_flags & MR_DEPRECATED_IS_MISSILE) { auto_back.xyz.x = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.x + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.x) / 2.0f ); auto_back.xyz.y = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.y + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.y) / 2.0f ); auto_back.xyz.z = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.z + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.z) / 2.0f ); set_autocen = true; } if (set_autocen) g3_start_instance_matrix(&auto_back, NULL, true); } gr_zbias(1); if(Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG) { float fog_near = 10.0f, fog_far = 1000.0f; neb2_get_adjusted_fog_values(&fog_near, &fog_far, objp); unsigned char r, g, b; neb2_get_fog_color(&r, &g, &b); gr_fog_set(GR_FOGMODE_FOG, r, g, b, fog_near, fog_far); } if (is_outlines_only_htl) { gr_set_fill_mode( GR_FILL_MODE_WIRE ); gr_set_color_fast( &Interp_outline_color ); // lines shouldn't be rendered with textures or special RGB colors (assuming preset colors) Interp_flags |= MR_DEPRECATED_NO_TEXTURING; Interp_tmap_flags &= ~TMAP_FLAG_TEXTURED; Interp_tmap_flags &= ~TMAP_FLAG_RGB; // don't render with lighting either Interp_flags |= MR_DEPRECATED_NO_LIGHTING; } else { gr_set_fill_mode( GR_FILL_MODE_SOLID ); } if ( (Interp_flags & MR_DEPRECATED_NO_ZBUFFER) || (Interp_flags & MR_DEPRECATED_ALL_XPARENT) ) { zbuf_mode = GR_ZBUFF_NONE; } else { zbuf_mode = GR_ZBUFF_FULL; } gr_zbuffer_set(zbuf_mode); if (Interp_flags & MR_DEPRECATED_EDGE_ALPHA) { gr_center_alpha(-1); } else if (Interp_flags & MR_DEPRECATED_CENTER_ALPHA) { gr_center_alpha(1); } else { gr_center_alpha(0); } if ( (Interp_flags & MR_DEPRECATED_NO_CULL) || (Interp_flags & MR_DEPRECATED_ALL_XPARENT) || (Interp_warp_bitmap >= 0) ) { cull = gr_set_cull(0); } else { cull = gr_set_cull(1); } if ( !(Interp_flags & MR_DEPRECATED_NO_LIGHTING) ) { gr_set_lighting(true, true); } // rotate lights if ( !(Interp_flags & MR_DEPRECATED_NO_LIGHTING) ) { light_rotate_all(); if ( !Cmdline_nohtl ) { light_set_all_relevent(); } } if ( !(Interp_flags & MR_DEPRECATED_NO_LIGHTING) && (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) ) { opengl_change_active_lights(0); // Set up OpenGl lighting; } if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) { gr_set_buffer(pm->vertex_buffer_id); } // Draw the subobjects i = pm->submodel[pm->detail[Interp_detail_level]].first_child; if(Rendering_to_shadow_map) gr_zbias(-1024); else gr_zbias(0); while( i >= 0 ) { if ( !pm->submodel[i].is_thruster ) { // When in htl mode render with htl method unless its a jump node if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) { model_render_children_buffers_DEPRECATED( pm, i, Interp_detail_level, render ); } else { model_interp_subcall( pm, i, Interp_detail_level ); } } else { draw_thrusters = true; } i = pm->submodel[i].next_sibling; } model_radius = pm->submodel[pm->detail[Interp_detail_level]].rad; //*************************** draw the hull of the ship ********************************************* // When in htl mode render with htl method unless its a jump node if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) { model_render_buffers_DEPRECATED(pm, pm->detail[Interp_detail_level], render); } else { model_interp_subcall(pm, pm->detail[Interp_detail_level], Interp_detail_level); } // Draw the thruster subobjects if (draw_thrusters) { i = pm->submodel[pm->detail[Interp_detail_level]].first_child; while( i >= 0 ) { if (pm->submodel[i].is_thruster) { // When in htl mode render with htl method unless its a jump node if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) { model_render_children_buffers_DEPRECATED( pm, i, Interp_detail_level, render ); } else { model_interp_subcall( pm, i, Interp_detail_level ); } } i = pm->submodel[i].next_sibling; } } if ( !Interp_no_flush ) { gr_clear_states(); if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) { gr_set_buffer(-1); } } if (is_outlines_only_htl) { gr_set_fill_mode(GR_FILL_MODE_SOLID); } if ( !(Interp_flags & MR_DEPRECATED_NO_LIGHTING) ) { gr_reset_lighting(); gr_set_lighting(false, false); } if (Interp_flags & MR_DEPRECATED_SHOW_PIVOTS ) { model_draw_debug_points( pm, NULL, Interp_flags ); model_draw_debug_points( pm, &pm->submodel[pm->detail[Interp_detail_level]], Interp_flags ); if(pm->flags & PM_FLAG_AUTOCEN){ gr_set_color(255, 255, 255); g3_draw_sphere_ez(&pm->autocenter, pm->rad / 4.5f); } } model_radius = 0.0f; // render model insignias gr_zbias(1); if (!Cmdline_nohtl) gr_set_texture_panning(0.0, 0.0, false); gr_zbuffer_set(GR_ZBUFF_READ); if(!(Interp_flags & MR_DEPRECATED_NO_TEXTURING)) model_render_insignias(pm, Interp_detail_level, Interp_insignia_bitmap); gr_zbias(0); if (FULLCLOAK != -1) model_finish_cloak(FULLCLOAK); if ( pm->submodel[pm->detail[0]].num_arcs ) { interp_render_lightning( pm, &pm->submodel[pm->detail[0]]); } if ( Interp_flags & MR_DEPRECATED_SHOW_SHIELDS ) { model_render_shields(pm, Interp_flags); } if ( Interp_flags & MR_DEPRECATED_SHOW_PATHS ){ if (Cmdline_nohtl) model_draw_paths(model_num, Interp_flags); else model_draw_paths_htl(model_num, Interp_flags); } if (Interp_flags & MR_DEPRECATED_BAY_PATHS ){ if (Cmdline_nohtl) model_draw_bay_paths(model_num); else model_draw_bay_paths_htl(model_num); } if ( (Interp_flags & MR_DEPRECATED_AUTOCENTER) && (set_autocen) ) { g3_done_instance(use_api); } g3_done_instance(use_api); // start rendering glow points -Bobboau if ( (pm->n_glow_point_banks) && !is_outlines_only && !is_outlines_only_htl && !Glowpoint_override ) { model_render_glow_points_DEPRECATED(pm, shipp, orient, pos, Glowpoint_use_depth_buffer); } // Draw the thruster glow if ( !is_outlines_only && !is_outlines_only_htl ) { if ( ( Interp_flags & MR_DEPRECATED_AUTOCENTER ) && set_autocen ) { vec3d autoback_rotated; vm_vec_unrotate(&autoback_rotated, &auto_back, orient); vm_vec_add2(&autoback_rotated, pos); model_render_thrusters( pm, objnum, shipp, orient, &autoback_rotated ); } else { model_render_thrusters( pm, objnum, shipp, orient, pos ); } } gr_zbuffer_set(save_gr_zbuffering_mode); gr_set_cull(cull); } void submodel_render_DEPRECATED(int model_num, int submodel_num, matrix *orient, vec3d * pos, uint flags, int objnum, int *replacement_textures, int render) { // replacement textures - Goober5000 model_set_replacement_textures(replacement_textures); polymodel * pm; MONITOR_INC( NumModelsRend, 1 ); if (!(Game_detail_flags & DETAIL_FLAG_MODELS) ) return; // Turn off engine effect Interp_thrust_scale_subobj=0; if (!Model_texturing) flags |= MR_NO_TEXTURING; Interp_flags = flags; Interp_pos=pos; pm = model_get(model_num); // Set the flags we will pass to the tmapper Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB; // if we're in nebula mode if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){ Interp_tmap_flags |= TMAP_FLAG_PIXEL_FOG; } if ( !(Interp_flags & MR_NO_TEXTURING) ) { Interp_tmap_flags |= TMAP_FLAG_TEXTURED; if ( (pm->flags & PM_FLAG_ALLOW_TILING) && tiling ) Interp_tmap_flags |= TMAP_FLAG_TILED; if ( !(Interp_flags & MR_NO_CORRECT) ) { Interp_tmap_flags |= TMAP_FLAG_CORRECT; } } // if ( Interp_flags & MR_ANIMATED_SHADER ) // Interp_tmap_flags |= TMAP_ANIMATED_SHADER; bool is_outlines_only_htl = !Cmdline_nohtl && (flags & MR_NO_POLYS) && (flags & MR_SHOW_OUTLINE_HTL); //set to true since D3d and OGL need the api matrices set g3_start_instance_matrix(pos, orient, true); bool set_autocen = false; vec3d auto_back = ZERO_VECTOR; if (Interp_flags & MR_AUTOCENTER) { // standard autocenter using data in model if (pm->flags & PM_FLAG_AUTOCEN) { auto_back = pm->autocenter; vm_vec_scale(&auto_back, -1.0f); set_autocen = true; } // fake autocenter if we are a missile and don't already have autocen info else if (Interp_flags & MR_IS_MISSILE) { auto_back.xyz.x = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.x + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.x) / 2.0f ); auto_back.xyz.y = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.y + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.y) / 2.0f ); auto_back.xyz.z = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.z + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.z) / 2.0f ); set_autocen = true; } if (set_autocen) g3_start_instance_matrix(&auto_back, NULL, true); } if (is_outlines_only_htl) { gr_set_fill_mode( GR_FILL_MODE_WIRE ); // lines shouldn't be rendered with textures or special RGB colors (assuming preset colors) Interp_flags |= MR_NO_TEXTURING; Interp_tmap_flags &= ~TMAP_FLAG_TEXTURED; Interp_tmap_flags &= ~TMAP_FLAG_RGB; // don't render with lighting either Interp_flags |= MR_NO_LIGHTING; } else { gr_set_fill_mode( GR_FILL_MODE_SOLID ); } if ( !(Interp_flags & MR_NO_LIGHTING ) ) { Interp_light = 1.0f; gr_set_light_factor(Interp_light); light_filter_push( -1, pos, pm->submodel[submodel_num].rad ); light_rotate_all(); if (!Cmdline_nohtl) { light_set_all_relevent(); } gr_set_lighting(true, true); } Interp_base_frametime = 0; if (objnum >= 0) { object *objp = &Objects[objnum]; if (objp->type == OBJ_SHIP) { Interp_base_frametime = Ships[objp->instance].base_texture_anim_frametime; } } // fixes disappearing HUD in OGL - taylor int cull = gr_set_cull(1); if (!Cmdline_nohtl) { // RT - Put this here to fog debris if(Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG) { float fog_near, fog_far; object *obj = NULL; if (objnum >= 0) obj = &Objects[objnum]; neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj); unsigned char r, g, b; neb2_get_fog_color(&r, &g, &b); gr_fog_set(GR_FOGMODE_FOG, r, g, b, fog_near, fog_far); } if(Rendering_to_shadow_map) gr_zbias(-1024); else gr_zbias(0); gr_set_buffer(pm->vertex_buffer_id); model_render_buffers_DEPRECATED(pm, submodel_num, render); gr_set_buffer(-1); } else { model_interp_sub( pm->submodel[submodel_num].bsp_data, pm, &pm->submodel[submodel_num], 0 ); } if ( !(Interp_flags & MR_NO_LIGHTING) ) { gr_set_lighting(false, false); gr_reset_lighting(); } gr_set_cull(cull); gr_set_fill_mode(GR_FILL_MODE_SOLID); if ( pm->submodel[submodel_num].num_arcs ) { interp_render_lightning( pm, &pm->submodel[submodel_num]); } if (Interp_flags & MR_DEPRECATED_SHOW_PIVOTS ) model_draw_debug_points( pm, &pm->submodel[submodel_num], Interp_flags ); if ( !(Interp_flags & MR_NO_LIGHTING ) ) { light_filter_pop(); } gr_zbias(0); if (set_autocen) g3_done_instance(true); g3_done_instance(true); // turn off fog after each model renders, RT This fixes HUD being fogged when debris is in target box if(The_mission.flags & MISSION_FLAG_FULLNEB){ gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } gr_clear_states(); } // Fills in an array with points from a model. // Only gets up to max_num verts; // Returns number of verts found; static int submodel_get_points_internal(int model_num, int submodel_num) { polymodel * pm; pm = model_get(model_num); if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } ubyte *p = pm->submodel[submodel_num].bsp_data; int chunk_type, chunk_size; chunk_type = w(p); chunk_size = w(p+4); while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_DEFPOINTS: { int n; int nverts = w(p+8); int offset = w(p+16); int nnorms = 0; ubyte * normcount = p+20; vec3d *src = vp(p+offset); for (n = 0; n < nverts; n++) { nnorms += normcount[n]; } model_allocate_interp_data(nverts, nnorms); // this must happen only after the interp_data allocation call (since the address changes) vec3d **verts = Interp_verts; vec3d **norms = Interp_norms; for (n=0; n" : pm->filename); // in case people ignore the error... vm_vec_zero(v1); vm_vec_zero(v2); if (n1 != NULL) { vm_vec_zero(n1); } if (n2 != NULL) { vm_vec_zero(n2); } return; } int vn1 = (myrand()>>5) % nv; int vn2 = (myrand()>>5) % nv; *v1 = *Interp_verts[vn1]; *v2 = *Interp_verts[vn2]; if(n1 != NULL){ *n1 = *Interp_norms[vn1]; } if(n2 != NULL){ *n2 = *Interp_norms[vn2]; } } void submodel_get_two_random_points_better(int model_num, int submodel_num, vec3d *v1, vec3d *v2) { polymodel *pm = model_get(model_num); if (pm != NULL) { if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } bsp_collision_tree *tree = model_get_bsp_collision_tree(pm->submodel[submodel_num].collision_tree_index); int nv = tree->n_verts; // this is not only because of the immediate div-0 error but also because of the less immediate expectation for at least one point (preferably two) to be found if (nv <= 0) { Error(LOCATION, "Model %d ('%s') must have at least one point from submodel_get_points_internal!", model_num, (pm == NULL) ? "" : pm->filename); // in case people ignore the error... vm_vec_zero(v1); vm_vec_zero(v2); return; } Assert(nv > 0); // Goober5000 - to avoid div-0 error int vn1 = (myrand()>>5) % nv; int vn2 = (myrand()>>5) % nv; *v1 = tree->point_list[vn1]; *v2 = tree->point_list[vn2]; } } // If MR_FLAG_OUTLINE bit set this color will be used for outlines. // This defaults to black. void model_set_outline_color(int r, int g, int b ) { gr_init_color( &Interp_outline_color, r, g, b ); } // If MR_FLAG_OUTLINE bit set this color will be used for outlines. // This defaults to black. void model_set_outline_color_fast(void *outline_color) { Interp_outline_color = *((color*)(outline_color)); } // IF MR_LOCK_DETAIL is set, then it will always draw detail level 'n' // This defaults to 0. (0=highest, larger=lower) void model_set_detail_level(int n) { Interp_detail_level_locked = n; } /** * Returns number of verts in a submodel; */ int submodel_get_num_verts(int model_num, int submodel_num ) { polymodel * pm; pm = model_get(model_num); ubyte *p = pm->submodel[submodel_num].bsp_data; int chunk_type, chunk_size; chunk_type = w(p); chunk_size = w(p+4); while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_DEFPOINTS: { int n=w(p+8); return n; // Read in 'n' points } break; case OP_FLATPOLY: break; case OP_TMAPPOLY: break; case OP_SORTNORM: break; case OP_BOUNDBOX: break; default: mprintf(( "Bad chunk type %d, len=%d in submodel_get_num_verts\n", chunk_type, chunk_size )); Int3(); // Bad chunk type! return 0; } p += chunk_size; chunk_type = w(p); chunk_size = w(p+4); } return 0; // Couldn't find 'em } /** * Returns number of tmaps & flat polys in a submodel; */ int submodel_get_num_polys_sub( ubyte *p ) { int chunk_type = w(p); int chunk_size = w(p+4); int n = 0; while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_DEFPOINTS: break; case OP_FLATPOLY: n++; break; case OP_TMAPPOLY: n++; break; case OP_SORTNORM: { int frontlist = w(p+36); int backlist = w(p+40); int prelist = w(p+44); int postlist = w(p+48); int onlist = w(p+52); n += submodel_get_num_polys_sub(p+frontlist); n += submodel_get_num_polys_sub(p+backlist); n += submodel_get_num_polys_sub(p+prelist); n += submodel_get_num_polys_sub(p+postlist ); n += submodel_get_num_polys_sub(p+onlist ); } break; case OP_BOUNDBOX: break; default: mprintf(( "Bad chunk type %d, len=%d in submodel_get_num_polys\n", chunk_type, chunk_size )); Int3(); // Bad chunk type! return 0; } p += chunk_size; chunk_type = w(p); chunk_size = w(p+4); } return n; } /** * Returns number of tmaps & flat polys in a submodel */ int submodel_get_num_polys(int model_num, int submodel_num ) { polymodel * pm; pm = model_get(model_num); return submodel_get_num_polys_sub( pm->submodel[submodel_num].bsp_data ); } // Sets the submodel instance data in a submodel // If show_damaged is true it shows only damaged submodels. // If it is false it shows only undamaged submodels. void model_show_damaged(int model_num, int show_damaged ) { polymodel * pm; int i; pm = model_get(model_num); for (i=0; in_models; i++ ) { bsp_info *sm = &pm->submodel[i]; // Set the "blown out" flags sm->blown_off = 0; } for (i=0; in_models; i++ ) { bsp_info *sm = &pm->submodel[i]; // Set the "blown out" flags if ( show_damaged ) { if ( sm->my_replacement > -1 ) { pm->submodel[sm->my_replacement].blown_off = 0; sm->blown_off = 1; } } else { if ( sm->my_replacement > -1 ) { pm->submodel[sm->my_replacement].blown_off = 1; sm->blown_off = 0; } } } } /** * Set the insignia bitmap to be used when rendering a ship with an insignia (-1 switches it off altogether) */ void model_set_insignia_bitmap(int bmap) { Interp_insignia_bitmap = bmap; } void model_set_replacement_textures(int *replacement_textures) { Interp_new_replacement_textures = replacement_textures; } /** * Set the forces bitmap */ void model_set_forced_texture(int bmap) { Interp_forced_bitmap = bmap; } /** * Set model transparency for use with MR_ALL_XPARENT */ void model_set_alpha(float alpha) { Interp_xparent_alpha = alpha; } /** * See if the given texture is used by the passed model. 0 if not used, 1 if used, -1 on error */ int model_find_texture(int model_num, int bitmap) { polymodel * pm; int idx; // get a handle to the model pm = model_get(model_num); if(pm == NULL){ return -1; } // find the texture for(idx=0; idxn_textures; idx++) { if(pm->maps[idx].FindTexture(bitmap) > -1) { return 1; } } // no texture return 0; } // find closest point on extended bounding box (the bounding box plus all the planes that make it up) // returns closest distance to extended box // positive return value means start_point is outside extended box // displaces closest point an optional amount delta to the outside of the box // closest_box_point can be NULL. float get_model_closest_box_point_with_delta(vec3d *closest_box_point, vec3d *start_point, int modelnum, int *is_inside, float delta) { int i, idx; vec3d box_point, ray_direction, *extremes; float dist, best_dist; polymodel *pm; int inside = 0; int masks[6] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20}; int mask_inside = 0x3f; best_dist = FLT_MAX; pm = model_get(modelnum); for (i=0; i<6; i++) { idx = i / 2; // which row vector of Identity matrix memcpy(&ray_direction, vmd_identity_matrix.a2d[idx], sizeof(vec3d)); // do negative, then positive plane for each axis if (2 * idx == i) { extremes = &pm->mins; vm_vec_negate(&ray_direction); } else { extremes = &pm->maxs; } // a negative distance means started outside the box dist = fvi_ray_plane(&box_point, extremes, &ray_direction, start_point, &ray_direction, 0.0f); if (dist > 0) { inside |= masks[i]; } if (fabs(dist) < fabs(best_dist)) { best_dist = dist; if (closest_box_point) { vm_vec_scale_add(closest_box_point, &box_point, &ray_direction, delta); } } } // is start_point inside the box if (is_inside) { *is_inside = (inside == mask_inside); } return -best_dist; } // find closest point on extended bounding box (the bounding box plus all the planes that make it up) // returns closest distance to extended box // positive return value means start_point is outside extended box // displaces closest point an optional amount delta to the outside of the box // closest_box_point can be NULL. float get_world_closest_box_point_with_delta(vec3d *closest_box_point, object *box_obj, vec3d *start_point, int *is_inside, float delta) { vec3d temp, box_start; float dist; int modelnum; // get modelnum modelnum = Ship_info[Ships[box_obj->instance].ship_info_index].model_num; // rotate start_point to box_obj RF vm_vec_sub(&temp, start_point, &box_obj->pos); vm_vec_rotate(&box_start, &temp, &box_obj->orient); dist = get_model_closest_box_point_with_delta(closest_box_point, &box_start, modelnum, is_inside, delta); // rotate closest_box_point to world RF if (closest_box_point) { vm_vec_unrotate(&temp, closest_box_point, &box_obj->orient); vm_vec_add(closest_box_point, &temp, &box_obj->pos); } return dist; } void model_set_fog_level(float l) { Interp_fog_level = l; } /** * Given a newly loaded model, page in all textures */ void model_page_in_textures(int modelnum, int ship_info_index) { int i, idx; polymodel *pm = model_get(modelnum); // bogus if (pm == NULL) return; for (idx = 0; idx < pm->n_textures; idx++) { pm->maps[idx].PageIn(); } for (i = 0; i < pm->n_glow_point_banks; i++) { glow_point_bank *bank = &pm->glow_point_banks[i]; bm_page_in_texture(bank->glow_bitmap); bm_page_in_texture(bank->glow_neb_bitmap); } if (ship_info_index >= 0) ship_page_in_textures(ship_info_index); } // unload all textures for a given model // "release" should only be set if called from model_unload()!!! void model_page_out_textures(int model_num, bool release) { int i, j; if (model_num < 0) return; polymodel *pm = model_get(model_num); if (pm == NULL) return; if (release && (pm->used_this_mission > 0)) return; for (i = 0; i < pm->n_textures; i++) { pm->maps[i].PageOut(release); } // NOTE: "release" doesn't work here for some, as of yet unknown, reason - taylor for (j = 0; j < pm->n_glow_point_banks; j++) { glow_point_bank *bank = &pm->glow_point_banks[j]; if (bank->glow_bitmap >= 0) { // if (release) { // bm_release(bank->glow_bitmap); // bank->glow_bitmap = -1; // } else { bm_unload(bank->glow_bitmap); // } } if (bank->glow_neb_bitmap >= 0) { // if (release) { // bm_release(bank->glow_neb_bitmap); // bank->glow_neb_bitmap = -1; // } else { bm_unload(bank->glow_neb_bitmap); // } } } } //**********vertex buffer stuff**********// int tri_count[MAX_MODEL_TEXTURES]; poly_list polygon_list[MAX_MODEL_TEXTURES]; void parse_defpoint(int off, ubyte *bsp_data) { int i, n; int nverts = w(off+bsp_data+8); int offset = w(off+bsp_data+16); int next_norm = 0; ubyte *normcount = off+bsp_data+20; vec3d *src = vp(off+bsp_data+offset); // Get pointer to lights Interp_lights = off+bsp_data+20+nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif for (n = 0; n < nverts; n++) { Interp_verts[n] = src; src++; // move to normal for (i = 0; i < normcount[n]; i++) { Interp_norms[next_norm] = src; next_norm++; src++; } } } int check_values(vec3d *N) { // Values equal to -1.#IND0 if(!is_valid_vec(N)) { N->xyz.x = 1.0f; N->xyz.y = 0.0f; N->xyz.z = 0.0f; return 1; } return 0; } int Parse_normal_problem_count = 0; void parse_tmap(int offset, ubyte *bsp_data) { int pof_tex = w(bsp_data+offset+40); int n_vert = w(bsp_data+offset+36); ubyte *p = &bsp_data[offset+8]; model_tmap_vert *tverts; tverts = (model_tmap_vert *)&bsp_data[offset+44]; vertex *V; vec3d *v; vec3d *N; int problem_count = 0; for (int i = 1; i < (n_vert-1); i++) { V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)]; v = Interp_verts[(int)tverts[0].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[0].u; V->texture_position.v = tverts[0].v; *N = *Interp_norms[(int)tverts[0].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+1]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+1]; v = Interp_verts[(int)tverts[i].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[i].u; V->texture_position.v = tverts[i].v; *N = *Interp_norms[(int)tverts[i].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+2]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+2]; v = Interp_verts[(int)tverts[i+1].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[i+1].u; V->texture_position.v = tverts[i+1].v; *N = *Interp_norms[(int)tverts[i+1].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); polygon_list[pof_tex].n_verts += 3; } Parse_normal_problem_count += problem_count; } void parse_sortnorm(int offset, ubyte *bsp_data); void parse_bsp(int offset, ubyte *bsp_data) { int id = w(bsp_data+offset); int size = w(bsp_data+offset+4); while (id != 0) { switch (id) { case OP_DEFPOINTS: parse_defpoint(offset, bsp_data); break; case OP_SORTNORM: parse_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: break; case OP_TMAPPOLY: parse_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data+offset); size = w(bsp_data+offset+4); if (size < 1) id = OP_EOF; } } void parse_sortnorm(int offset, ubyte *bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data+offset+36); backlist = w(bsp_data+offset+40); prelist = w(bsp_data+offset+44); postlist = w(bsp_data+offset+48); onlist = w(bsp_data+offset+52); if (prelist) parse_bsp(offset+prelist,bsp_data); if (backlist) parse_bsp(offset+backlist, bsp_data); if (onlist) parse_bsp(offset+onlist, bsp_data); if (frontlist) parse_bsp(offset+frontlist, bsp_data); if (postlist) parse_bsp(offset+postlist, bsp_data); } void find_tmap(int offset, ubyte *bsp_data) { int pof_tex = w(bsp_data+offset+40); int n_vert = w(bsp_data+offset+36); tri_count[pof_tex] += n_vert-2; } void find_defpoint(int off, ubyte *bsp_data) { int n; int nverts = w(off+bsp_data+8); ubyte * normcount = off+bsp_data+20; // Get pointer to lights Interp_lights = off+bsp_data+20+nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif int norm_num = 0; for (n = 0; n < nverts; n++) { norm_num += normcount[n]; } Interp_num_verts = nverts; Interp_num_norms = norm_num; } void find_sortnorm(int offset, ubyte *bsp_data); // tri_count void find_tri_counts(int offset, ubyte *bsp_data) { int id = w(bsp_data+offset); int size = w(bsp_data+offset+4); while (id != 0) { switch (id) { case OP_DEFPOINTS: find_defpoint(offset, bsp_data); break; case OP_SORTNORM: find_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: break; case OP_TMAPPOLY: find_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data+offset); size = w(bsp_data+offset+4); if (size < 1) id = OP_EOF; } } void find_sortnorm(int offset, ubyte *bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data+offset+36); backlist = w(bsp_data+offset+40); prelist = w(bsp_data+offset+44); postlist = w(bsp_data+offset+48); onlist = w(bsp_data+offset+52); if (prelist) find_tri_counts(offset+prelist,bsp_data); if (backlist) find_tri_counts(offset+backlist, bsp_data); if (onlist) find_tri_counts(offset+onlist, bsp_data); if (frontlist) find_tri_counts(offset+frontlist, bsp_data); if (postlist) find_tri_counts(offset+postlist, bsp_data); } static void allocate_poly_list() { for (int i = 0; i < MAX_MODEL_TEXTURES; i++) { polygon_list[i].allocate(tri_count[i]*3); } model_allocate_interp_data(Interp_num_verts, Interp_num_norms); } void interp_pack_vertex_buffers(polymodel *pm, int mn) { Assert( pm->vertex_buffer_id >= 0 ); Assert( (mn >= 0) && (mn < pm->n_models) ); bsp_info *model = &pm->submodel[mn]; if ( !model->buffer.model_list ) { return; } bool rval = gr_pack_buffer(pm->vertex_buffer_id, &model->buffer); if ( model->trans_buffer.flags & VB_FLAG_TRANS && model->trans_buffer.tex_buf.size() > 0 ) { gr_pack_buffer(pm->vertex_buffer_id, &model->trans_buffer); } if ( !rval ) { Error( LOCATION, "Unable to pack vertex buffer for '%s'\n", pm->filename ); } } void interp_configure_vertex_buffers(polymodel *pm, int mn) { int i, j, first_index; uint total_verts = 0; SCP_vector vertex_list; Assert( (mn >= 0) && (mn < pm->n_models) ); bsp_info *model = &pm->submodel[mn]; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { polygon_list[i].n_verts = 0; tri_count[i] = 0; } bsp_polygon_data *bsp_polies = new bsp_polygon_data(model->bsp_data); for (i = 0; i < MAX_MODEL_TEXTURES; i++) { int vert_count = bsp_polies->get_num_triangles(i) * 3; tri_count[i] = vert_count / 3; total_verts += vert_count; polygon_list[i].allocate(vert_count); bsp_polies->generate_triangles(i, polygon_list[i].vert, polygon_list[i].norm); polygon_list[i].n_verts = vert_count; // set submodel ID if ( Use_GLSL >= 3 ) { for ( int j = 0; j < polygon_list[i].n_verts; ++j ) { polygon_list[i].submodels[j] = mn; } } // for the moment we can only support INT_MAX worth of verts per index buffer if (total_verts > INT_MAX) { Error( LOCATION, "Unable to generate vertex buffer data because model '%s' with %i verts is over the maximum of %i verts!\n", pm->filename, total_verts, INT_MAX); } } // figure out if we have an outline int outline_n_lines = bsp_polies->get_num_lines(-1); if ( outline_n_lines > 0 ) { model->n_verts_outline = outline_n_lines * 2; model->outline_buffer = (vertex*)vm_malloc(sizeof(vertex) * model->n_verts_outline); bsp_polies->generate_lines(-1, model->outline_buffer); } // done with the bsp now that we have the vertex data delete bsp_polies; if (total_verts < 1) { return; } total_verts = 0; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { total_verts += polygon_list[i].n_verts; } poly_list *model_list = new(std::nothrow) poly_list; if ( !model_list ) { Error( LOCATION, "Unable to allocate memory for poly_list!\n" ); } model->buffer.model_list = model_list; model_list->allocate( (int)total_verts ); for (i = 0; i < MAX_MODEL_TEXTURES; i++) { if ( !polygon_list[i].n_verts ) continue; memcpy( (model_list->vert) + model_list->n_verts, polygon_list[i].vert, sizeof(vertex) * polygon_list[i].n_verts ); memcpy( (model_list->norm) + model_list->n_verts, polygon_list[i].norm, sizeof(vec3d) * polygon_list[i].n_verts ); if (Cmdline_normal) { memcpy( (model_list->tsb) + model_list->n_verts, polygon_list[i].tsb, sizeof(tsb_t) * polygon_list[i].n_verts ); } if ( Use_GLSL >= 3 ) { memcpy( (model_list->submodels) + model_list->n_verts, polygon_list[i].submodels, sizeof(int) * polygon_list[i].n_verts ); } model_list->n_verts += polygon_list[i].n_verts; } // no read file so we'll have to generate model_list->make_index_buffer(vertex_list); vertex_list.clear(); // done int vertex_flags = (VB_FLAG_POSITION | VB_FLAG_NORMAL | VB_FLAG_UV1); if (model_list->tsb != NULL) { Assert( Cmdline_normal ); vertex_flags |= VB_FLAG_TANGENT; } if ( model_list->submodels != NULL ) { Assert( Use_GLSL >= 3 ); vertex_flags |= VB_FLAG_MODEL_ID; } model->buffer.flags = vertex_flags; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { if ( !polygon_list[i].n_verts ) continue; buffer_data new_buffer(polygon_list[i].n_verts); Verify( new_buffer.get_index() != NULL ); for (j = 0; j < polygon_list[i].n_verts; j++) { first_index = model_list->find_index_fast(&polygon_list[i], j); Assert(first_index != -1); new_buffer.assign(j, first_index); } new_buffer.texture = i; new_buffer.flags = 0; if (polygon_list[i].n_verts >= USHRT_MAX) { new_buffer.flags |= VB_FLAG_LARGE_INDEX; } model->buffer.tex_buf.push_back( new_buffer ); } bool rval = gr_config_buffer(pm->vertex_buffer_id, &model->buffer, false); if ( !rval ) { Error( LOCATION, "Unable to configure vertex buffer for '%s'\n", pm->filename ); } } void interp_copy_index_buffer(vertex_buffer *src, vertex_buffer *dest, int *index_counts) { size_t i, j, k; size_t src_buff_size; buffer_data *src_buffer; buffer_data *dest_buffer; uint vert_offset = src->vertex_offset / src->stride; // assuming all submodels crunched into this index buffer have the same stride //int vert_offset = 0; for ( i = 0; i < dest->tex_buf.size(); ++i ) { dest_buffer = &dest->tex_buf[i]; for ( j = 0; j < src->tex_buf.size(); ++j ) { if ( dest_buffer->texture != src->tex_buf[j].texture ) { continue; } src_buffer = &src->tex_buf[j]; src_buff_size = (size_t)src_buffer->n_verts; for ( k = 0; k < src_buff_size; ++k ) { dest_buffer->assign(dest_buffer->n_verts, src_buffer->get_index()[k] + vert_offset); // take into account the vertex offset. dest_buffer->n_verts++; Assert(dest_buffer->n_verts <= index_counts[dest_buffer->texture]); } } } } void interp_fill_detail_index_buffer(SCP_vector &submodel_list, polymodel *pm, vertex_buffer *buffer) { int index_counts[MAX_MODEL_TEXTURES]; int i, j; int model_num; for ( i = 0; i < MAX_MODEL_TEXTURES; ++i ) { index_counts[i] = 0; } buffer->vertex_offset = 0; buffer->model_list = new(std::nothrow) poly_list; int num_buffers; int tex_num; // need to first count how many indexes there are in this entire detail model hierarchy for ( i = 0; i < (int)submodel_list.size(); ++i ) { model_num = submodel_list[i]; if ( pm->submodel[model_num].is_thruster ) { continue; } num_buffers = (int)pm->submodel[model_num].buffer.tex_buf.size(); buffer->flags |= pm->submodel[model_num].buffer.flags; for ( j = 0; j < num_buffers; ++j ) { tex_num = pm->submodel[model_num].buffer.tex_buf[j].texture; index_counts[tex_num] += pm->submodel[model_num].buffer.tex_buf[j].n_verts; } } // allocate the respective texture buffers with indexes for our detail buffer for ( i = 0; i < MAX_MODEL_TEXTURES; ++i ) { if ( index_counts[i] <= 0 ) { continue; } buffer->tex_buf.push_back(buffer_data(index_counts[i])); buffer_data &new_buffer = buffer->tex_buf.back(); //new_buffer.n_verts = 0; new_buffer.texture = i; } for ( i = 0; i < (int)buffer->tex_buf.size(); ++i ) { buffer->tex_buf[i].n_verts = 0; } // finally copy over the indexes for ( i = 0; i < (int)submodel_list.size(); ++i ) { model_num = submodel_list[i]; if (pm->submodel[model_num].is_thruster) { continue; } interp_copy_index_buffer(&pm->submodel[model_num].buffer, buffer, index_counts); } // check which buffers need to have the > USHORT flag for ( i = 0; i < (int)buffer->tex_buf.size(); ++i ) { if ( buffer->tex_buf[i].i_last >= USHRT_MAX ) { buffer->tex_buf[i].flags |= VB_FLAG_LARGE_INDEX; } } } void interp_create_detail_index_buffer(polymodel *pm, int detail_num) { SCP_vector submodel_list; submodel_list.clear(); model_get_submodel_tree_list(submodel_list, pm, pm->detail[detail_num]); if ( submodel_list.size() < 1 ) { return; } interp_fill_detail_index_buffer(submodel_list, pm, &pm->detail_buffers[detail_num]); //interp_fill_detail_index_buffer(submodel_list, pm, &pm->trans_buff[detail_num]); // check if anything was even put into this buffer if ( pm->detail_buffers[detail_num].tex_buf.size() < 1 ) { return; } gr_config_buffer(pm->vertex_buffer_id, &pm->detail_buffers[detail_num], true); //gr_config_buffer(pm->vertex_buffer_id, &pm->trans_buff[detail_num], true); } void interp_create_transparency_index_buffer(polymodel *pm, int mn) { const int NUM_VERTS_PER_TRI = 3; bsp_info *sub_model = &pm->submodel[mn]; vertex_buffer *trans_buffer = &sub_model->trans_buffer; trans_buffer->model_list = new(std::nothrow) poly_list; trans_buffer->vertex_offset = pm->submodel[mn].buffer.vertex_offset; trans_buffer->stride = pm->submodel[mn].buffer.stride; trans_buffer->flags = pm->submodel[mn].buffer.flags; poly_list *model_list = pm->submodel[mn].buffer.model_list; // bail out if this buffer is empty if ( model_list == NULL || model_list->n_verts < 1 ) { return; } SCP_vector &tex_buffers = pm->submodel[mn].buffer.tex_buf; uint current_tri[NUM_VERTS_PER_TRI]; bool transparent_tri = false; int num_tris = 0; for ( int i = 0; i < (int)tex_buffers.size(); ++i ) { buffer_data *tex_buf = &tex_buffers[i]; if ( tex_buf->n_verts < 1 ) { continue; } const uint *indices = tex_buf->get_index(); texture_map *tmap = &pm->maps[tex_buf->texture]; // skip if this is already designated to be a transparent pass by the modeller // if ( tmap->is_transparent ) { // continue; // } int bitmap_handle = tmap->textures[TM_BASE_TYPE].GetTexture(); if ( bitmap_handle < 0 || !bm_has_alpha_channel(bitmap_handle) ) { continue; } bitmap_lookup texture_lookup(bitmap_handle); if ( !texture_lookup.valid() ) { continue; } SCP_vector transparent_indices; transparent_tri = false; num_tris = 0; for ( int j = 0; j < tex_buf->n_verts; ++j ) { uint index = indices[j]; // need the uv coords of the vert at this index float u = model_list->vert[index].texture_position.u; float v = model_list->vert[index].texture_position.v; if ( texture_lookup.get_channel_alpha(u, v) < 0.95f) { transparent_tri = true; } current_tri[num_tris] = index; num_tris++; if ( num_tris == NUM_VERTS_PER_TRI ) { if ( transparent_tri ) { // we have a triangle and it's transparent. // shove index into the transparency buffer transparent_indices.push_back(current_tri[0]); transparent_indices.push_back(current_tri[1]); transparent_indices.push_back(current_tri[2]); } transparent_tri = false; num_tris = 0; } } if ( transparent_indices.empty() ) { continue; } pm->flags |= PM_FLAG_TRANS_BUFFER; trans_buffer->flags |= VB_FLAG_TRANS; trans_buffer->tex_buf.push_back ( buffer_data ( transparent_indices.size() ) ); buffer_data &new_buff = trans_buffer->tex_buf.back(); new_buff.texture = tex_buf->texture; for ( int j = 0; j < (int)transparent_indices.size(); ++j ) { new_buff.assign(j, transparent_indices[j]); } } if ( trans_buffer->flags & VB_FLAG_TRANS ) { gr_config_buffer(pm->vertex_buffer_id, trans_buffer, true); } } void model_render_children_buffers_DEPRECATED(polymodel *pm, int mn, int detail_level, int render) { int i; if ( (mn < 0) || (mn >= pm->n_models) ) { Int3(); return; } bsp_info *model = &pm->submodel[mn]; if (model->blown_off) return; uint fl = Interp_flags; if (model->is_thruster) { if ( !(Interp_flags & MR_SHOW_THRUSTERS) ) return; Interp_flags |= MR_NO_LIGHTING; Interp_thrust_scale_subobj = 1; gr_set_lighting(false, false); } else { Interp_thrust_scale_subobj = 0; } // if using detail boxes or spheres, check that we are valid for the range if ( !(Interp_flags & MR_FULL_DETAIL) && model->use_render_box ) { vm_vec_copy_scale(&Interp_render_box_min, &model->render_box_min, Interp_box_scale); vm_vec_copy_scale(&Interp_render_box_max, &model->render_box_max, Interp_box_scale); if ( (-model->use_render_box + in_box(&Interp_render_box_min, &Interp_render_box_max, &model->offset, &View_position)) ) return; } if ( !(Interp_flags & MR_FULL_DETAIL) && model->use_render_sphere ) { Interp_render_sphere_radius = model->render_sphere_radius * Interp_box_scale; // TODO: doesn't consider submodel rotations yet -zookeeper vec3d offset; model_find_submodel_offset(&offset, pm->id, mn); vm_vec_add2(&offset, &model->render_sphere_offset); if ( (-model->use_render_sphere + in_sphere(&offset, Interp_render_sphere_radius, &View_position)) ) return; } // Get submodel rotation data and use submodel orientation matrix // to put together a matrix describing the final orientation of // the submodel relative to its parent angles ang = model->angs; // Add barrel rotation if needed if (model->gun_rotation) { if ( pm->gun_submodel_rotation > PI2 ) { pm->gun_submodel_rotation -= PI2; } else if ( pm->gun_submodel_rotation < 0.0f ) { pm->gun_submodel_rotation += PI2; } ang.b += pm->gun_submodel_rotation; } // Compute final submodel orientation by using the orientation matrix // and the rotation angles. // By using this kind of computation, the rotational angles can always // be computed relative to the submodel itself, instead of relative // to the parent matrix rotation_matrix = model->orientation; vm_rotate_matrix_by_angles(&rotation_matrix, &ang); matrix inv_orientation; vm_copy_transpose_matrix(&inv_orientation, &model->orientation); matrix submodel_matrix; vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation); g3_start_instance_matrix(&model->offset, &submodel_matrix, true); model_render_buffers_DEPRECATED(pm, mn, render, true); if (Interp_flags & MR_DEPRECATED_SHOW_PIVOTS) model_draw_debug_points( pm, &pm->submodel[mn], Interp_flags ); if (model->num_arcs) interp_render_lightning( pm, &pm->submodel[mn]); i = model->first_child; while (i >= 0) { if ( !pm->submodel[i].is_thruster ) { model_render_children_buffers_DEPRECATED( pm, i, detail_level, render ); } i = pm->submodel[i].next_sibling; } Interp_flags = fl; if (Interp_thrust_scale_subobj) { Interp_thrust_scale_subobj = 0; if ( !(Interp_flags & MR_NO_LIGHTING) ) { gr_set_lighting(true, true); } } g3_done_instance(true); } void model_render_buffers_DEPRECATED(polymodel *pm, int mn, int render, bool is_child) { if (pm->vertex_buffer_id < 0) return; if ( (mn < 0) || (mn >= pm->n_models) ) { Int3(); return; } bsp_info *model = &pm->submodel[mn]; // if using detail boxes or spheres, check that we are valid for the range if ( !is_child && !(Interp_flags & MR_FULL_DETAIL) && model->use_render_box ) { vm_vec_copy_scale(&Interp_render_box_min, &model->render_box_min, Interp_box_scale); vm_vec_copy_scale(&Interp_render_box_max, &model->render_box_max, Interp_box_scale); if ( (-model->use_render_box + in_box(&Interp_render_box_min, &Interp_render_box_max, &model->offset, &View_position)) ) return; } if ( !is_child && !(Interp_flags & MR_FULL_DETAIL) && model->use_render_sphere ) { Interp_render_sphere_radius = model->render_sphere_radius * Interp_box_scale; // TODO: doesn't consider submodel rotations yet -zookeeper vec3d offset; model_find_submodel_offset(&offset, pm->id, mn); vm_vec_add2(&offset, &model->render_sphere_offset); if ( (-model->use_render_sphere + in_sphere(&offset, Interp_render_sphere_radius, &View_position)) ) return; } vec3d scale; if (Interp_thrust_scale_subobj) { scale.xyz.x = 1.0f; scale.xyz.y = 1.0f; scale.xyz.z = Interp_thrust_scale; } else { scale.xyz.x = Interp_warp_scale_x; scale.xyz.y = Interp_warp_scale_y; scale.xyz.z = Interp_warp_scale_z; } gr_set_thrust_scale(Interp_thrust_scale); texture_info tex_replace[TM_NUM_TYPES]; int no_texturing = (Interp_flags & MR_NO_TEXTURING); int forced_texture = -2; float forced_alpha = 1.0f; int forced_blend_filter = GR_ALPHABLEND_NONE; if ( Interp_forced_bitmap >= 0 ) { forced_texture = Interp_forced_bitmap; } else if (Interp_warp_bitmap >= 0) { forced_texture = Interp_warp_bitmap; forced_alpha = Interp_warp_alpha; forced_blend_filter = GR_ALPHABLEND_FILTER; } else if (Interp_thrust_scale_subobj) { if ( (Interp_thrust_bitmap >= 0) && (Interp_thrust_scale > 0.0f) ) { forced_texture = Interp_thrust_bitmap; } else { forced_texture = -1; } forced_alpha = 1.2f; forced_blend_filter = GR_ALPHABLEND_FILTER; } else if (Interp_flags & MR_ALL_XPARENT) { forced_alpha = Interp_xparent_alpha; forced_blend_filter = GR_ALPHABLEND_FILTER; } if (!Interp_thrust_scale_subobj) { gr_push_scale_matrix(&scale); } size_t buffer_size = model->buffer.tex_buf.size(); for (size_t i = 0; i < buffer_size; i++) { int texture = -1; int tmap_num = model->buffer.tex_buf[i].texture; texture_map *tmap = &pm->maps[tmap_num]; int rt_begin_index = tmap_num*TM_NUM_TYPES; float alpha = 1.0f; int blend_filter = GR_ALPHABLEND_NONE; if (forced_texture != -2) { texture = forced_texture; alpha = forced_alpha; } else if ( !no_texturing ) { // pick the texture, animating it if necessary if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] == REPLACE_WITH_INVISIBLE) ) { // invisible textures aren't rendered, but we still have to skip assigning the underlying model texture texture = -1; } else if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0) ) { // an underlying texture is replaced with a real new texture tex_replace[TM_BASE_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE]); texture = model_interp_get_texture(&tex_replace[TM_BASE_TYPE], Interp_base_frametime); } else { // we just use the underlying texture texture = model_interp_get_texture(&tmap->textures[TM_BASE_TYPE], Interp_base_frametime); } if (texture < 0) { continue; } // doing glow maps? if ( !(Interp_flags & MR_NO_GLOWMAPS) ) { texture_info *tglow = &tmap->textures[TM_GLOW_TYPE]; if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_GLOW_TYPE] >= 0) ) { tex_replace[TM_GLOW_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_GLOW_TYPE]); GLOWMAP = model_interp_get_texture(&tex_replace[TM_GLOW_TYPE], Interp_base_frametime); } else if (tglow->GetTexture() >= 0) { // shockwaves are special, their current frame has to come out of the shockwave code to get the timing correct if ( (Interp_objnum >= 0) && (Objects[Interp_objnum].type == OBJ_SHOCKWAVE) && (tglow->GetNumFrames() > 1) ) { GLOWMAP = tglow->GetTexture() + shockwave_get_framenum(Objects[Interp_objnum].instance, tglow->GetNumFrames()); } else { GLOWMAP = model_interp_get_texture(tglow, Interp_base_frametime); } } } if ( (Detail.lighting > 2) && (Interp_detail_level < 2) ) { // likewise, etc. texture_info *spec_map = &tmap->textures[TM_SPECULAR_TYPE]; texture_info *norm_map = &tmap->textures[TM_NORMAL_TYPE]; texture_info *height_map = &tmap->textures[TM_HEIGHT_TYPE]; if (Interp_new_replacement_textures != NULL) { if (Interp_new_replacement_textures[rt_begin_index + TM_SPECULAR_TYPE] >= 0) { tex_replace[TM_SPECULAR_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_SPECULAR_TYPE]); spec_map = &tex_replace[TM_SPECULAR_TYPE]; } if (Interp_new_replacement_textures[rt_begin_index + TM_NORMAL_TYPE] >= 0) { tex_replace[TM_NORMAL_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_NORMAL_TYPE]); norm_map = &tex_replace[TM_NORMAL_TYPE]; } if (Interp_new_replacement_textures[rt_begin_index + TM_HEIGHT_TYPE] >= 0) { tex_replace[TM_HEIGHT_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_HEIGHT_TYPE]); height_map = &tex_replace[TM_HEIGHT_TYPE]; } } SPECMAP = model_interp_get_texture(spec_map, Interp_base_frametime); NORMMAP = model_interp_get_texture(norm_map, Interp_base_frametime); HEIGHTMAP = model_interp_get_texture(height_map, Interp_base_frametime); } texture_info *misc_map = &tmap->textures[TM_MISC_TYPE]; if (Interp_new_replacement_textures != NULL) { if (Interp_new_replacement_textures[rt_begin_index + TM_MISC_TYPE] >= 0) { tex_replace[TM_MISC_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_MISC_TYPE]); misc_map = &tex_replace[TM_MISC_TYPE]; } } MISCMAP = model_interp_get_texture(misc_map, Interp_base_frametime); } else { alpha = forced_alpha; //Check for invisible or transparent textures so they dont show up in the shadow maps - Valathil if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0) ) { tex_replace[TM_BASE_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE]); texture = model_interp_get_texture(&tex_replace[TM_BASE_TYPE], Interp_base_frametime); } else { texture = model_interp_get_texture(&tmap->textures[TM_BASE_TYPE], Interp_base_frametime); } if (texture <= 0) { continue; } //if(bm_has_alpha_channel(texture)) //continue; } if ( (texture == -1) && !no_texturing ) { continue; } // trying to get transperent textures-Bobboau if (tmap->is_transparent) { // for special shockwave/warpmap usage alpha = (Interp_warp_alpha != -1.0f) ? Interp_warp_alpha : 0.8f; blend_filter = GR_ALPHABLEND_FILTER; } if (forced_blend_filter != GR_ALPHABLEND_NONE) { blend_filter = forced_blend_filter; } extern bool object_had_transparency; if (blend_filter != GR_ALPHABLEND_NONE) { if(render & MODEL_RENDER_TRANS) { gr_zbuffer_set(GR_ZBUFF_READ); gr_set_bitmap(texture, blend_filter, GR_BITBLT_MODE_NORMAL, alpha); gr_render_buffer(0, &model->buffer, i, Interp_tmap_flags); gr_zbuffer_set(GR_ZBUFF_FULL); } else { object_had_transparency = true; } } else { if(render & MODEL_RENDER_OPAQUE) { gr_set_bitmap(texture, blend_filter, GR_BITBLT_MODE_NORMAL, alpha); gr_render_buffer(0, &model->buffer, i, Interp_tmap_flags); } } GLOWMAP = -1; SPECMAP = -1; NORMMAP = -1; HEIGHTMAP = -1; MISCMAP = -1; } gr_pop_scale_matrix(); } // returns 1 if the thruster should be drawn // 0 if it shouldn't int model_should_render_engine_glow(int objnum, int bank_obj) { if ((bank_obj <= -1) || (objnum <= -1)) return 1; object *obj = &Objects[objnum]; if (obj->type == OBJ_SHIP) { ship_subsys *ssp; ship *shipp = &Ships[obj->instance]; ship_info *sip = &Ship_info[shipp->ship_info_index]; Assert( bank_obj < sip->n_subsystems ); char subname[MAX_NAME_LEN]; // shipp->subsystems isn't always valid here so don't use it strcpy_s(subname, sip->subsystems[bank_obj].subobj_name); ssp = GET_FIRST(&shipp->subsys_list); while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) { if ( !strcmp(subname, ssp->system_info->subobj_name) ) { // this subsystem has 0 or less hits, ie. it's destroyed if ( ssp->current_hits <= 0 ) return 0; // see if the subsystem is disrupted, in which case it should be inoperable if ( ship_subsys_disrupted(ssp) ) return 0; return 1; } ssp = GET_NEXT( ssp ); } } else if (obj->type == OBJ_WEAPON) { // for weapons, if needed in the future } // default to render glow return 1; } // Goober5000 // uses same algorithms as in ship_do_thruster_frame int model_interp_get_texture(texture_info *tinfo, fix base_frametime) { int texture, frame, num_frames; float cur_time, total_time; // get texture num_frames = tinfo->GetNumFrames(); texture = tinfo->GetTexture(); total_time = tinfo->GetTotalTime(); // maybe animate it if (texture >= 0 && num_frames > 1) { // sanity check total_time first thing Assert(total_time > 0.0f); cur_time = f2fl((game_get_overall_frametime() - base_frametime) % fl2f(total_time)); // get animation frame frame = fl2i((cur_time * num_frames) / total_time); CLAMP(frame, 0, num_frames - 1); // advance to the correct frame texture += frame; } // done return texture; } void model_set_warp_globals(float scale_x, float scale_y, float scale_z, int bitmap_id, float alpha) { Interp_warp_scale_x = scale_x; Interp_warp_scale_y = scale_y; Interp_warp_scale_z = scale_z; Interp_warp_bitmap = bitmap_id; Interp_warp_alpha = alpha; } void model_mix_two_team_colors(team_color* dest, team_color* a, team_color* b, float mix_factor) { dest->base.r = a->base.r * (1.0f - mix_factor) + b->base.r * mix_factor; dest->base.g = a->base.g * (1.0f - mix_factor) + b->base.g * mix_factor; dest->base.b = a->base.b * (1.0f - mix_factor) + b->base.b * mix_factor; dest->stripe.r = a->stripe.r * (1.0f - mix_factor) + b->stripe.r * mix_factor; dest->stripe.g = a->stripe.g * (1.0f - mix_factor) + b->stripe.g * mix_factor; dest->stripe.b = a->stripe.b * (1.0f - mix_factor) + b->stripe.b * mix_factor; } bool model_get_team_color( team_color *clr, const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime ) { Assert(clr != NULL); if ( !stricmp(secondaryteam.c_str(), "none") ) { if (Team_Colors.find(team) != Team_Colors.end()) { *clr = Team_Colors[team]; return true; } else return false; } else { if ( Team_Colors.find(secondaryteam) != Team_Colors.end()) { team_color temp_color; team_color start; if (Team_Colors.find(team) != Team_Colors.end()) { start = Team_Colors[team]; } else { start.base.r = 0.0f; start.base.g = 0.0f; start.base.b = 0.0f; start.stripe.r = 0.0f; start.stripe.g = 0.0f; start.stripe.b = 0.0f; } team_color end = Team_Colors[secondaryteam]; float time_remaining = (f2fl(Missiontime - timestamp) * 1000)/fadetime; CLAMP(time_remaining, 0.0f, 1.0f); model_mix_two_team_colors(&temp_color, &start, &end, time_remaining); *clr = temp_color; return true; } else return false; } } // temporary until we can unify the global Interp_* variables into the interp_data struct void model_interp_set_team_color(const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime) { Interp_team_color_set = model_get_team_color(&Interp_team_color, team, secondaryteam, timestamp, fadetime); } // temporary until we can unify the global Interp_* variables into the interp_data struct void model_interp_set_clip_plane(vec3d* pos, vec3d* normal) { if ( pos == NULL || normal == NULL ) { Interp_clip_plane = false; return; } Interp_clip_normal = *normal; Interp_clip_pos = *pos; Interp_clip_plane = true; } // temporary until we can unify the global Interp_* variables into the interp_data struct void model_interp_set_animated_effect_and_timer(int effect_num, float effect_timer) { Interp_animated_effect = effect_num; Interp_animated_timer = effect_timer; } //********************-----CLASS: texture_info-----********************// texture_info::texture_info() { clear(); } texture_info::texture_info(int bm_handle) { if(!bm_is_valid(bm_handle)) { clear(); return; } this->original_texture = bm_handle; this->ResetTexture(); } void texture_info::clear() { texture = original_texture = -1; num_frames = 0; total_time = 1.0f; } int texture_info::GetNumFrames() { return num_frames; } int texture_info::GetOriginalTexture() { return original_texture; } int texture_info::GetTexture() { return texture; } float texture_info::GetTotalTime() { return total_time; } int texture_info::LoadTexture(char *filename, char *dbg_name = "") { if (strlen(filename) + 4 >= NAME_LENGTH) //Filenames are passed in without extension { mprintf(("Generated texture name %s is too long. Skipping...\n", filename)); return -1; } this->original_texture = bm_load_either(filename, NULL, NULL, NULL, 1, CF_TYPE_MAPS); if(this->original_texture < 0) nprintf(("Maps", "For \"%s\" I couldn't find %s.ani\n", dbg_name, filename)); this->ResetTexture(); return texture; } void texture_info::PageIn() { bm_page_in_texture(texture); } void texture_info::PageOut(bool release) { if (texture >= 0) { if (release) { bm_release(texture); texture = -1; num_frames = 0; total_time = 1.0f; } else { bm_unload(texture); } } } int texture_info::ResetTexture() { return this->SetTexture(original_texture); } int texture_info::SetTexture(int n_tex) { if(n_tex != -1 && !bm_is_valid(n_tex)) return texture; //Set the new texture texture = n_tex; //If it is intentionally invalid, blank everything else if(n_tex == -1) { num_frames = 0; total_time = 1.0f; } else { //Determine the num_frames and total_time values. int fps = 0; this->num_frames = 1; bm_get_info(texture, NULL, NULL, NULL, &this->num_frames, &fps); this->total_time = (num_frames / ((fps > 0) ? (float)fps : 1.0f)); } return texture; } //********************-----CLASS: texture_map-----********************// int texture_map::FindTexture(int bm_handle) { if(!bm_is_valid(bm_handle)) return -1; for(int i = 0; i < TM_NUM_TYPES; i++) { if (this->textures[i].GetTexture() == bm_handle) return i; } return -1; } int texture_map::FindTexture(char *fname) { if(fname == NULL || !strlen(fname)) return -1; char buf[NAME_LENGTH]; for(int i = 0; i < TM_NUM_TYPES; i++) { bm_get_filename(this->textures[i].GetTexture(), buf); if (!strextcmp(buf, fname)) { return i; } } return -1; } void texture_map::PageIn() { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].PageIn(); } void texture_map::PageOut(bool release) { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].PageOut(release); } void texture_map::Clear() { is_ambient = false; is_transparent = false; for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].clear(); } void texture_map::ResetToOriginal() { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].ResetTexture(); } bsp_polygon_data::bsp_polygon_data(ubyte* bsp_data) { Polygon_vertices.clear(); Polygons.clear(); for (int i = 0; i < MAX_MODEL_TEXTURES; ++i) { Num_verts[i] = 0; Num_polies[i] = 0; } Num_flat_verts = 0; Num_flat_polies = 0; process_bsp(0, bsp_data); } void bsp_polygon_data::process_bsp(int offset, ubyte* bsp_data) { int id = w(bsp_data + offset); int size = w(bsp_data + offset + 4); while (id != 0) { switch (id) { case OP_DEFPOINTS: process_defpoints(offset, bsp_data); break; case OP_SORTNORM: process_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: process_flat(offset, bsp_data); break; case OP_TMAPPOLY: process_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data + offset); size = w(bsp_data + offset + 4); if (size < 1) id = OP_EOF; } } void bsp_polygon_data::process_defpoints(int off, ubyte* bsp_data) { int i, n; int nverts = w(off + bsp_data + 8); int offset = w(off + bsp_data + 16); ubyte *normcount = off + bsp_data + 20; vec3d *src = vp(off + bsp_data + offset); // Get pointer to lights Lights = off + bsp_data + 20 + nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif Vertex_list.clear(); Normal_list.clear(); for (n = 0; n < nverts; n++) { Vertex_list.push_back(*src); src++; // move to normal for (i = 0; i < normcount[n]; i++) { Normal_list.push_back(*src); src++; } } } void bsp_polygon_data::process_sortnorm(int offset, ubyte* bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data + offset + 36); backlist = w(bsp_data + offset + 40); prelist = w(bsp_data + offset + 44); postlist = w(bsp_data + offset + 48); onlist = w(bsp_data + offset + 52); if (prelist) process_bsp(offset + prelist, bsp_data); if (backlist) process_bsp(offset + backlist, bsp_data); if (onlist) process_bsp(offset + onlist, bsp_data); if (frontlist) process_bsp(offset + frontlist, bsp_data); if (postlist) process_bsp(offset + postlist, bsp_data); } void bsp_polygon_data::process_tmap(int offset, ubyte* bsp_data) { int pof_tex = w(bsp_data + offset + 40); int n_vert = w(bsp_data + offset + 36); if ( n_vert < 3 ) { // don't parse degenerate polygons return; } ubyte *p = &bsp_data[offset + 8]; model_tmap_vert *tverts; tverts = (model_tmap_vert *)&bsp_data[offset + 44]; int problem_count = 0; // make a polygon bsp_polygon polygon; polygon.Start_index = Polygon_vertices.size(); polygon.Num_verts = n_vert; polygon.texture = pof_tex; // this polygon will be broken up into a triangle fan. first three verts make up the first triangle // additional verts are made into new tris Num_polies[pof_tex]++; Num_verts[pof_tex] += n_vert; // stuff data making up the vertices of this polygon for ( int i = 0; i < n_vert; ++i ) { bsp_vertex vert; vert.position = Vertex_list[(int)tverts[i].vertnum]; vert.tex_coord.u = tverts[i].u; vert.tex_coord.v = tverts[i].v; vert.normal = Normal_list[(int)tverts[i].normnum]; // see if this normal is okay if (IS_VEC_NULL(&vert.normal)) vert.normal = *vp(p); problem_count += check_values(&vert.normal); vm_vec_normalize_safe(&vert.normal); Polygon_vertices.push_back(vert); } Polygons.push_back(polygon); Parse_normal_problem_count += problem_count; } void bsp_polygon_data::process_flat(int offset, ubyte* bsp_data) { int n_vert = w(bsp_data + offset + 36); if (n_vert < 3) { // don't parse degenerate polygons return; } short * verts = (short *)(bsp_data + offset + 44); ubyte r = *(bsp_data + offset + 40); ubyte g = *(bsp_data + offset + 41); ubyte b = *(bsp_data + offset + 42); bsp_polygon polygon; polygon.Start_index = Polygon_vertices.size(); polygon.Num_verts = n_vert; polygon.texture = -1; Num_flat_polies++; Num_flat_verts += n_vert; for (int i = 0; i < n_vert; i++) { bsp_vertex vert; int vertnum = verts[i * 2 + 0]; int norm = verts[i * 2 + 1]; vert.position = Vertex_list[vertnum]; vert.normal = Normal_list[norm]; vert.r = r; vert.g = g; vert.b = b; vert.a = 255; Polygon_vertices.push_back(vert); } Polygons.push_back(polygon); } int bsp_polygon_data::get_num_triangles(int texture) { if ( texture < 0 ) { return MAX(Num_flat_verts - 2 * Num_flat_polies, 0); } return MAX(Num_verts[texture] - 2 * Num_polies[texture], 0); } int bsp_polygon_data::get_num_lines(int texture) { if (texture < 0) { return Num_flat_verts; } return Num_verts[texture]; } void bsp_polygon_data::generate_triangles(int texture, vertex *vert_ptr, vec3d* norm_ptr) { int num_verts = 0; for ( uint i = 0; i < Polygons.size(); ++i ) { if ( Polygons[i].texture != texture ) { continue; } uint start_index = Polygons[i].Start_index; uint end_index = Polygons[i].Start_index + Polygons[i].Num_verts; for ( uint j = start_index + 1; j < end_index - 1; ++j ) { // first vertex of this triangle. Always the first vertex of the polygon vertex* vert = &vert_ptr[num_verts]; vert->world = Polygon_vertices[start_index].position; vert->texture_position = Polygon_vertices[start_index].tex_coord; vec3d* norm = &norm_ptr[num_verts]; *norm = Polygon_vertices[start_index].normal; // second vertex of this triangle. vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[j].position; vert->texture_position = Polygon_vertices[j].tex_coord; norm = &norm_ptr[num_verts + 1]; *norm = Polygon_vertices[j].normal; // third vertex of this triangle. vert = &vert_ptr[num_verts + 2]; vert->world = Polygon_vertices[j+1].position; vert->texture_position = Polygon_vertices[j+1].tex_coord; norm = &norm_ptr[num_verts + 2]; *norm = Polygon_vertices[j+1].normal; num_verts += 3; } } } void bsp_polygon_data::generate_lines(int texture, vertex *vert_ptr) { int num_verts = 0; for (uint i = 0; i < Polygons.size(); ++i) { if (Polygons[i].texture != texture) { continue; } uint start_index = Polygons[i].Start_index; uint end_index = Polygons[i].Start_index + Polygons[i].Num_verts; for (uint j = start_index; j < end_index; ++j) { // first vertex of this triangle. Always the first vertex of the polygon vertex* vert = &vert_ptr[num_verts]; vert->world = Polygon_vertices[j].position; vert->r = Polygon_vertices[j].r; vert->g = Polygon_vertices[j].g; vert->b = Polygon_vertices[j].b; vert->a = Polygon_vertices[j].a; if ( j == end_index - 1 ) { vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[start_index].position; vert->r = Polygon_vertices[start_index].r; vert->g = Polygon_vertices[start_index].g; vert->b = Polygon_vertices[start_index].b; vert->a = Polygon_vertices[start_index].a; } else { vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[j + 1].position; vert->r = Polygon_vertices[j + 1].r; vert->g = Polygon_vertices[j + 1].g; vert->b = Polygon_vertices[j + 1].b; vert->a = Polygon_vertices[j + 1].a; } num_verts += 2; } } }